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				February 21st, 2011, 03:39 PM
			
			
			
		  
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				stronger independents
	
			 
             
			
		
		
		
		If i add an autospawn ability to a independent commander (i.e. barbarian chief) would the independents get stronger with time or autospawn abilities do not have any effect on independents? 
		
	
		
		
		
		
		
		
			
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				February 21st, 2011, 04:53 PM
			
			
			
		  
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				Re: stronger independents
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  Makinus
					 
				 
				If i add an autospawn ability to a independent commander (i.e. barbarian chief) would the independents get stronger with time or autospawn abilities do not have any effect on independents? 
			
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 Yes, they would most definitely get stronger with time. This also becomes a problem if you can recruit these commanders, since fo the purchase price of a commander, you will get an automatic troop generator that will give you troops with no initial cost in either gold or resources and only upkeep costs. If the spawn have a gold cost above 0, upkeep is 1/15 of the unit's purchase cost, or 1/30 if sacred.
 
This would quite quickly become a runaway escalation problem.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 21st, 2011, 05:11 PM
			
			
			
		  
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				Re: stronger independents
			 
             
			
		
		
		
		It could work if you used something like one of the Better Independents mods to make the commanders unaffordable. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				February 21st, 2011, 07:21 PM
			
			
			
		  
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				Re: stronger independents
			 
             
			
		
		
		
		what exactly defines the independent commander that shows up? maybe i can create a copy of the commander with the autospawn and another to be recruitable, without autospawn... 
		
	
		
		
		
		
		
		
			
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				February 22nd, 2011, 07:13 AM
			
			
			
		  
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				Re: stronger independents
			 
             
			
		
		
		
		
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					Originally Posted by  Makinus
					 
				 
				what exactly defines the independent commander that shows up? maybe i can create a copy of the commander with the autospawn and another to be recruitable, without autospawn... 
			
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 Poptype determines the commanders that appear. Poptypes are also not moddable, so you don't have the tools that would be needed.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 22nd, 2011, 07:55 AM
			
			
			
		  
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				Re: stronger independents
			 
             
			
		
		
		
		But you can change the types of indies in a prov right? At least that is what the RanDom progam does. So you could then have a new type of barbarian who spawns barbs (Lets call him the barbarian king). And add that to the province. 
 
So, the defense of the province is the barbarian king, and you can only recruit barbarian chiefs there. 
 
You still have to problem that you can enslave the barb king, but that can perhaps be solved by giving it a battleshape into a barbarian chief (with no way of turning back). This could also be used to improve the AI. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 23rd, 2011, 04:47 AM
			
			
			
		  
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				Re: stronger independents
			 
             
			
		
		
		
		You can add stuff to a map with RanDom, but it cannot actually modify the poptypes. It just adds extra defenders. 
 
Unless Ballbarian has found some way to hack the game to allow poptype editing. 
 
One must always keep in mind the differences of what you can do with mod tools and what you can do with map tools. This is one of the places where confusion can happen. 
 
In this case you would need to both mod the barbarian king and then add it to a map via RanDom. Such a map would be unplayable without the mod. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 23rd, 2011, 06:39 AM
			
			
			
		  
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				Re: stronger independents
			 
             
			
		
		
		
		Just to see if i understood everything correctly todo what i want: 
 
1. I must create a mod where i create the "independent leaders" with autospawn (like the "Barbarian King" suggested) that is equal to the poptype leader except with autospawn. 
 
2. Then i must use map commands to define the poptype of the province and to add the corresponding "independent leader" to said province. 
 
So, in a 500 province random generated map i would need to assing poptype and leaders to the 500 provinces right? 
 
Is there any list of poptypes somewhere? 
		
	
		
		
		
		
		
		
			
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				February 23rd, 2011, 09:17 AM
			
			
			
		  
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				Re: stronger independents
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  Makinus
					 
				 
				Just to see if i understood everything correctly todo what i want: 
 
1. I must create a mod where i create the "independent leaders" with autospawn (like the "Barbarian King" suggested) that is equal to the poptype leader except with autospawn. 
 
2. Then i must use map commands to define the poptype of the province and to add the corresponding "independent leader" to said province. 
			
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 Correct.
 
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				So, in a 500 province random generated map i would need to assing poptype and leaders to the 500 provinces right?
			
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 If you want all 500 provinces to have defenders that autospawn troops, then yes.  Note that if you did so, starvation would be a serious problem for the more remote provinces by the time you finally reached them, unless you also increase the supplies available by e.g. giving the commanders bags of wine.
 
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				Is there any list of poptypes somewhere?
			
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 Check the Dom3Db linked from Edi's .sig above.  It's a spreadsheet with all kinds of useful Dom3 modding info, including a tab devoted to poptypes.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 23rd, 2011, 10:42 AM
			
			
			
		  
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				Re: stronger independents
			 
             
			
		
		
		
		
	Quote: 
	
	
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				Note that if you did so, starvation would be a serious problem for the more remote provinces by the time you finally reached them, unless you also increase the supplies available by e.g. giving the commanders bags of wine.
			
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 You could also just make the troops spawned need not eat, or make them give bonus supply to solve this. Not totally elegant, but it works.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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