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  1. #1
    Resident Pessimist Member Dooz's Avatar
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    Default Re: Celtic governments compatible?

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

  2. #2

    Default Re: Celtic governments compatible?

    I always thought goverments were always incompatible for different factions

  3. #3

    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.

  4. #4
    Resident Pessimist Member Dooz's Avatar
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    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.

  5. #5

    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.

  6. #6
    EBII Mod Leader Member Foot's Avatar
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    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
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  7. #7
    Resident Pessimist Member Dooz's Avatar
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    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?

  8. #8

    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.

  9. #9
    Crazy Russian Member iamphet's Avatar
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    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 :(



  10. #10

    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.

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