View Full Version : Rebel stack spawn frenzy around luvavoeva (sp?)
siegfriedfr
08-12-2010, 21:09
Hello,
Very often when i reach around 210 BC, i witness around 7/8 full stack of eleutheroi around one of the "superstack" cities in the center of europe.
is this normal?
stratigos vasilios
08-13-2010, 02:39
Hey I just did a quick forum search and I found a similar thread (https://forums.totalwar.org/vb/showthread.php?95616-Rebels-should-rule-the-world-!&highlight=spawning+rebels). I haven't had time to really read it, to see if that is what your after (as I am currently in class hehe).
siegfriedfr
08-13-2010, 05:39
I know there is a rebel spawn script, when those cities are besieged, but im not talking about one stack spawning. There are literally 8 full stacks of eleutheroi around this town alone, and it seems to me no one has been attacking it for a few turns.
I own the other alps cities and i've been constantly besieged by celts, and i suspect that script spawned an army each time i was besieged, which would then make all of this , a bug.
NoHelmet
08-13-2010, 10:13
I guess it is done to prevent early expansion of the barbarian (or yours) factions, and i noticed it much earlier, around 260bc when i played with the Aedui. Just get a decent army (general with good morale attributes and couple of decent defensive infantry, and if possible uirodusios or something like that), stand on a bridge or a river crossing, spam them with slingers, javelins and fire arrows and they should run eventually. Just dont stand directly on the bridge, give them some space on the open ground, they will run away faster. Worked like a charm on a greek(!) general in Iuvavoeta. p.s. dont worry about the exp of their units, missiles ignore defence skill
Yes, but it should only be one stack that keeps coming back, not several at the same time. It's a known bug within the EB script, but I don't know what causes it. Did you reload the game a couple of times? The R:TW scripting engine does seem to have a problem with in-game faction switches, so maybe it gets disturbed by reloading as well.
I've seen this happen a lot. I thought it was intended behaviour. Or at least a logical consequence of the system.
What I think happens is: The script checks for the presence of the character/ family member with the [Name of City] Defender trait. If there isn't one it spawns a new stack with such a character leading it.
However, if you play long enough, the character will die in combat or from old age. Now, there no longer is a character with the [Name of City] Defender trait, so a new stack is spawned.
But the old stack isn't gone. It just stands there, leaderless. (From what I've heard, I think there is no way by script to remove a specific stack?)
So play long enough, and there will be more and more ex-defender stacks around the barbarian settlements.
when not playing sweboz or sarmatians the baltic regions often have such defenders aswell as they all die of old age or from assasination. sometimes I really get the feeling that The AI prefers to assisinate Eleutheroi super defenders ^^
The Iuvovaeta defender is rather annoying.
In my last Romani campaign, i lost 2 full stacks fighting him. His troops are so roided up (gold chevrons), it's like playing on Very Hard or worse. Not even elites can stand against them.
When i finally killed him, i had to withdraw to retrain and regroup.
About 1.5 years later, i sent another full stack to take the settlement which was defended by half a stack of the survivors, and he had spawned again, with another full sack of gold chevrons.
I used the auto_win cheat to get rid of him. An alpine city should not get thousands of X-Men Mutants in their armies who also happen to resurrect every few years. If it was intended to be a deterrent to expansion, i think getting a full stack is enough. A full stack of super-roided super-soldiers with titanium armour is overkill.
Well, the defender characters are supposed to be tough. Both to prevent recognised AI over-expansion and represent historically difficult to conquer regions.
The defenders will respawn if you don't control the city. So pulling back to rearm gives him the chance to respawn. You need two armies really. An assault force for the town and an anti-defender field army.
So why are you lot complaining that it is difficult to conquer remote and reticent regions? If this is a challenge today, how much harder 2100 years ago?
