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  1. #1

    Default Re: An Intermediate Guide to Scripting

    Quote Originally Posted by Stuie
    So the usage in a script would look like this:

    Code:
         console_command diplomatic_stance romans_brutii parthia neutral
         console_command diplomatic_stance romans_julii parthia neutral
         console_command diplomatic_stance romans_scipii parthia neutral
         console_command diplomatic_stance romans_senate parthia neutral
    That makes all the roman factions "Neutral" toward Parthia, whether they were are war or allied. Note that only allied, neutral and war are available - there does not appear to be a way to force protectorates (I only mention this since that's what people usually seem to be looking for).
    I wonder, is there a way to detect the event of one faction becoming a protectorate?
    If so, there might be a way to work around the annoying alliance issue with protectorates (You can´t attack allies of your protectorate without losing the protectorate), simply by setting the relations of the protectorate to all other factions to neutral.

  2. #2

    Default Re: An Intermediate Guide to Scripting

    No, there's no way that I'm aware of to detect the existence or creation of a protectorate.
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  3. #3
    Member Member Piko's Avatar
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    Default Re: An Intermediate Guide to Scripting

    Here I have learned how to script changing a city's ownership, but now I wish to change a family_members ownership, ex. G M from romans_julii to romans_brutii. I know his name.

  4. #4
    Member Member Stuie's Avatar
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    Default Re: An Intermediate Guide to Scripting

    Quote Originally Posted by shadowstar
    Here I have learned how to script changing a city's ownership, but now I wish to change a family_members ownership, ex. G M from romans_julii to romans_brutii. I know his name.
    As far as I know, you will need to kill_character him from the original faction and then spawn him in the new faction. No other way to force a change of allegiance that I know of.

  5. #5
    Member Member Piko's Avatar
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    Default Re: An Intermediate Guide to Scripting

    Well maybe trigger rebelling in BI? Is that possible? Where are these docudemon files BTW?

  6. #6

    Default Re: An Intermediate Guide to Scripting

    No, as far I know there's no change allegiance command.

    The docudemon files are linked in the first post of this topic. They can be found here:
    https://forums.totalwar.org/vb/showthread.php?t=54299
    Epistolary Richard's modding Rules of Cool
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  7. #7
    Member Member Stuie's Avatar
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    Default Re: An Intermediate Guide to Scripting

    Quote Originally Posted by shadowstar
    Well maybe trigger rebelling in BI? Is that possible? Where are these docudemon files BTW?
    If you're using loyalty in BI, you could always give the character a huge negative to loyalty using a trait. I haven't messed around much with loyalty though, so I'm not so sure how predictable it is.

  8. #8
    Member Member Piko's Avatar
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    Default Re: An Intermediate Guide to Scripting

    Thanks for the replies, it sucks you have to kill the character though, makes scripting Roman civil war MUCH harder...

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