How exactly do i go about getting rid of the rebel stacks that pop up all the time? I remember reading it somewhere but i have no idea how to search for it. Thanks!
How exactly do i go about getting rid of the rebel stacks that pop up all the time? I remember reading it somewhere but i have no idea how to search for it. Thanks!
It's in the desc_stat file just underneath the factions. If you lower the rebel value it will decrease the rebel spawn rate.
Last edited by Gnaeus Servilius; 03-06-2008 at 11:09.
'I sing of arms and of the man'
It's the other way round: A higher spawn value means lesser rebells stacks (it seems to be a divisor). Set it to 9999 and you'll hardly see any of them.Originally Posted by Gnaeus Servilius
Sorry for the thread jack, but this is kinda related. Aren't there ingame ways to decrease rebel spawn like having high public order.. .etc?
Fighting isn't about winning, it's about depriving your enemy of all options except to lose.
"Hi, Billy Mays Here!" 1958-2009
As far as I know (not my testing), rebelling spawning is very much influenced by the number of battles you have. That is the fewer battles you have (not counting sieges) the more rebells will spawn on your lands.
Oh. That's news to me. Don't have any experience to the contrary though, so you may be right.
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
That's what the testings in the Ludus Magna say. Rebells are neither affected by garrison, unrest or law but by the number of battles (in a particular aerea?) to be fought. The general spawn rate is of course determined by descr_strat.
I am still in for the idea of a real rebellion script replacing the pathetic random armies. But I don't know how to check for loyalty in a settlement.
That's actually part of the vanilla traits:
There's loyalty_happy, loyalty_content, loyalty_disillusioned and loyalty_rioting. You could put a trait on the governor and script based on that, I guess.Code:Trigger governing18 WhenToTest GovernorBuildingCompleted Condition GovernorLoyaltyLevel = loyalty_disillusioned and GovernorTaxLevel > tax_high Affects GoodTaxman 1 Chance 75 ;------------------------------------------ Trigger governing19 WhenToTest GovernorBuildingCompleted Condition GovernorLoyaltyLevel > loyalty_disillusioned and GovernorTaxLevel < tax_high Affects BadTaxman 1 Chance 15
Last edited by bovi; 03-06-2008 at 17:17.
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
The Ludus Magna, eh?? I just checked it out at The Guild...I now have ALOT more reading to do...thanks much for the tip, Konny (as usual...I know I'm going to learn something whenever I see one of your posts...)!Originally Posted by konny
I have seen the future and it is very much like the present, only longer -- Kehlog Albran, The Profit
Uh, fight them?Originally Posted by lobf
![]()
“He that is slow to anger is better than the mighty; and he that ruleth his spirit than he that taketh a city.”-Proverbs 16:32
![]()
![]()
![]()
Read my Aedui AAR-"Across the Waters: A Story of the Migration"
And the sequel "Sword of Albion"
Hey, I actually went to do this finally after asking this question. I'm in Desc_strat but I don't know where to find the spawn value.
Look for these two lines. They are right beneath the start and end date.
brigand_spawn_value 45
pirate_spawn_value 200
Your numbers should be different however, because I changed mine.
By the way, highering those pirate spawn values really helped the AI factions to build more boats. I'm finally enjoying some naval invasions here! The number of pirates are now about the same as the number of boats from normal factions.
Bookmarks