View Full Version : Raiding in VI
ShadesWolf
11-10-2003, 07:32
In the Viking invasion, the Viking faction has the ability to raid provincs and get a big income from doing this. How is this done, I havent noticed anything in the files as Ive been messing around with them.
Do we think this ability might be hardcoded ?
Duke John
11-10-2003, 09:46
The only reference to raiding I could find is in the Vikings campaign file:
SetBehaviour:: FN_07 BARBARIAN_RAIDER // Vikings
I've read before that faction behaviours change overtime, although I have not seen any hard facts for this. I don't for sure if the barbarian_raider setting gives the Vikings the raiding ability. You could of course test this by giving them another setting and see if you can still raid. Let us hear what you discover
Cheers, Duke John
ShadesWolf
11-10-2003, 14:14
OK will do, I will try this out tonight.
Talk to u later
NagatsukaShumi
11-10-2003, 14:20
I believe that it is simply a matter of any faction with the Pagan religion can raid provinces, this should also be true of the Mongols, however I'm not 100% on that.
hellenes
11-10-2003, 15:00
Unfortunately its hardcoded the FN-07 has this ability and the golden hordes fn-smth (i cant remember) makes them appear in 1231 same for swiss burg...
http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
WHY GOD WHY ITS ALL HARDCODED http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
AND ROME IS 1 YEAR AWAY http://www.totalwar.org/forum/non-cgi/emoticons/mad.gif http://www.totalwar.org/forum/non-cgi/emoticons/mad.gif
ShadesWolf
11-10-2003, 22:27
Part one of the test is complete, and the info is as follows:
//========================================
//Faction Cultures
//The culture system that each faction
//adheres to
//========================================
SetCulture:: FN_ENGLISH PAGAN_CULTURE
SetCulture:: FN_FRENCH CATHOLIC_CULTURE
SetCulture:: FN_PAPIST CATHOLIC_CULTURE
SetCulture:: FN_BURGUNDIAN CATHOLIC_CULTURE
//SetCulture:: FN_GOLDEN_HORDE PAGAN_CULTURE
//========================================
//Faction Religions
//The main faith of each of the factions
//========================================
SetReligion:: FN_ENGLISH REL_PAGAN
SetReligion:: FN_FRENCH REL_CATHOLIC
SetReligion:: FN_PAPIST REL_CATHOLIC
SetReligion:: FN_BURGUNDIAN REL_CATHOLIC
//SetReligion:: FN_GOLDEN_HORDE REL_PAGAN
//========================================
//Faction Behaviour
//This is the default behaviour of each
//faction, various in game factor will
//alter it. Rebel are always set to REBEL
//these are the available options
//also note that these are related to the
//product spreadsheet
//CATHOLIC_EXPANSIONIST_CRUSADER
//CATHOLIC_EXPANSIONIST
//CATHOLIC_NAVAL_EXPANSIONIST
//CATHOLIC_ISOLATIONIST
//CATHOLIC_TRADER
//CATHOLIC_CRUSADER_TRADER
//CATHOLIC_DEFENSIVE_CRUSADER
//CATHOLIC_DEFENSIVE
//ORTHODOX_EXPANSIONIST
//ORTHODOX_STAGNANT
//ORTHODOX_DEFENSIVE
//MUSLIM_EXPANSIONIST
//MUSLIM_PEACEFUL
//MUSLIM_DEVOUT
//POVERTY_STRICKEN
//DESPERATE_DEFENCE
//CLOSE_TO_SUPPORT_LIMIT
//POPE
//BARBARIAN_RAIDER
//REBELS
//========================================
SetBehaviour:: FN_ENGLISH BARBARIAN_RAIDER
SetBehaviour:: FN_FRENCH CATHOLIC_EXPANSIONIST
SetBehaviour:: FN_PAPIST POPE
SetBehaviour:: FN_BURGUNDIAN CATHOLIC_EXPANSIONIST
//SetBehaviour:: FN_GOLDEN_HORDE REBELS
//========================================
//Faction Shields
//the filenames of the large and small
//shield images that each faction uses.
//These should be BIF images and stored in
//"campmap/shields"
//========================================
It worked perfect until I changed the culture, then it fell over. Basically it was to do with my english units being of Catholic culture, so I will need to look at that.....
http://www.shadesmtw.com/graphics/hywpillage.gif
hellenes
11-10-2003, 23:06
Shades i remember a dev stating that the SPECIAL pillage bonus goes only to vikings i cant recall the thread http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif but im pretty shure now wich vers of MTW r u using?
Hellenes
ShadesWolf
11-10-2003, 23:10
Im using VI, but not the Viking part of it.
My next test will be on the Viking game part, I will change Mercia to Pagan and see what happen, but that will have to be tomorrow as its time for bed.....
I will do some more testing latter. What I did notice was that in theory on the medieval side of things it seemed to work, so I will also get a fresh copy of my startup file and mod out the catholic units, and add the ability of being built by pagan cultures.....
if i recall correctly the Raiding Bonus has TWO attributes,
1- extra pillage from destroyed/damaged buildings
2- the ability to ship units FROM a province with NO PORT in it,
if you cannot ship units from a province without a port then i think the raid bonus has not been applied to your faction.
NOTE:- i could be wrong
shand994
11-11-2003, 03:56
Im pretty sure it has to do with the religion setting of the faction. Because in VI, when the viking faction is converted from pagans to christians they lose the Raiding bonus.
ShadesWolf
11-15-2003, 20:50
I will test this out tonight and report back
Norseman
11-16-2003, 04:38
[QUOTE]
Unfortunately its hardcoded the FN-07 has this ability and the golden hordes fn-smth (i cant remember) makes them appear in 1231 same for swiss burg...
[QUOTE]
I believe Hellenes is correct. I also seem to remember that one of the devs stated this a long time ago (that the raider attribute was tied to FN-07), but I couldn't find the thread now.
hey norseman you forgot the / in the quote it is html you need to write the end tag
thanks dessa
Norseman
11-16-2003, 04:56
Searched on "FN_07 AND raid*" and found this; a quote from Eat Cold Steel on 23 of may:
Quote[/b] ]
This is quote from Eat Cold Steel on 23 may:
a) There are hard code rules linked the actural faction id, so FN_PAPIST is the always the papist faction and will have control over crusades and such, and FN_07 is the faction that get raid bonus. With 2.0 the regular campaign use mostly default value, and store its files on the "root" where as viking files are stored in the various viking directories. Adding Russian in early shouldn't be a problem, the emergance code looks to see the faction is not already active first before kicking in.
b) Making new faction emerge, no. Stopping regular factions emerging, just don't declare their faction ID.
C) The actural delared ID tag is used, if they are not in your startpos, their special rule will not have an effect.
d) If you want crusade then you need to have ID_PAPIST. Along with all the other nasty rules that come with the Pope. If you are willing to go without crusades then just don't declare ID_PAPIST.
e) Nothing really, but I do recomment starting complete fresh startpos, ie make use SetMapTexturesSubdir:: and copy everthing into your own directory espically if you want to add a faction. Do a search on "Welsh" say and you'll find what kind of files you need to copy.
f) Agin, just ID tags and year, say for example you've changed a region in VI to use ID_KHAZAR tag, declared a faction FN_GOLDEN_HORDE, and set the end date to 1500, then the golden horde will appear.
Got the end tag right this time http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
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