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View Full Version : Rebels, possible to script them?



Dayve
12-30-2005, 02:49
Would it be possible to mod the game so that rebels only appear in certain circumstances...? Like if you conquer a city that a certain faction has held for a long time... The residents will be loyal and used to the old faction, so understandably many will challenge your new authority and take up arms against you... Or when you take a city and exterminate it... People would understandably rebel against you to take revenge for their people you've just slaughtered...

I ask this because right now... The way rebels appear is basically... Just stupid and brainless... I know it's not EB's fault... I've a feeling it might be hardcoded... But rebels just appear for no reason... I own all of Italy in my current Rome campaign in EB, and in one turn 3 bands of rebels popped up in the mid-lower peninsula... All my cities are green happy, and there is absolutely no way the rebels could have any impact because they were too few in numbers, and apart from that, my cities were happy... All cities in that area have been granted full Romanization, they all have decent garrisons, i've given them sewers and race tracks and decent governors which they would not have had if they were still being controlled by the rebels... And the thanks i get is rebels popping up for no reason?

I think if they can't be scripted or fixed for the final version i might just set the brigand spawn value to something like a million and remove them all together... It wouldn't be giving me an advantage since they would be removed for everyone else too.

Divinus Arma
12-30-2005, 04:17
There are further scripting possibilities being discussed. One example would be as follows: You are warned not to attack a certain free city, lest it means war. You decide to attack anyway. Scripting then produces a spawn army of the faction which war was threatened. AI cheating? Maybe. Removing some of the 'sandbox' fell? Perhaps.

Just remember that scripting is what is increasing the load times. More scripting = longer load times. There is a point when the load times become unbearable.

I am glad you enjoy EB Dayve. Thank you for the kind comments.

khelvan
12-30-2005, 06:13
There is a difference between "rebels" and "brigands." Brigands appear randomly across the map - rebels appear when a settlement's loyalty drops below a certain point. We can't do anything about brigands in this version, only when we move to a higher version, or perhaps BI.

Simetrical
12-30-2005, 10:51
Just remember that scripting is what is increasing the load times. More scripting = longer load times. There is a point when the load times become unbearable.Actually, although this will require further examination, it seems that loading our megabytes of script files only takes a few seconds. Other things appear to be the culprits. I shaved almost two minutes off my initial load time by blanking campaign_descriptions.txt. :shocked:

Dayve
12-30-2005, 13:48
Campaign descriptions you say... Well they are very long even though they make an interesting read... Can i have your file that you've removed them in then i can replace it with mine? I'll see if it speeds up my loading times. :gring:

bigdayve@yahoo.com

Epistolary Richard
12-31-2005, 00:37
But rebels just appear for no reason... I own all of Italy in my current Rome campaign in EB, and in one turn 3 bands of rebels popped up in the mid-lower peninsula... All my cities are green happy, and there is absolutely no way the rebels could have any impact because they were too few in numbers, and apart from that, my cities were happy...

I just want to mention that though the game refers to them as rebels and brigands and so forth, within EB they represent the thousands of independent states, nations, cultures and tribes that simply couldn't be included because of the faction limit.

For example, I had a rather large eleutheroi spawn when I controlled most of Italy and - again - cities were all happy. The army that appeared mainly consisted of Samnite warriors, but where could they have come from? I asked. I've taken Samnium. Well, obviously the conquest of a single settlement in RTW is representative of larger pacification efforts within the province. Even though I control the significant population area of the province - there's still ample space for the original conquered peoples to exist. My Samnite appearance therefore, I put down to a resurgence of nationalism amongst this subjugated tribe. Perhaps a leader has emerged amongst them, wielded a force together and is looking to liberate the province. Anyway, I defeated them (though it was close) so obviously that particular Samnite dream ended there, however it's not going to close off them being able to cause trouble in the future.

Dayve
12-31-2005, 02:38
I'd have no problem if an organized bunch of rebels popped up occasionally and caused me some trouble... This could definately be thought of as a resurgence of nationalism amongst this subjugated tribe as you put it... But the rebels that appear in my game are 2 units of Rorarii and one unit of Velites... :blankg:

Randal
12-31-2005, 10:35
That seems historically accurate, Richard. The Samnites did raise up in rebellion against Rome several times, even long after their initial subjugation. The last time was during the first civil war when Sulla beat them at the Colline Gates in 82 BC, 200 years after they were first conquered. Sulla only just prevented them from sacking Rome... who knows, there may be further rebellions in EB as well.

QwertyMIDX
12-31-2005, 12:00
In fact, unprising of historically restrive people might be another scripting extra for you folks to add ER.