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DarknScaly
09-12-2002, 20:58
Do the following:

Change bilding destruction rate on province capture to zero.

Raise seige lengths x2

Raise castle holding capacity x3

"Force" the AI into trading more aggresively, starting in early era

Add in a new building into the tech-tree. (Equivalent to 3 spies so you can build a building rather than produce static special units)

+DOC+
09-13-2002, 18:57
Quote Originally posted by DarknScaly:
Do the following:

Change bilding destruction rate on province capture to zero.[/QUOTE]

Apparently by making buildings produce an income will lessen their destruction rate, for instance, you'll notice how farmland improvements rarely/never get destroyed. You can do this in the crusader_building_prod file.

e.g. So for the 4 spearmaker tech levels you could insert 1,1,1,1 under the appropriate column (column W) To actually make it have an income you would also need to alter Building type (column D) to either include FARM_INCOME, for a % based increment, or LEV1_INCOME for a set increase.

I haven't fully tested this but this info came direct from the horse's mouth (Target http://www.totalwar.org/ubb/wink.gif).

Here's the thread for your interest (way down on page 7 now!):
http://www.totalwar.org/ubb/Forum7/HTML/001204.html

Quote Originally posted by DarknScaly:
Raise seige lengths x2[/QUOTE]

You can't, it's hardcoded according to ECS but some increase in siege time is planned for the patch. http://www.totalwar.org/ubb/smile.gif


Quote Originally posted by DarknScaly:
Raise castle holding capacity x3[/QUOTE]
This can be done in the same file, crusader_building_prod, and it's the last available column (column AB). Changing this will allow more troops into the castle, but it won't affect siege time. Anything above the default max capacity will have the same siege time as the default max. You also have to change the text file events.txt in the Medieval/Loc/Eng/? folder so as the new capacities are correctly labelled on the information parchments.


Quote Originally posted by DarknScaly:
"Force" the AI into trading more aggresively, starting in early era [/QUOTE]
Don't know, possibly by changing the specific factions' personalities in early/high/late.txt files in the starpos folder.

Quote Originally posted by DarknScaly:
Add in a new building into the tech-tree. (Equivalent to 3 spies so you can build a building rather than produce static special units)[/QUOTE]
Don't know, but doubtful?!

Hope this helps somewhat? http://www.totalwar.org/ubb/smile.gif

DOC


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[This message has been edited by +DOC+ (edited 09-13-2002).]

DrNo
09-13-2002, 20:45
Quote Originally posted by DarknScaly:
Do the following:


"Force" the AI into trading more aggresively, starting in early era

Add in a new building into the tech-tree. (Equivalent to 3 spies so you can build a building rather than produce static special units)[/QUOTE]


DnS couple of good ideas here, the AI trading problem will be solved by increasing the priority the AI puts on building merchant buildings and ships. So we can do this ourselves as part of AI rejig or hopefully CA will try some improvements/changes for patches and expansion pack(s).

I especially like the idea of the buildings doing the loyalty and security thing like border forts as this would greatly reduce micromanagement. Perhaps militia buildings could have some effect if adding extra buildings is a problem.
Again we can mod the building benefits to increase happiness, such as watchtowers, religious buildings, brothels and college of surgeons already have.
In fact you could add an happiness adjuster to most buildings, as in reality the more buildings in a province the happier the population would be.

Puzz3D
09-13-2002, 20:57
Doc,

How about lowering the troop capacity of the castles as a way of increasing siege time, and then playing the game with the restriction that you will never assault a castle? I think you could get typically 8 to 10 year sieges then. This would also stop the ai from leaving large numbers of men behind in a castle when it retreats from a province who die because the ai doesn't send a relief force.

DarknScaly
09-13-2002, 21:01
heh! Nice bit of lateral thinking that...hmmm ;-)

+DOC+
09-13-2002, 21:06
Ha! http://www.totalwar.org/ubb/biggrin.gif

Now there's a beauty of an idea there PUzz!!! Hats off to you. http://www.totalwar.org/ubb/smile.gif

I might just well try that, can't believe that never even crossed my mind! Pity it involves such a massive task what with changing the events.txt file an all... but it might just do until the developers release the patch.

http://www.totalwar.org/ubb/biggrin.gif

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Kraellin
09-13-2002, 21:12
the building destruction advice is good. it always bugs me when i attack a rich province that is poorly defended by a VERY small force, yet it somehow manages to destroy as many buildings as a huge army before leaving. i can justify it by saying the local populace has been ordered to do the destruction but it's just that, a justification. it would be nice to be able to tie the number of buildings destroyed to the loyalty of the province and to the size of the defending army.

K.


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The only absolute is that there are no absolutes.

+DOC+
09-13-2002, 21:58
anyone who can indeed confirm these findings through testing or playing please post them here...

thanks

http://www.totalwar.org/ubb/smile.gif

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+DOC+
09-15-2002, 23:05
DD, or anyone else for that matter, have you had any luck trying out some of these suggestions?

So far i have labelled all the TROOP_PRODUCER buildings with LEV1_INCOME and put the necessary number of 1s in the generated income column Y.

In my testing, what seems to be the case now is that the buildings get destroyed less, although it doesn't completely remove building destruction altogether...!?

Anyone else any findings?
http://www.totalwar.org/ubb/smile.gif



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+DOC+
09-17-2002, 01:06
bump!

shameless i know... http://www.totalwar.org/ubb/wink.gif

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