I just had a thought, is it possible to make type4 govt "building" allow manual recruiting of puppet rulers (eg with all the traits and restrictions)?
And, if so, only one per city w/o additional script?
I just had a thought, is it possible to make type4 govt "building" allow manual recruiting of puppet rulers (eg with all the traits and restrictions)?
And, if so, only one per city w/o additional script?
occasional ALEXANDER EB member
:::Alexander::: less hopeless AI engine for EB https://forums.totalwar.org/vb/showthread.php?t=94861
The traits and restrictions are done through the character trait file. But the spawning and deletion of specific generals, used for client rulers, must be done via script. The script needs to know the "name" of the client ruler in question, and it can only do that if it spawns a general with a pre-specified name.
You could move a family member into a gov4 city and then have the traits/restrictions apply to him, but then he is still a family member acting as a client ruler, which defeats the entire purpose of having a puppet ruler feature in EB. It also gets into interesting questions of what happens when you destroy the gov4 building. Does the FM revert back to being a regular FM, does the city revolt and he gets pushed out?
Any generals recruited must use the trait file to apply any traits to itself. So no building recruitment ability can do that for you.And, if so, only one per city w/o additional script?
Any potential changes in order to setup a different puppet ruler method of implementation would probably break saved games due to the amount of alteration necessary for the trait file.
But isn't there any method to distinguish recruited generals from FMs? So any recruited general may become puppet ruler after ending his turn in gov4 city?
That doesn't really bother me.Originally Posted by Ymarsakar
Last edited by Lgk; 12-28-2007 at 18:08.
occasional ALEXANDER EB member
:::Alexander::: less hopeless AI engine for EB https://forums.totalwar.org/vb/showthread.php?t=94861
A couple of ways might work. But, again, that would require reworking the traits file since there's a lot of things that get spawned for recruitable generals in the original EB code. Not to mention all the different cultures and factions.But isn't there any method to distinguish recruited generals from FMs?
You have to get that feature in without breaking all the rest.
It could turn out to be a simple addition of a line that has a requirement that a gov4 building must exist. However, you would still need a level 5 MIC. Is there really a point to having a local puppet governor if you have to transfer generals from other places to there, or to have to wait to build a level 5 MIC?
wow! this is great!
my turns went from 1:30-1:45 to less than 30 seconds. Is the client ruler part the only thing removed?
Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin
Yes. The other "safe" parts to remove are the Reform Conditions for each faction. The Reforms "kick" in when the conditions are met. So you only need to run the full EBBS script for One Turn to get the Reform Buildings for yourself and the AI. That means you can get rid of all the Reform scripts for the other AI factions the rest of the time you are playing EB, if you really really want to increase your turn speed more.Originally Posted by mcantu
You can also increase your turn speed, by a smaller percentage, via running EB through Alexander.
I am not so sure that it is so "safe" to cut out the reform script. I am not much of a scripter, but I see a lot of monitors in the reform scripts that apparently has to be monitored at all times.Originally Posted by Ymarsakar
For example the Hayasdan reforms are dependent on how big your empire is and how previously "hellenized" provinces become "persianized again" over time. Therefore the script monitors what settlements you have at any given moment and places reform buildings accordingly.
Having it run once would NOT help - the script might give you the buildings according the current state of the game, but it will not react to further development.
That is why reforms has to be in background script and not in run-only-once one.
Last edited by V.T. Marvin; 01-23-2008 at 08:47.
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