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Thread: Faction behaviour?

  1. #1
    Merkismathr of Birka Member PseRamesses's Avatar
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    In the startpos text some odd faction behaviour occur. Anyone knows how they operate when applied to a faction.

    1. Muslim devout
    2. Poverty stricken
    3. Desperate defense
    4. Close to support limit
    5. Barbarian raider

    Thanks in advance guys

  2. #2
    Aktacy Bei Member Eastside Character's Avatar
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    I only know that Muslim Devout is most likely to fight only with infidel factions, and Barbarian Raider is like GH, aggressive and ruthless. About the other three I'm not sure.

    Regards,
    EC

  3. #3
    Creator of the Medmod for M:TW Member WesW's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (Eastside Character @ April 07 2004,15:37)]I only know that Muslim Devout is most likely to fight only with infidel factions, and Barbarian Raider is like GH, aggressive and ruthless. About the other three I'm not sure.

    Regards,
    EC
    The other three are triggered by a faction's present situation in the game. Any faction can fall into any of them, as far as I know.
    I have never run across anything from CA mentioning them, much less explaining them. I do know, however, that they have there own diplomatic messages, just like all the other behavioural settings. One of the first things I did in developing the Medmod was to alter these messages so that the poverty-stricken ones would be very clear, in order to judge how the factions were doing. (This was before I knew about the god codes.)

    Well, when I played with the altered messages, I found out that same few that I always saw were all poverty-stricken messages. It seemed like every faction, regardless of behavioural setting, went broke almost immediately, certainly by turn ten. This was on expert level, too, and this was what set me onto modding MTW.
    I mean, if it could still be a fun game after three months of heavy playing, when all the AI economic settings were screwed up, how good could it be if they were fixed?
    It took several months to get them in pretty good shape. This, and playing with the basic unit stats was what I spent my time on for version one of the mod. I also fixed whatever bugs and such that I read about or discovered, but the economics were my main concern, just like they were for my earlier mods.

    It's just so disappointing when I find out that the code is there for these games to be great, but they are hampered or even crippled, for a game like Civilization, by a simple lack of play-testing before shipment. They will be set with a certain logic and expectations, but it seems like different people handled different sections, with none of anyone else's code present, so the various settings, like buildings, ship priorities, unit priorities for the different behavioural states, etc. are not integrated, and thus you have perfectly good components, but a broken system.
    Wes Whitaker's Total Modification site:

  4. #4
    Merkismathr of Birka Member PseRamesses's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (WesW @ April 07 2004,20:18)]It's just so disappointing when I find out that the code is there for these games to be great, but they are hampered or even crippled, for a game like Civilization, by a simple lack of play-testing before shipment. They will be set with a certain logic and expectations, but it seems like different people handled different sections, with none of anyone else's code present, so the various settings, like buildings, ship priorities, unit priorities for the different behavioural states, etc. are not integrated, and thus you have perfectly good components, but a broken system.
    As usual your a foutain of knowledge and I really agree with you on the view on developers. That´s why I cut and ran from the original EUII team when I realized that the left hand doesn´t fully comprehend what the right hand is doing because the brain is busy fiddeling with the toes etc etc.
    I do hope, and pray though, that when CA is stating RTW to be "extremely moddable" i do hope they realize what´s expected of them. We just have to wait and see.

  5. #5

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    some of them do have specific attitudes and responces, and they do in some complicated little way tie into unit and building creation.

    muslim devout is like catholic crusader, i think, the faction is more llikely to jihad, but it doesn't prevent or in any way control other factions from doing it, so you'd never know...

    only support limit has obvious messages, and i've only seen it really when used when a faction resurges with a massive amry in to just one province. poverty stricken and support limit are also good descriptions of any one provice faction, one province rarely gives enough cash to support the heirs, and AI never dispands once a prince "dies"...

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