Calmarac
03-31-2005, 01:52
For some time now I`ve been puzzled by some of the entries in export_descr_buildings.txt.
In an entry such as -
recruit "greek hoplite militia" 0 requires factions { greek_cities, thrace, }
- the 0 is the unit experience (chevron)
Now, most units are recruited without any experience, but a rare few are given XP chevrons based on barracks level. For example -
city_barracks (and above)
recruit "warband axe scythian" 1 requires factions { scythia, }
recruit "numidian desert warriors" 1 requires factions { numidia, }
army_barracks (and above)
recruit "greek hoplite" 1 requires factions { greek_cities, }
royal_barracks requires factions { seleucid, roman, }
recruit "roman triarii" 1 requires factions { roman, } and not marian_reforms
hippodrome
recruit "roman light cavalry" 1 requires factions { roman, } and not marian_reforms
circus_maximus
recruit "roman light cavalry" 2 requires factions { roman, } and not marian_reforms
Why these 5 units are so privileged escapes me, especially the Equites - but it gave me an idea.
Following the pattern for "roman light cavalry" I`ve modified my E_D_B file so that all units gain 1 XP at the barracks level above their entry level, 2 XP at the next, and so on. Here`s an extract from my modified version which makes it a bit clearer, hopefully -
muster_field
recruit "greek hoplite militia" 0 requires factions { greek_cities, thrace, }
militia_barracks
recruit "greek hoplite militia" 1 requires factions { greek_cities, thrace, }
recruit "greek hoplite" 0 requires factions { greek_cities, }
city_barracks
recruit "greek hoplite militia" 2 requires factions { greek_cities, thrace, }
recruit "greek hoplite" 1 requires factions { greek_cities, }
recruit "greek hoplite elite" 0 requires factions { greek_cities, }
army_barracks
recruit "greek hoplite militia" 3 requires factions { greek_cities, thrace, }
recruit "greek hoplite" 2 requires factions { greek_cities, }
recruit "greek hoplite elite" 1 requires factions { greek_cities, }
recruit "greek hoplite spartan" 0 requires factions { greek_cities, } and hidden_resource sparta
royal_barracks
recruit "greek hoplite militia" 4 requires factions { greek_cities, thrace, }
recruit "greek hoplite" 3 requires factions { greek_cities, }
recruit "greek hoplite elite" 2 requires factions { greek_cities, }
recruit "greek hoplite spartan" 1 requires factions { greek_cities, } and hidden_resource sparta
I made similar changes to stables and missile ranges.
I prefer this system, partially implemented in the Vanilla game, to having the Temples grant experience (it could be used alongside Temple experience or as a replacement for it)
It makes sense to me and it does mean I get to fight slightly better `Town Watch` or whatever later in the game. At least now if the AI churns out low level units from decent barracks they have some experience to compensate. I`m seeing more interesting and dangerous AI armies as a result ~:cool:
In an entry such as -
recruit "greek hoplite militia" 0 requires factions { greek_cities, thrace, }
- the 0 is the unit experience (chevron)
Now, most units are recruited without any experience, but a rare few are given XP chevrons based on barracks level. For example -
city_barracks (and above)
recruit "warband axe scythian" 1 requires factions { scythia, }
recruit "numidian desert warriors" 1 requires factions { numidia, }
army_barracks (and above)
recruit "greek hoplite" 1 requires factions { greek_cities, }
royal_barracks requires factions { seleucid, roman, }
recruit "roman triarii" 1 requires factions { roman, } and not marian_reforms
hippodrome
recruit "roman light cavalry" 1 requires factions { roman, } and not marian_reforms
circus_maximus
recruit "roman light cavalry" 2 requires factions { roman, } and not marian_reforms
Why these 5 units are so privileged escapes me, especially the Equites - but it gave me an idea.
Following the pattern for "roman light cavalry" I`ve modified my E_D_B file so that all units gain 1 XP at the barracks level above their entry level, 2 XP at the next, and so on. Here`s an extract from my modified version which makes it a bit clearer, hopefully -
muster_field
recruit "greek hoplite militia" 0 requires factions { greek_cities, thrace, }
militia_barracks
recruit "greek hoplite militia" 1 requires factions { greek_cities, thrace, }
recruit "greek hoplite" 0 requires factions { greek_cities, }
city_barracks
recruit "greek hoplite militia" 2 requires factions { greek_cities, thrace, }
recruit "greek hoplite" 1 requires factions { greek_cities, }
recruit "greek hoplite elite" 0 requires factions { greek_cities, }
army_barracks
recruit "greek hoplite militia" 3 requires factions { greek_cities, thrace, }
recruit "greek hoplite" 2 requires factions { greek_cities, }
recruit "greek hoplite elite" 1 requires factions { greek_cities, }
recruit "greek hoplite spartan" 0 requires factions { greek_cities, } and hidden_resource sparta
royal_barracks
recruit "greek hoplite militia" 4 requires factions { greek_cities, thrace, }
recruit "greek hoplite" 3 requires factions { greek_cities, }
recruit "greek hoplite elite" 2 requires factions { greek_cities, }
recruit "greek hoplite spartan" 1 requires factions { greek_cities, } and hidden_resource sparta
I made similar changes to stables and missile ranges.
I prefer this system, partially implemented in the Vanilla game, to having the Temples grant experience (it could be used alongside Temple experience or as a replacement for it)
It makes sense to me and it does mean I get to fight slightly better `Town Watch` or whatever later in the game. At least now if the AI churns out low level units from decent barracks they have some experience to compensate. I`m seeing more interesting and dangerous AI armies as a result ~:cool: