Results 1 to 20 of 20

Thread: Celtic governments compatible?

  1. #1
    Resident Pessimist Member Dooz's Avatar
    Join Date
    Jan 2005
    Location
    AEnima city, USA
    Posts
    1,897

    Default Celtic governments compatible?

    I just took a rebel settlement on the mainland playing as the Casse and it had a Type 1 government in place, but it's the Auedi king's tribe or whanot. Should this be destroyed and a new Casse government built back up or is it fine to keep it as is? It is a homeland province.

  2. #2

    Default Re: Celtic governments compatible?

    Quote Originally Posted by Wonderland
    I just took a rebel settlement on the mainland playing as the Casse and it had a Type 1 government in place, but it's the Auedi king's tribe or whanot. Should this be destroyed and a new Casse government built back up or is it fine to keep it as is? It is a homeland province.
    Check on the description if it supports your faction. Generally it does. If not, then demolish it.

  3. #3
    Resident Pessimist Member Dooz's Avatar
    Join Date
    Jan 2005
    Location
    AEnima city, USA
    Posts
    1,897

    Default Re: Celtic governments compatible?

    It does support it, I think it works in game terms, but should I keep it ideologically?

  4. #4

    Default Re: Celtic governments compatible?

    I always thought goverments were always incompatible for different factions

  5. #5

    Default Re: Celtic governments compatible?

    Get rid of the goverment those are incompatible...HOWEVER, the MICs may be compatible, I know the Local MIC is compatible between Aedui/arverni/Lusotana/Casse.

  6. #6
    Resident Pessimist Member Dooz's Avatar
    Join Date
    Jan 2005
    Location
    AEnima city, USA
    Posts
    1,897

    Default Re: Celtic governments compatible?

    Hmm, so in what way is it incompatible? I think there is a full selection of buildings available as well as troops, and the bonuses are showing up in the description. Is there anything else to it? I'm just curious about the way the governments work and how compatibility works.

  7. #7

    Default Re: Celtic governments compatible?

    I'm seeing similar things with the Romani. Once I took Taras, the existing Epirote type II government was not damaged by the script the way it was in 0.8 (yes, I'm sure I had it running, because I got and enjoyed the popup advice about the rebels in Rhegion). Same thing happened when I took Mediolanum off the Aeudi, I had to do the government demolition myself. Anyone else seeing this? Was it changed from 0.81?
    Configuration: Fresh install of RTW, then BI, then 1.6, then EB 1.0, then the fan made installer for running on BI.
    "Let us wrestle with the ineffable and see if we may not, in fact, eff it after all." -Dirk Gently, character of the late great Douglas Adams.

  8. #8
    EBII Mod Leader Member Foot's Avatar
    Join Date
    Apr 2005
    Location
    Brighton, East Sussex, England (GMT)
    Posts
    10,736

    Default Re: Celtic governments compatible?

    You always, and I mean always, destroy the enemy govs. We would do this with a script, but we can't so you have to.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  9. #9
    Resident Pessimist Member Dooz's Avatar
    Join Date
    Jan 2005
    Location
    AEnima city, USA
    Posts
    1,897

    Default Re: Celtic governments compatible?

    I understand, and will do so now but I'm wondering what the actual difference is. Are there so many changes they can't be expounded upon easily here or are there a few key points here and there that have to to with specific buildings or units?

  10. #10
    EB annoying hornet Member bovi's Avatar
    Join Date
    Jan 2007
    Location
    Norway
    Posts
    11,796

    Default Re: Celtic governments compatible?

    The game will work as if you had built it, unfortunately, but the script will damage all your "foreign" governments every time you reload the game. Conceptually, there's no sense in occupying for instance an Aedui settlement and allowing Aedui rule to continue, so always destroy it.

    Having problems getting EB2 to run? Try these solutions.
    ================
    I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
    ================
    I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking

  11. #11

    Default Re: Celtic governments compatible?

    Quote Originally Posted by Foot
    You always, and I mean always, destroy the enemy govs. We would do this with a script, but we can't so you have to.

    Foot
    Roger, understood, but in 0.8 they received 100% damage when you took the town via script, as a clue to the human (and presumably so the AI would build the right ones also). This scripted damage isn't happening in 1.0 for me.

    Edit:
    Or maybe it is. I started a new campaign and this time it worked fine. The difference was that this time when I took Taras, I chose to enslave before clicking on the advisor popup. I didn't get the flavor advice about Rhegion, but the government got damaged. There may be some flakiness happening when the player takes one of the popup cities by defeating a sally rather than by attacking, as the advisor pops up when it's not the player's turn and that might confuse the script. Just a thought.
    Last edited by Pode; 10-17-2007 at 03:26.
    "Let us wrestle with the ineffable and see if we may not, in fact, eff it after all." -Dirk Gently, character of the late great Douglas Adams.

  12. #12
    Member Member Puupertti Ruma's Avatar
    Join Date
    Aug 2006
    Location
    Jyväskylä, Finland
    Posts
    217

    Default Re: Celtic governments compatible?

    Quote Originally Posted by Pode
    Roger, understood, but in 0.8 they received 100% damage when you took the town via script, as a clue to the human (and presumably so the AI would build the right ones also). This scripted damage isn't happening in 1.0 for me.

    Edit:
    Or maybe it is. I started a new campaign and this time it worked fine. The difference was that this time when I took Taras, I chose to enslave before clicking on the advisor popup. I didn't get the flavor advice about Rhegion, but the government got damaged. There may be some flakiness happening when the player takes one of the popup cities by defeating a sally rather than by attacking, as the advisor pops up when it's not the player's turn and that might confuse the script. Just a thought.
    The Eleutheroi (rebels) sometimes build governments of their own. Unfortunately the script can't touch governments built by the AI, so they never get damaged. So this is only a problem with Eleutheroi settlements, and even in those you should destroy all government buildings, whether they are damaged or not.
    Last edited by Puupertti Ruma; 10-17-2007 at 14:18.
    Call me Ruma. Puupertti Ruma.

  13. #13
    Crazy Russian Member iamphet's Avatar
    Join Date
    Oct 2006
    Location
    Москва
    Posts
    128

    Default Re: Celtic governments compatible?

    Quote Originally Posted by Pode
    I'm seeing similar things with the Romani. Once I took Taras, the existing Epirote type II government was not damaged by the script the way it was in 0.8 (yes, I'm sure I had it running, because I got and enjoyed the popup advice about the rebels in Rhegion).
    Anyone else seeing this?
    I got the same: the script didn't damage government in Taras :(



  14. #14

    Default Re: Celtic governments compatible?

    Either way destroy them and get the $$. Besides you can build a quick gov't in one turn and with it (or without it) train troops as long as the MIC is shared with you.

    The only reason in version .74 that I kept the AI's govermnets was so I could train troops and not wait 20 turns (at the time) to build a level 1 gov't. Now that is no longer nessesary, the faction and local MICs and the short time gov't fixed that issue. Now the only reason to keep an AI gov't is to take penalties when the faction is of a different culture, not build ur top MICs, not build ur top markets and ports don't know why u fellas would do that.

    In 1.0 everytime I take over A FACTION settlement the building was destroyed. I am not sure about rebels I didn't pay attention.

  15. #15
    Involuntary Gaesatae Member The Celtic Viking's Avatar
    Join Date
    Apr 2006
    Location
    In the heart of Hyperborea
    Posts
    2,962

    Default Re: Celtic governments compatible?

    In 1.0, Governments hasn't been damaged automatically for me either, whether it used to belong to rebels or someone else. Now I know it's not just like that for me.

  16. #16
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: Celtic governments compatible?

    The government will only be damaged (and replaced, for the AI) if you conquer the town. If you bribe it, buy it, or wait until they surrender, the script will not be able to see the ownership transfer and will not damage the enemy government buildings.


  17. #17
    Crazy Russian Member iamphet's Avatar
    Join Date
    Oct 2006
    Location
    Москва
    Posts
    128

    Default Re: Celtic governments compatible?

    Quote Originally Posted by NeoSpartan
    don't know why u fellas would do that.
    We wouldn't do that, but the script doesn't want to damage buildings
    Quote Originally Posted by MarcusAureliusAntoninus
    The government will only be damaged (and replaced, for the AI) if you conquer the town.
    Shall it damage if I captured the settlement in one turn (a spy had opened gates)?



  18. #18
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: Celtic governments compatible?

    Yes, it is damage if you take the town with a spy, since you still took the town in battle.


  19. #19

    Default Re: Celtic governments compatible?

    [QUOTE=iamphet]We wouldn't do that, but the script doesn't want to damage buildings

    ....

    Oh in that case there is no problem man, you destroy them youself.

  20. #20
    Crazy Russian Member iamphet's Avatar
    Join Date
    Oct 2006
    Location
    Москва
    Posts
    128

    Default Re: Celtic governments compatible?

    NeoSpartan
    I understand that I have to destroy govs, but the actual question is why the script didn't damage building when it must?
    Again, the script started punic war when I invaded Sicily but failed to damage government in Messana when I captured it



Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO