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Thread: Assistance : Barbarian Army Spawn Scripts

  1. #1
    Member Member brymht's Avatar
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    Default Assistance : Barbarian Army Spawn Scripts

    I'm working on a Script to create armies of Britons, Germans, and Dacians on the outer edges of the Traditional Roman Empire, starting with Arminius and Calgacus. Ripping from the Hanibal post here, I'm pretty sure we can make the armies spawn every 20 years or so without a terrible amount of difficulty. However, these spawns would be dependent on the Romani owning certain Provinces and not others. for instance, owning Begica Nervii, and not A province on the other side of the Rhine (Can't recall either of thier names now).

    Can anyone point me in the right direction for proper syntax here?

  2. #2
    Member Member brymht's Avatar
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    Default Re: Assistance : Barbarian Army Spawn Scripts

    Don't everyone jump in at once with interest :)

  3. #3
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Assistance : Barbarian Army Spawn Scripts

    As per my thread about Hannibal's army, you need to do something like this:

    eb/data/scripts/show_me/EBBS_SCRIPT.txt

    monitor_event CharacterTurnStart FactionType egypt
    and I_TurnNumber = 224

    spawn_army
    faction egypt
    character, Hannibal, named character, command 0, influence 0, management 0, subterfuge 0, age 31, , x ?, y ?
    unit carthaginian cavalry generals bodyguard, exp 7 armor 1 weapon_lvl 1
    unit iberian missile balearic slinger, exp 3 armor 0 weapon_lvl 0
    unit iberian infantry light caetratii, exp 4 armor 1 weapon_lvl 1
    unit iberian infantry loricati scutarii, exp 4 armor 1 weapon_lvl 1
    unit african skirmisher javelinmen, exp 5 armor 0 weapon_lvl 0
    unit african skirmisher javelinmen, exp 5 armor 0 weapon_lvl 0
    unit celtic infantry gaesatae, exp 0 armor 0 weapon_lvl 0
    unit celtic infantry gaesatae, exp 0 armor 0 weapon_lvl 0
    unit celtic infantry gaeroas, exp 0 armor 0 weapon_lvl 0
    unit celtic infantry gaeroas, exp 0 armor 0 weapon_lvl 0
    unit celtic infantry gaeroas, exp 0 armor 0 weapon_lvl 0
    unit carthaginian infantry aanatim afrikanim aloophim, exp 6 armor 1 weapon_lvl 1
    unit carthaginian infantry aanatim afrikanim aloophim, exp 6 armor 1 weapon_lvl 1
    unit carthaginian infantry dorkim afrikanim aloophim, exp 7 armor 1 weapon_lvl 1
    unit celtic cavalry brihentin, exp 0 armor 1 weapon_lvl 1
    unit celtic cavalry brihentin, exp 0 armor 1 weapon_lvl 1
    unit iberian cavalry heavy lancearii, exp 4 armor 1 weapon_lvl 1
    unit african missile cavalry numidian, exp 5 armor 0 weapon_lvl 0
    unit african missile cavalry numidian, exp 5 armor 0 weapon_lvl 0

    end
    console_command give_trait Hannibal GoodTactician 3

    end_monitor
    To work out the turn number you take the year from 272 (ie it's how many turns after the start) and multiply by four. That takes you to spring of that year. So if you wanted spring of 267BC (5 years from 272), that's turn 20 (5 x 4 turns). Summer turn 21.

    Replace "Hannibal" with whichever family member/general you wish to give the spawned army, "egypt" with the faction you want the army to belong to, and consult EB\Data\text\export_unit.txt for the exact names of the units to spawn.
    Last edited by QuintusSertorius; 04-28-2008 at 10:22.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  4. #4
    Member Member brymht's Avatar
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    Default Re: Assistance : Barbarian Army Spawn Scripts

    Thats pretty much what I am setting up, except I'm trying to get a bit fancier.

    The tricky thing is to make this a reoccuring event, and not only make it dependent on a turn no, but also whether certain provinces are held by certain factions, such as "If province 1 and province two held by seleucid (romani and province 3 held by germans then spawn these two stacks at these locations every 30 turns"

    IF I could randomize the spawn to occur with greater likelihood that would be even better, but that might takes some interesting scripting?

