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  1. #1

    Default Re: Change Faction

    Quote Originally Posted by bobbin View Post
    In terms of the Arche Seleukeia it would roughly mean "Seleukid Rule" or "Seleukid Dominion"
    Haha, NO KIDDING! Doh! And y'all wondering about all this Arche Arkah etc. Hmm, I wonder why it would mean Dominion or Rule...

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  2. #2
    Member Member WinsingtonIII's Avatar
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    Default Re: Change Faction

    When did this turn into the etymology, pronunciation, and meaning of words thread?

    Macilrille, for spawning a character, I direct you to this thread at twcenter: http://www.twcenter.net/forums/showthread.php?t=221683

    I hope it helps, although it is for vanilla.... It also doesn't mention anything about being able to control traits, and it's a script, not a console command, which makes it a bit more complicated. You could even spawn an army with him if you want though. The name needs to be a valid male name for that faction, so hopefully (I'm assuming it is), Hannibal is a valid name for Carthage in EB.

    However, once you spawn the character, you could then add whatever traits and ancillaries you like to him, using the console commands:

    give_trait "General/FamilyMember" "Trait" "Level"

    and

    give_ancillary <character> <ancillary>

    You just need to find the internal names of the traits and ancillaries for EB. At least I think you probably do.
    Last edited by WinsingtonIII; 02-25-2010 at 18:34.
    from Megas Methuselah, for some information on Greek colonies in Iberia.



  3. #3
    Member Member Epimetheus's Avatar
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    Default Re: Change Faction

    The page WinsingtonIII linked to pretty much spells it out, just put the command into the genericScript and fire it up. Please note however, that they will be a recruited general, and not a family member. If you want to make Hannibal Barca a family member, the best way to do this that I know of is to spawn him as a rebel general with Carthage as the sub_faction, then bribe him to join your faction, but this requires a bit more work. I can give more detailed instructions if you like, as I have a fair amount of experience fiddling with this sort of thing.

  4. #4

    Default Re: Change Faction

    I have a question regarding the changing of faction mid-game. Sometimes when i change the faction i am playing, a turn passes and the AI will have done things that i wanted to do

    Does anyone have a solution for this.
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  5. #5

    Default Re: Change Faction

    Quote Originally Posted by teoman10 View Post
    I have a question regarding the changing of faction mid-game. Sometimes when i change the faction i am playing, a turn passes and the AI will have done things that i wanted to do

    Does anyone have a solution for this.
    I fear there's nothing that can be done about that. It's just how it works.
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  6. #6
    Member Member Hax's Avatar
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    Default Re: Change Faction

    Actually, there is. You can code a line in that disables the AI from doing anything that turn. I don't have my pc right now, so I don't know what line it is exactly, but if you enter it in the first line of the generic_script, you would deactivate the AI.
    This space intentionally left blank.

  7. #7
    Member Member WinsingtonIII's Avatar
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    Default Re: Change Faction

    Hax is right, you can simply disable the AI as a whole using the console command disable_ai

    To restore the AI, use this console command I believe: run_ai

    Edit: It may be a script command, not the console command.
    Last edited by WinsingtonIII; 02-27-2010 at 19:31.
    from Megas Methuselah, for some information on Greek colonies in Iberia.



  8. #8
    Member Member Macilrille's Avatar
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    Default Re: Change Faction

    Quote Originally Posted by WinsingtonIII View Post
    When did this turn into the etymology, pronunciation, and meaning of words thread?

    Macilrille, for spawning a character, I direct you to this thread at twcenter: http://www.twcenter.net/forums/showthread.php?t=221683

    I hope it helps, although it is for vanilla.... It also doesn't mention anything about being able to control traits, and it's a script, not a console command, which makes it a bit more complicated. You could even spawn an army with him if you want though. The name needs to be a valid male name for that faction, so hopefully (I'm assuming it is), Hannibal is a valid name for Carthage in EB.

    However, once you spawn the character, you could then add whatever traits and ancillaries you like to him, using the console commands:

    give_trait "General/FamilyMember" "Trait" "Level"

    and

    give_ancillary <character> <ancillary>

    You just need to find the internal names of the traits and ancillaries for EB. At least I think you probably do.
    Thanks, I already found the list of names for traits ;-) will spawn Hannibal then and have a party with him :-D
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