Found a bug today where leader personalities would not updating in some cases ... has been fixed and will be in the next release. Iterative process ...Padmewan said:Is there any way to test whether the new leader of the civ behaves per the XML coding for that leader?
I suppose I could try this by giving a leader a crazy preference for Workshops, switch leaders by command, and then see if it builds Workshops?
There definitely needs to be a way to influence both the beginning of a rebellion and how it plays out. I intend to add some kind of a spy mission to incite a rebellion (will cost a pretty penny unless they're already inclined to rise up). In terms of influencing how the rebels fair, some of the things you suggest are already possible. You can certainly give the rebels money and sign other deals with them. However, you can't give them units until they capture a city (have no cultural borders) ... if you gift them a few things, they will quickly like you. Since they'll be pretty weak, you should then be able to get them to agree to a vassal state or PA deal.Blazer6 said:How about influencing the rebellions in other civs? Sharing borders with another civ who is in disorder can become very lucrative if you supply either side. A revolution that you finance may lead those cities and units to join your empire. If you support the current civ, then they can give you diplomacy points and various forms of payment.
Other advantages in taking sides could be a permanent alliance or a vassalage (however that works) option to the rebels.
That is ambitious! That mechanic reminds me of the family functionality in Rome Total War ... although the competition for control between families in that game was perhaps different than what you're thinking (they were in many ways like competing civs). I think the upcoming new version of Mideval TW will have similar style. Have you played any of the TW games?Dom Pedro II said:Well, there's a few other concepts attached here that I should flesh out first.
Cool, I'll post more specifics in a few weeks when that aspect of the mod starts to come together.Dom Pedro II said:Sounds good to me, so there might have to be something to determine what civics are more popular.
The abdication or fight idea sounds to be the best I've heard so far.
jdog5000 said:I'm also contemplating whether/how to create a deeper level of assimilation ... if the city rebels because it would really rather be in your empire (culture and religious reasons), then if the rebels succeed in taking the city perhaps they should then all join your empire. This sets up a rather strange diplomatic situation though ... should the old owner of the city just have to accept that the city is now yours? And should the rebels then cease to exist, or should they continue the fight? My current thought is to essentially mimic the culture flip mechanic, when the rebels succeed they (if some condition is met) then ask to join your empire and you can rebuff or accept.
That is ambitious! That mechanic reminds me of the family functionality in Rome Total War ... although the competition for control between families in that game was perhaps different than what you're thinking (they were in many ways like competing civs). I think the upcoming new version of Mideval TW will have similar style. Have you played any of the TW games?
Thanks for working on this. For me one of the most important parts of this mod will be the ability to switch personalities of a leader. (Can that already be done without this mod? Given what you've described, no?)jdog5000 said:Found a bug today where leader personalities would not updating in some cases ... has been fixed and will be in the next release. Iterative process ...
Can you make also the spy that can steal technology from a enemy nation ?jdog5000 said:That is ambitious! That mechanic reminds me of the family functionality in Rome Total War ... although the competition for control between families in that game was perhaps different than what you're thinking (they were in many ways like competing civs). I think the upcoming new version of Mideval TW will have similar style. Have you played any of the TW games?
Best of luck, and I'll certainly be very interested to see where you can get with this!
Cool, I'll post more specifics in a few weeks when that aspect of the mod starts to come together.
Padmewan said:Thanks for working on this. For me one of the most important parts of this mod will be the ability to switch personalities of a leader. (Can that already be done without this mod? Given what you've described, no?)
Can you answer me ?Dom Pedro II said:I can definitely say that the WWI scenario will benefit from this ability
junter said:Can you answer me ?
If you're only looking for this feature, I think someone has already done it ...junter said:Can you make also the spy that can steal technology from a enemy nation ?
So yes, both traits and personality changes will work in the next version, 0.35 (after finals week ...).Padmewan said:Thanks for working on this. For me one of the most important parts of this mod will be the ability to switch personalities of a leader. (Can that already be done without this mod? Given what you've described, no?)
.def("getPersonalityType", &CyPlayer::getPersonalityType, "int ()")
.def("setPersonalityType", &CyPlayer::setPersonalityType, "void (int /*LeaderHeadTypes*/ eNewValue)")
Yes ... or more correctly, they can try Right now they will rebel against you, so rebel units will spawn outside your city and try to take it from you. Soon a broader class of uprisings, Revolutions, will occur, where the city will break away and you'll have to fight to bring it back into the fold.junter said:Hello with this mod Revolution mod is possible that a your city can become an indipendence state ?
The next update will mostly focus on features for rebellions, one of the most interesting being the option to give up all that you've worked for in building you empire and take control of the rebels instead! A for fun or challenge feature, I've enjoyed the couple test runs I've done so far. Other little tweaks to make rebellions occur only in more extreme circumstances, perks for rebels taking control of rebellious cities, fixes to some strange behavior when reincarnating a dead civ as a rebel.TheeLord said:Woohoo!! Great work on this! What is the current status? When can we expect revolutions due to unhappiness factors?
New spy features are a ways off ...junter said:Can someone make a fusion of this mod and the Assassin mod. In this mod is very beatiful a spy that steal technology and make a rebellion against the enemy states.
Yeah, it definitely opens up a large can of worms ... I agree with all the points you've made. I will definitely be adding a negative relation modifier if you assimilate a rebel, but I'm hoping the Vassal state mechanisms in Warlords don't make the mother land and the vassal completely disconnected. I believe the motherland does not have to be at war with whoever the vassal is at war with, but hopefully they'll be some modifier like "-2 We don't like your vassals" ...Dom Pedro II said:Well, I think this brings a lot broader issues of diplomacy in this case. One of the things I thought was odd was that the AI never seems to care when you accept one of their revolting cities into your empire.
While certainly different from civ, I do recommend Rome TW. It was fun, although like scenarios in civ, had limited replay for me.Dom Pedro II said:I've not played any of the Total War games, but I'd like to try them out some time. Certainly the ancient Roman and feudal families of Europe were my inspiration for the "Nobles".
I've also thought about having some kind of rebel leader or rebel base ... either a spy-like invisible unit you could assasinate to end the rebellion, or a Warlords Ghengis Khan style nomadic base for the rebels that would generate new rebel units. While the rebel leaders sounds cool at first, the more I think about it the more difficult it sounds to do well. The rebel base is pretty interesting though ...Dom Pedro II said:Also, any revolution that takes place essentially has a "noble" rival leading it. Btw, "revolutions" also includes peaceful elections which I know people have been wanting to see implemented in the game. In order to do that, there ahs to be some kind of competition, so I think the noble would satisfy that requirement nicely. I've enclosed one of the pictures I've made for the nobles. I think I might create a dummy interface with python to show what it would look like... could put it in the screenshots gallery of my site.
This is a configurable option. You can choose to allow barbs to settle down as minor civs using the AllowMinor setting in Revolution.ini, but it should default to False.jbfballrb said:so far ive really enjoyed this mod. however, i got this message at one point in the game, and was thinking that it probably shouldnt happen, and wondered if there was some way to fix it. the barbarians settled down as barbarians. i have not come near meeting them, and so i dont know if they will interact as a normal civ yet.