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Thread: BI: Rebels, revolts and shadows

  1. #1
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default BI: Rebels, revolts and shadows

    Has anyone worked out how the peasant revolts work in BI regarding shadow factions?

    Let us take for example the Western Empire. In descr_sm_factions.txt this is assigned the shadow faction of Western Empire Rebels.

    In effect this means, as I'm sure you all know, that whenever a Western Empire city has a peasant revolt the new occupiers of the settlement are units from the shadow faction (Western Empire Rebels) and this seems to apply to cities the Western Empire has conquered as well as those it starts the game with - thus presumably why it is called a shadow faction, because it shadows the mother faction around the map.

    It seems that when another faction occupies a Western Empire settlement, a subsequent peasant revolt reverts to the Western Empire's units again.

    However, these cities are also all assigned a rebel type in the descr_regions.txt file - one that seems never to be used!

    So, my question is: where are these revolts defined and where are the resulting units from such a revolt listed?

    EXAMPLE:

    Augusta Treverorum, in the province of Germania Superior...

    faction creator: Western Empire
    default culture: Western Empire (legion: primigenia)
    ownership: Western Empire
    rebel type: Suebi

    Rebels from Western Empire to Western Empire rebels as:

    1 general
    several units of archers and limitanei (7 units total)

    Rebels from another (pres. non-shadowed) faction back to Western Empire:

    8 peasant units
    7 Foedarati cavalry units

    (absent) Suebi defined as:

    western peasant alemanni
    western peasant alemanni
    spear warband alemanni
    frankish raiders
    foederati infantry
    merc veteranii
    lombard archers
    chosen warlord alemanni


    Comments?


    MORE RESULTS:

    I gave the Saxons "spawn_on_revolt ostrogoths"...

    initial saxon cities = revolts to Ostrogoths
    Western Empire cities captured by saxons = revolts to Western Empire
    Frankish cities captured by Saxons = revolts to Franks
    Frankish cities captured by Saxons in which Saxon government building built = revolts to normal rebel tribe
    Last edited by Dol Guldur; 10-05-2005 at 13:51.
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  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: BI: Rebels, revolts and shadows

    Interesting.
    I think the loyalist rebellions can only break out within the first few years of occupation, much like in M:TW. This would explain why they didn't revert back to Franks after you built your own government building.

    Did you test if the spawn_on_revolt works repeatedly only in the starting provinces?

  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: BI: Rebels, revolts and shadows

    Let's forget about shadowing/shadowed by and look at the 2 revolt types. Can anyone fill in the gaps in my knowledge? I've never really looked into until now and I can find no research/threads on the matter.

    1. Slave Revolt

    Settlement reverts to slave faction, drawing on the predefined units of the rebel tribe. Simple enough.

    It occurs when the parent faction loses control of the settlement to a revolt.

    2. Loyalist Revolt

    Settlement reverts to default culture (i.e. faction).

    It occurs when another faction other than the default loses the settlement to a revolt.

    How units are chosen for the garrison is unknown to me. It has seemed to be guided by the buildings present but at other times it produces a full range with no recruitment building present and at other time an empty garrison with no buildings present.

    Building a core building in the settlement of another culture will make the game look at that settlement as of a new culture and the revolts will be changed accordingly.
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  4. #4

    Default Re: BI: Rebels, revolts and shadows

    It was my belief (though not really tested) that a rebelling settlement went to the faction which had built its governor building or - if that the faction was the faction it was rebelling against or that faction had been destroyed - to the slave faction.

    As for how the troops are chosen - I believe that the computer gets a certain number of points from which it generates a selection of troops that could be created within that settlement. They may have changed that in 1.5 as there were previously complaints of 3 gold chevron peasants spawning in settlements where the player had destroyed all the recruitment buildings.
    Last edited by Epistolary Richard; 05-21-2006 at 03:07.
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