Is it possible to switch factions mid-campaign?
I plan to play as Rome, go on a conquering rampage for 40 or so years, build 10 stacks of Roman infantry, then switch to Carthage and invade Rome.![]()
Is it possible to switch factions mid-campaign?
I plan to play as Rome, go on a conquering rampage for 40 or so years, build 10 stacks of Roman infantry, then switch to Carthage and invade Rome.![]()
Open your generic script with notepad, and insert :
console_command control egypt
So you got the comtrol of Kart-Hadast
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* Watch the mind-blowing game : My Little Ponies : The Mafia Game!!! *
Also known as SPIKE in TWC
woot, thanks.
Are there any side effects to this? I think I've heard that when you switch factions, the faction you were previously playing goes inactive?![]()
I have a question as well; if you switch factions, won't the script bug up like if you were playing a game, and loading another save with a different faction ?
Side effects : You won't get proper homeland and exspansion region, but with Karthadast, everything is fine on their 3rd tier gov't
My Projects : * Near East Total War * Nusantara Total War * Assyria Total War *
* Watch the mind-blowing game : My Little Ponies : The Mafia Game!!! *
Also known as SPIKE in TWC
The moment the you switch factions, the AI takes over. From what I can tell, it automatically activates the government script, and all of the government buildings from your previous faction are damaged to 100% and replaced. The AI then expands normally.
I think what Cute Wolf is talking about is that you may have some trouble building some government types in your new faction, but I can't confirm this at the moment. There are a couple of ways you could get around this if you need to.
The homeland, expansion and outlying region markers that determine what levels of government you can build will be set up for your previous faction, this is because these are set at the start of a new campaign by the campaign script (not the same as the main script), you can't change this halfway through without using more scripting.
This happens when ever the AI takes a settlement, the existing goc building is damages and a new one for the invading faction is created, the script will see it like the AI has conquered control of your cities and will act accordingly.
Last edited by bobbin; 01-15-2010 at 17:58.
Can anyone post their codes for spawning stacks of units?
Last edited by Intranetusa; 01-23-2010 at 00:46.
Nope, total failure.
Here's what it looked like:
;
; This is a placeholder script. Its purpose is to provide a valid
; but completely safe script to resolve the Script command in
; the Generic_Script_Thread. See EXPORT_DESCR_ADVICE.TXT.
; console_command toggle_perfect_spy
script
command_console control egypt
end_script
This didn't work. I also inserted a _ between control and egypt but that crashed the game...
=(
My lastest Generic script modification (for made Casse goin out of Britons and invade mainland earlier)
--- just change britons to egypt
;
; This is a placeholder script. Its purpose is to provide a valid
; but completely safe script to resolve the Script command in
; the Generic_Script_Thread. See EXPORT_DESCR_ADVICE.TXT.
;
script
console_command toggle_perfect_spy
console_command control britons
end_script
My Projects : * Near East Total War * Nusantara Total War * Assyria Total War *
* Watch the mind-blowing game : My Little Ponies : The Mafia Game!!! *
Also known as SPIKE in TWC
thanks, it's finally working.
Time to build up the Carthaginian cities and then knock em down with the Romans... :D
ì tried this but its not working :/ how do i get it to work?
We do not sow.
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