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Thread: "Allied States" Generals

  1. #1
    The Creator of Stories Member Parallel Pain's Avatar
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    Default "Allied States" Generals

    So the generals that you get when you build "Allied States" or was it vassel anyways those generals that can't move.

    I'm fine with they not being able to move out of the city.

    But what really pisses me off is that they can't sally. And any settlement that has one of these generals in it can't sally either.

    Anyway I can still make them not be able to move out but be able to sally?

  2. #2
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: "Allied States" Generals

    You can add a slight amount of movement so that can sally and move tiny amounts. See bovi's 1.0 fixes thread in the bug report subforum.


  3. #3
    Amanuensis Member pezhetairoi's Avatar
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    Default Re: "Allied States" Generals

    That fix didn't work for me, I'm afraid. My generals are as immobile as ever.


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  4. #4
    Member Member anubis88's Avatar
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    Default Re: "Allied States" Generals

    Quote Originally Posted by pezhetairoi
    That fix didn't work for me, I'm afraid. My generals are as immobile as ever.
    Me neither
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  5. #5
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: "Allied States" Generals

    .
    In descr_character_traits.txt look up type4_governor and reduce the penalty to your liking.
    .
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

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  6. #6
    Member Member Pezlu's Avatar
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    Default Re: "Allied States" Generals

    Regarding that fix, I installed it for the same reasons but it doesn't seem to work with already existing client rulers; however, the newly "trained" ones can move. Strange indeed... is it fixable?

    And another thing: does the AI ever build level 4 government? In that case, can I make sure they DON'T move their client rulers around?
    (from keravnos, for correctly recognizing the shield design of the Indohellenikoi Eugeneis Hoplitai as a hippocampus)

  7. #7
    Member Member McAds's Avatar
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    Default Re: "Allied States" Generals

    One way to get around it is to build up the regional MIC to levels 5, which will allow you to recruit a local general who can command troops in the region.

  8. #8
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: "Allied States" Generals

    Quote Originally Posted by SunShadow
    And another thing: does the AI ever build level 4 government? In that case, can I make sure they DON'T move their client rulers around?
    The script automatically places the best type the faction can get in the settlement for the AI - ie. at worst III. So the issue is thankfully moot.
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

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  9. #9
    Member Member Pezlu's Avatar
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    Default Re: "Allied States" Generals

    Quote Originally Posted by SunShadow
    Regarding that fix, I installed it for the same reasons but it doesn't seem to work with already existing client rulers; however, the newly "trained" ones can move. Strange indeed... is it fixable?
    Actually, tht's not true. I verified again and it just doesn't work for any client ruler... I'll check to have installed it correctly.

    Maybe I had just selected a random mercenary general when I checked the first time?

    EDIT: had a look to the file, here it is:

    Trait Type4Governor
    Characters family

    Level Type4_Governor
    Description Type4_Governor_desc
    EffectsDescription Type4_Governor_effects_desc
    Threshold 1

    Effect MovementPoints -6
    Effect Influence 1
    Effect Law 1
    Effect Defence 1

    Level Type4_Governor1
    Description Type4_Governor_desc
    EffectsDescription Type4_Governor_effects_desc
    Threshold 2

    Effect MovementPoints -100
    Effect Influence 1
    Effect Law 1
    Effect Defence 1
    This is AFTER installing the fix; the only difference with the original is the first "Effect MovementPoints" wich is set to -20... so I have to reduce the same line in "Level Type4_Governor1" as well?
    Last edited by Pezlu; 02-04-2008 at 16:33.
    (from keravnos, for correctly recognizing the shield design of the Indohellenikoi Eugeneis Hoplitai as a hippocampus)

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