Como no lo encuentro anunciado por este foro pues lo pongo yo.
Ya tenemos nueva preview del In Nomine. La cosa no va pintando del todo mal. El hilo por si ha alguien le interesa es este:
http://www.europa-universalis.com/forum/showthread.php?t=350496
Y lo que Johan ha escrito es:
Hi, here is another little update of new cool features in our new expansion for Eu3.
The original announcement mentioned rebels with a cause. Now every rebel that spawn is assigned to a rebel-type faction, which has different goals and abilities. Of course, this includes everything from peasant rabble against taxes to pretenders to the throne. Which type you get depends on the stats of your country and that province at that time. Here's a small example of when you start the game as England in the middle of the civil war.
Of course, all these types are created through script files The scripts can then control where rebel armies move, what they do when taking a province, and what they do when they enforce their demands, amongst other things.
Code:
##############################################
# Revolutionary rebels. Civil War factions.
##############################################
revolutionary_rebels = {
area = nation # Stays within the nation
government = republic # Prefers republics
defection = none # Does not defect
independence = none # Does not strive for independence
resilient = yes #will not disband on retreat
reinforcing = no #will not be reinforced.
general = yes # armies will get leaders.
smart = yes #Does not assault forts, tactically withdraw from battle, etc.
artillery = 0.1
infantry = 0.6
cavalry = 0.3
# The rebel type with the highest modifier for this province gets picked
spawn_chance = {
factor = 1
modifier = {
factor = 2
year = 1750
}
modifier = {
factor = 0.4
NOT = { year = 1600 }
}
modifier = {
factor = 0.25
owner = {
government = republic
}
}
modifier = {
factor = 0.1
owner = {
NOT = { technology_group = latin }
NOT = { technology_group = eastern }
}
}
modifier = {
factor = 2
owner = {
NOT = { serfdom_freesubjects = -1 }
}
}
modifier = {
factor = 2
owner = {
NOT = { serfdom_freesubjects = -3 }
}
}
modifier = {
factor = 1.5
owner = {
NOT = { aristocracy_plutocracy = 0 }
}
}
}
#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 1.5
revolt_risk = 2
}
modifier = {
factor = 1.5
revolt_risk = 4
}
modifier = {
factor = 1.5
revolt_risk = 6
}
}
# Province Scope
siege_won_trigger = {
}
siege_won_effect = {
}
# Country Scope
demands_enforced_effect = {
government = REB # Special for this effect. Picks preferred rebel government.
religion = REB
force_converted = yes
define_ruler = {
rebel = yes
}
}
}
So, we talked a bit about the AI in the previous sneakpeak, and we said that the AI could analyse its missions and potential decisions, and create its strategies out of it. This is a screenshot of a debug tooltip, where we have Castille, which has the mission shown earlier to finish the reconquista. They also have the option to form Spain as a country decision.
Of course, players can always see who another country has as natural rivals, and who they view as threats.
Since we all love maps..
Here's a quick view of the changes in germany and netherlands. See if you can spot them all!
__________________
Ya tenemos nueva preview del In Nomine. La cosa no va pintando del todo mal. El hilo por si ha alguien le interesa es este:
http://www.europa-universalis.com/forum/showthread.php?t=350496
Y lo que Johan ha escrito es:
Hi, here is another little update of new cool features in our new expansion for Eu3.
The original announcement mentioned rebels with a cause. Now every rebel that spawn is assigned to a rebel-type faction, which has different goals and abilities. Of course, this includes everything from peasant rabble against taxes to pretenders to the throne. Which type you get depends on the stats of your country and that province at that time. Here's a small example of when you start the game as England in the middle of the civil war.
Of course, all these types are created through script files The scripts can then control where rebel armies move, what they do when taking a province, and what they do when they enforce their demands, amongst other things.
Code:
##############################################
# Revolutionary rebels. Civil War factions.
##############################################
revolutionary_rebels = {
area = nation # Stays within the nation
government = republic # Prefers republics
defection = none # Does not defect
independence = none # Does not strive for independence
resilient = yes #will not disband on retreat
reinforcing = no #will not be reinforced.
general = yes # armies will get leaders.
smart = yes #Does not assault forts, tactically withdraw from battle, etc.
artillery = 0.1
infantry = 0.6
cavalry = 0.3
# The rebel type with the highest modifier for this province gets picked
spawn_chance = {
factor = 1
modifier = {
factor = 2
year = 1750
}
modifier = {
factor = 0.4
NOT = { year = 1600 }
}
modifier = {
factor = 0.25
owner = {
government = republic
}
}
modifier = {
factor = 0.1
owner = {
NOT = { technology_group = latin }
NOT = { technology_group = eastern }
}
}
modifier = {
factor = 2
owner = {
NOT = { serfdom_freesubjects = -1 }
}
}
modifier = {
factor = 2
owner = {
NOT = { serfdom_freesubjects = -3 }
}
}
modifier = {
factor = 1.5
owner = {
NOT = { aristocracy_plutocracy = 0 }
}
}
}
#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 1.5
revolt_risk = 2
}
modifier = {
factor = 1.5
revolt_risk = 4
}
modifier = {
factor = 1.5
revolt_risk = 6
}
}
# Province Scope
siege_won_trigger = {
}
siege_won_effect = {
}
# Country Scope
demands_enforced_effect = {
government = REB # Special for this effect. Picks preferred rebel government.
religion = REB
force_converted = yes
define_ruler = {
rebel = yes
}
}
}
So, we talked a bit about the AI in the previous sneakpeak, and we said that the AI could analyse its missions and potential decisions, and create its strategies out of it. This is a screenshot of a debug tooltip, where we have Castille, which has the mission shown earlier to finish the reconquista. They also have the option to form Spain as a country decision.
Of course, players can always see who another country has as natural rivals, and who they view as threats.
Since we all love maps..
Here's a quick view of the changes in germany and netherlands. See if you can spot them all!
__________________