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Thread: Character joins family tree

  1. #1

    Question Character joins family tree

    Hello there.

    It's been a long time since i was active here, to much work and other stuff to do.
    Alas, to get to the point, and not write an essay, i would like to ask for some help in modding the game:
    Rome Total War - Barbarian invasion + mod: Fall of Rome - yes it is not my work, just downloaded it and then started editing files in it.

    I can do most of the stuff i wanted changed in my game, and in the course of a year i have done some changes to it, like editing names, traits, AI behavior, temples, etc .. the list is long ..and to be honest i don't even recall how much i changed it, as my old HDD went to heaven, lucky me i had a backup of the mod on a dvd.

    So my question is regarding the 2 roman factions, specially the family tree, as when a roman settlement rebels again from let's say the Western Roman Empire Rebels back - loyalist revolt - to the WRE the character that spawns automatically joins the faction tree.

    What i would like to know is there a way to get him as non family tree joiner like a captain promotion to general, or is this a hardcoded trigger ?
    Is there a way to disable it at lest so that no character is spawned only the "rebelling" army (only for the WRE and ERE).
    Any other solutions ?

    Well, thank you for reading this, and i'm sorry if it's full or spelling errors .. hope that's the worst of my errors in there ..

    Regards
    Dex
    "One who knows the enemy and knows himself will not be in danger in a hundred battles.
    One who does not know the enemy but knows himself will sometimes win, sometimes lose.
    One who does not know the enemy and does not know himself will be in danger in every battle."

  2. #2
    Member Member CocaCola'97's Avatar
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    Default Re: Character joins family tree

    I think it's hardcoded, but there might be another solution, like killing the man as soon as he appears, but I don't think there's such a script condition which tells you whether the man used to be a rebel or not.
    Shi-Zroi Total War!!!!

  3. #3

    Default Re: Character joins family tree

    I see, and thank you CocaCola'97.

    Well, since I did not have enough time to write in full detail what I did mean the other day I shall write it down this time, hopefully, more properly.

    As you all know if you win a battle with a captain (not a named character), and that battle was won not suffering huge losses and you have free slots in your family tree (2 persons/province rule) then you will get a notification called "the man of the hour" and the option to "adopt" that man into the family. Now I know it's not possible to select where he will be added in the family tree (90% of the time the closest male family member whom has at least one slot out the 4 possible ones free adopts him), but a scroll will let you chose if you want him in the tree or not.

    In BI you can also train generals, but they do not join the family tree as soon as they are "ready".
    One other thing that interests me is if it is possible to edit the chances what religion this man will fallow, or even better let him get automatically the dominant one in that region or that of the empire.

    What I would like to do in the game is, to have the option to select if I want them in the family tree or not, or a way to set the rebelling generals - a.k.a. "Loyalist revolt or "a convert to out cause" - as trained generals when they spawn, so they do not eat up my family tree slots.

    I will mention a workaround that I use, but it's not 100%, is that I have split the bonuses the rebelling WRE and ERE get, as in the the original WRE and ERE get the negative law "bonuses" - for instance even the governors villa has a negative law effect to emulate the corruption and decadence of the empire - while the rebel empires RERE and RWRE get a positive one to prevent loyalist rebellions.
    Still this prevents from fully (but at least it works partially) emulating the turmoil civil war causes.

    Other things like coding bonuses to buildings, or ancillaries and traits I can do, and already have done some, or modified them, those are things I did find guides for, or a proper explanation on how they work together.

    If this can not be accomplished than that's it sadly, yet I still hope there might be a script out there like the 4 turns/year one, witch by now is mandatory in my Rome modifications.

    Also to the creators of the mods, I did not release any of my "work" as I have downloaded and modified your works. Please do not take offence as I have edited your hard work to suite my taste, as I think all whom are able to make a stable mod deserve appreciation, and yes I did enjoy and played all the mods a lot of times before I modified them later. Some where added only slight changes for my personal use only.

    And last but not least, if anyone wishes to have a copy of my "attempts" I will ask permission from the modders from whom I have "barrowed" there work and send you the files once I have the green light.

    Thank you all, and enjoy your games.

    With regards
    Dexter

    P.S: My apologies if I have used "bad English" or if I have misspelled words.
    "One who knows the enemy and knows himself will not be in danger in a hundred battles.
    One who does not know the enemy but knows himself will sometimes win, sometimes lose.
    One who does not know the enemy and does not know himself will be in danger in every battle."

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