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Thread: re-emerging factions

  1. #1

    Default re-emerging factions

    I'm sure you have been asked this many times but is it possible for re-emerging factions in MedII? I really miss that feature from medieval as it made for some pretty fun battles. If it isn't already a feature, is it possible to mod into the game? Would you even be interested in having it as a feature?

  2. #2
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: re-emerging factions

    Re-Emerging factions in M2TW will made that faction in question... non-playable

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    Member Member Darius's Avatar
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    Default Re: re-emerging factions

    No Wolf, he's asking about RE-emerging factions, not Emergent factions. The difference is that Re-emergent factions are previously conquered factions that have risen up to reclaim their lands. An Emergent faction is a faction that doesn't show up until later in the game, like the Mongols.
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  4. #4

    Default Re: re-emerging factions

    wouldn't the faction be playable just not playable after re-emerging? at least that's what I would guess without looking at the code ;)
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    Member Member Captain Jazzy's Avatar
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    Default Re: re-emerging factions

    In the Americas campaign new France and new England can re-emerge...



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  6. #6
    Bibliophilic Member Atilius's Avatar
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    Default Re: re-emerging factions

    Quote Originally Posted by war is hell View Post
    ... is it possible for re-emerging factions in MedII?
    Yes. We've experimented with this feature and will probably make use of it.
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  7. #7

    Default Re: re-emerging factions

    i´ve always imagined that once a faction was destroyed maybe the AI could give that faction slot to a new city state kingdom to keep the game interesting

    this could allow for the skytians ethiopians and others to enter the game and act in coordinated actions to make the game more appealling

    something like the AI would keep scores on all the rebel/eleutheroi city and the strongest one would be granted faction status (maybe like the belgae or boii or aetolians or the karians or the kretans )

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    urk! Member bobbin's Avatar
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    Default Re: re-emerging factions

    Quote Originally Posted by Atilius View Post
    Yes. We've experimented with this feature and will probably make use of it.
    Excellent please do!


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    EB Nitpicker Member oudysseos's Avatar
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    Default Re: re-emerging factions

    Quote Originally Posted by moonburn View Post
    i´ve always imagined that once a faction was destroyed maybe the AI could give that faction slot to a new city state kingdom to keep the game interesting

    this could allow for the skytians ethiopians and others to enter the game and act in coordinated actions to make the game more appealling

    something like the AI would keep scores on all the rebel/eleutheroi city and the strongest one would be granted faction status (maybe like the belgae or boii or aetolians or the karians or the kretans )
    This is impossible without reserving a faction slot for the new faction- this is essentially the same as emerging factions, something we won't do. Re-emerging factions is a different kettle of fish altogether.
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  10. #10
    Member Member Horatius Flaccus's Avatar
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    Default Re: re-emerging factions

    Wow, that's great news.
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    Default Re: re-emerging factions

    Quote Originally Posted by Atilius View Post
    Yes. We've experimented with this feature and will probably make use of it.
    Afaik, to create an emerging factions, you must set this faction inquestion to be "spawned_on_revolt" from another factions.... that means 2 factions must have identical unit roosters
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    urk! Member bobbin's Avatar
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    Default Re: re-emerging factions

    Thats using the shadow faction mechanism, there is another way that was partly developed on this thread.

    edit:
    Quote Originally Posted by Sonic View Post
    that means 2 factions must have identical unit roosters
    Haha! nearly missed that, Sweboz rooster FTW!
    Last edited by bobbin; 12-10-2009 at 20:14.


  13. #13
    Bibliophilic Member Atilius's Avatar
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    Default Re: re-emerging factions

    Quote Originally Posted by Sonic View Post
    Afaik, to create an emerging factions, you must set this faction inquestion to be "spawned_on_revolt" from another factions.... that means 2 factions must have identical unit roosters
    I'm not sure what your point is; we will definitely not have emergent factions, we will probably have re-emergent ones.
    Last edited by Atilius; 12-11-2009 at 07:48.
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  14. #14

    Default Re: re-emerging factions

    This is excellent news, keep up the good work guys

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    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: re-emerging factions

    So, if a faction could be made re-emergent without being unplayable, hust let all factions become re-emergent!!!

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    mostly harmless Member B-Wing's Avatar
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    Default Re: re-emerging factions

    Quote Originally Posted by Cute Wolf View Post
    So, if a faction could be made re-emergent without being unplayable, hust let all factions become re-emergent!!!
    I don't know enough about modding the game (especially scripting) to fully comprehend all that has been discussed in this thread, but it doesn't seem to me that you could actually play as a re-emerged faction. I mean, once the player's faction is destroyed, it's Game Over, right? There's no way you could just sit around, ghostly observing the passage of time in hopes of some loyal units randomly appearing somewhere, is there?

