Results 1 to 19 of 19

Thread: Ian command - more than just a tester.

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Dragon Knight Member Betito's Avatar
    Join Date
    Aug 2004
    Location
    Mexico City
    Posts
    161

    Default Re: Ian command - more than just a tester.

    The part that i like the most about -ian is the switching factions.


    Let's see if i can remember the exact mechanics... you typed the number of the faction and it automatically switched; if the number is above 10, then it was shift-number:

    For example:
    to play as the rebels, type 1
    for almos is 2, byz are 3, turks were 12 or 14(shift-2 or shift-4), can't remember

    You can bring a dead campagin to life again in no time, it's just a matter of switching to every single faction and using .deadringer. on them. Or raising a strong empire only to switch and play a weaker one. Try it some time
    Last edited by Betito; 03-23-2006 at 03:40.
    Proud member of the Cavarly Association of Commanders
    From MTW:Turks, Egyptians to MTW2: Turks again!. Passing through RTW: Scythia, Sarmatia/Baktria(this was in RTR, right?) and BI: Sarmatia, again!
    What?? Sign above the dotted line?? of course!

  2. #2
    Member Member acesman's Avatar
    Join Date
    Aug 2005
    Location
    Arizona, USA
    Posts
    34

    Default Re: Ian command - more than just a tester.

    I have never heard of this before, could it be used to do a kind of crude multi-player campaign?
    The good fighters of old, first put themselves beyond the possibility of defeat, then waited for an opportunity of defeating the enemy.
    -Sun Tzu

  3. #3
    Flavius Claudius Julianus Member NodachiSam's Avatar
    Join Date
    Jun 2005
    Location
    Canada
    Posts
    601

    Default Re: Ian command - more than just a tester.

    Cool thanks Betito.

    Acesman, theorhetically it could be. ONe person plays until they would normally pres end turn then switches faction and saves it and sends it. It depend on the honour of the players but it is doable..
    Please check out my art http://calcaneus.deviantart.com/

  4. #4
    Minion of Zoltan Member Roark's Avatar
    Join Date
    Jun 2005
    Location
    Sydney, Australia
    Posts
    961

    Default Re: Ian command - more than just a tester.

    Can the -ian cheat be used to play as the Swiss in unmodded MTW:VI 2.01, even though they are not normally a playable faction?

    Coz I've never bothered to learn how to mod, but I would love to play as the mighty Swiss.

  5. #5
    Senior Member Senior Member Yeti Sports 1.5 Champion, Snowboard Slalom Champion, Monkey Jump Champion, Mosquito Kill Champion Csargo's Avatar
    Join Date
    May 2005
    Location
    Vote:Sasaki
    Posts
    13,331

    Default Re: Ian command - more than just a tester.

    Is there anything else you can do with this cheat other than switch factions?
    Quote Originally Posted by Sooh View Post
    I wonder if I can make Csargo cry harder by doing everyone but his ISO.

  6. #6
    Flavius Claudius Julianus Member NodachiSam's Avatar
    Join Date
    Jun 2005
    Location
    Canada
    Posts
    601

    Default Re: Ian command - more than just a tester.

    Oh my!!!

    I was looking at the other factions when I accidently hit turn not in my own and the AI's choice of actions are retarded in the extreme. Arbitrary deployment of troops, breaking of sea connections despite ~every~ piece of water having about 4 ships!!!! He did bribe the two livian stacks at once which is kinda cool since I won't have to fight anything but it also put about 8 of my stacks in lithuania (everything around there except for one of my trading partners, the novogordian fins, was mine. Then they bribed one stack in northumbria out of 4 that were there and then broke the sea links so I can't support it! The ai was never made to manage large empires I guess. Really pathetic. It'll take a decade to fix this retardation! Arrrggh!!
    Of course, I think it just crashed on me too...

