Dynamic war function

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Joca

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So, it's been about 700 days and Swadia hasn't declared war on any1!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I think this dynamic war function should start out with everyone at war with everyone and then implement the peace treaties. It's pretty boring when all you can do is raid some stinking caravans.

If anyone knows ho to trigger a war please tell me! I have everyone hating me with -100 relationship and i have all swadian nobles with 20+ relationships. (40 on the king)
 
You can't make the wars start yourself. If Swadia is not at war with anyone, they never will be.

Just start a new game (import your character's stats if you wish) and then join the kingdom with the most enemies (the traveller in the taverns will tell you which countries are at war with which. Although I do think there should be obligatarily one enemy faction for each faction.)

anyway, this should probably be in Apprentice Guild.
 
My advice is to start new game. I didn't manage to get my faction to get involved to wars, so i started all over again. But soon i ran out of luck again: this time i have 9 "phantomtroops" in my partymenu taking space (got them from my fief)... Have to start all over again  :evil:
 
In my game, Swadia declared war on the Kherjits on the third day.

I was a little dissapointed, as I would have liked to have had more peace time with my faction, but oh well.

I guess I just got lucky.
 
From looking in the module system, it appears there's about a 1 in 10 chance each week of a kingdom switching their war/peace status with another kingdom.
Once a week, it will check each kingdom against each other with a 1 in 100 chance of them switching war status. So, the 5 kingdoms checking against each other is 10 possible combinations, thus a 10 in 100 (1 in 10) chance of a switch. For singling out a change for any one kingdom though, that would be a 4 in 100 (thus 1 in 25) chance.

So, if no other kingdom is at war with yours, the average wait would be 175 days for your kingdom to go to war.

I think the math above is sound, but I am a bit tired now.

Oh, and when you start a new game it runs through the above script 70 times, which is actually the reason the kingdoms generally start out at war with different people in each game. So, that would average about 7 war/peace changes overall away from the default setup.
 
In my game Swadia is in war with Rhodoks, but Rhodoks are not at war with Swadia. Must be a bug.
However, in practice, Swadia's nobles just sits at home and knit sweaters. There is no action between the two.

Rhodoks and Vaegir are at mutual war, but still do not engage in any hostile activity, except attacking passing merchants. I guess none can be bothered to travel through Swadia and engage the enemy.

The new map add more problems to the dynamic war. With static wars it is easier to design the map - you just make sure that enemy factions have a border. The dynamic case if more difficult. If Rhodoks will be at war with the Nords, they cannot really engage each other without (again) going through Swadia. If Swadia happens to also be at war with any of the sides, the chances of any Rhodok vs. Nords action happening will be near zero. I think the rule of thumb should be that each country should have a border with 3 out of the other 4. Currently Swadia cuts off the Rhodoks and Vaegir does the same to the Khergits.

Oh yes, the chance of a peaceful country should be zero. If the lottery causes peace to break out, war should be declared randomly against one of the other countries.
 
In my game im with Rhodoks and there at war with the Nords and Khergits, and the Nords have come and attacked in Rhodok territory and raided at least 2 villages ive seen
 
Janus 说:
From looking in the module system, it appears there's about a 1 in 10 chance each week of a kingdom switching their war/peace status with another kingdom.
Once a week, it will check each kingdom against each other with a 1 in 100 chance of them switching war status. So, the 5 kingdoms checking against each other is 10 possible combinations, thus a 10 in 100 (1 in 10) chance of a switch. For singling out a change for any one kingdom though, that would be a 4 in 100 (thus 1 in 25) chance.

So, if no other kingdom is at war with yours, the average wait would be 175 days for your kingdom to go to war.

I think the math above is sound, but I am a bit tired now.

Oh, and when you start a new game it runs through the above script 70 times, which is actually the reason the kingdoms generally start out at war with different people in each game. So, that would average about 7 war/peace changes overall away from the default setup.

Well the furthest I've played so far is to day 60 or so, so I guess that's why I didn't notice any changes in the war. It should probably be a little more dynamic, with player involvement in the equation too.
 
I'm at day 100...

and the Khergit scourge has alreay been eliminated! MWuahahahahaha...
 
"Well the furthest I've played so far is to day 60 or so, so I guess that's why I didn't notice any changes in the war. It should probably be a little more dynamic, with player involvement in the equation too"



I endorse this post! With enough renown and friendship with the king, we should be able to persaude him to declaring war
 
Cleaning Agent 说:
Janus 说:
From looking in the module system, it appears there's about a 1 in 10 chance each week of a kingdom switching their war/peace status with another kingdom.
Once a week, it will check each kingdom against each other with a 1 in 100 chance of them switching war status. So, the 5 kingdoms checking against each other is 10 possible combinations, thus a 10 in 100 (1 in 10) chance of a switch. For singling out a change for any one kingdom though, that would be a 4 in 100 (thus 1 in 25) chance.

So, if no other kingdom is at war with yours, the average wait would be 175 days for your kingdom to go to war.

I think the math above is sound, but I am a bit tired now.

Oh, and when you start a new game it runs through the above script 70 times, which is actually the reason the kingdoms generally start out at war with different people in each game. So, that would average about 7 war/peace changes overall away from the default setup.

Well the furthest I've played so far is to day 60 or so, so I guess that's why I didn't notice any changes in the war. It should probably be a little more dynamic, with player involvement in the equation too.
The random-factor isnt balanced yet, but its easy to change the scripts (unfortunatly I dont find the time right now to do this...). Player involvement is the keyword for me! Whats about all this letters? I think its important for the immersion of a game that random quests have an impact on the gameworld. Why shouldnt I ask my chief to make peace with some faction and get a "deliver letter"-mission that accomplishes this?

Also the actions of the lords should influence the relations - Ok, they made peace but Lord XYZ is still raiding his neighbour so war might start again?

Anyway, from what Ive seen in the code .901 is just the beginning! The Lord Developer has a lot of neat things included that are commented out right now but show a nice direction MB might take!
 
DaveDaDude 说:
"Well the furthest I've played so far is to day 60 or so, so I guess that's why I didn't notice any changes in the war. It should probably be a little more dynamic, with player involvement in the equation too"



I endorse this post! With enough renown and friendship with the king, we should be able to persaude him to declaring war
Another feature for the Persuasion skill maybe  :wink:
 
In V.900 Swadia wasn't at war with anyone either. The other factions were at war with only
one faction also.

In V.901 Every faction is at war with at least one other faction and the Vaegir are at war
with three! - So I joined the Vaegir...I love a target rich environment!  :mrgreen:
 
Nabutso 说:
Another feature for the Persuasion skill maybe  :wink:

I sure hope that's going to be implemented to the game. I've had to start the game all over which isn't that bad since i had the phantom units too in this game.
 
Slight issue I've noticed with this- if faction A declares war (or peace) on faction B, faction B doesn't necessarily follow suit...

... leaving me in the situation now where my faction (Swadian) is at peace with the Nords, so I can't siege their castles etc; but they are at war with us! Does anyone know if this a bug, or intentional?
 
That's definitely a bug, if the factions are not just at war with you individually. The code is supposed to make mutual war or mutual peace between kingdoms. You should report it over in the bug thread, and post your savegame if possible.
http://forums.taleworlds.com/index.php/topic,29408.0.html
 
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