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Thread: Tutorial (Kingdoms): Merging two factions mid-campaign

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  1. #1

    Default Tutorial (Kingdoms): Merging two factions mid-campaign

    The second part of the Kalmar Union script is the merging of the Danish & Norwegian factions or, more accurately, the acquisition of the Norwegian faction by the Danish.

    This first one allows you to change a faction's icon in the middle of a campaign as part of the campaign script.


    Merging two factions (having one faction acquire another) part-way through a campaign

    The command is (as used in the Kalmar Union script):

    Code:
    		;turn over norways assets to denmark
    		give_everything_to_faction norway denmark false
    The first faction is the target faction, the second faction is the acquiring faction. Not sure what the true/false parameter is.


    And so, here is a test script I used:

    Code:
    		monitor_event FactionTurnStart FactionType teutonic_order
    		and I_TurnNumber = 1
    
    		
    		give_everything_to_faction mongols teutonic_order false
    
    		
    		terminate_monitor
    		
    	end_monitor


    Turn 1 - Teutons start with original territory



    Turn 2 - Teutons acquire Mongol territory - Mongol family members become Teuton generals




    What use might it be?

    A few different thoughts on this. The first is that medieval kings gained territory in more ways that outright conquest, this command could be used to represent the merging of crowns, perhaps through inheritance, perhaps through being offered (as the crown of the Sicily was by the pope), through purchase or indeed any other criteria that could be scripted. The other is that this could be an alternative to the repetative process of having to annihilate factions down to their last stronghold. If a faction has been beaten back to a single territory if it has its faction leader killed, then maybe they might be prepared to surrender to their aggressors - or alternatively they might try to merge with another neighbouring faction in the knowledge that their aggressors may back off.
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  2. #2
    Ranting madman of the .org Senior Member Fly Shoot Champion, Helicopter Champion, Pedestrian Killer Champion, Sharpshooter Champion, NFS Underground Champion Rhyfelwyr's Avatar
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    Default Re: Tutorial (Kingdoms): Merging two factions mid-campaign

    Could this feature be implemented into the Grand Camapaign?
    At the end of the day politics is just trash compared to the Gospel.

  3. #3

    Default Re: Tutorial (Kingdoms): Merging two factions mid-campaign

    I've not tested it, but the other scripting commands introduced in Kingdoms have not been able to be used in the Grand Campaign.
    Epistolary Richard's modding Rules of Cool
    Cool 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

  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Tutorial (Kingdoms): Merging two factions mid-campaign

    Quote Originally Posted by Epistolary Richard
    I've not tested it, but the other scripting commands introduced in Kingdoms have not been able to be used in the Grand Campaign.
    My guess is that at this time they need the Kingdoms exe to be executed.

  5. #5
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Tutorial (Kingdoms): Merging two factions mid-campaign

    That seems to be correct, and with the retrofit mod already out it means that modders can use that as a basis.

  6. #6

    Default Re: Tutorial (Kingdoms): Merging two factions mid-campaign

    Can you script that if a princess maries a faction leader and he dies without children the entire faction will be transfered to the on that owned the princess? I know that would be a lot of work, just want to know if it's possible.

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