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+DOC+
09-03-2002, 01:37
Increase the troop capacity of each level of castle?

BAsically i'm finding the shortness of sieges making assaulting the castle pointless. So, is there a way to increase capacity thereby increasing the length troops can survive in a castle?

I noticed in the crusader_build_prod1 there are values for troop capacity for each level of castle, however, when changing these they don't appear to change what is written/seen on the campaign map when a castle is highlighted?

Can you provide any insight into this?

Many thanks in advance.

DOC

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+DOC+
09-03-2002, 04:48
What would changing these do?

@["siege_time_txt_xzy"]
@{"It has already fallen! "}
@{"It is about to fall. "}
@{"It is likely to hold out for two years. "}
@{"Its supplies will probably only last for 3 years. "}
@{"It is likely to hold out for around 4 years. "}
@{"It is well supplied and likely to hold out for 5 years or more. "}
@{"It has large food reserves and could last out 6 years. "}
@{"It is well supplied and likely to hold out for more than 6 years. "}
@{"Its supplies are likely to last well into an eighth year. "}
@{"It is very well provisioned and will not fall in less than 8 years. "}
@{"It is under siege, but its huge stockpiles will probably last more than 8 years. "}
@{"It is currently under siege but its vast reserves will last for more than 10 years. "}
@{"Its vast stockpiles and modest garrison mean years of waiting. "}
@{"Although besieged, the garrison is not likely to become concerned for years. "}
@{"Although besieged, it will take many years before this small garrison starves. "}
@{"Although under siege, there is no prospect of this castle falling without an assault. "}
@{"There is no prospect of this castle falling without an assault. "}
@{"This castle will not fall without a direct assault. "}

I've worked out that by changing the capacity in the crusader_build_prod1.txt, it will change the capacity, just won't change the accompanying text on the parchment and the time taken to fall...

Can these be changed?

Ta

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JRock
09-03-2002, 08:18
Well changing the things you posted - that would just change the text of what is displayed on screen for each level of holdout.

What you want to change is the actual value that each castle type gets so that it gets one corresponding to "hold out indefinitely" instead of the value that equates to "hold out for two years". http://www.totalwar.org/ubb/wink.gif

[This message has been edited by JRock (edited 09-03-2002).]

+DOC+
09-03-2002, 14:12
I totally agree JRock.

However, i was wondering whether increasing the capacity levels would automatically change the length of time units can hold out for...and whether this was updated in the parchments?

Or, does this need to be changed elsewhere?

Maybe the period for holding out is fixed. You see, at the moment, if i increase the capacity the length of time doesn't alter from the default (or at least not in the text you see). As soon as you have over the "default" amount of units in the castle the length of time to hold out just remains at the lowest value (say 2 years for example).

Additionally, the above list when changed doesn't seem to change the text you see in the parchments anyway!?

So, some help is required. So far the capacity can be increased but the length of time on the parchments seemingly can't.

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eat cold steel
09-03-2002, 14:44
You can fiddle the numnber in the txt file and that'll allow more people to stay in the castle, but the length of siege time will not increase. The text about the castle capacity is in events.txt

+DOC+
09-03-2002, 14:50
Thanks for replying eat cold steel. http://www.totalwar.org/ubb/smile.gif

Is there any way to modify the length of time units can hold out under a siege?

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eat cold steel
09-03-2002, 15:14
Nop - the length of time is calculated from the number of units there and the level of the castle, not its capacity.

+DOC+
09-03-2002, 16:16
Ahhhh that's a shame.

Thanks again for replying. One final question i have is whether it's possible to modify what improvements are destroyed or remain untouched upon taking a province?

Cheers ECS http://www.totalwar.org/ubb/smile.gif

eat cold steel
09-03-2002, 20:39
Nop again - that's handled in game, money producing building will be destoryed less than troop producing building. I guess you could give buildings you don't want to be destoryed an income of 1.

Vanya
09-03-2002, 20:45
GAH!

So...

How many men does it take in any given castle for the following event to hold true:

@{"This castle will not fall without a direct assault. "}

Is this acheivable?

Does it mean you have to have, say, fewer that 10 men in a maxed out gun fortress?

What about 10 men in a simple fort?

Or 4 men in a keep or castle?

GAH!

