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Thread: Raid option

  1. #1

    Default Raid option

    Is it a way to add a "raid" option when taking over a city/castle? My idea of this option is that it sacks the city for all it's worth (damages all buildings 100%, gives you loads of cash) and then returns it to it's original faction. This would be cool in the sense of for example playing Denmark, and then go on raids in britain without actually settling down there.
    Another thing that would be cool with it would be to send raids down to the rich middle east, without having to deal with the pop unhappiness and such after you capture something.

    Anyone know how to do this?
    "Screw you guys, I'm going home..."
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  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Raid option

    It was there in RTW and still is used in M2TW by mongols and timurids.

    The only difference being that the settlement is given to the slave rather than the original owner, but I'm not sure whether that is hardcoded or not or whether it can be circumvented via campaign_script.
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  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Raid option

    I think it's hardcoded to horde factions.

  4. #4

    Default Re: Raid option

    Do we know if it's hardcoded for sure? This is a feature i'd like to get ahold of too...
    ....
    The hanged man will kick at anything when the noose starts to tighten around his neck
    ....

  5. #5

    Default Re: Raid option

    Quote Originally Posted by Eldgrim
    Do we know if it's hardcoded for sure? This is a feature i'd like to get ahold of too...
    Its not hard coded, just give your faction the horde ability in the sm factions file. However they can only do it, when they are in horde state, ie they have no settlements. I have this working in my meso american kingdoms mod

    cheers
    Jason
    Semper Proesto Patrice Servie

  6. #6

    Default Re: Raid option

    Why is this really necessary? I do this all the time, already.

    Move in, take a city, sack it, convert all of the buildings to cash, set the taxes to very high, and just leave.

    In a couple of turns the town will rebel, hurting you in no way, since you don't care, and in the meantime you'll collect a bit of tax cash.

    Evil, but fun.

  7. #7

    Default Re: Raid option

    Quote Originally Posted by thefirstoneill
    Its not hard coded, just give your faction the horde ability in the sm factions file. However they can only do it, when they are in horde state, ie they have no settlements. I have this working in my meso american kingdoms mod

    cheers
    Jason
    Ah ok, but there's no way to add the ability when not in a Horde. Alrighty.

    Quote Originally Posted by Rhedd
    Why is this really necessary? I do this all the time, already.

    Move in, take a city, sack it, convert all of the buildings to cash, set the taxes to very high, and just leave.

    In a couple of turns the town will rebel, hurting you in no way, since you don't care, and in the meantime you'll collect a bit of tax cash.

    Evil, but fun.
    True.
    ....
    The hanged man will kick at anything when the noose starts to tighten around his neck
    ....

  8. #8
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Raid option

    Quote Originally Posted by Rhedd
    Why is this really necessary? I do this all the time, already.

    Move in, take a city, sack it, convert all of the buildings to cash, set the taxes to very high, and just leave.

    In a couple of turns the town will rebel, hurting you in no way, since you don't care, and in the meantime you'll collect a bit of tax cash.

    Evil, but fun.
    The problem is with castles and towns that naturally have a high PO (due to whatever factors, such as low population or close to capital or you having the glory bonus). The AI often refuses to take an empty settlement even when it stands next to it.
    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)

  9. #9

    Default Re: Raid option

    sack it, melt down all the buildings and then use a diplomat to gift it back to the owners for a re-sacking a few years later =P.

    what I wish you could do is a real raid outside settlements... kind of like the devastation but with $$$ gain... maybe allowing you to convert advanced farms, roads and ports to cash, but leaving them at the first level after spending 2 turns on them.

    I will add this to my wish list of things for M3TW
    -Raids
    -Hostages - held indefinitely and used in diplomacy(pay a ransom to get them back, use them to exchange for peace, or ai held hostages)
    -Inquisitions - It would be nice to make inquisitors that kill off other religion's priests ( As Spain, I want to drive those Moorish Imams into the sea or purify them with flame... As Egypt, I want my Imams whipping the faithful into a murderous band to drive out the infidel christian priests who are causing unrest).
    -Multipart sieges for huge cities. The first stage could be the storming of the outer walls and taking a portion of the city. The next stages would be taking different sections of the city and the citadel or city square. Taking Constantinople, Rome, Milan, Cairo, etc should be a massive undertaking imo.
    -"Slaughter Delegation" option during diplomatic screen =P. More for RP, but it would put an end to that accursed diplomat who demands "Become a Vassal" every turn even though he his people have lost all but one or two provinces to you.
    - Elephants with freaking laser's on their heads.

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