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RTW King
08-08-2005, 14:47
I went to export_descr_unit and changed peasant build time to 0. I expected them to appear like mercenaries when bought in the campaign, but they took the standard 1 turn to build. Can I fix this?

Bwian
08-08-2005, 15:25
I don't think there is a way to have a zero build time. I can think of a LOT of reasons why this would be....

1) The AI..... what would stop it actually making a mass of peasants in no time at all.....

2) The AI..oh...I mentioned that one ~;)

Anyway.... there is probably a much better way of doing this.

Go to the campaign folder and peruse the mercenaries text file. You could quite easily make a 'mercenary' peasant unit with a nice cheap cost. Next, make it available wherever you want to have it. I suspect the only reason the game doesn't have this sort of unit in place is that no-one would ever want to pay the mercenary cost and upkeep for cannon fodder :)

RTW King
08-08-2005, 15:27
But people keep saying they made mods with 0 turn recruitmen time for all units.

Bwian
08-08-2005, 15:30
No idea mate...sorry. If you can find one grab it

zukenft
08-08-2005, 15:36
0 turn just means no queue. you can recruit as much units as you can and they will all appear next turn.

Mahrabals apprentice
08-08-2005, 16:06
0 turn just means no queue. you can recruit as much units as you can and they will all appear next turn.

There is a queue. You can only build 9 units a turn (atleast thats true for the SPQR mod). You can fill the build queue but not make more than that per turn.

McFungos
08-08-2005, 18:48
If you want only peasant you can edit desc_mercenaries.txt

something with

replenish 9.00 - 9.00 max 9 initial 9

I haven't tried myself but i thank it can do it.