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    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Missions - Pope. Council and Guild

    Taken from descr_missions.txt

    Code:
    Pope Missions: 
                   - join crusade
                   - return home city
                   - cease_hostilities
                   - assassinate_cardinal
                   - assassinate_witch
                   - papal_blockade_port
                   - break_alliance
                   - papal_build_church
                   - convert
                   - gift_from_pope
                   - give_cash
                   - give_ancillary
                   - recruit_priest
     Council Missions: 
                    - assassinate_general
                    - council_blockade_port
                    - council_take_rebel_settlement
                    - council_take_settlement
                   - gift_from_council
                    - council_marry_princess
                    - annex_settlement
     Guild Missions: 
                   - guild_take_settlement
                   - guild_recruit_agent
                   - guild_acquisition
                   - guild_trade_agreement

    This Line is particulary interesting
    Code:
    - difficulty_threshold [float]	difficulty threshold used for mission rejection.  mission difficulty levels <= difficulty threshold are not selected for first 50 turns or if player on easy difficulty setting (default = 0.0)
    So some missions are off limits for first 50 turns or on easy.
    Along with turn_start. turn_start default is 2, so you cannot get a missions before turn 2. (which makes sense)
    Some missions have their own turn_start, for instance, blockade port can be given from turn 3.
    One pope mission is return_home_city (ie give rome to them) reward for doing so:
    Code:
    	reward
    	{
    		null_payback	HUGE_PAPAL_STANDING_REWARD
    		null_payback	VNV_ADORED_BY_POPE
    no doing so:
    Code:
    		null_payback	LARGE_PAPAL_STANDING_PENALTY
    		excommunication_chance	0.05
    		inquisition_chance	0.05
    Multiple other things as well as rewards, but this is the best
    Code:
    payback_list pope_rome_min_penalty_major_reward
    {
    	reward
    	{
    		null_payback	HUGE_PAPAL_STANDING_REWARD
    		money		2000
    		null_payback	VNV_ADORED_BY_POPE
    		;null_payback	CHANCE_ANC_RELIC
    	}
    Is that Chance for ancillery relic edited out? Shame if it is.

    Reward for killing Cardinal (not confirmed)
    Code:
    		null_payback	VNV_POPES_ENFORCER

    The Council gifts of money are in 500, 1000, 2000 as is the popes, but with the addition of 0.01, 0.05 and 0.1 income.

    Unit Rewards:
    Code:
    payback_list council_mod_unit
    {
    	reward
    	{
     		buildable_unit 		800	3
    	}
    }
    
    payback_list council_mod_unit_best
    {
    	reward
    	{
    		best_buildable_unit	1200	3
    	}
    }
    
    payback_list council_major_unit
    {
    	reward
    	{
    		best_buildable_unit	1200	4

    The Regicide missions from other factions are intersting. It is commented out

    ; TBD add faction_standing_boost via this file etc.

    So they havent finished parts of the game after all...

    Chance for AI faction to join the crusade
    Code:
    chance of ai accepting = ai_accept_base_chance + (faction_standing_to_papacy * ai_accept_fs_modifier) + (global_standing * ai_accept_gs_modifier) + (num_settlements_owned * ai_sett_modifier)
    More detail inside spoiler
    Spoiler Alert, click show to read: 
    Expanded from above
    Code:
        settlement Rome			; the id of the settlement belonging to the papal states
        ai_accept_base_chance 20.0		; base chance for ai accepting mission
        ai_accept_fs_modifier 80.0		; ai chance modifier for the papal standing with the ai faction.  i.e. the more they like the pope, the greater the chance
        ai_accept_gs_modifier 20.0		; ai chance modifier for the factions global standing.  i.e. the more tructed the faction, the higher chance to give back
        ai_min_settlements    3		; the minimum number of settlements an ai faction must have to accept
        ai_sett_modifier      5.0		; ai chance modifier for each settlement an ai faction has
    
    
    ; chance = popes_violence_attribute * -0.03 + (pfp_score_threshold - attackers_pfp)/8 + (defenders_pfp + 1)/8
    ; chance += settlement_score_offset (if target is a settlement)
    ; chance += default_settlement_score_offset (if targets default owner is attacker)
    ; chance += navy_score_offset (if a naval battle)
    ; chance += army_score_offset (if not a settlement or naval battle)
    ; chance += military_access_score_offset (if not a settlement or naval battle and target has miloitary access)
    ; chance += own_region_army_score_offset (if battle in attackers own region)
    ; chance *= ai_atacker_modifier (if attacker is ai)
    ; chance *= ai_human_defender_modifier (if defender is human)
    ; chance *= ai_papal_defender_modifier (if defender is papal states)
    ; chance += target_mission_offset (if target already has a cease hostilities mission against attacker)


    The Reason for killing Cardinal missions dont appear often(or at all)
    Code:
        difficulty_threshold 0.4		; assassination mission marked as too difficult if chance of success <= 40%
    If the pope asks you to blockade port, it looks like you have to do it for 3 turns. And it has to be within 3 turns distance of a ship.

    Your Papal standing affects how much you get off him for the gift_from_pope

    All Assassination missionds have to have better than 40% chance to succeed, otherwise not given.

    Example of Council Mission:
    Code:
    mission annex_settlement
    {
        COUNCIL_MISSION
        duration 10
        exclude_duration 30
        score_modifier 0.8
        turn_start		3
       paybacks
        {
    	random 0.33	payback_id council_mod_income
    	random 0.5	payback_id council_mod_unit
    			payback_id council_mod_unit_best
        }
    
        min_strength_balance	3.0	; minimum ratio of sent faction to target faction army strength for issue of mission
    }
    So 33% chance of mod income that is; 2000 Florins, and 5% chance of mod unit and mod unit best.

    Mod unit is 3 units with max cost of 800 and mod unit best is 3 units with max cost of 1200

    All the missions guilds can give are there, found the Masons ones are to build church line of buidling (majid/church)

    And the end of the file, would allows with some simple modding, for other religions to crusade/jihad! But Variable not allowed

    Spoiler Alert, click show to read: 
    Code:
    mission crusade_active ; (NOT SUITABLE FOR VARIANTS)
    {
        duration 0
        paybacks
        {
            payback_id empty_payback
        }
    
        eligible_religions
        {
            catholic
        }
    }
    
    
    mission jihad_active ; (NOT SUITABLE FOR VARIANTS)
    {
        duration 0
        paybacks
        {
            payback_id empty_payback
        }
    
        eligible_religions
        {
            islam



    Edit: Some minor fix ups
    Thank you
    Last edited by pevergreen; 01-20-2007 at 09:14. Reason: More Infomation
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