Log in

View Full Version : One small request..



Maksimus
12-02-2007, 01:57
This posts is about sharing... Main and regional Barracks .. And mainly consirning the Hellenic factions.
I have one small request if it is possible to be implemented.. .. here I go:

Can you please remove options that enable Epeiros to share with KHellenon..
Or if not - make Macedons and Epeiros and KHellenon share without Baktria...

It seems very ..'unlikely' that you would be able to use your factional troops right away when you play Epeiros and reach any local Greek Tyrant land.. For example Crimea.. Or North Asia Minor.. Or Pergamum.. but you cant use any If you take Pella or Corintos.. Don't you think that is NOT right or accurate in any way.. exept in EB share-system.

I have noticed that your expansion and development relly heavy on share-sytem EB has.. So when you take ..Rhodos you have already 50% of work done just by the fact you can use barrack there with Epeiros-but not with Macedons.. Why?

That makes uneven chance for expansion for two factions (Makedonia and Epeir) that seem more alike the other than any in ther millitary system (exept the celts) in EB..

thank you!

AND PLEASE IF SOMEONE CAN HELP:::

I want to add some barracks into the descr_start without messing the system (do I know that is a fantasy but please).. What should I do to make barracks that are marked Blue into my descr_start folder with as less probs as posible..?
I would change everything realy just to make bigger barracks in this regions.. :
; ---------------------------------------------------------
; ######### romans_brutii - Baktria ######### ARMY
; ---------------------------------------------------------

faction romans_brutii, trader smith
denari 5000
settlement
{
level large_town
region Baktria

year_founded 0
population 5400
settlement_tax 51
plan_set default_set
faction_creator romans_brutii
building
{
type core_building governors_villa
}
building
{
type uniques3 threeeight
}
;WG building
; {
; type Barracks_K militia_barracks_K1
; }
building
{
type defenses wooden_wall
}
building
{
type smith blacksmith
}
building
{
type market forum
}
building
{
type river_port river_port
}
building
{
type hinterland_farms farms+1
}
building
{
type farms2 granary
}
building
{
type hinterland_mines mines
}
;WG building
; {
; type health sewers
; }
building
{
type healing doctor
}
;WG building
; {
; type hinterland_roads roads
; }
building
{
type temple_of_governors temple_of_governors_temple
}
building
{
type hinterland_uniques2 uniqueroad1
}
}

; ---------------------------------------------------------
; ######### romans_scipii - Hayasdan ######### ARMY
; ---------------------------------------------------------

faction romans_scipii, fortified henry
denari 5000
settlement
{
level large_town
region Hayasdan

year_founded 0
population 2190
settlement_tax 51
plan_set default_set
faction_creator romans_scipii
building
{
type core_building governors_villa
}
building
{
type uniques1 oneeight
}
building
{
type uniques3 threenine
}
building
{
type uniques4 fournine
}
building
{
type defenses wooden_wall
}
building
{
type amphitheatres game_field
}
building
{
type hinterland_farms farms
}
building
{
type market market
}
building
{
type hinterland_mines mines
}
building
{
type temple_of_fertility temple_of_fertility_temple
}
}

; ---------------------------------------------------------
; ######### carthage - Pontos ######### ARMY
; ---------------------------------------------------------

faction carthage, trader napoleon
denari 5000
settlement
{
level town
region Kappadokia_Pontika

year_founded 0
population 2100
settlement_tax 0
plan_set default_set
faction_creator carthage
building
{
type core_building governors_house
}
building
{
type uniques1 oneseven
}
building
{
type defenses wooden_pallisade
}
;WG building
; {
; type Barracks_H muster_field_H
; }
building
{
type market market
}
building
{
type amphitheatres game_field
}
building
{
type temple_of_fun temple_of_fun_temple
}
building
{
type hinterland_farms farms
}
}

; ---------------------------------------------------------
; ######### seleucide - SPQR (Romani) ######### ARMY
; ---------------------------------------------------------

faction seleucid, balanced caesar
denari 5000
settlement
{
level city
region Latium2

year_founded 0
population 8770
settlement_tax 51
plan_set default_set
faction_creator seleucid
building
{
type core_building governors_palace
}
building
{
type uniques1 oneone
}
building
{
type defenses stone_wall
}
building
{
type amphitheatres game_field
}
building
{
type equestrian stables
}
building
{
type healing doctor
}
;WG building
; {
; type Barracks_A city_barracks_A1
; }
building
{
type smith blacksmith
}
;WG building
; {
; type hinterland_roads roads
; }
building
{
type port_buildings shipwright
}
building
{
type farms2 grain_silo
}
building
{
type market market
}
building
{
type hinterland_farms farms+2
}
building
{
type temple_of_governors temple_of_governors_large_temple
}
}

