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  1. #1
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default What controls recruitment for rebels?

    In the preparation of the campaign for Iberia:TW (the conquest of Hispania) I have been eliminating all the useless (apparently) units and finishing the export_descr_buildings file. The recruitment system is similar to ZoR (from RTR), but I am finding some CTD (without error message) and they seem to happen in the turn of the rebel faction.

    I wondered if this problem can be due to some mistake in the recruitment, but I cannot find the system the AI uses to recruit rebel units.
    In the original export_descr_buildings for the imperial campaign, the slave faction is not mentioned in any building requirement. However, in the ZoR system it is named in ALL the recruitment buildings for ALL the recruitment zones.

    Does anybody know how the AI decides which unit will be recruit in each rebel region?

  2. #2

    Default Re: What controls recruitment for rebels?

    Have you looked at descr_rebel_faction.txt?
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  3. #3
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: What controls recruitment for rebels?

    Quote Originally Posted by Epistolary Richard
    Have you looked at descr_rebel_faction.txt?
    Ooooops I edited this file so much time ago that I didn't remember it (even I wrote a "how to" about it ). Thanks for remembering me.

    Now my question is: are all the rebel armies as described in that file?
    With respect to buildings, do the rebels build any building? Isn't a recruitment tree for them?

    Cheers.

  4. #4

    Default Re: What controls recruitment for rebels?

    Quote Originally Posted by Monkwarrior
    Thanks for remembering me.
    Actually, Simetrical mentioned its existence in another thread. I know nothing (at least about rebels).
    Epistolary Richard's modding Rules of Cool
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  5. #5
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: What controls recruitment for rebels?

    The buildings are a bit strange for rebels. They seem to be tied to region somehow—perhaps the culture type in descr_regions.txt or descr_strat.txt (they don't have to be the same for a given region). There are rebel subfactions, one per real faction. I don't know how this all works, exactly, but the way to check is to start up a game as the rebels (after editing descr_strat.txt—and keep in mind that if you have more than twenty playable factions, you won't be able to play any after the twentieth, so you can't have all factions playable at once).

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  6. #6
    Modder Member Encaitar's Avatar
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    Default Re: What controls recruitment for rebels?

    In descr_regions.txt there is a line missing from the format explanation at the top. It should read:
    ; region tag
    ; settlement tag
    ; default culture tag
    ; rebels tag
    ; map RGB value
    ; comma-seperated resource list
    ; triumph point value
    ; base farm level

    The rebels tag (e.g. Brigantes, Trinovantes, etc) for each region links to descr_rebel_factions.txt. This file then defines what units can appear for a particular rebel army. It also defines non-region based rebels (Brigands, Pirates, and Gladiator Uprisings). Each entry has a 'description' value, which links to text\rebel_faction_descr.txt, where the localisation text for each rebel group is given.
    Encaitar Arandur

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