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View Full Version : Regular rebels/pirates ?



Akka
10-02-2005, 15:39
I've barely started a ERE campaign, so I don't have extensive knowledge of the expansion yet.

But one thing that I really, really have to know about if I hope to retain any slight hope of sanity : I know that both empires are prone to revolts, civil troubles and the like. Okay. I know about the "easter/western rebel roman empire" faction too. Okay.

But about the "regular" rebels, the ones who spawn randomly in your provinces... Are they now controllable (like they don't appear if there is 100 % civil order, or if you have more than X soldiers in the province, or anything), or do they, like in RTW vanilla, simply appear out of nowhere totally arbitrarily, and force you to spend half the game fighting pointless, boring and repeatitive battles, and ultimately kill any interest in the game as you are constantly dragged from your glorious conquest to make the same "civil order campaign" each turn ?

Please, tell me we can now prevent them to appear through some way or another, or even mod them out. Please. Pretty please...

Dutch_guy
10-02-2005, 16:32
Don't know if in BI they made the rebel spawing ability dependant on the public order of a city / province, that would a good feature.

I think the rebels still randomly spawn, but you should be able to mod down the spawn rate.

:balloon2:

RZST
10-02-2005, 16:46
trying to squish out those puny rebels is the fun of the game =P...atleast more fe it is.

as for your question. sorry no answer here. :dizzy2:

Patricius
10-02-2005, 20:08
Just cut down the brigand_spawn_value and pirate_spawn_value at the start of descr_strat to zero or some low figure in descr_strat.txt.

Akka
10-02-2005, 21:23
Just cut down the brigand_spawn_value and pirate_spawn_value at the start of descr_strat to zero or some low figure in descr_strat.txt.
Does this actually work ?

Because in vanilla RTW, despite having stats like "spawn rates" or something like that, you couldn't prevent or even diminish the chances of rebels appearing. You could only change the size of their army when they appeared.

TB666
10-02-2005, 21:28
I can't imagine why you wanna remove them.
Sure maybe reduce them alittle but remove them would be strange.
They are a good way to train generals and get extra population.

Akka
10-02-2005, 22:52
I can't imagine why you wanna remove them.
Sure maybe reduce them alittle but remove them would be strange.
They are a good way to train generals and get extra population.
Well, good for you. As for me, I perfectly can imagine why I want to remove them, and I think I even stated it in the very first post.

If you actually enjoy to have to fight meaningless battle each single turn in supposedly pacified regions of your empire for the whole length of the game, more power to you. I don't like it, I dislike it, I hate it, it breaks my games, it bothers me, it annoys me, it drives me mad.

Now, does someone actually knows the actual answer to the actual question ?

Patricius
10-03-2005, 00:03
Does this actually work ?

Because in vanilla RTW, despite having stats like "spawn rates" or something like that, you couldn't prevent or even diminish the chances of rebels appearing. You could only change the size of their army when they appeared.

It seems to work. There is nothing lost by trying, as it is easy to reverse and not liable to cause crashes.

econ21
10-03-2005, 00:39
I don't like it, I dislike it, I hate it, it breaks my games, it bothers me, it annoys me, it drives me mad.

I agree. It's so boring having to fight a few pitiful rebels again and again. I have no objection to mass rebellions, rather like the respawning factions in MTW. But in vanilla RTW, rebels are just busywork. I'm playing RTR 6.1 at the moment and rebels are probably one of my main remaining quibbles with RTW. (The glacial pace of the the campaign is another - I'm starting to look forward to BI, it sounds faster paced and more dramatic.)

afrit
10-03-2005, 05:55
Answering the original question:

unfortunately, rebels and brigands are still with us in BI. I played Saxons on Med/Med, and sure enough they would spawn in the hinterlands of the empire.


I hate them too.

Jambo
10-03-2005, 09:36
Just cut down the brigand_spawn_value and pirate_spawn_value at the start of descr_strat to zero or some low figure in descr_strat.txt.
As far as I'm aware these parameters weren't orginally present in the 1.2 version of the descr_strat text file in RTW. These are new to the 1.3 version and BI descr_strat and therefore, reducing the values associated with them might well work.