; ---------------------------------------------------------
; ######### egypt - Karthadast ######### ARMYorCITY
; ---------------------------------------------------------

faction egypt, sailor caesar
denari 10000
settlement
{
level large_city
region Zeugitana

year_founded 0
population 13060
settlement_tax 51
plan_set default_set
faction_creator egypt
building
{
type core_building proconsuls_palace
}
building
{
type uniques1 oneone
}
building
{
type uniques3 threesix
}
building
{
type defenses stone_wall
}
;WG building
; {
; type Barracks_L city_barracks_L1
; }
building
{
type port_buildings dockyard
}
building
{
type navy_port naval_port
}
building
{
type smith blacksmith
}
building
{
type amphitheatres game_field
}
building
{
type hinterland_farms farms+2
}
building
{
type farms2 grain_silo
}
;WG building
; {
; type hinterland_roads paved_roads
; }
building
{
type temple_of_governors temple_of_governors_large_temple
}
}

; ---------------------------------------------------------
; ######### thrace - Epeiros ######### ARMY
; ---------------------------------------------------------

faction thrace, sailor napoleon
denari 5000
settlement
{
level town
region Epeiros

year_founded 0
population 1460
settlement_tax 51
plan_set greek
faction_creator thrace
building
{
type core_building governors_house
}
building
{
type uniques1 onefour
}
building
{
type defenses wooden_wall
}
building
{
type smith blacksmith
}
;WG building
; {
; type Barracks_I militia_barracks_I1
; }
building
{
type navy_port naval_harbour
}
building
{
type port_buildings port
}
building
{
type hinterland_farms farms
}
building
{
type market market
}
building
{
type amphitheatres game_field
}
building
{
type temple_of_governors temple_of_governors_temple
}
}

; ---------------------------------------------------------
; ######### numidia - Ptolemaioi ######### ROYAL
; ---------------------------------------------------------

faction numidia, religious caesar
denari 5000
settlement
{
level large_city
region Delta_Neilou

year_founded 0
population 12045
settlement_tax 51
plan_set default_set
faction_creator numidia
building
{
type core_building proconsuls_palace
}
building
{
type uniques3 threefive
}
building
{
type uniques4 fourone
}
building
{
type defenses stone_wall
}
;WG building
; {
; type Barracks_J city_barracks_J1
; }
building
{
type smith blacksmith
}

building
{
type port_buildings port
}
building
{
type navy_port naval_port
}
;WG building
; {
; type hinterland_roads paved_roads
; }
building
{
type hinterland_farms farms+1
}
building
{
type farms2 grain_silo
}
building
{
type temple_of_fun temple_of_fun_shrine
}
}

; ---------------------------------------------------------
; ######### macedon ######### ARMY
; ---------------------------------------------------------

faction macedon, fortified stalin
denari 5000
settlement
{
level large_town
region Makedonia

year_founded 0
population 2020
settlement_tax 51
plan_set greek
faction_creator macedon
building
{
type core_building governors_villa
}
building
{
type uniques1 onesix
}
building
{
type defenses wooden_pallisade
}
;WG building
; {
; type Barracks_K militia_barracks_K1
; }
building
{
type amphitheatres game_field
}
building
{
type navy_port naval_bay
}
;WG building
; {
; type hinterland_roads roads
; }
building
{
type hinterland_farms farms
}
building
{
type farms2 granary
}
building
{
type market market
}
building
{
type port_buildings port
}
building
{
type temple_of_governors temple_of_governors_shrine
}
}

; ---------------------------------------------------------
; ######### romans_julii - Arche Seleukideia ######### ROYAL
; ---------------------------------------------------------

faction romans_julii, balanced stalin
denari 3000
settlement
{
level city
region Syria

year_founded 0
population 7370
settlement_tax 51
plan_set default_set
faction_creator romans_julii
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type smith blacksmith
}
building
{
type port_buildings dockyard
}
building
{
type navy_port naval_harbour
}
building
{
type hinterland_farms farms+1
}
building
{
type farms2 grain_silo
}
building
{
type market forum
}
building
{
type healing doctor
}
building
{
type amphitheatres game_field
}
building
{
type theatres lyceum
}
building
{
type temple_of_battle temple_of_battle_large_temple
}
}

Thank you in advance!:yes:

TWFanatic
12-02-2007, 02:03
I've always wondered why KH and Epeiros shared MIC's. Good question.

