View Full Version : Forcing settlements to revolt to the Eleutheroi?
Cheexsta
07-02-2006, 10:03
I need a bit of help. For a while now I've been playing a Romani campaign, just because I wanted to control the whole Roman Empire at its peak. But I've since decided that I wanted the Saharan and Arabian deserts to be permanently rebel - it's just a personal preference.
However, I just can't get it to happen; I've tried adding a bit of code to the script that is *supposed* to change the local faction to "slave" (console_command control slave), give the settlements to the local faction (console_command capture_settlement X) and then change the local faction back to the Romans (console_command control seleucid). That did not work, though, because for some reason the game refuses to make the local faction the "slave" through the script, and thus made the settlements go straight to the Romans. Substituting any other faction into the code (eg console_command control romans_julii) works just fine, but for some reason "slave" doesn't work.
I've also tried letting the settlements revolt naturally. Nada. Instead, they've just completely depopulated themselves down to the minimum 400 population over the course of some 46 years. The settlements have NO garrison (mind you, there is no way of training troops there, maybe that's the reason they won't revolt), so I figured placing a rebel army on the city tiles via script may work, but this just caused a CTD.
And lastly, I tried giving the settlements to a faction that was just about to be destroyed anyway, but this caused my computer to freeze on the Eleutheroi turn after the faction was destroyed.
Anyone able to help me? I have one last thing I want to try (giving the Eleutheroi special recruitment capabilities in those settlements so they don't require any MIC to train certain units), but I'm still open to suggestions. And no, starting a new campaign is not an option ~D
Thanks to anyone able to give me a hand.
I'm not sure, but afaik there was a problem with settlements rebelling to the slave faction and the absence of peasants.
Kralizec
07-02-2006, 18:05
Could it be because the slave faction doesn't have an own culture?
Rodion Romanovich
07-02-2006, 21:34
I also had that problem with a seleucid settlement completely cut off from all their other settlements and very far from their capital. I sent in spies and assassins but to no avail, there wasn't even any rioting at all, despite public order at 0-20%
O'ETAIPOS
07-02-2006, 22:26
I think that there must be some recruitment option to allow city to rebel. That's why (as I read somwewhere) pesants were recruited from undestructable building - governors one in vanilia RTW.
Trithemius
07-03-2006, 01:09
I also had that problem with a seleucid settlement completely cut off from all their other settlements and very far from their capital. I sent in spies and assassins but to no avail, there wasn't even any rioting at all, despite public order at 0-20%
I've been having this too, very annoying!
Cheexsta
07-03-2006, 01:44
Could it be because the slave faction doesn't have an own culture?
The slave faction does actually have a culture ("roman"), so that's not it.
I think O'ETAIPOS' reason is the most likely, but I've even tried adding "rebel pantodapoi" to the recruitment capabilities of all core_buildings (but only for the slave faction) and it hasn't produced any good results yet.
As an interesting aside, in my game the Pahlava have been destroyed in Asia, however they still have a small empire in Arabia. I tried adding to the script "console_command kill_faction parthia" and it froze in the same way that the game froze when the Iberians were destroyed while holding Saharan/Arabian provinces. It seems quite likely that these two events are somehow connected, that the game just freaks out for whatever reason when it can't produce troops there and a faction is destroyed. I don't know...
the same happens for the sweboz, but not for Hayasdan.
I think O'ETAIPOS' reason is the most likely, but I've even tried adding "rebel pantodapoi" to the recruitment capabilities of all core_buildings (but only for the slave faction) and it hasn't produced any good results yet.
It seems so ... but I think that the units must be recruitable for the controlling faction, not just Rebels. I can't test it at the moment, as I don't have RTW installed, but I remember that armies of rebels were usually composed of the units recruitable by the faction controlling the settlement at the moment of rebellion.
The problem is the complexity of EB's recruitment system. I've taken a look or two at it, back when EB first came out, and I must say I am impressed by whoever wrote in all that stuff. I think it's the complexity of the recruitment sytem, with all the conditionals that prevents proper rebellions ... but then, I am not particularly good.
