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Thread: How do I make AI factions go to war with each other?

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  1. #1
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    What about the diplomatic_stance console command? How does that work? Does it still work?

    Having done some searching, apparently it goes thus:

    diplomatic_stance {faction1} {faction2} {stance}
    diplomatic_stance gauls germans allied

    Where stance is allied/neutral/war. No idea if it works, though.
    Last edited by QuintusSertorius; 05-04-2008 at 11:36.
    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


  2. #2

    Default Re: How do I make AI factions go to war with each other?

    Try putting it in the script with console command infront.

  3. #3
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    Quote Originally Posted by alatar
    Try putting it in the script with console command infront.
    Well it doesn't work as a console command. Does it need anything more than just being dropped into the script as a line?
    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

    Default Re: How do I make AI factions go to war with each other?

    Generally, you can lead those Artificial bastards to water, but you can't make them kill each other.

    Even if you used a script to make them go to war - they would not attack each other with military force unless they were going to anyway - I've tried myself.

  5. #5
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    Even not being allies and not acting in support of each other would be a nice change.
    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
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    Putting it in the script on it's own stopped me from being able to activate the script. I've now put it underneath the Hannibal script, but I'm tempted to take it out if he doesn't appear as a result. Not sure it works at all.
    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


  7. #7
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    Turns out causing a rebellion works, only it isn't reliable in when it occurs. Because of the failures of my Hannibal script, I've been doing a lot of reloading the same game after edits to the background script, and now it never seems to occur any more. Revolt, but no rebellion.
    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


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