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Thread: Client Kingdoms - RTW expansion modification

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  1. #1

    Default Re: Client Kingdoms - RTW expansion modification

    The units you receive (and the price you pay for them) are in the individual script files so they can be easily changed to fit an existing mod. Each client faction has several scripts so you'll be offered a variety of different client armies after you conquer them.

    When you get them is determined by each script's trigger so you can have a look at those if you want to get the exact requirements.

    The AI doesn't get units at present as the scripting requirements are more complicated - though that's obviously a prime avenue to be explored in any sequel.

    If you'd like to learn more about scripting I've posted a beginner's guide on the other forum.
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  2. #2

    Default Re: Client Kingdoms - RTW expansion modification

    This is a really neat idea!

    It always seemed odd that you could conquer and occupy settlements, but never actually build units other than your own there. If ( when ) the Romans take over, say, Carthage... where do all the Elephants go ;)

    This adds a neat little extra to the game by allowing you to utilise some of the special units available to other peoples, and I think this is a going to make for a much more interesting game. Should also provide an incentive to occupy and rule well, rather than slash and burn ;)
    Careless Orc Costs Lives!

  3. #3
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: Client Kingdoms - RTW expansion modification

    Does this mean that if you repeatedly exterminate the population they wont give you any units?

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  4. #4

    Default Re: Client Kingdoms - RTW expansion modification

    @ Bwian
    Thanks, just to say that you can actually build them (or retrain them for that matter) 'foreign' units only come by 'grant' of the client state. Oh, and if you hang around Carthage for long enough you might be in for a pleasant surprise. :evilsmile:

    @ SwordsMaster
    I played around a bit with the impact on the population but it proved slightly more complicated because it would vary as to small, normal, large, huge unit size settings and I know of no way to reference those into the scripts - a bit too difficult for this initial but we'll have something for the next version.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
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    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  5. #5
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Client Kingdoms - RTW expansion modification

    I wonder if theres a way to check happiness with scripts... Make it dependent on you keeping the people happy.

  6. #6
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Client Kingdoms - RTW expansion modification

    Why don't you use the spawn army command? This would make the game much more interesting. You could even get local commanders volunteering. You could also add more character to the armies that appear, such as experience or depleted units. Instead of this:

    Code:
    script
    console_command create_unit Rome "roman velite" 1
    console_command create_unit Rome "roman hastati" 2
    console_command create_unit Rome "roman princeps" 2
    console_command create_unit Rome "roman triarii" 2
    console_command create_unit Rome "roman light cavalry" 1
    console_command add_money -3550  
    
    end_script
    Use this:

    Code:
    script
    spawn_army 
    faction romans_julii
    character Gaius Julius, general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 54, y 124
    unit roman generals guard cavalry soldiers 20 exp 9 armour 1 weapon_lvl 0
    unit roman velite soldiers 40 exp 0 armour 0 weapon_lvl 1
    unit roman hastati soldiers 60 exp 0 armour 1 weapon_lvl 0
    unit roman princeps soldiers 60 exp 3 armour 0 weapon_lvl 0
    end
    
    console_command add_money -3550  
    
    end_script

  7. #7

    Default Re: Client Kingdoms - RTW expansion modification

    Quote Originally Posted by Myrddraal
    I wonder if theres a way to check happiness with scripts... Make it dependent on you keeping the people happy.
    One of the conditionals in the triggers is:
    and SettlementLoyaltyLevel = loyalty_happy
    so the trigger will only ever fire if the citizens are happy with your governance. Of course, there are ways and there are ways of enforcing this 'happiness' Sometimes grants are given out of thanks, and sometimes they are given out of fear...

    Quote Originally Posted by Myrddraal
    Why don't you use the spawn army command?
    I did try that but I couldn't get it to work, along with a few others that I tried using such as provoke_rebellion. If it can be used, though, that would be great as it's the key to a Reappearing Factions mod.
    Epistolary Richard's modding Rules of Cool
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  8. #8
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Client Kingdoms - RTW expansion modification

    Hm, did you use the exact script I typed there?

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