    Roark, only if the swiss show up (which I've never seen personally) If they do you would be able to play them. You can play the papacy and rebels too.
    Please check out my art http://calcaneus.deviantart.com/

  7. #7
    imaginary Member Weebeast's Avatar
    Join Date
    Sep 2005
    Location
    Tranquility Lane
    Posts
    530

    Default Re: Ian command - more than just a tester.

    Ooops, sorry to hear that lol.

    I'm suprised there are people really use this to play. Cool. I thought I was crazy.

    breaking of sea connections despite ~every~ piece of water having about 4 ships!!!!
    LoL yeah this one makes me sad. I remember I had to keep moving Sicilians ships just to make sure they're getting money from trading.

  8. #8
    Arrogant Ashigaru Moderator Ludens's Avatar
    Join Date
    Nov 2003
    Posts
    9,063
    Blog Entries
    1

    Lightbulb Re: Ian command - more than just a tester.

    Quote Originally Posted by acesman
    I have never heard of this before, could it be used to do a kind of crude multi-player campaign?
    Quote Originally Posted by NodachiSam
    Acesman, theorhetically it could be. ONe person plays until they would normally pres end turn then switches faction and saves it and sends it. It depend on the honour of the players but it is doable..
    A couple of .Org members actually tried this: you can find the thread here (and the story thread is here); but they didn't get far beyond start-up. I assume this is because they had chosen a very difficult scenario and the A.I. did not want to cooperate in their diplomatic ventures.
    Looking for a good read? Visit the Library!

  9. #9
    Member Member acesman's Avatar
    Join Date
    Aug 2005
    Location
    Arizona, USA
    Posts
    34

    Default Re: Ian command - more than just a tester.

    I tried the -ian command out, but I think the XL mod that I am using may present some problems. I could switch to some factions, but some of them, like Scotland, could not be played. I could not find the keys to access all the factions, the number keys seem to work for several factions, but that leaves a lot of them out. Any ideas?
    The good fighters of old, first put themselves beyond the possibility of defeat, then waited for an opportunity of defeating the enemy.
    -Sun Tzu

  10. #10
    Member Member Geezer57's Avatar
    Join Date
    May 2005
    Location
    Wichita, Kansas USA
    Posts
    890

    Default Re: Ian command - more than just a tester.

    Quote Originally Posted by acesman
    I tried the -ian command out, but I think the XL mod that I am using may present some problems. I could switch to some factions, but some of them, like Scotland, could not be played. I could not find the keys to access all the factions, the number keys seem to work for several factions, but that leaves a lot of them out. Any ideas?
    See this thread over here (5 pages worth): http://p223.ezboard.com/fshoguntotal...ID=17059.topic

    The 3rd paragraph says you can use SHIFT + the number keys to access other factions.
    My father's sole piece of political advice: "Son, politicians are like underwear - to keep them clean, you've got to change them often."

  11. #11
    Flavius Claudius Julianus Member NodachiSam's Avatar
    Join Date
    Jun 2005
    Location
    Canada
    Posts
    601

    Default Re: Ian command - more than just a tester.

    I really like this command but you just have to remember to switch back to your own faction before turning. It can be used to make some of the less likely situations possible, like ai-argonese supremacy or seeing the french crusader state actually survive for a while. :)

    Thanks for the link Geezer57. I havn't read too much yet but the one problem I could forsee with a chain game is the AI playing with people's empires during the end turn sequence.
    Please check out my art http://calcaneus.deviantart.com/

  12. #12
    Member Member Geezer57's Avatar
    Join Date
    May 2005
    Location
    Wichita, Kansas USA
    Posts
    890

    Default Re: Ian command - more than just a tester.

    Obviously, the "chain game in debug mode" concept works better with a smaller group of players, as the AI has fewer years in which to mess up your empire. The folks over at the ezboard.com forum found their best games with 4 or fewer players on the VI map, after agreeing to adopt starting positions remote from each other.

    Too bad CA never saw strategic multiplayer as a viable option. For now, this is as close as it gets....
    My father's sole piece of political advice: "Son, politicians are like underwear - to keep them clean, you've got to change them often."

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO