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Thread: Modding Man of the Hour event?

  1. #1

    Default Modding Man of the Hour event?

    Hi

    Working with some modifications to strengthen factions (since they seem to die out too fast). One thing I can´t find out is how to mod "man of the hour event" so it will trigger more often. Is it hardcoded or is there some possibility to influence the chance?

  2. #2

    Default Re: Modding Man of the Hour event?

    Yes, it´s hardcoded (and better known around here as the Marius Reforms, in case you´re searching for info on it) and it can occur only once. What version do you try to mod, by the way? In 1.2, Marius Reforms don´t occur before 220 BC, after that it appears after the first Imperial Palace is built in a province with the "Italy" hidden resource (in descr_regions). From 1.3 on the first building of an Imperial Palace triggers it, no matter what´s the year.

  3. #3

    Default Re: Modding Man of the Hour event?

    Quote Originally Posted by Ciaran
    Yes, it´s hardcoded (and better known around here as the Marius Reforms, in case you´re searching for info on it) and it can occur only once. What version do you try to mod, by the way? In 1.2, Marius Reforms don´t occur before 220 BC, after that it appears after the first Imperial Palace is built in a province with the "Italy" hidden resource (in descr_regions). From 1.3 on the first building of an Imperial Palace triggers it, no matter what´s the year.
    Thanks for the quick reply but my question is not about the Marius reform. I am referring to the event where a captain is available for adoption after a battle the so called "man of the hour event".

  4. #4

    Default Re: Modding Man of the Hour event?

    I'm not aware of any way to mod the adoption of captains, I believe it generally depends on your family member/settlement ratio.
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  5. #5

    Default Re: Modding Man of the Hour event?

    Read first, post later
    Sorry, but the Marius reform is called "The New Man", so I confused it. Still, the answer remains, yes, it´s hardcoded, and as Epistolary Richard said, it depends on how many settlements and family members you´ve got. It´s the game´s way of making sure you can´t lose since when you run low on family members you can adopt a captain . The same goes for the AI as well, by the way, making the try to use assasins to take out a faction a pain in the back.

  6. #6

    Default Re: Modding Man of the Hour event?

    Epistolary Richards and Ciaran thanks for your replies. It is a shame that the event is hardcoded. My ambition was to make faction last longer since I find that some die out too fast. Well there are other ways. Just removed assasins from the game and I will add some traits to family members (fertile and so on) + increase the number of family members a faction get when hording. Will make some other changes to trait triggers to increase the chance of getting the trait "fertile".

  7. #7
    Member Member Dromikaites's Avatar
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    Default Re: Modding Man of the Hour event?

    Well, I tried very hard to annihilate a faction through assasination in BI and it seems it can't be done. I had an assasin who probably killed people just by looking at them. Only when trying to kill the faction leader he had less than 50% chances to succeed. So I've decided to have him shadow the Vandal hordes and kill a family member per turn.

    At first he was sending the Vandal princes to graze their horses on greener pastures. After a while however I've seen that new family members kept appearing in the armies that had none before. Just to make sure I brought a spy nearby, so I could peek inside every stack. And that was exactly what was happening: every turn the AI was creating a new general in stacks that had none before.

    Similar situations were reported for the 1.2 RTW version. Therefore I think one faction can be eliminated through assasination only if one has multiple highly qualified assasins so that all the family members are killed during the same turn. And I guess it will take more than one assasin to eliminate the faction leader (if that's ever possible). So if you think some factions die too soon you can spawn some generals for them using the spawn_army command. Those generals seem to have more chances to be adopted than the captains.

  8. #8

    Default Re: Modding Man of the Hour event?

    We have adressed that issue in the Entrance Hall as well, and as I´ve said there it definitely is possible to annihilate a faction with assasins, but to be successfull each and every family member remaining has to be killed in one single turn - which makes it a real b* to accomplish.

  9. #9

    Default Re: Modding Man of the Hour event?

    Hi

    I guess I have especially severe problems due to some modifications. I always hated the fact that the Huns settle in the East empire so I relocated some factions. The (reinforced) Vandals fex start close to the Burgundii and Lombardii to make the B and L horde. However this lead to the Burgundii and Lomardi factions getting whacked a bit too much. Now I have placed the leader and the heir of L and B a bit away.

    BUT I still feel some factions die out a tad too fast. To adjust it I have removed assassins (never liked to use them) and I have increased the chance of getting the trait "herbalist" which increase fertility. I have also given every character "Fertile 3" from start.

    Will try it and see what will happen. Early testing show that families get a bit bigger but not much bigger. Probably a hardcoded limit somewhere...

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