With Kingdoms.exe it is possible to mod the merging of two Factions.
Like the Kalmar League in the Teutonic campaign. Will this be used in EBII?
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With Kingdoms.exe it is possible to mod the merging of two Factions.
Like the Kalmar League in the Teutonic campaign. Will this be used in EBII?
Probably not, because that merged faction uses a faction slot. And I think the team wants to use all faction slots, except one for scripting purposes.
Would have been nice with the KH or a reunified AS.
The problem with this idea is more to do with the fact that it is practically useless. The only thing it changes is the banner; you cannot change the name or anything else to do with the faction. All other changes (such as building tree changes, unit changes) are done through event counters, which we are doing anyway.
Foot
So in effect, a merging faction is reform using up a faction slot.
That sucks!
Bummer, I actually like Casse a lot.
Yup so do I, even if they are virtually braindead.
Why doesn't Casse actively raid the European coasts?
You should ask that to THESE guys
Spoiler Alert, click show to read:
Because they will obviously release a poorer version of EB1 and call it a day.
I have full faith in the team.
If you're religious. If not, maybe a palm fungus.
What, too soon?
I just did a little research on this, and from what I can tell, there is absolutely NOTHING about merging factions that takes up a faction slot. Now, I'm not completely savvy with script syntax, but it appears to be nothing more than a simple script command to give over all assets of an existing faction to another.
The cosmetic faction banner/name switching appears to be a different script command, which does indeed take up a faction slot, but the two are not directly linked.
I'm not sure what good the turn over assets script would do, but for situations like the surrender of Ptolemaic Egypt to the Romans, or similar situations, it might still be handy.
On merging factions:
https://forums.totalwar.org/vb/showthread.php?t=91080
On banner/faction name swapping:
https://forums.totalwar.org/vb/showthread.php?t=90946
It would be great if that really is the case, the potential is great.
But how do you limit it? Sure, the Romans would surrender if Rome is captured (same goes for the Carthaginians and Carthage), but what about the AS, or the KH? And not giving them that function would be a huge advantage for those factions.
We are not using the merge factions thing to represent the collapse of an empire. We have something different for that.
Foot
I think the team is really doing it's best this time, I was positively surprised with EB1 already...
:beam:
As do I. I find them to be quite a charming bunch of wee bummers.
Weeelll... In my last Romani game, Qarthadast started the war against me by landing an army near Capua, and later Makedon declared war on me by landing two (half-full) armies near Tarantum and blockading the port, and after a peace was negotiated (with FD after I annihilated their armies) they later returned and pulled another one, a landing near Tarantum and a blockade of the port(s).
All this within the initial 20 years.
Also a problem would be the ability by player to go for sneak decapitations, for example just loading up every fighting man in a ship and heading straight for the enemy's capital (before declaring war, of course). So much for challenge in that case.
Well, that's up to the player. If they want to ruin their game, be my guest.