Akka
10-03-2005, 10:18
As far as I'm aware these parameters weren't orginally present in the 1.2 version of the descr_strat text file in RTW. These are new to the 1.3 version and BI descr_strat and therefore, reducing the values associated with them might well work.
I'll try.

They don't seem to be present in the RTW directory, though.
So either the file works for both versions, either we're stuck with neverending rebels in RTW :-/

Kraxis
10-03-2005, 13:00
I agree that the rebels offered meaningless battles to RTW, but now they actually have strong forces that increase with your strength (or so it seems).

Now the battles are in fact rather interesting, and far from meaningless. To fight an army consisting of 4 Bosphoran Mercs, 3 Merc Veteranii, 2 Goth Raiders and 2 Rebel Generals is a serious matter that can be quite fun in itself. It adds some incentive to leave the safe cities to fix the devastation caused, and it also adds some fun and meaningfulness to all those rounds where you build up your forces and infrastructure.

Since BI is a slower strategic game I think it is good to have new and much stronger rebels.

PseRamesses
10-03-2005, 14:40
I agree that the rebels offered meaningless battles to RTW, but now they actually have strong forces that increase with your strength (or so it seems). Now the battles are in fact rather interesting, and far from meaningless. To fight an army consisting of 4 Bosphoran Mercs, 3 Merc Veteranii, 2 Goth Raiders and 2 Rebel Generals is a serious matter that can be quite fun in itself. It adds some incentive to leave the safe cities to fix the devastation caused, and it also adds some fun and meaningfulness to all those rounds where you build up your forces and infrastructure. Since BI is a slower strategic game I think it is good to have new and much stronger rebels.

Agree. With my uber-strong and wealthy WRE I have no rebs in sight BUT when they do appear it´s in the form of a 1/2-1/1 stack with a good mix of troops. When I started this campaign I had many smaller apperances but as my empire grew so did the stacks with a decline in frequence. My old "spawn-a-commander-with-a-peasant-stack" doesn´t work anymore - good! In fact I´ve only spawned one single commander in almost two weeks of gameplay despise the fact that I only have commanders in about half of my settlements.

Kraxis
10-03-2005, 15:50
Yeah, I have actually several times had my operational forces get depleted by rebels. Not that I lost, or even suffered destruction of forces, but if you plan on making a major incursion into Sassanid territory then you need a good army.
Well, at least I have gained a few stars on them, and of course kept my trade open.

Celt Centurion
10-25-2005, 03:22
I've barely started a ERE campaign, so I don't have extensive knowledge of the expansion yet.

But one thing that I really, really have to know about if I hope to retain any slight hope of sanity : I know that both empires are prone to revolts, civil troubles and the like. Okay. I know about the "easter/western rebel roman empire" faction too. Okay.

But about the "regular" rebels, the ones who spawn randomly in your provinces... Are they now controllable (like they don't appear if there is 100 % civil order, or if you have more than X soldiers in the province, or anything), or do they, like in RTW vanilla, simply appear out of nowhere totally arbitrarily, and force you to spend half the game fighting pointless, boring and repeatitive battles, and ultimately kill any interest in the game as you are constantly dragged from your glorious conquest to make the same "civil order campaign" each turn ?

Please, tell me we can now prevent them to appear through some way or another, or even mod them out. Please. Pretty please...

ThisI am about to describe is in RTW with the 1.2 mod. I have been playing as Julii. The date is about 105 A.D. I have 94 regions, and the only remaining factions are Scipii and the Rebels. I am pushing for all of the land on the entire map to turn Scarlet. Just for the purpose of getting rebels off of the highways. I have formed some small armies of 5 units of Arcani with full armour upgrades. As my main Armies push for total victory, my arcani army is going around kicking rebel butt. I think that there are presently two rebel armies out there in the wilderness, and the Arcani army will be all over one of them in the next turn or two. If they take casualties, I drag and drop to have 4 full, and send the fifth to the nearest retraining site, which is usually really close.

I see no reason that you cannot use Arcani for the same reason in BI, that is of course, if Arcani is available in BI.

Strength and Honor

Celt Centurion