Hello,
I wish to keep attributes as per the rulers file for the randomized leaders, as I learned that the attributes in the rulers file are also randomized. I wish to maintain the initial intend of having 3 parties for Rome and Carthage with a certain positive attribute dependent on which one is in power. On an aside, I spotted that the Hannonid Family of Carthage has both the good and bad admin attribute.Which script file should I be looking at?
Thanks
Keep attributes for randomized rulers
Moderator: Pocus
Re: Keep attributes for randomized rulers
In the setup_factions file, I see that the RulerID column is where the starting rulers are hardcoded. If I just want to hardcode the starting attributes or modifiers for the 1st party chosen by Carthage and Rome, is it possible to do it in the Ruler script file? For example, Rome has the Optimates party with good military, the Populares party with good diplomat, and the Patricians party with good administrator. I still want to randomize the initial party, but have those traits set. All other rulers can be randomized after that. I find that these 2 factions may be at a disadvantage at the start due to a bad faction ruler compared with the other majors who all have starting hardcoded good rulers.
Re: Keep attributes for randomized rulers
This would require several modifications in the code, and I see some issues with your approach. It means you simplify and make a kind of cliché, i.e. Optimates == good military. So less diversity. One way of not randomizing at start only would be to force a given party at start, as if it is a historical ruler, this way it will keep the attribute provided in the database. Would that be ok or you want to remove randomization through all the game?
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Re: Keep attributes for randomized rulers
That was my initial thought as I'm not sure how to randomize the initial parties and then hardcode them with starting attributes. The only modding I've done in this game is to add the 1.3.8 fixes to the faction and region files for the other players. Should I create a new scenario with a hardcoded Roman and Carthaginian party and send it to the other players, could we all play it on MP? I believe the only change I'd have to make is to add those 2 parties in the RulerID column in the setup-factions file. Do I really need to create a new scenario? Can I just go and hardcode the parties in my setup_faction file, setup the MP game, than reset my setup_faction file back to nulls for those 2 factions?
Thanks
Thanks
Re: Keep attributes for randomized rulers
Yes that's the extent of what you need to do, in SP at least, you can edit directly your current scenario (do a backup before as usual)
I don't know how MP will react if you only have these files, if you are the one starting the game, then the Roman should have the non randomized party, but I don't know if the server will be ok with that. It would be preferable to have each player with the edited file.
I don't know how MP will react if you only have these files, if you are the one starting the game, then the Roman should have the non randomized party, but I don't know if the server will be ok with that. It would be preferable to have each player with the edited file.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Re: Keep attributes for randomized rulers
Thanks for the reply. I believe we will wait on making changes for now, as I don't think anyone will be choosing Rome or Carthage this time around.