Cute Wolf
08-14-2010, 08:24
simple solutions, open your EBBS file, and comment out all the defender script that you hate, including their triggers and such effects (or merely comment their army, you got Satres and his lone group of solduros then)
- but don't come back running here and cry "The Sweboz rule the world!!! The Sweboz rule the world!!!"
The thing is, their troops are unrealistically tough. It's not game-breaking or anything, but it's an annoyance to find these "fantasy bumps" in what i consider the best and most historically accurate RTW mod.
I understand that these super stacks were created to avoid AI/Human super expansion, and it works. But maybe a building that gives massive penalties to order may be more suitable. The building in question should be indestructible and represent some cultural/regional traits, like the reticence of that tribe/town to being conquered or governed by foreigners. That way the region would be harder to control because of rebellions, but not nigh-impossible to conquer.
That way, if the region is conquered, and a large garrison is not established. the town will rebel. If the AI loses the town, it will slow it's expansion. A human player will also have to slow his expansion because he'll need to garrison the town with a lot of troops, as opposed to sending the conquerors on a rampage/raid to the next city.
It's just an opinion :)
siegfriedfr
08-14-2010, 11:37
simple solutions, open your EBBS file, and comment out all the defender script that you hate, including their triggers and such effects (or merely comment their army, you got Satres and his lone group of solduros then)
- but don't come back running here and cry "The Sweboz rule the world!!! The Sweboz rule the world!!!"
That's not a solution, merely discarding thousands of lines in the script.
Finding the faulty line in the script would be better!
Cute Wolf
08-14-2010, 11:53
That's not a solution, merely discarding thousands of lines in the script.
Finding the faulty line in the script would be better!
thousands? you both never opened the EBBS script by yourself and never understood how the script work
that was easy job, although I must change my words before, from "comment out" to simply "delete" :grin: - if you didn't have notepad++, you could use basic notepad, block the script line, and delete them...
oh, and the lines of spawned defender scripts are not thousands, just hundreds :) (Notepad++ rules again!)
siegfriedfr
08-14-2010, 13:57
thousands? you both never opened the EBBS script by yourself and never understood how the script work
that was easy job, although I must change my words before, from "comment out" to simply "delete" :grin: - if you didn't have notepad++, you could use basic notepad, block the script line, and delete them...
oh, and the lines of spawned defender scripts are not thousands, just hundreds :) (Notepad++ rules again!)
Aside from the fact your participation to this thread is more smart-ass than useful so far, central european defense goes from line 180200 to 193144.
That's thousands.
Olaf The Great
08-14-2010, 18:56
I might be wrong, but aren't those super-stacks supposed to represent a political power that's the same as the Aedui and Arverni? As rebels they can't recruit troops, but the Aedui and Arverni do.Also, without them we would get the Romans/Sweboz/Getai taking over the universe.
However this thread is about the constant-spawn bug, and yes, it does seem to be triggered(in my game) every time the city is besieged when it's controlled by a player faction. I think the best solution to this is to send a single levy unit and fight 10,000 auto-resolves with them and then delete the unit.
Megas Methuselah
08-14-2010, 19:23
I might be wrong, but aren't those super-stacks supposed to represent a political power that's the same as the Aedui and Arverni? As rebels they can't recruit troops, but the Aedui and Arverni do.Also, without them we would get the Romans/Sweboz/Getai taking over the universe.
Yeah, they represent the Boii and other such tribes that were unable to make it into EB1 as factions. In EB2, though, the Boii (for one) are confirmed as being in the game as a faction.
Exciting, eh?
Yeah, they represent the Boii and other such tribes that were unable to make it into EB1 as factions. In EB2, though, the Boii (for one) are confirmed as being in the game as a faction.
Exciting, eh?
The master is back :crown:
Well, that would be good, since they would stop the crazy cannibalistic clubmen fron the northeast (:clown:)
Now, a buffer for Luso (maybe Cantabrii or asturii?) and we're set for a totally stable game until you **** everybody up
~Jirisys (I'm from the 3rd generation of the org:clown:)
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.