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RizlaKing
11-01-2006, 01:48
Hi guys i am new to this forum and to messing about with my RTW. I have got the hang of preferences (yeah i know not hard) but the thing i want to do is reduce the time to build an armywaiting years in gametime sucks as i want lots of battles. Is there a way to complete a build queue in one turn and if so how do i do it ???. Thx in advance for any help offered.

Roman_Man#3
11-01-2006, 02:22
hey rizlaking. welcome to the forum. to change the time it take to train a unit, u must open export_descr_unit. then find the unit you want, say roman hastati. the original version will look like this:type

roman hastati
dictionary roman_hastati ; Hastati
category infantry
class light
voice_type Light_1
soldier roman_hastati, 40, 0, 1
attributes sea_faring, hide_forest, can_sap
formation 1, 2, 2, 3, 4, square
stat_health 1, 0
stat_pri 11, 2, pilum, 35, 2, thrown, blade, piercing, spear, 25 ,1
stat_pri_attr prec, thrown ap
stat_sec 7, 2, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 5, 4, 5, metal
stat_sec_armour 0, 1, flesh
stat_heat 3
stat_ground 2, 0, 0, 0
stat_mental 6, normal, trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 440, 170, 50, 70, 440
ownership roman


you change it so it looks like this:

type roman hastati
dictionary roman_hastati ; Hastati
category infantry
class light
voice_type Light_1
soldier roman_hastati, 40, 0, 1
attributes sea_faring, hide_forest, can_sap
formation 1, 2, 2, 3, 4, square
stat_health 1, 0
stat_pri 11, 2, pilum, 35, 2, thrown, blade, piercing, spear, 25 ,1
stat_pri_attr prec, thrown ap
stat_sec 7, 2, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 5, 4, 5, metal
stat_sec_armour 0, 1, flesh
stat_heat 3
stat_ground 2, 0, 0, 0
stat_mental 6, normal, trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 0, 440, 170, 50, 70, 440
ownership roman


it may look the same, but look at the line stat_cost. notice how the first thing went from 1 to 0. that indicates how many turns it takes to build it. so if its 0, you can fill up the recruitment queue with the unit, end turn, and next turn they will all be trained and ready. this may sound confusing, and if your having any trouble, just post back, and i or someone else will set you on the right course.

Atilius
11-01-2006, 02:23
Here's a typical entry in Data\export_descr_unit.txt:


type roman heavy cavalry
dictionary roman_heavy_cavalry ; Legionary Cavalry
category cavalry
class heavy
voice_type Heavy_1
soldier roman_heavy_cavalry, 27, 0, 1
mount heavy horse
mount_effect elephant -8, camel -4
attributes sea_faring, hide_forest, hardy
formation 1.5, 4, 3, 6, 4, square, wedge
stat_health 1, 0
stat_pri 8, 6, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr no
stat_sec 9, 5, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 12, 6, 4, metal
stat_sec_armour 0, 1, flesh
stat_heat 4
stat_ground 0, 0, -6, 0
stat_mental 10, disciplined, highly_trained
stat_charge_dist 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 790, 190, 80, 120, 790
ownership romans_julii,romans_brutii,romans_scipii,romans_senate

In the stat_cost line, change 2 to 0. This will make the unit available at the beginning of the next turn. More importantly, if all of the units you add to the recruitment queue also have a build time of 0, you'll get them all at the beginning of the next turn.

RizlaKing
11-01-2006, 12:08
Ah thats nice and simple even i can do that thx a lot for that :beam: .