The end result is that the Seleucids need not have any units past Persepolis, and have no rebellions, with all cities on high taxes.
Cheexsta
07-04-2006, 03:41
So the solution would be to make whichever faction that owns these settlements capable of training some (low-level) troops? I'd need to figure out the combination of hidden resources, of course, and I'd have to re-populate the settlements, but it *should* work...
Thanks for the input, everyone who helped ~:)
Conqueror
07-04-2006, 10:11
The end result is that the Seleucids need not have any units past Persepolis, and have no rebellions, with all cities on high taxes.
Theoretically, couldn't one make any province for any faction rebellion-proof by destroying the MIC buildings? :dizzy2:
Cheexsta
07-05-2006, 02:20
Ahh, now RTR's system makes sense. The government buildings give ALL factions the ability to create "custom" troops with 4 experience, but their "ownership" in EDU only has the slave faction listed. So while the building is capable of training the troops (and they appear in the building's capability description), they don't appear in any other faction's recruitment list since they don't have the appropriate ownership.
Might try that out, giving all government buildings the capability of training "rebel pantodapoi" for all factions. No one will be able to recruit them but the slave faction, but it ensures that all settlements are always able to recruit some basic troops for revolts, whether there's an MIC or not.
Edit: it worked! Except Arabia revolted to the Seleucids...
Avicenna
07-05-2006, 19:45
Make them only recruit "rebel hetairoi" or "rebel gaesatae" for some fun :tongue:
Cheexsta
07-06-2006, 01:38
Ok, quick update. I've tested the solution and it definately works; settlements now revolt properly, except Arabia just wouldn't revolt from the Seleucids despite me giving them around 60,000 population (through the script) just to decrease public order. They sat at 0 order and -18.5% pop growth for several years and the settlement still didn't revolt. However, I tried giving the settlement to another faction that was about to be destroyed and used the kill_faction command and the settlement successfully turned rebel, and thanks to a surrounding "mountain range" the settlement is now unconquerable, just how I like it ~D
The other problem is this: now when any other settlement revolts to any other faction, they get a dozen free-upkeep rebel-only Pantodapoi units, as well as a handful of local troops. However, it's quite a minor problem really, since Pantodapoi are nothing compared to Cohors Reformata ~D
Might try that out, giving all government buildings the capability of training "rebel pantodapoi" for all factions. No one will be able to recruit them but the slave faction, but it ensures that all settlements are always able to recruit some basic troops for revolts, whether there's an MIC or not.
where do you have to make these changes? And is it savegamcompatible?
edyzmedieval
07-06-2006, 21:20
Make them only recruit "rebel hetairoi" or "rebel gaesatae" for some fun :tongue:
U are gay. :tongue:
Gaesetae are naked, and Hetairoi are very close "brothers". :book:
:laugh4:
Yeah, Gaesetae all over the map. Oh my....Every Gesetae unit kills about 3-4 units of Enoci Curoas.
Cheexsta
07-07-2006, 00:37
where do you have to make these changes? And is it savegamcompatible?
Go to data\export_descr_buildings.txt. Under the "capability" section for each core_building (ie Governor's House etc), type the following:
recruit "rebel pantodapoi" 4
You can change the 4 to anything you want (it's the unit's experience) up to 9. And yes, it certainly is savegame compatible, else I wouldn't have bothered with it ~D
thanks :bow:, now i can proceed my makedonian conquest in germania
Avicenna
07-07-2006, 18:35
U are gay. :tongue:
Gaesetae are naked, and Hetairoi are very close "brothers". :book:
:laugh4:
Yeah, Gaesetae all over the map. Oh my....Every Gesetae unit kills about 3-4 units of Enoci Curoas.
If I were gay... I'd add in the Theban Sacred Band ~;p
Also, this goes to show that the gays are the strongest in the ancient world.
Now that's a queer thought.
:inquisitive:
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