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Thread: Making the Rebels aggressive?

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  1. #1
    Senior Member Senior Member Jambo's Avatar
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    Default Re: Making the Rebels aggressive?

    Quote Originally Posted by FactionHeir
    Two things you need to do to make slaves a challenge:

    1. In the descr_campaign_ai_db.xml copy all decision entries from <faction_ai_label name="default"> (except the cases concerning slaves) into the section where it reads
    Code:
    	/////////////////////////////////////////////////////////////
    	// SLAVE FACTION AI PARAMS.  THEY DON'T REALLY DO ANYTHING //
    	/////////////////////////////////////////////////////////////
    2. Edit the export_descr_buildings.txt so that slaves can build buildings (i.e. add slave into most of the buildings) and train troops (add slave into the units you want them to be able to build)
    Nice one! Thanks. Just out of interest, have you done this? If so, what's your thoughts? Is it worth the effort?
    =MizuDoc Otomo=

  2. #2
    Master Procrastinator Member TevashSzat's Avatar
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    Default Re: Making the Rebels aggressive?

    If this is implemented well, this can actually make the campaign alot harder since it would make players think twice blitzing and leaving their inner cities nearly unprotected with half stacks of rebel troops roaming about ready to besiege any weak city they encounter
    "I do not know what I may appear to the world; but to myself I seem to have been only like a boy playing on the seashore, and diverting myself in now and then finding a smoother pebble or a prettier shell than ordinary, whilst the great ocean of truth lay all undiscovered before me." - Issac Newton

  3. #3
    Uber Soldat. Member Budwise's Avatar
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    Default Re: Making the Rebels aggressive?

    Another question, why should I care about Rebels being around my territory? I always eliminate them but I often see the Computer not doing anything with them. I know they block my movement often but their has to be a better reason to take them out.
    Work, Girlfriend, Responsibilities, Reality, Kids, and MTW - all things in life make life worth living.

    Edit October 17th, 2007
    Work-Still hate it but I appreciate having it more now.
    Girlfriend - ? - looks like I am helping Nga now. Miss sex though.
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  4. #4
    Member Member doorknobdeity's Avatar
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    Default Re: Making the Rebels aggressive?

    The devastation gets you right in the wallet, and, if they're sitting on a road, they block trade as well.

  5. #5
    has a Senior Member HoreTore's Avatar
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    Default Re: Making the Rebels aggressive?

    Quote Originally Posted by doorknobdeity
    The devastation gets you right in the wallet, and, if they're sitting on a road, they block trade as well.
    The trade block becomes very significant when they are sitting on the road to your port, as it affects all the seatrade.
    Still maintain that crying on the pitch should warrant a 3 match ban

  6. #6
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Making the Rebels aggressive?

    It would be nice if this could be made into a self-installing mod for us non-technical types. I would really love to see a "Difficulty" mod come out after the official 1.2 is released that includes a script that gives more money to the AI and active rebels.


  7. #7
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Making the Rebels aggressive?

    I actually finished earlier to set up said aggressive rebels but didn't notice much in my current scot campaign as all territories have been taking by true factions already.
    If someone wants, I could email them the files...
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  8. #8
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Making the Rebels aggressive?

    Quote Originally Posted by Jambo
    Nice one! Thanks. Just out of interest, have you done this? If so, what's your thoughts? Is it worth the effort?
    Nope haven't actually tried it yet. Not that much time to play these days either, so mainly working on minor moddings. Its easy and quick enough to change though, so try and see if it works :)

    I should note that there is no way to make the rebels gain family members/generals btw as thats probably hardcoded in terms of who can get them. You could add general's bodyguard as a recruitable unit to one of the buildings though.
    Last edited by FactionHeir; 05-01-2007 at 11:49.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

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