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Thread: How to disable (and then re-enable) brigands and pirates

  1. #1

    Default How to disable (and then re-enable) brigands and pirates

    Medieval 2 contains several new hidden resources. 2 of them are: no_brigands and no_pirates.

    You can see an example of their use in the descr_regions.txt file:

    Code:
    North_America
    	Miccosukee
    	aztecs
    	Native_Rebels
    	212 198 206
    	tobacco, coal, america, no_pirates, no_brigands
    	5
    	6
    	religions { catholic 0 orthodox 0 islam 0 pagan 100 heretic 0 }
    The provinces these resources are placed in will not spawn pirates off their coasts or brigand slave armies on land. They can thus be used to keep an area desolate or untouched - such as the Americas in M2 - or if you are a more adventurous modder then the brigands in this area might represent a different type of enemy that will only appear after a particular time or event (perhaps conquering a significant settlement).

    You can then reactivate brigands and pirates with the following in your campaign script:

    Code:
                    add_events
    					event	counter	disable_no_brigands
            			date	0
    					event	counter	disable_no_pirates
            			date	0
           			end_add_events
    Try enable_no_brigands as well - haven't tested it yet but maybe it will work.
    Epistolary Richard's modding Rules of Cool
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    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
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  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: How to disable (and then re-enable) brigands and pirates

    Don't you somehow have to pass the game the settlement you want to enable the hidden resource in?

  3. #3

    Default Re: How to disable (and then re-enable) brigands and pirates

    No, it works on a blanket effect. All the regions marked with the no_ hidden resources are either spawning brigands/pirates or they're not.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  4. #4

    Default Re: How to disable (and then re-enable) brigands and pirates

    Hate to say this, but are you sure?

    I just tried it, still getting bloody rebels.

  5. #5

    Default Re: How to disable (and then re-enable) brigands and pirates

    Yes, I played my own Milan campaign without rebels (and quite enjoyed it too!). You'll still get rebel stacks where they're set up at the start of the game, and also where they're actual characters who've rebelled (or lost their faction). This merely stops those randomly spawning rebels.

    If you need further convincing, run the vanilla game and look at the Americas (where the designers intended this to be used), you won't see any rebels appearing.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  6. #6

    Default Re: How to disable (and then re-enable) brigands and pirates

    If you'll take a look at my Amerial Wars mod ER, I play tested it many times. I always get rebels. But the no_brigands is there...

  7. #7

    Default Re: How to disable (and then re-enable) brigands and pirates

    My beta testers are telling me that it is not working... Looking at the other values again and setting them up higher to see if that's where the effect might come from.

  8. #8

    Default Re: How to disable (and then re-enable) brigands and pirates

    Is their a way to just cut down on the brigand and pirate spawn rate? I would like to cut them down to about 1/3 of what they currently are.

  9. #9

    Default Re: How to disable (and then re-enable) brigands and pirates

    I am still getting rebels in an existing campaign after making the "no_pirates, no_brigands" change to Smyrna_Province. Does this change have to be done before a new campaign starts?

  10. #10

    Default Re: How to disable (and then re-enable) brigands and pirates

    Quote Originally Posted by DukeKent
    Is their a way to just cut down on the brigand and pirate spawn rate? I would like to cut them down to about 1/3 of what they currently are.

    Go to descr_strat.txt, and there should be a bit right at the start that looks like so.
    Code:
    start_date	1080 summer
    end_date	1530 winter
    timescale	2.00
    
    
    marian_reforms_disabled
    rebelling_characters_active
    gladiator_uprising_disabled
    night_battles_enabled
    show_date_as_turns
    brigand_spawn_value 20
    pirate_spawn_value 28
    Now change the brigand_spawn_value and pirate_spawn_value down.

  11. #11

    Default Re: How to disable (and then re-enable) brigands and pirates

    Quote Originally Posted by TheSocialist
    Go to descr_strat.txt, and there should be a bit right at the start that looks like so.
    Code:
    start_date	1080 summer
    end_date	1530 winter
    timescale	2.00
    
    
    marian_reforms_disabled
    rebelling_characters_active
    gladiator_uprising_disabled
    night_battles_enabled
    show_date_as_turns
    brigand_spawn_value 20
    pirate_spawn_value 28
    Now change the brigand_spawn_value and pirate_spawn_value down.
    Lowering the values INCREASES the spawn of rebels. To lower the spawn you need to increase the number. If you add 9999 as a value you get no rebels. For 1/3 of the spawn, multiply the default value by 3.

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