MarcusAureliusAntoninus
12-02-2007, 04:54
:shrug:

To change the starting MICs, you want to alter the campaign_script not the descr_strat. Just find what the name of the level you want is (you can look in the export_descr_buildings.txt) and change it in the entry for MIC for that town.

Redmeth
12-02-2007, 09:18
But to actually be able to change the way they're shared and bunch up all the Hellenistics together you'd have to change the building and recruitment code in the EDB, it's quite difficult...

Pharnakes
12-02-2007, 11:58
I've sugested itmyself before, and you have to admit it does make more sense for the Maks and Epriotes to share, and then if you run out of complexes, make the Baktrians and Koinion shre. Afterall, they're the only two factions to have hoplotai as factional, rather than regional troops.

antisocialmunky
12-02-2007, 15:12
Taking Ambraika usually breaks the KH game in terms of difficulty, you get a tier 5 barracks at about 15 turns or so.

Maksimus
12-02-2007, 18:36
But to actually be able to change the way they're shared and bunch up all the Hellenistics together you'd have to change the building and recruitment code in the EDB, it's quite difficult...

That is just copy-paste buisiness I have alredy tried and changed it for 0.8 version.. No big deal. It's the will that counts :laugh4:

Maksimus
12-02-2007, 18:47
:shrug:

To change the starting MICs, you want to alter the campaign_script not the descr_strat. Just find what the name of the level you want is (you can look in the export_descr_buildings.txt) and change it in the entry for MIC for that town.

oh.... thank you very much!:yes:

blacksnail
12-03-2007, 16:44
Short answer: No. We cannot change this, at all, ever.

Long, boring answer that involves modding info: RTW hardcoding limits the number of building complexes to 64. The RTW 1.5 patch completely hosed the way EB was handling recruitment, so we had to move to a new system. The only way we were able to keep something similar to the old system was to split things into factional and regional barracks. However, we already had over 40 building complexes at the time.

The only way we could maintain recruitment within the building complex limit was to double-up the factional and regional barracks. Regional barracks made sense - they were intended to be culturally based from the beginning and you have at least one turn of repairing a damaged barracks before you can recruit troops.

Factional barracks were a bit stickier and required us to look long and hard at the various factions. We worked with the FCs to determine the feasibility of recruitment and troop training after conquest. Factions deemed to have similar training ethos and training/recruitment facilities were stuck together. In some cases the marriage is perfect (Aedui/Arverni), in others it isn't exactly perfect but good enough for the restrictions (KH/Epeiros).

In all cases the barracks are damaged by script upon conquest, requiring a turn (ie three months) to pass before you can recruit troops. Also you should really be destroying your government and building up a new government before you repair a factional barracks that can be used by your faction, which is the "correct" way to portray it - those players who do otherwise are free to do so, but it is considered an exploit.

The reason why I said "no, never" at the beginning is that we are currently at either 63 or 64 building complexes. For many reasons this will no longer be an issue in EB2, but for EB1 we're stuck with what the system provides.

Pharnakes
12-03-2007, 18:45
Ok, What I don't understand though, is why are the Epriotes and KH deemed to be closser than the KH and Maks?

blacksnail
12-03-2007, 20:28
More that the Maks and Baktrians were deemed the closest fit amongst a big pile of moderately appealing choices.

Pharnakes
12-03-2007, 20:42
Hmmm, I have to admit I really can't understand that, as it seems to me the Epirotes are in many ways almost identical to the Makedonians.

blacksnail
12-03-2007, 21:09
There is the potential to swap things around if need be. However, making a Mak/Ep barracks means you also need a KH/Baktrian barracks. I'm not a historian (plz refer to sig) but that strikes even me as an odder combination.

Pharnakes
12-03-2007, 21:10
I don't know...

I, like you, prefer speculation to actual knowledge, but they are the only two factions to be able to recruit hoplotai, both clasical style and iphracratean.

blacksnail
12-03-2007, 21:13
My sum total knowledge of Baktria is that they rode horses, spoke Greek, and are blue on the map, so I'm probably the last guy to ask about factional demarcation. ~:)