  17. #17

    Default Re: re-emerging factions

    true, THAT would be impossible the point is that AI factions could re emerge. but still you could play a faction that (if it were AI controlled) is re-emergent, at least if there are no hardcoded mechanics that interfere with this. an other interesting thing would be the have a faction re emerge as a different faction(one that is unplayable) with a lot of scripted roster changes ...
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  18. #18
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: re-emerging factions

    Quote Originally Posted by Ca Putt View Post
    an other interesting thing would be the have a faction re emerge as a different faction(one that is unplayable) with a lot of scripted roster changes ...
    Scripted roster changes? I think you overestimating the capabilities of the scripting engine. I even doubt you can change one faction name to another during the game.
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  19. #19

    Default Re: re-emerging factions

    basically like reforms but you're right I'm makeing up silly stuff, apart from that I think this would have to be scripted for all factions as you can never know how long a faction lasts against the AI.
    "Who fights can lose, who doesn't fight has already lost."
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  20. #20
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: re-emerging factions

    Quote Originally Posted by Ca Putt View Post
    basically like reforms but you're right I'm makeing up silly stuff, apart from that I think this would have to be scripted for all factions as you can never know how long a faction lasts against the AI.
    Changing names middle game = take up 1 more faction slots ; just open your teutonic campaign scripts and faction lists

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  21. #21
    EB Nitpicker Member oudysseos's Avatar
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    Default Re: re-emerging factions

    Quote Originally Posted by Ludens View Post
    I even doubt you can change one faction name to another during the game.
    I think you can, but only if you have reserved a faction slot for that purpose- essentially you'd have, say, two KH factions: the first one, Chremonides' War, and a second one, the Koinon Hellenon, which would only emerge if the Chremonidean faction achieved certain goals.

    You can also use the 'Kalmar Union' mechanic to have one faction (presumably the players) absorb another faction through marriage or some other scripted circumstance- but this doesn't change the name.
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  22. #22
    Legatvs Member SwissBarbar's Avatar
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    Default Re: re-emerging factions

    It would be very cool, if it was possible to make the capital city more important.

    1. Step: To move your capital you need 2 turns. (Because you have to leave your current one, you have to take all the important stuff with you, and you have to settle down your governement in the new city.

    2. Step: Not sure if it isn't already so. You cannot change capital, when it's being besieged.

    3. Step: If a faction loses its capital, it automatically becomes a protecorate of the winner (and now has the choice of either remaining one, or breaking the status and fighting for its independence.
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  23. #23

    Default Re: re-emerging factions

    Changing names middle game = take up 1 more faction slots ; just open your teutonic campaign scripts and faction lists
    well that would make it rather pointles, so forget it :D it would be silly to have a ... Yuhezi army owned by Arverni :DDD

    @SwissBarbar: point 3 would have to be dependant on faction as some would simply continue fighting( like a strong KH(a weak KH would collapse)) or their Faction would dissolve(like Sweboz) and become rebels. but I agree that It should be more than just an opportunity to loot some expensive buildings when you capture an enemy capital.
    "Who fights can lose, who doesn't fight has already lost."
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    "Durch diese hohle Gasse muss er kommen..."
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    "People called Romanes they go the House"
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  24. #24
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: re-emerging factions

    Greek Cities are definitely a good candidate. :)
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  25. #25

    Default Re: re-emerging factions

    seems expecially considering all the unmarried princesses and princes who didn´t came of age yet, however if the entire bloodline (including adopted dudes wich for that fact can´t survive if the faction is down ) is eliminated then a returning faction makes no sence

    so if scripting allows it youn princess and princes when coming of age could start a rebellion and re emerge the faction but if the entire bloodline died = no more faction

  26. #26
    Voluntary Suspension Voluntary Suspension Rahwana's Avatar
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    Default Re: re-emerging factions

    Quote Originally Posted by moonburn View Post
    seems expecially considering all the unmarried princesses and princes who didn´t came of age yet, however if the entire bloodline (including adopted dudes wich for that fact can´t survive if the faction is down ) is eliminated then a returning faction makes no sence

    so if scripting allows it youn princess and princes when coming of age could start a rebellion and re emerge the faction but if the entire bloodline died = no more faction
    Yeah, I remember how Ostrogoths in BI works that way.... an entirely new family member every time they are spawned...
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  27. #27

    Default Re: re-emerging factions

    The key/trigger for the re-emergence will be the settlement level building (governor's palace etc)? If so that will probably have the effect of making the more civilzed faction more likely to re-emerge in the event of a revolt. Alternatively, if its done through culture % the clever player is probably not going to see many such events.

    Either way its a great feature as we all know that factions are far more dangerous to deal with than rebels :)

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