View Full Version : Start of game treasury?
If I change the set_treasury line in the campaign files (early, high, late), will this affect AI factions or only the player?
For example, if I want to play as the turks and give all other factions 40k to start, can I simply change the expert level starting treasury for all other factions?
Papa Bear!
10-27-2002, 09:23
I realize you've probably thought of this, but if that doesn't work then why not just set it to 40k for everybody, and simply not use that cash yourself?
Still takes out the dynamics of going into the red, (and not being able to train more troops), but you can simulate that. If you go under 30k or whatever, you halt all production. Of course I know, this would be a lot of micromanagment... don't get mad at me it was your crazy idea anyway.
http://www.totalwar.org/ubb/smile.gif
Well, the problem isn't so much differentiating between the player faction and the AI faction. The problem is WHETHER adjusting the treasury values in the campaign files affects the AI's treasury AT ALL.
Each faction has set_treasury values for the various difficulty levels, but it's not clear whether changing these values affects the AI's treasury, or whether the values ONLY change the PLAYER's treasury WHEN the player chooses a particular faction.
Anyone know for certain one way or the other?
The answer might be here: http://www.totalwar.org/ubb/Forum7/HTML/002150.html
(at least part of it)
[This message has been edited by hrvojej (edited 10-27-2002).]
Hrvo, I bow down at your feet http://www.totalwar.org/ubb/smile.gif
solypsist
10-27-2002, 23:29
patch/mod forum
Hrm. Does anyone know if the AI REALLY gets the treasury amount indicated in the "Normal" difficulty setting?
I changed all my normal settings to 500k to give the AI unlimited money. And it's still getting trashed by me.
I was really hoping for some superstacks -- chiv sergs, pav arbs, chiv MAA, lancers, etc -- but no go.....
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