I remember reading somewhere that you could adjust the rate at which rebels appear, but I couldn't find the post anywhere. Could someone please tell me how to do this? I'm sick of 6 unit armies popping up all over my lands and devestating my tiles.![]()
I remember reading somewhere that you could adjust the rate at which rebels appear, but I couldn't find the post anywhere. Could someone please tell me how to do this? I'm sick of 6 unit armies popping up all over my lands and devestating my tiles.![]()
I think, but I'm not certain, that it is adjustable to a certain degree in 1.2 however it is impossible to stop because of hardcoding and I think the EB team already decreased it as much as possible. But hopefully with the move to 1.5 in version 0.8 this won't be a problem any more.
I realy hope that they fix the rebels in 0.8. I think that rebels that popup everywhere is a game killer. But I have nothing against rebel towns who send out troops, only the rebels that just popup..lol
cheers..
RTW1.5, and hence EB0.8, has an adjustable spawn rate.
Student by day, bacon-eating narwhal by night (specifically midnight)
HaHa I found it.Originally Posted by Zenith Darksea
I dont mind rebels popping up, as long as it makes sense where they form.
If a city has a public order of 80 or some such, then sure let there be a show of discontent... but in my current Sweboz campaign, I have 5+ unit stacks of rebels appearing around my capital, which has a p.o. of about 220%, and around surrounding towns each at 170% plus.
Now that gets old.
Remember that very high tax rate supposedly pops out more rebels than normal or high. Even though the population is happy.
yea but I usually keep my tax rates at normal or low just to generate growth when my economy is stable
edit: woops posted in the wrong .org window lol.
Last edited by Moros; 08-15-2006 at 22:28.
I'm not sure that this works. I've tried adjusting the numbers for the "bandits" (up to 90) and they still keep overwhelming me. Do I have to adjust the numbers for EVERY rebel type? Should I just go for 100?
I understand that tax level has something to do with it, but it's kinda rediculous. Any of your insight would be great.
From Theodotos I.
Brigands in the 1.2 patch are hardcoded, despite what descr_strat says. In the 1.5 patch, changing the brigand_ and pirate_spawn_values does indeed have an effect.
From my understanding, the "frequency" in descr_rebel_factions.txt does nothing. Though I've been wrong before...
So, in layman's terms, I'm screwed, yes?
These guys are popping up like crazy. And I'm not talking about one or two units. They've got almost a quarter stack it seems.
Thanks.
From Theodotos I.
So, do you adjust to 0 or 100 to remove the bandits?
Ὦ ξεῖν', ἀγγέλλειν Λακεδαιμονίοις ὅτι τῇδε
κείμεθα, τοῖς κείνων ῥήμασι πειθόμενοι.
- Σιμωνίδης ὁ Κεῖος
You really shouldn't tax your citizens so much - the basics of economics.Originally Posted by Red_Russian13
Foot
EBII Mod Leader
Hayasdan Faction Co-ordinator
As I said, it doesn't do anything with the RTW1.2 patch. When 0.8 comes out, changing the brigand_spawn_value in descr_strat.txt to 100 will pretty much eliminate brigands altogether (changing to 0 will actually increase the frequency of brigand spawning...go figure). But ONLY with the 1.5+ patches!Originally Posted by Christianus
If you're able to, though, try building forts on the tiles where the brigands normally spawn. Around 2 forts in particularly bad provinces should be enough to almost completely stop brigands from spawning.
Originally Posted by Cheexsta
Good advice. Thank you. I will give it a shot.
From Theodotos I.
Do you guys think the amount of Money the rebel faction has is related to it at all? It seems in most of my campaigns I only have this problem at the start of the campaign, but I normally drastically reduce the amount of money the rebels are aided with.
I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones. -Albert Einstein
www.EuropaBarbarorum.com
Bookmarks