    Is there anything in the main script which does something similar that I could just reinterperet?


  5. #5
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Assistance : Barbarian Army Spawn Scripts

    Ah, you've gone well beyond my meagre skills with that question.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  6. #6
    Whatever Member konny's Avatar
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    Default AW: Assistance : Barbarian Army Spawn Scripts

    Look at the "Central European Defense" of the EBBS as an example for re-spawning armies.

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

  7. #7

    Default Re: Assistance : Barbarian Army Spawn Scripts

    Code:
    if I_SettlementOwner Sett_001= seleucid
    and not I_SettlementOwner Sett_002 = seleucid
    ;and so on, add as many as you need
    
    ;do something
    
    end_if
    Edited:

    pawn these two stacks at these locations every 30 turns
    This will be tricky
    Last edited by LorDBulA; 04-28-2008 at 20:45.

  8. #8
    EB Support Guy Senior Member XSamatan's Avatar
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    Default Re: Assistance : Barbarian Army Spawn Scripts

    a great idea!!

    I'm not a scripter or anything like that, but if you need a tester...

    1.2 fixes - Updated regularly. Latest news from 2009-02-01.
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  9. #9
    Member Member brymht's Avatar
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    Default Re: Assistance : Barbarian Army Spawn Scripts

    Excellent. Thanks very much!

  10. #10
    Member Member brymht's Avatar
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    Default Re: Assistance : Barbarian Army Spawn Scripts

    OK, so I've added a few scripts which I've successfully tested. they have worked out well. I have about 5 more army scripts to add, a few of which will be repetitive.

    1. Hannibal Spawns in Italy : This worked great! 3 full stacks of expierienced soldiers which took some doing to get rid of.

    2. Iberian Migration to Hybernia : This also worked. 2 stacks of Lusitanan units spawned on the south Hybernian coast. The only problem was they didn't do anything!

    I have thought that the Alexander EXE I'm using would make them a bit smarter, but no luck. Should I be spawning spys to increase thier visibility? Any hints from people who might understand the Casse invasion script better than I?

  11. #11
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Assistance : Barbarian Army Spawn Scripts

    To be honest, it's easier to just use FD to give the appropriate settlement, then spawn an army.

    I'm thinking of spawning some rebel stacks for the Servile Wars in Sicily, and the Germanic migrations (Cimbri/Teutones). Any ideas how I should go about it? I'm presuming it'll be much easier than the failure I had with Hannibal?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  12. #12
    Member Member brymht's Avatar
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    Default Re: Assistance : Barbarian Army Spawn Scripts

    I've already worked a few other features, such as army spawns and map changes into my own mini mod here. I'm currently working on additional units. I've already posted this thread in the "Assorted Historical Questions" thread, but if anyone here has any knowledge, please feel free to add your two cents.

    All,

    Currently I'm adding a few units to the historical units lists. 2 of them are mercenary general types. I would like to post this question and request the community assist me in getting them as historically accurate possible. Ibrahim, any assistance would be greatly appreciated!

    1. Arab Chieftain : This will be very similar in appearance to the Arab Cavalry, with higher attack and charge, due to thier status as full time retainers for the local Arab prince. Would they wear any additional armor? Was this common for chieftains of the time? How would they differ statistically from any other Arab cavalry?

    2. Judean King : Basically, Herod. A puppet local King of Judea; posted to keep the local population pacified by any of the powers to occupy Judea as a type 4 government.

    What would thier bodyguard entail? Would they simply be greeks? I would think they would need to be part of the local population. Possibly something similar to the Mesopotamian Spearmen?


    3. Also, I'd like to create some kind of regional unit in Judea (slinger perhaps?) and in Phoenicia; since this area exists as a "black hole" for regional recruitment at the moment, specifically for the Romans. What was recruited around this time period from this location which would have doled themselves out to a local puppet government. Slingers?

    Here are the other units I'm adding as part of my mini mod for EB1.1 Alex. they are pretty much built, however.

    Celtiberian Heavy Spearmen
    Syracusan Slingers

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