No, it works on a blanket effect. All the regions marked with the no_ hidden resources are either spawning brigands/pirates or they're not.
No, it works on a blanket effect. All the regions marked with the no_ hidden resources are either spawning brigands/pirates or they're not.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
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Hate to say this, but are you sure?
I just tried it, still getting bloody rebels.
Yes, I played my own Milan campaign without rebels (and quite enjoyed it too!). You'll still get rebel stacks where they're set up at the start of the game, and also where they're actual characters who've rebelled (or lost their faction). This merely stops those randomly spawning rebels.
If you need further convincing, run the vanilla game and look at the Americas (where the designers intended this to be used), you won't see any rebels appearing.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
If you'll take a look at my Amerial Wars mod ER, I play tested it many times. I always get rebels. But the no_brigands is there...
My beta testers are telling me that it is not working... Looking at the other values again and setting them up higher to see if that's where the effect might come from.
Is their a way to just cut down on the brigand and pirate spawn rate? I would like to cut them down to about 1/3 of what they currently are.
I am still getting rebels in an existing campaign after making the "no_pirates, no_brigands" change to Smyrna_Province. Does this change have to be done before a new campaign starts?
Originally Posted by DukeKent
Go to descr_strat.txt, and there should be a bit right at the start that looks like so.
Now change the brigand_spawn_value and pirate_spawn_value down.Code:start_date 1080 summer end_date 1530 winter timescale 2.00 marian_reforms_disabled rebelling_characters_active gladiator_uprising_disabled night_battles_enabled show_date_as_turns brigand_spawn_value 20 pirate_spawn_value 28
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