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View Full Version : To place an army in a point of the map and that it is immobile as that of the Senate



filoheleno
04-21-2007, 10:25
Hello!. I want to know if it is possible to place an army of a faction in a point of the map and that the army doesn't move during the campaign.

Thank you!

Makanyane
04-21-2007, 17:42
If you place an army with a general (named character) and give him a trait that makes him immobile then the army won't move till he dies.... does that help?

filoheleno
04-21-2007, 20:49
If you place an army with a general (named character) and give him a trait that makes him immobile then the army won't move till he dies.... does that help?

Thank you!. A question: should I create the trait?, if it is this way, what do I have to make?, can you give me an example?.

Bye!

Makanyane
04-22-2007, 09:08
Immobile trait should work as follows, in traits section of export_descr_character:

Trait Immobile
Characters family
Hidden

Level Immobile
Description Immobile_desc
EffectsDescription Immobile_effects_desc
Threshold 1

Effect MovementPoints -100
Section in data/text/export_VnVs.txt:

{Immobile} blah

{Immobile_desc}
blah

{Immobile_effects_desc} dont move you ....
If you have trait as Hidden you won't actually see description (as you might guess from what I've put in description) but you do need to add those sections otherwise game will CTD. If you are placing the character and army on the map you don't need to add a trigger for the trait just give it to the character in descr_strat.txt. Obviously the army will be able to move if /when the general dies.

This doesn't do quite the same as using super_faction setting (which is what kept the entire senate faction non-expansionist) but it also doesn't have the draw-backs in terms triggering 'senate' missions etc.

filoheleno
04-25-2007, 10:41
Immobile trait should work as follows, in traits section of export_descr_character:

Section in data/text/export_VnVs.txt:

If you have trait as Hidden you won't actually see description (as you might guess from what I've put in description) but you do need to add those sections otherwise game will CTD. If you are placing the character and army on the map you don't need to add a trigger for the trait just give it to the character in descr_strat.txt. Obviously the army will be able to move if /when the general dies.

This doesn't do quite the same as using super_faction setting (which is what kept the entire senate faction non-expansionist) but it also doesn't have the draw-backs in terms triggering 'senate' missions etc.

Thank you, it has been very useful!. It is a pleasure to find generous people as you :2thumbsup: .

filoheleno
05-02-2007, 20:36
Immobile trait should work as follows, in traits section of export_descr_character:

Section in data/text/export_VnVs.txt:

If you have trait as Hidden you won't actually see description (as you might guess from what I've put in description) but you do need to add those sections otherwise game will CTD. If you are placing the character and army on the map you don't need to add a trigger for the trait just give it to the character in descr_strat.txt. Obviously the army will be able to move if /when the general dies.

This doesn't do quite the same as using super_faction setting (which is what kept the entire senate faction non-expansionist) but it also doesn't have the draw-backs in terms triggering 'senate' missions etc.


Hello, Makanyane!. I have made what you have told me, but I can move the general. Although I can move it, I suppose that with the new trait, the AI won't be able to move it, if it is not this way, in what have I made a mistake?.

Thank you!

Dol Guldur
05-02-2007, 21:22
I've never tested this trait/negative Mps - but I'd guess you'd need to make sure that:

1. You do not have action points over 100 in desc_character.txt; though if a percentage then ...

2. no other traits active that would increase the MPs

Mak will guide you further - not looked into this much.

Makanyane
05-02-2007, 21:43
^^ yeah what he said :yes:

when you said you can move the general do you mean a lot? I did find you can sort of cheat it as human player even if movement range is neutralised - giving them a long range order makes them shuffle forward a bit between goes, but AI doesn't do that...

If he is showing full movement take the 'hidden' attribute off the trait for testing purposes so you can view if he has actually got it - if you added other requirements you might have managed to exclude him from having it, etc.