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IrishHitman
10-19-2009, 14:33
Is it possible to increase the range of certain units on the EB campaign map, or is it stuck to a general limit?

I want to increase the range of naval power.
I hope this will increase the realism of the game, as well as AI aggression on the seas.

anubis88
10-19-2009, 14:41
It's posible, but i don't know how. I think there's a guy who moded the movement posting in the Progression thread. If no one will answer you you can ask him.

However i don't believe this would add realism to your game... The AI could do some wierd stuff. For example Carthage could have Italy overrun in a turn, without the romans even noticing it (bad if i assume you would play with rome), or any other wierd action. Like a huge army landing in the peleponessus, even if you had a navy stronger than your opponent, since you wouldn't be able to prevent the landing.

That seems kinda unrealistic

IrishHitman
10-19-2009, 14:47
It's posible, but i don't know how. I think there's a guy who moded the movement posting in the Progression thread. If no one will answer you you can ask him.

However i don't believe this would add realism to your game... The AI could do some wierd stuff. For example Carthage could have Italy overrun in a turn, without the romans even noticing it (bad if i assume you would play with rome), or any other wierd action. Like a huge army landing in the peleponessus, even if you had a navy stronger than your opponent, since you wouldn't be able to prevent the landing.

That seems kinda unrealistic

Well, the AI rarely uses naval invasion in RTW.exe coding, so I think it would be fine.
The changes would devastate BI.exe though.

Triremes could achieve cruising speeds of 4-6 knots in decently calm seas.
That's 96-144 nautical miles per day. An EB turn lasts 3 months, which is theoretically more than enough to cross the entire Mediterranean Sea, even if you coast-hug the whole way.

I don't intend to go that far, but I think a move towards better proportionality would be good for those using RTW.exe.

bobbin
10-19-2009, 14:59
You need to look in the descr_characters.txt file if you want to change the movement points. The drawback is you can't change it for individual character classes it has to be for all of them, also the ai pathfinding apparantly gets pretty buggy if you put it up too high.

IrishHitman
10-19-2009, 15:10
You need to look in the descr_characters.txt file if you want to change the movement points. The drawback is you can't change it for individual character classes it has to be for all of them, also the ai pathfinding apparantly gets pretty buggy if you put it up too high.

So I can't put up ship movements alone?
Are class movement ranges hardcoded, and only modified as a whole?

bobbin
10-19-2009, 17:40
No there is only one value that you can change, it governs the number of action (movment) points all classes get at the start of a turn. So if you were increase it, all classes (ie agents, FM's, admirals) would get a movement increase;.

A possible way to give just navies a movement increase would be to play around with the trait files to give all admirals a trait that increases movement speed but I'm not too knowledgable when it comes to that area.

IrishHitman
10-19-2009, 17:47
No there is only one value that you can change, it governs the number of action (movment) points all classes get at the start of a turn. So if you were increase it, all classes (ie agents, FM's, admirals) would get a movement increase;.

A possible way to give just navies a movement increase would be to play around with the trait files to give all admirals a trait that increases movement speed but I'm not too knowledgable when it comes to that area.

Hmmm, not a bad idea...

Antonivs Silvicola
10-20-2009, 00:34
You could edit the export_descr ancillaries file in the data folder. Pick an ancillary such as seamaster, shipwright, etc and edit its effects. Example-
Ancillary seamaster
Image 1107.tga
Description seamaster_desc
EffectsDescription seamaster_effects_desc
Effect NavalCommand 2
to
Ancillary seamaster
Image 1107.tga
Description seamaster_desc
EffectsDescription seamaster_effects_desc
Effect NavalCommand 2
Effect MovementPoints 10
You can change the value from 1-10 until you find the area of movement you prefer. Then, scroll down to the triggers section and adjust like so from-
Trigger trigger_seamaster
WhenToTest NewAdmiralCreated
Condition SettlementBuildingExists >= dockyard

AcquireAncillary seamaster chance 20
to
Trigger trigger_seamaster
WhenToTest CharacterTurnEnd
Condition FactionType seleucid
and RemainingMPPercentage <= 100
and IsAdmiral

AcquireAncillary navigator chance 100

Be sure to change the faction name accordingly. If you want all factions to have it then just change the original trigger description to <= dockyard and chance 100 and voila! Hope this helps.

IrishHitman
10-20-2009, 00:42
You could edit the export_descr ancillaries file in the data folder. Pick an ancillary such as seamaster, shipwright, etc and edit its effects. Example-
Ancillary seamaster
Image 1107.tga
Description seamaster_desc
EffectsDescription seamaster_effects_desc
Effect NavalCommand 2
to
Ancillary seamaster
Image 1107.tga
Description seamaster_desc
EffectsDescription seamaster_effects_desc
Effect NavalCommand 2
Effect MovementPoints 10
You can change the value from 1-10 until you find the area of movement you prefer. Then, scroll down to the triggers section and adjust like so from-
Trigger trigger_seamaster
WhenToTest NewAdmiralCreated
Condition SettlementBuildingExists >= dockyard

AcquireAncillary seamaster chance 20
to
Trigger trigger_seamaster
WhenToTest CharacterTurnEnd
Condition FactionType seleucid
and RemainingMPPercentage <= 100
and IsAdmiral

AcquireAncillary navigator chance 100

Be sure to change the faction name accordingly. If you want all factions to have it then just change the original trigger description to <= dockyard and chance 100 and voila! Hope this helps.

Brilliant.
One last question.

Would it be save game compatible?

Antonivs Silvicola
10-20-2009, 01:30
Yes, as far as I am aware but I could be wrong. I am certain it will work on a new campaign and saves thereafter. Just be sure to use the correct EB-vanilla faction. Ie; Romani=seleucid.:medievalcheers:

IrishHitman
10-20-2009, 10:53
Yes, as far as I am aware but I could be wrong. I am certain it will work on a new campaign and saves thereafter. Just be sure to use the correct EB-vanilla faction. Ie; Romani=seleucid.:medievalcheers:

Thanks a lot.

Antonivs Silvicola
10-20-2009, 15:24
You're quite welcome. If you have any problems let me know. Happy hunting!:beam: