View Full Version : Rebels should rule the world !
Has anybody come across this or have I a bug ?
I have sent several Roman armies north to Luvoaeta, and they keep running into a stack of 3200 celtic rebels, all of which have two silver chevrons and being lead by a 10 star General named Satres, sometimes I win, some times I lose.
The problem I am having is when I win, I send my force back for recruits, return, and there they are, back to full strength, all with two silver cheverons, and to top that off, even if I totally wipe out the army and General, another Satres (with different portrait) appears with 10 stars, 3200 men with 2 silver chevrons.
Where are all the General Satres who make clouds change course and such highly trained men coming from, so far I have killed 3 10 star General Satres all within 10 years.
Do I have a bug or is this meant to be ? this is my first roman campaign, and have never seen this playing other factions.
Treverer
11-24-2007, 14:10
OMG, there is ONE who still doesn't know ...
... that when playing with the SPQR one should not rush into the Alpes Montes and beyond. A nasty surprise awaits one there and you, dear sir have found this "surprise".
N.B. do a search with the word "boii" for more information about this.
Yours,
Treverer
Geoffrey S
11-24-2007, 14:11
It's a feature representing strong tribes (Boii and Lugians) in the area, to prevent them from being conquered too easily in the absence of extra faction slots; presumably something which will be implemented in EB2.
To be honest, from the faction expansion topic the one faction I think may (still) be underpowered are the Eleutheroi. Perhaps more scripted reinforcements could be implemented to generally make them far tougher; around Pergamon, Numidians or the Belgae for example.
I think rebels need to be tougher too. The army the OP is encountering is to attempt to stop the AI from expanding unrealistically north as the Romani, and to stop the Germans expanding unrealistically south i think.
Not all rebels need to be as tough as all that though, just a little tougher than they are now. Afterall, each city is its own faction with leaders and an army, there just isn't enough faction slots to have them represented as such.
That I can understand, Im willing to sacrifice some realism for some balance.
Thanks for the info.
WhiteShark
11-24-2007, 14:58
That is that one of the features in EB 1.0 ,mate :laugh4:
I am plaing my first Romani campaign too and i did not across the Alps for that reason. I did not even start the war with other minor Gallic Tribes yet because of i am speninding most of my funding in Western Greece.
Yeah. there are some Independent(rebel) tribes out there that are very strong.
Crush them with your legion!:smash:
I hope the general isn't actually immortal, though. I haven't tried doing it myself yet, so I don't know, but it sounds like from this poster that he just comes back to life. That'd be weird.
Tellos Athenaios
11-24-2007, 17:18
No AFAIK he doesn't just come back to life. What happens is that there's simply a new general spawned. So then you have to deal with captain lead remnants of the previous army + new full general army.
Presumably there is a script trigger that-if Luvoaetia is still Eleutheroi owned and there is no Satres FM, one is spawned.
Even before 1.0 we had a taste of this with Moskon in Iberia.
Mouzafphaerre
11-24-2007, 18:01
.
To be honest, from the faction expansion topic the one faction I think may (still) be underpowered are the Eleutheroi. Perhaps more scripted reinforcements could be implemented to generally make them far tougher
I agree. The Numantian rebels in my Luso campaign was a nice surprise and I've expected even more scripted stuff ever since.
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Try to bring enough troops to take the settlement before destroying him along with his army. He won't be spawned again then. Artillery might be a good idea so you can get into the city as fast as possible.
NeoSpartan
11-24-2007, 20:54
Yeah those BOII are something else. They held back the Sweboz for years and now they are holding the Getai off.
HOWEVER, I am afraid of how it is going to be when I fight them. :skull:
Centurion Crastinus
11-24-2007, 20:56
Once you conquer the territory that the rebels are being spawned out of, do they keep spawning?
NeoSpartan
11-24-2007, 20:58
Try to bring enough troops to take the settlement before destroying him along with his army. He won't be spawned again then. Artillery might be a good idea so you can get into the city as fast as possible.
do u guys read?????
Mouzafphaerre
11-24-2007, 23:56
No AFAIK he doesn't just come back to life. What happens is that there's simply a new general spawned. So then you have to deal with captain lead remnants of the previous army + new full general army.
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But it's always just another Satres, as it seems! :laugh4:
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But it's always just another Satres, as it seems! :laugh4:
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That's how it is with cheap Chinese counterfit merchandise and philosophers: They keep coming back.
Pharnakes
11-25-2007, 02:17
Its probaly because the script has to name him to spawn him, o he will keep having the same name. Differnet traits, though.
Prehaps 2 or 3 parallel scripts, to introduce a little variety? :bow:
Tellos Athenaios
11-25-2007, 04:17
Doubt it'd be a good idea:
1) There better be no two guys with the same name at any given time. Else: bad things will happen. (Trait conflicts. Agents with the same name may pick up traits meant for 'the other one' of them.)
2) What are the 1-2 additional scripts supposed to do? I mean a general can only die once, and be spawned once. (In any given sequence of script statements.) Since RTW doesn't incorporate the idea of parallel universes.... :shrug: Therefore only one script can actualy do stuff - all other scripts would need whatever conditional they have to be false. Else: really, really bad things will happen. (The scripts will just continue to spawn ad "CTD'am"!)
3) Resources: EBBS is quite massive due to the way the engine works. Scripts make up the number one cause of lag in EB: running multiple scripts which requires multiple files to be read at virtually the same time isn't going to improve that. Mind you the script needs to be run every single turn - just to check for the most basic of its conditions.
4) The idea is to have one general attached to one settlement. This means: amount of scripts/settlement * settlements... => large amount of scripts. Question: have you heard of the once and only once principle? You may want to take that into account.
5) You need to know beforehand what name the general has in order to be able to implement the guarding bit (that is the guy has to be prevented from abandoning his assigned 'guard zone'). Since the only way to 'teleport' the guy is by giving his name + desired coordinates to a 'teleport' command... Pretty much impossible to make sure the script doesn't return an error (due to an exception thrown upon excuting an impossible command) when you use 'random' names.
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