NagatsukaShumi
09-03-2002, 21:09
Say..... could I add text to that and would it appear in the game or would I just have to edit the ones that are there?

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Power to the Sultan!
-Clan Seljuk

I don't know Akech, can't trust Mithrandir with the newbies, he may try and create a Miny Mith.-NagatsukaShumi

+DOC+
09-03-2002, 21:30
Quote Originally posted by eat cold steel:
Nop again - that's handled in game, money producing building will be destoryed less than troop producing building. I guess you could give buildings you don't want to be destoryed an income of 1.[/QUOTE]


A most interesting situation here... so i could make all non-religious or non-faction specific buildings give an income of 1 and hey presto.... they don't get downgraded as much!! Great!

Vanya, you can increase the capacity of the various castle upgrades, but the length sieges will last is hardcoded apparently and depends only on the castle tech level and the number of men in the castle upto the default capacity. Increasing the capacity above the defaults makes no difference other than allowing more men to starve in the very short siege times.

If turns were in seasons then we'd have a greater need for assaulting the castles as the sieges would be long affairs. So far i've never been assaulted by the AI. http://www.totalwar.org/ubb/frown.gif




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Kraellin
09-04-2002, 01:06
ah, what a timely post. i too was wondering about the length of sieges. the longest i've seen in a game so far is 4 years, but i was watching a show on tv last night about the siege of masaba by the romans. this hilltop fortress had the capacity in grain and water storage to hold out for 10 full years. they never did, as the romans finally managed an assault, but the idea, of adding in an additional upgrade to castles of grain/water storage as a tech tree improvement, is a good one. make it just one simple upgrade of 'grain/water storage' and maybe make it only available after a certain castle size is reached and voila, you have a nice long term defensive castle.

nice, i like it. the ai might also have to be adjusted to take this into account, however, so it may not be quite as simple as adding in one improvement, but for those key defensive, border castles, it would be a welcome addition.

K.


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The only absolute is that there are no absolutes.

Puzz3D
09-04-2002, 01:31
Doc,

I've have two 8 year sieges and a 6 year siege in my present campaign. These all happened when very few units retreated to the castle. I mean rediculously few like 10 men. I'm intentionally not assaulting these castles so I can have the effect of a slowdown in my offensive due to these holdouts.

I've been attacked in a castle by the ai, and, putting it's siege weapons to good use, it won the battle. However, the ai's use of siege weapons in non-castle open field battles is not effective. They kill very few enemies, and the ai often leaves the siege weapons unguarded which makes them easy prey for cav. In my next campaign, I'm going to try to mod it so the ai does not make siege weapons at all.

Jagger
09-04-2002, 01:54
I have noticed that the Germans AI armies have a large percentage of seige weapons. Since they are pretty useless in the open field, it makes fighting the HRM pretty easy.

[This message has been edited by Jagger (edited 09-03-2002).]

+DOC+
09-04-2002, 05:35
Puzz, my point exactly is that those 6-8 year sieges should be occurring with reasonably sized garrisons, not around about 10 men?!

Regarding siege engines, i've no doubt they can use them effectively when assaulting, but like you said, put the AI in an open field with siege engines and.... well.... it's carnage for the AI.

eat cold steel,
What i'd like to know is how exactly can one modify the crusader_build_prod13 to give income values to certain buldings to help prevent their destruction upon province capture? I've tried adding integers under the income column in Excel but when i save it using Excel i get all sorts of problems with the game loading. When i do it using notepad, it doesn't seem to have any impact on income therefore, it's impossible to tell whether it's worked or not?

Also is there no way to increase the length of siege times at all?

Thanks http://www.totalwar.org/ubb/smile.gif

Is there an easier utility than notepad or wordpad to mod the txt file. Excel's fine but it's no good for saving as it doesn't save as simple text files.

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+DOC+
09-04-2002, 16:59
Has anybody had any experience with modding the txt files so far?!

If so can you help me with the above post. I've managed a little flirting with increasing castle capacity, but other than that i'm finding it difficult with Excel seemingly unable to save as simple text only files. http://www.totalwar.org/ubb/frown.gif

What i'm intending to try is what eat cold steel suggested to reduce the amount of improvements destroyed:
Quote I guess you could give buildings you don't want to be destoryed an income of 1.[/QUOTE]
However, i guess maybe only he can help me here...?! http://www.totalwar.org/ubb/smile.gif



[This message has been edited by +DOC+ (edited 09-04-2002).]

