View Full Version : Syrian killers
OmarPacha
10-09-2007, 23:49
Maybe a well known question but it's the first time I've been thinking about.
Assassins trained in Syria have two stars more than others at each building level
instead of one only (This does not meet the description we found in game that tells of a +1 valour bonus):inquisitive: .
Is it so hard to modify and lead back to what might have been intentions of programmers? I had a look to unit files
but it seems this kind of unit has the same advantage label we can find for military units, that is the region description
in column 13; nothing more.
Any idea ?
Mouzafphaerre
10-10-2007, 06:03
.
If I recall correctly, it's hardcoded (read: intentional) and an easter egg, hence undocumented. If you are so disturbed, you may disable the tavern in Syria...wait a minute...can we do that in MTW? :help:
Hth
.
You can remove the valour bonus from Syria, apart from that there's not much you can do, as a provincial valour bonus for agents always gives +2 valour instead of +1. Grand Inquisitors and Inquisitors in Castile is the same issue. In their case they are so overpowered that it is better to remove the valour bonus anyway. The big con with provincial valour bonuses is that the AI can't handle them intelligently and tries to tech up to the valour bonus unit to the detriment of all else.
.
If I recall correctly, it's hardcoded (read: intentional) and an easter egg, hence undocumented. If you are so disturbed, you may disable the tavern in Syria...wait a minute...can we do that in MTW? :help:
Hth
.
Buildings cannot be disabled on a per province basis. The only way to prevent a particular building from being built in a particular province is to tie that building to a resource type and ensure that this resource is absent from the province. IIRC this approach has been used in some other mods though I'm not sure which.
This method is not ideal however, as if you wanted to restrict a tavern from being built in Syria you would need to add a resource, lets call the resource "Drinkers", to every province on the map except Syria.
Any other methods would be per faction, religion or culture.
:bow:
macsen rufus
10-10-2007, 09:21
It is due to the "region advantage" in the unit_prod file, same as any military unit as you said. It's not really "undocumented", it just so happens that only one unit can be displayed in the "This region is famous for..." entry on the region parchment. So if two units have a valour bonus in the province, only the one which is higher in the prod-file will show, which for Syria is Nizaris (IIRC). If you don't want v2 assassins rolling around the map, then you can remove the ID_Syria from that column in the unit_prod and Syrian assassins will be indistinguishable from any others. You can't disable a building from a province in MTW unfortunately (it would make modding SO much easier if you could ~D), the only way to make buildings at all "geographical" is with coastline (ie dependent upon a port) or with resources - so they can only be built where the resource exists. :bow:
I'm sure the developers' intention was to recreate or portray the assassin sect of Alamut.
Mouzafphaerre
10-11-2007, 04:12
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My bad memory. Thanks for the clarification and the extra info fellow lords. :bow:
.
macsen rufus
10-11-2007, 13:01
You're welcome - knowledge is most valuable when it's shared :bow:
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