View Full Version : Rebel armies
Is it possible to 'seed' provinces with rebel armies? To represent communities of people not yet 'under control'?
Or would they move away? In which case would putting them in a rebel fort prevent them from wandering?
Such 'rebels' would be useful to slow down a players and AI progress as they have more enemies to eliminate and could block mountain passes in the Italian Alps etc which people traditionally avoided due to the reputation of the inhabitants.
Cheers,
Quilts
The game moves quite slowly enough imo. But if you want more trash to clear just up the rebbel spawn vales.
Wolfshart
04-12-2007, 17:09
Well is there a command console thingymabob to take cities away from factions? The seluecids are expanding way too damn fast and I don't know if it is the money script or what but I would like them to slow down some. It is 246 and they have most of the eastern map along with 3 more cities in greece. :furious3:
The Errant
04-12-2007, 17:39
Well is there a command console thingymabob to take cities away from factions? The seluecids are expanding way too damn fast and I don't know if it is the money script or what but I would like them to slow down some. It is 246 and they have most of the eastern map along with 3 more cities in greece. :furious3:
capture_settlement <city name>
The settlement name needs to be the internal name for whatever settlement spelled out exactly so if you want to take say Ipsos from the Seleukids you have to spell it Ipsos, not ipsos.
And yes it is the money script screwing you over. For all intents and purposes the Seleukids have an unlimited treasury. So even if you destroy three or four armies in one turn they can train new ones or hire mercs. There is just no stopping it. And the bigger they get the more money they will have.
I've only see them slow down in a single Pontic campaign and that's because I took Asia Minor from them. Even now they keep sending several full stacks a turn to besiege three different cities, and they have a nice invasion of Pahlava going on at the same time.
Best part was they bribed two cities I conquered. Those cities had nothing but troops in them so leaving a city without a governor on the border just means that if they can't beat you. They will simply buy you.
Wolfshart
04-12-2007, 18:00
Is this being looked at to be fixed or is it just one of those whatchagonnado things? What was the rational behind the money script? I don't know anything farther then it exists....
The Errant
04-12-2007, 18:26
Is this being looked at to be fixed or is it just one of those whatchagonnado things? What was the rational behind the money script? I don't know anything farther then it exists....
It's there because the wonderful RTW AI is a hardcoded idiot that dosen't understand even basic economics.
When you notice a drain in your treasury you either disband your units or go on the warpath. Sooner or later you will turn a profit. Either from the loss of units in the conquest or by trough disbanding the units and focusing on the economic structures that bring in cash.
The AI does not understand how to do this. It does not disband units. Ever. It has no concept of bankrupcy. It's an all or nothing steamroller that hates the human players guts, and will not be pacified by alliances or gold. Sooner or later it's bound to attack you, if you share a border.
In order to keep the AI from plummeting into a massive debt where it wouldn't be any match for the human player, as it could build no new structures or train any new troops to defend itself from outside agression, all AI factions get scripted money bonuses based on the number of regions they control. For the smaller factions it means they have a chance to expand and build, and hopefully be a challenge in the future for the human player.
In the case of large factions, or huge factions like the Seleucids it means you have a monster with a virtually limitless supply of money, who hates you and will wear you down trough attrition unless you beat it first.
If it's any consolation to you MTW2 has a moddable AI so EB2 will be a lot better in this regard. It may not even need the cash bonuses at all. But that may just be wishful thinking on my part.
Wolfshart
04-12-2007, 18:31
It's there because the wonderful RTW AI is a hardcoded idiot that dosen't understand even basic economics.
When you notice a drain in your treasury you either disband your units or go on the warpath. Sooner or later you will turn a profit. Either from the loss of units in the conquest or by trough disbanding the units and focusing on the economic structures that bring in cash.
The AI does not understand how to do this. It does not disband units. Ever. It has no concept of bankrupcy. It's an all or nothing steamroller that hates the human players guts, and will not be pacified by alliances or gold. Sooner or later it's bound to attack you, if you share a border.