+DOC+
09-05-2002, 02:55
eat cold steel can you help me here with this editing at all?

thanks in advance http://www.totalwar.org/ubb/smile.gif



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Target
09-05-2002, 03:23
Doc, you need to save the spreadsheet out as a tab-delimited text file. There's an option for it in the "Save As" dialog box (look for a "Save as Type" dropdown list and tab-delimited text should be an option). It definately works, 'cos thats how we produced the file in the first place.

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"i even suspect Target is coming here to hype things up."
MagyarKhans Cham

+DOC+
09-05-2002, 13:46
Thanks once again Target, excuse my ignorance but how does one give a building an income of 1? I'm assuming that it is under the "Income generated by this building" header, but on looking down the column would i be right in saying that these numbers are actually percentages?

So say i wanted the speakmaker tech line to have an income to make them not as easily downgraded when a province is captured but also to prevent it from being a major monetary contribution.....

.....would i simply add to the respective row: "1,1,1,1"?

Thanks in advance and i very much appreciate the time you're giving to help us here. http://www.totalwar.org/ubb/smile.gif

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eat cold steel
09-05-2002, 14:20
The column you want is indeed "Income generated by this building" Those numbers counts as percentages when it's a farm, else it's straigh income. You specify what type it in the the "Building Type" add in LEV1_INCOME. If you want percentage, add in FARM_INCOME

Target
09-05-2002, 14:36
ECS is right, but the actual value of the income a building produces gets shoved through a whole bunch of other calculations as well. Things that affect a building's income are the level of merchant you have in a region, whether it's goods are for the local market or exported, the ability of the governor of the region, and some other stuff. The upshot is, if you put 1 in the income column for the building, you won't necessarily get 1 out in the game.

But because a building is now an income producer, regardless of how small an income it is, the building won't get destroyed when the region is invaded.

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"i even suspect Target is coming here to hype things up."
MagyarKhans Cham

+DOC+
09-05-2002, 15:31
Ahhh superb guys, thanks a million! http://www.totalwar.org/ubb/smile.gif http://www.totalwar.org/ubb/smile.gif

I'll give this a try and see what happens.

Can i ask why it was chosen to have buildings downgraded on conquering a province without necessarily taking the castle too?

The way it is currently, there is very little point in defending a province by keeping troops in a castle as all the damage is done as soon as the province is taken. It makes it very easy to raid and pillage the AI's best provinces thereby severely hampering their tech development.

It would also seem that when the province is taken that the attacker also gains access to the income and tax rates even though defenders still remain in the castle !? Is this indeed the case?

Cheers

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=MizuDoc Otomo=

+DOC+
09-05-2002, 20:40
Quote Originally posted by Target:
But because a building is now an income producer, regardless of how small an income it is, the building won't get destroyed when the region is invaded.[/QUOTE]

Is it possible to simply add LEV1_INCOME to the building type and not add any actual income for the same effect or is the income required for it not to be destroyed?

Say for the Gunsmith tech line, could you add 1,1,1,0 meaning that the final tech didn't produce an income and therefore would get downgraded? Reason being it's only specific for the muslim faction (if i recall correctly) and therefore, if a catholic faction captured the province one wouldn't want it remaining!?

Questions, questions, questions. http://www.totalwar.org/ubb/wink.gif



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eat cold steel
09-05-2002, 22:00
Not so sure about the answer to that one. I just checked again, any building under the class income generator will not be destroyed. And any building that has income value set to non zero, OR have building type LEV1_INCOME or FARM_INCOME counts as generators, so you can either change the income value or change the building type. I'd recommend leaving the building type alone, as the AI uses the building type for other calculations.

As for "1,1,1,0" this would exclude the last building only if the type is not set to INCOME. Any building that have the wrong culture or factions requriment will be destroyed automaticlly with no pillage. So you don't have to worry about that.

+DOC+
09-06-2002, 00:13
Ok, a problem has arisen....

Basically i added under the "income generated by this building" column (column W in Excel):
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 for castles.
1,1,1,1 for the bowyer, swordsmith, spearmaker, siege engineer, gunsmith, town watch, horse breeder, royal court.
1,1,1 for foundry.

