View Full Version : How to make Rebel Armies attack cities?
In EB we are experimenting with scripted Rebel Armies, but they rarely attack cities, even those without walls. In Rebel-controlled provinces they will absolutely respond to an incursion by hunting down an invading army. But if you are able to bypass the Rebel Field Army and conquer the city, they go into passive mode.
Has anybody had success in getting them to take notice of your cities? And if so, how did you do it?
Roman_Man#3
02-03-2007, 22:57
Not sure if this will help, and I am sure the people at EB who script have read this, but meneldil asked this in the beginners guide to scripting:
My question might sound obvious, but I'm trying to create a script that would order a AI character to attack a given settlements during AI turn, but I can't really find out what I should do. Is it a campaign or a show me script ?
and this is how Epistolary Richard answered.
It would depend on whether or not you wanted the player to be able to save either before the script ran or while it was running. If it was something that happened at the very start of the campaign you can use a campaign script.
What you can do is what Myrddraal does with his scripts and that is use a campaign script to start a show_me script. This means that the script starts running at the beginning of a campaign without player involvement, but all the campaign script does is advance the advice thread and simulate the show_me buttons being pressed. So a second into the campaign, the campaign script has finished running and therefore the player can save. After that, the show_me script is in control and the player can save as normal.
The campaign/show_me division solely relates to how the script is initiated. Show_me scripts are then further divided into event scripts and background scripts.
The difference between the two is essentially whether the script is intended to have a single, instantaneous effect on the game (such as creating a unit or giving more money) or whether the script is designed to be constantly running in the background of the game (such as the multiple turns script).
Both rely on the player to activate them, however an event script requires player interaction on each and every occasion it wants to make a change to the game, whereas once a background script has been activated it can make lots of changes to the game without the player's approval or even knowledge.
Generally speaking, it's better to use a background script for anything that involves the AI.
Don't know if that is what you want, but hope it helps, and good luck.
ByzantineKnight
02-04-2007, 04:00
In LotR TW (unofficial campaign) they've attacked my cities.
And in Chivalry TW they have made threatining moves...
I thinks it involves the size of the guarison in the city and the troops in the army.
In LotR TW (unofficial campaign) they've attacked my cities.
The problem is not they won't ever attack, it's that they only rarely attack.
I thinks it involves the size of the guarison in the city and the troops in the army.
In our case, the settlement in question contains only two units and has no walls. The rebel army is a full stack.
ByzantineKnight
02-04-2007, 04:43
Ok, sorry...
I'm not a scripter so im not sure I can help :shame:
Good luck though
ByzantineKnight
lottrbacchus
02-04-2007, 07:25
here is a big discussion that includes this topic:
https://forums.totalwar.org/vb/showthread.php?t=63614
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