Lord of the Isles
11-07-2002, 18:08
I've decided to start a new thread rather than resurrect either of the 2 old ones: the No Agents Mod provided by Eat Cold Steel for version 1.0 and a discussion of modding support costs for agents at:
http://www.totalwar.org/ubb/Forum5/HTML/000793.html
These changes are for people like me who get fed up with tiresome micromanagement of hundreds of agents in the middle and endgame. Especially a chore playing at higher difficulty levels where the AI is more ready to use agents aggresively. The thread discussing modding to give agents an annual support cost came to nothing, since no one could figure out how to make the change. One issue not discussed at that time was whether such a change would have the desired effect: namely that the AI would built fewer agents. That depends on how the AI's behaviour is coded and we can't just presume that a support cost would stop the AI mass producing agents.
Leaving that aside for now, Eat Cold Steel's No Agents mod was how I played all my games in version 1.0. I wondered whether anyone (hint to ECS http://www.totalwar.org/ubb/wink.gif ) had redone it post-patch for version 1.1 yet? Using the magic of the Unix diff command I can see that the mod is fairly simple: High.txt & Late.txt have agent producing buildings commented out, and the 2 Prod files are edited to make these buildings NON_PRODUCER, increase the province pacification effect of e.g. churches and to take away the abilty to build agents. Note - emissaries and princesses are still enabled.
The above is based on a quick look at the differences: if I've missed any small details I promise I'll catch them when I look more closely http://www.totalwar.org/ubb/biggrin.gif .
I am going to be away from the internet for 5 days. When I return I'll check this thread and in the unlikely event that no kind soul has made a No Agents mod available for 1.1 (hint again) then I'll do it myself and upload it to the Org.
http://www.totalwar.org/ubb/Forum5/HTML/000793.html
These changes are for people like me who get fed up with tiresome micromanagement of hundreds of agents in the middle and endgame. Especially a chore playing at higher difficulty levels where the AI is more ready to use agents aggresively. The thread discussing modding to give agents an annual support cost came to nothing, since no one could figure out how to make the change. One issue not discussed at that time was whether such a change would have the desired effect: namely that the AI would built fewer agents. That depends on how the AI's behaviour is coded and we can't just presume that a support cost would stop the AI mass producing agents.
Leaving that aside for now, Eat Cold Steel's No Agents mod was how I played all my games in version 1.0. I wondered whether anyone (hint to ECS http://www.totalwar.org/ubb/wink.gif ) had redone it post-patch for version 1.1 yet? Using the magic of the Unix diff command I can see that the mod is fairly simple: High.txt & Late.txt have agent producing buildings commented out, and the 2 Prod files are edited to make these buildings NON_PRODUCER, increase the province pacification effect of e.g. churches and to take away the abilty to build agents. Note - emissaries and princesses are still enabled.
The above is based on a quick look at the differences: if I've missed any small details I promise I'll catch them when I look more closely http://www.totalwar.org/ubb/biggrin.gif .
I am going to be away from the internet for 5 days. When I return I'll check this thread and in the unlikely event that no kind soul has made a No Agents mod available for 1.1 (hint again) then I'll do it myself and upload it to the Org.