Side effects : You won't get proper homeland and exspansion region, but with Karthadast, everything is fine on their 3rd tier gov't
Side effects : You won't get proper homeland and exspansion region, but with Karthadast, everything is fine on their 3rd tier gov't
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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?
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