Adrian II
01-27-2007, 22:02
I hate them.
Re-emerging factions.
I do not hate them for re-emergenging -- which is a nice detail in the game -- but for the way in which the event is scripted.
It always happens in some piss-poor province where the AI, in its own sneaky vein, has lowered Loyalty to below 120%. So far so good.
If this province revolts even though it has been a part of said faction's realm for only three turns in one hundred years, so be it.
But then this province may yield a re-emerging army of up to five thousand state-of-the-art troops, all teched up, hyped up and rearing to jump at your throat. Alternatively, it may yield just three thousand underpaid Handgunners who flee at the drop of a horse apple; rebels without a clue, so to speak.
That, my friends, defies belief. In particular, it defeats Adrian's enjoyment of the game because he likes his game -- hold on -- to be as realistic as possible.
[Snips interminable, boring discussion of the term 'realistic']
Way back when M:TW had just gone gold, I remember seeing a discussion between mods about how to change the code for this re-emergence circus. Someone suggested it could be done.
Hence my question: is it possible for a dedicated amateur (I never touched a mod in my life) to change or delete the code that is resposible for re-emergences.
If it can be changed, I want to change the composition of re-emerging armies to, say, thousands and thousands of peasants led by some noblemen on foot, maybe some on horseback, and some very good but unsophisticated ranged units.
If that can't be done, I would rather scrap the code altogether than let it stand.
Does anyone here know the answer?
EDIT
I double-posted this question in the Alchemist's Lab. Moderators please dispose of this thread as you see fit.
Re-emerging factions.
I do not hate them for re-emergenging -- which is a nice detail in the game -- but for the way in which the event is scripted.
It always happens in some piss-poor province where the AI, in its own sneaky vein, has lowered Loyalty to below 120%. So far so good.
If this province revolts even though it has been a part of said faction's realm for only three turns in one hundred years, so be it.
But then this province may yield a re-emerging army of up to five thousand state-of-the-art troops, all teched up, hyped up and rearing to jump at your throat. Alternatively, it may yield just three thousand underpaid Handgunners who flee at the drop of a horse apple; rebels without a clue, so to speak.
That, my friends, defies belief. In particular, it defeats Adrian's enjoyment of the game because he likes his game -- hold on -- to be as realistic as possible.
[Snips interminable, boring discussion of the term 'realistic']
Way back when M:TW had just gone gold, I remember seeing a discussion between mods about how to change the code for this re-emergence circus. Someone suggested it could be done.
Hence my question: is it possible for a dedicated amateur (I never touched a mod in my life) to change or delete the code that is resposible for re-emergences.
If it can be changed, I want to change the composition of re-emerging armies to, say, thousands and thousands of peasants led by some noblemen on foot, maybe some on horseback, and some very good but unsophisticated ranged units.
If that can't be done, I would rather scrap the code altogether than let it stand.
Does anyone here know the answer?
EDIT
I double-posted this question in the Alchemist's Lab. Moderators please dispose of this thread as you see fit.