Steppe nomads

Started by Brother Librarian, May 02, 2010, 08:42:51 PM

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Brother Librarian

Okay im loving the steppe nomands - they are exactly what i would expect to find in khergit lands and what has been missing from them in all other mods and indeed native.

but im having a problem with them - there are soooooo many bands of them. which would be fine and fun - but no matter what i do i cant attack them - and neither does anyone else apart from bandits that stand no chance against them.

so what im really asking is if anyone knows a way to edit save game files to make one group or another hostile to a player (or indeed the actual mod files). all the other parties in the game have some sort of enemies that keep them in check. but not these guys.

(also congratulations on the new release - under the previous release I couldnt hire any companions for some reason which made it unplayable, despite being awesome in other ways. now that this has been fixed its one of my favourite mods. and yeah i know it was a known bug for ages i just wanted to give a special thankyou for fixing it))


edit: - the wierdest thing happened. five minutes after posting this, despite not being able to attack steppe nomands before before, suddenly wheni say surrender or die it does actually let me attack them. and i have no idea what changed. whereas previously the pre-battle screen agaisnt them only gave me the "leave option". it now gives me the other usual 2 as well. which is great, if not a little mysterious.

also ITS CULLING TIME!

Jubal

I'm not entirely sure MYSELF how half these things are caused, since the Module System for modding is so complex.

I will probably eventually make 3 invisible "factions" of Steppe Nomads who all look the same but fight one another and (depending which one it is) the player, armies passing through, etc. When I get back to all this that is, exams are proving a bit of a bugger whilst I'm still trying to wirte a game, make 2 mods, run 2 websites, moderate an RP group... the list runneth onwards.

Welcome to Exilian, by the way; make yourself at home, and welcome to the madhouse.  :P
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Brother Librarian

well the obvious one there would be to have the Altayan's as one of those mini nomad factions. given that they are already distinct.

Prophesy of Pendor has loads of spawning mini-factions that can't hold land and work in roughly the same way as what your describing. they all have different relationship values to each other and the real kingdoms. (i think the only reason they dont seige stuff though is the lack of lords). just in case a working example was handy.

also fighting the nomads is fun. its like Mongol Delta - without the inherent flaws of that unfinished wonder.

Jubal

THe Altayans are going to eventually be a switch-sides faction that allies randomly with one local faction (in the same way that the fenlanders do currently).

The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Brother Librarian

would that make them actively hostile to said factions enemies?

cos that would be cool.

Jubal

The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...