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Thread: Sauromatae Migration

  1. #1
    Member Member Smelly Jelly's Avatar
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    Default Sauromatae Migration

    I'd like to get my Sauromatae FMs in Ireland asap.
    Through cheating, or by moving manually. Where is the closest to my starting position as Sauromatae to build a fleet? Thanks in advance.

  2. #2

    Default Re: Sauromatae Migration

    Probably the southern Crimean town.

  3. #3
    Member Member Smelly Jelly's Avatar
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    Default Re: Sauromatae Migration

    And where would be the town nearest to Ireland where the Sauromatae can buil a fleet?

  4. #4
    JEBMMP Creator & AtB Maker Member jirisys's Avatar
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    Default Re: Sauromatae Migration

    Quote Originally Posted by Smelly Jelly View Post
    And where would be the town nearest to Ireland where the Sauromatae can buil a fleet?
    Ireland

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  5. #5

    Default Re: Sauromatae Migration

    lol ignore captain obvious (j/k)

    The closest would probably be Cenabum, in Gaul.

  6. #6
    Slixpoitation Member A Very Super Market's Avatar
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    Default Re: Sauromatae Migration

    Far better off using the console (~) to move your characters.

    I think the Sauros aren't one of the uncooperative factions when it comes to internal names, but I'm not sure. There was nice thread on internal names a while back, but I can't find it.

    Anyways, there is really no point in wasting your time fighting all the way to Scandinavia (There is a basic military port there, somewhere) to get to Ireland. "move_character" is far easier.
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  7. #7

    Default Re: Sauromatae Migration

    Unless you're roleplaying some sort of bizarre exodus, it will probably be easier just to use the show_cursorstat and move_character codes to get your FMs over there. (BTW, sauromatae FMs all have the hidden 'steppenwulf' last name, so you'll need to enter that when trying to move them about).

  8. #8

    Default Re: Sauromatae Migration

    Move all your family members and agents out of town, with or without their armies. Open up the console with the ~ key. Use the console command toggle_fow so you can see Ireland. Hover your cursor over a point in Ireland outside of towns and use the code show_cursorstat, noting the coordinates it gives you. Use move_character ScreenName steppenwulf x,y to move them to that point. Either conquer a town the old-fashioned way, or use add_money 40000 three times to let your diplomat bribe it. Make it your capital, which will send your old towns into disorder. In a few turns your steppe towns will rebel, then you can use add_money (optionally with a negative amount) to set your starting gold and start playing properly. Use toggle_fow again to go back to normal visibility.

    [If you think your family members are too numerous/expensive (happens a lot with the spartan bodyguards when migrating the KH), move some of them to just outside the southernmost city in India and have them besiege it. When the AI sorties at the end of that turn, use auto_win attacker and auto-resolve the battle. They'll then die because they have nowhere to retreat to.]

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  9. #9
    Klibanophoros Ton Rhomaioktono Member Duguntz's Avatar
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    Default Re: Sauromatae Migration

    Or mod the Casse unit pool, replace 'em by Sauromate... and start your game tehre instead to wander around x, y longitude and latitude and cheating way too complicated...
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  10. #10

    Default Re: Sauromatae Migration

    If you mod the Casse unit pool, you'll have the Casse tech tree and government system and so on. I guess it depends whether you want to be Sauromatae in Ireland, or Casse with horse archers in England...

    FWIW, I've done migrations both ways (modding files and using cheat codes). I found using the cheat codes is a lot easier, not being a modder before I started. It took me all of ten minutes to move the KH to Massalia. More to the point, it's far harder to go wrong if you do things via the user interface instead of modding a set of documentation-challenged data files with unfamiliar cross-dependencies.

    Fight like a meatgrinder

  11. #11
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: Sauromatae Migration

    nah, with "bla-bla-bla-name steppenwulf" teleport, I often does that in my game..... and you don't need any recruitment changes, just stick to pastoralism, and give large settlements ability to recruit your basic horse archers...

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  12. #12
    Member Member Smelly Jelly's Avatar
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    Thumbs up Re: Sauromatae Migration

    Thanks for the replies. Especially this one below, that's the detail i was hoping to get. Any chance of finding the internal names? Online or in the game folders?
    Quote Originally Posted by Morte66 View Post
    Move all your family members and agents out of town, with or without their armies. Open up the console with the ~ key. Use the console command toggle_fow so you can see Ireland. Hover your cursor over a point in Ireland outside of towns and use the code show_cursorstat, noting the coordinates it gives you. Use move_character ScreenName steppenwulf x,y to move them to that point. Either conquer a town the old-fashioned way, or use add_money 40000 three times to let your diplomat bribe it. Make it your capital, which will send your old towns into disorder. In a few turns your steppe towns will rebel, then you can use add_money (optionally with a negative amount) to set your starting gold and start playing properly. Use toggle_fow again to go back to normal visibility.

    [If you think your family members are too numerous/expensive (happens a lot with the spartan bodyguards when migrating the KH), move some of them to just outside the southernmost city in India and have them besiege it. When the AI sorties at the end of that turn, use auto_win attacker and auto-resolve the battle. They'll then die because they have nowhere to retreat to.]
    Last edited by Smelly Jelly; 04-12-2010 at 00:12.

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