In order to keep the AI from plummeting into a massive debt where it wouldn't be any match for the human player, as it could build no new structures or train any new troops to defend itself from outside agression, all AI factions get scripted money bonuses based on the number of regions they control. For the smaller factions it means they have a chance to expand and build, and hopefully be a challenge in the future for the human player.
In the case of large factions, or huge factions like the Seleucids it means you have a monster with a virtually limitless supply of money, who hates you and will wear you down trough attrition unless you beat it first.
If it's any consolation to you MTW2 has a moddable AI so EB2 will be a lot better in this regard. It may not even need the cash bonuses at all. But that may just be wishful thinking on my part.
Cool thanks for explaining that....on a side...I have heard alot of people mentioning M2TW and EB2 in the same breath but I thought it was to be based on RTW BI. I don't understand.
The Errant
04-12-2007, 18:41
Cool thanks for explaining that....on a side...I have heard alot of people mentioning M2TW and EB2 in the same breath but I thought it was to be based on RTW BI. I don't understand.
Nope EB2 will be based on M2TW. Thank God. RTW BI has it's perks but it's still just a meagre upgrade compared to M2TW.
There is another thread here somewhere about the benefits of M2TW and it's moddability. Try a search on the forums. The thread isn't that old. EB2 however is far, far off in the future. Remember there isn't even an EB1 yet. Just EB 0.81. The team has it's internal builds of what might be EB1 but until they iron out all the wrinkles, the best we are getting are a couple of minor updates that will fix some issues but not all.
EB2 might come out in a couple years. And that estimate is propably way too positive.
It stops the AI going bancrupt in turn 1 and staying bancrupt forever after. The economic system in EB is supposed to be pretty tough for humans - the AI wont stand a chance.
Meh - not only a double post, but a better reply beat me to it anyway...
You could disable the money script for more powerful factions by commenting it out using semicolons. Then if they ever get beaten down to normal faction size, you can uncomment it to give the bonus again (though you will have to reload a savegame to start the script over, I believe). Since the script will restart every time you load a savegame, you can modify it at any point to keep up with the changing situation in your game.
The Errant
04-13-2007, 10:24
You could disable the money script for more powerful factions by commenting it out using semicolons. Then if they ever get beaten down to normal faction size, you can uncomment it to give the bonus again (though you will have to reload a savegame to start the script over, I believe). Since the script will restart every time you load a savegame, you can modify it at any point to keep up with the changing situation in your game.
https://forums.totalwar.org/vb/showthread.php?t=80088
Better I think is one of the options discussed on this thread. The conditional money script would still give money to the large factions, but less of it, the more territory they own. And vice versa would mean smaller AI factions would get the full benefits of the script to kickstart their economy and empire.
If someone would just post a working, tested solution for the money script that would be great. I would do it myself but I don't know anything about RTW scripting. Or scripting in general for that matter. Now where is a good modder when you need one?
Wolfshart
04-13-2007, 19:19
As one of those non grey matter using histrically playing right wing nut jobs...I am pineing for the day someone finds a way to balance the money script. I hate seeing the Seleucids steamroll the whole eastern map then into greece! :wall:
capture_settlement <city name>
The settlement name needs to be the internal name for whatever settlement spelled out exactly so if you want to take say Ipsos from the Seleukids you have to spell it Ipsos, not ipsos.
I must be missing something with this. Are there any special conditions I must be in to use this console command? I tried it many different ways and nothing works. I was going to try and use the command to take a settlement and give it back to its rightful owner but nada.
The Errant
04-13-2007, 20:41
Houston. We have a problem here. Just tested the console command. Dosen't appear to be working. Did a google search for all RTW console commands. Apparently the one I gave you is the correct one so no idea what the problem is. Could a more enlightened individual inform us. Please.
edit. Just did a search in the scriptorium. Epistolary Richard notes the console command capture_settlement {settlementname} to be one of the working ones. But that post is over two years old so no telling if it's still viable. Also noted that not all these commands work trough the console. Some work only as part of a script.
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.