Keedo420
Knight at Arms

I had a question about this operation.... I'm planning on adding a pirate faction to my mod, but I don't want them eliminated in the usual way. The pirates will be a faction that will only be encountered on the sea (with a few exceptions, such as enemies in treasure hunting scenes). My plan is to have their towns be located on small islands and will only be reachable by boat, so only the player will be able to eliminate them. But what I'd like to do is have their towns initially be hidden. The only way to unhide them would be to capture one of their lords and interrogate them. Or possibly get the location from an informant. Once the location is known, I'd use the party_set_flags operation to change the town's flags and unhide them. The format for the command is: (party_set_flag, <party_id>, <flag>, <clear_or_set>),
All examples I've looked at use 0 or 1 for the <clear_or_set> parameter. So I'm guessing 0 would be to remove the flag?
So if the party looked like this by default:
("town_26","Pirate's_Cove", icon_town|pf_town|pf_disabled, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-48.0495, -25.0912),[], 25),
Would setting the operation like this work to unhide the town so the player can enter/attack it?:
(party_set_flag, "town_26", pf_disabled, 0),
NOTE: This faction would of course have to be made unjoinable to prevent the player from exploiting the fact that the npc kingdoms could never conquer it, and now that I think about it, this would make any kingdom the player joined undefeatable except by the player, so I'd either have to make the pirate towns be on the coastline of the mainland or make them become neutral locations once conquered. Any thoughts on this?
All examples I've looked at use 0 or 1 for the <clear_or_set> parameter. So I'm guessing 0 would be to remove the flag?
So if the party looked like this by default:
("town_26","Pirate's_Cove", icon_town|pf_town|pf_disabled, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-48.0495, -25.0912),[], 25),
Would setting the operation like this work to unhide the town so the player can enter/attack it?:
(party_set_flag, "town_26", pf_disabled, 0),
NOTE: This faction would of course have to be made unjoinable to prevent the player from exploiting the fact that the npc kingdoms could never conquer it, and now that I think about it, this would make any kingdom the player joined undefeatable except by the player, so I'd either have to make the pirate towns be on the coastline of the mainland or make them become neutral locations once conquered. Any thoughts on this?