Then i saved it as tab delimited and i get the following error when trying to launch the game:

"COLUMN_building_localised_txt
Too few strings found in element data: column 3, data row 15

2"

What does this mean? http://www.totalwar.org/ubb/smile.gif


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=MizuDoc Otomo=

[This message has been edited by +DOC+ (edited 09-05-2002).]

+DOC+
09-06-2002, 00:30
To give you some more information....

If i open crusader_build_prod13 with Excel 2000, change nothing, then save as tab delimited text file and try to launch MTW it doesn't work.

When i save the original back over this (which also happens to be 0.1 KB bigger in size?!), it then works again. So it looks like the problem lies with Excel and/or saving as a tab delimited text file and not the modding side if things...!?

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=MizuDoc Otomo=

[This message has been edited by +DOC+ (edited 09-05-2002).]

+DOC+
09-06-2002, 12:17
If i edit the values using notepad it still works, so it appears it's something to with Excel, or certainly Excel 2000 professional?!

Are there any other programs which would be easier than notepad?

Lord Krazy
09-06-2002, 12:40
You must change it word or notepad.
I don't think it is an option to
use a spread sheet.

Btw why are all the modding questions
and answers for CA in this forum?
I'v not been a patron long so
correct me if I'm wrong but is that
not the reason for the mod forum,
so that modders could have access
to handy info without having to
find out what elmo's favourite unit is.
No offence elmo but I'm sure you would
not like to read my ideas on how the bifs
work when all u want to know is what's
my favourate faction "the Elmo_head btw"

Hope the first bit helps and is right
and I hope the second bit rings a bell.
I did not see this very good thread until
today.

Lord Krazy


[This message has been edited by Lord Krazy (edited 09-06-2002).]

[This message has been edited by Lord Krazy (edited 09-06-2002).]

Target
09-06-2002, 16:19
OK, looks like there's a problem with loading the text files into Excel and saving them back out again. I've uploaded the original excel files to the org, which you'll have to use in order to create error-free custom crusader_build_prod13 and crusaders_unit_prod11 files. These are files from the release version of the game and may not work too well with the demo.

One thing you should know, though - the files were created using Excel 2000, so earlier version of Excel might have problems reading the files.

I'll put this post in the mod forum as well, just to keep everyone happy.

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"i even suspect Target is coming here to hype things up."
MagyarKhans Cham

+DOC+
09-07-2002, 05:46
Target, when clicking on some of the columns in those Excel files, such as column V (unit stats) in the unit Excel file for instance, they often refer to:

"='Linked To'!$B7"

Is there any way to simply modify the stats without these columns/rows referring to links in other files!?

Cheers




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JRock
09-07-2002, 05:48
Actually that's a link to another cell in that same file. In your example, cell B7.

+DOC+
09-07-2002, 06:13
B must refer to column B then, and that simply states the unit type... infantry, cavalry, etc!?

I actually think it refers to another sheet personally. http://www.totalwar.org/ubb/smile.gif



[This message has been edited by +DOC+ (edited 09-07-2002).]

+DOC+
09-07-2002, 06:33
. double post http://www.totalwar.org/ubb/frown.gif



[This message has been edited by +DOC+ (edited 09-07-2002).]

JRock
09-07-2002, 07:04
Quote Originally posted by +DOC+:
B must refer to column B then

Yes, cell B7 is the cell in column B, row 7.


I actually think it refers to another sheet personally. http://www.totalwar.org/ubb/smile.gif

That could be - I'm not an Excel expert, but I know that a link to $B7 is a link to cell B7.
[/QUOTE]

+DOC+
09-07-2002, 07:07
actually, excuse my ignorance Target, forget my last post!

bottom left hand corner... one can move between several sheets all of which are cunnilingously linked together. http://www.totalwar.org/ubb/smile.gif

excellent, this is a modder's heaven!

+DOC+
09-07-2002, 07:31
Having said that though Meister Target, it is rather confusing knowing what to do, which one of the many sheets should/can be edited. Most of them have links to other sheets and so it's difficult to determine the right sheet to edit.

For example modifing the costs of units or the unit stats?! How are these done in the huge Excel sheets?

[This message has been edited by +DOC+ (edited 09-07-2002).]