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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?

    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


  2. #2

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

    Hmm, excuse me.

    Revolt, but no rebellion? Even though you caused a rebellion, and it worked?

    Explain the situation again. You are Rome, and you want Karthago and the Iberian tribes to stop being so nice to each other...

  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?

    No, I mean the peasants were revolting (pitchfork on fire, etc), but several times over there's been no actual rebellion (as in kicked out the Qarthadastim and installed Lusotanii troops).
    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?

    Ahhh, yes I see, I made a thread on this - as you no doubt noticed.

    Keep trying, use 3 spies at the maximum - eventually the AI will forget to manage the settlemet correctly, or run out of options, and you'll have your revolt.

    Just keep that pitchfork visible for two turns.

  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?

    Funny thing is in the first save I continued past summer 216BC, it happened. Since then none of the re-loads have done, they've just stayed for several turns on burning pitchfork.

    Course I'm stuck in limbo right now with being unable to get my Hannibal script to work, I may just call it a day and use move_character to bring one of their FM's across (preferably one without any troops, then use create_unit to give him an army).
    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?

    I have a horrible feeling I completely failed in my attempt at preserving the rebels as long as possible by misunderstanding how add_money works. As in you can only add 40,000 in one go, and any number above that doesn't actually work.

    I've been adding 250k-400k a turn to the rebels each turn, but as a single command, which means they've probably only been getting an extra 40k a turn, which is rubbish. Now there's only about ten rebel settlements left on the map.
    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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