I assume that it's the same as the running speed. In short, if infantry would have been slower in general, cavalry speed would mean more, and it would be great if we would be able to mod it altogether.Quote:
Originally Posted by Proletariat
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I assume that it's the same as the running speed. In short, if infantry would have been slower in general, cavalry speed would mean more, and it would be great if we would be able to mod it altogether.Quote:
Originally Posted by Proletariat
My concern is the possible size of the bonus. IIRC, the hardcoded road multiplier only affects land trading, which is usually not that lucrative, whereas I think that trade_base_income_bonus bonus 1 affects sea trade as well. So in some places with substantial sea trading, such as Athens, you could be adding several hundred (perhaps as much as 1000) denarii extra to the coffers. Of course, you could balance this out in other ways...Quote:
Originally Posted by Red Harvest
Yes, therother, that is why I wish I had some way to address land trade specifically. There might even be some handle for it that has not been revealed. Presently it is tried to the road level. And you can't change the road level without changing the graphic... I might just punt and give the barbarians paved roads. Working around flaws this large is getting very tiresome...
The other option is to give larger trade bonuses for base level roads, then let them disappear upon upgrade (since that boost is so large.) I need to work out the increments better first.
It is just baffling to me that roads don't do squat for the small land locked areas. Who at CA thought this made sense?
Yes, it is a bit strange. How about adding a tax bonus for the first level of roads? Land trade is inexorably linked to the population of the two trading settlements, and so is tax, so it's not that much of a stretch. Plus tax income will rarely excess 1000 denarii, so a 10% bonus will not make such a great difference.Quote:
Originally Posted by Red Harvest
Quote:
Originally Posted by therother
How does one do this? (Hoping that you know a trick that I have overlooked.) I can't find anything in the buildings file about "tax". "Income" is always part of trade in the file. So I'm left with the trade income bonus as a one trick pony.
The only other option I see is to alter something like "settlement_tax" in the descr_strat file or the base farm level in descr_regions file. And we already know that every pip on farm = +0.5% base population growth. Plus these are both set before the campaign begins. So I guess I could give a farm bonus for roads but then subtract the population bonus of the farm bonus. :dizzy2:
My two changes so far:
Enable all factions as playable
Added option to recruit units quicker with zero build time, but at 4 times the cost. I Did this by duplicating all the units of my faction, making a more expensive version with zero build time, in addition to the original unit. In the early game I mostly used the usual units since I was low on money (playing as gauls), but now that I have conquered most western europe and denarii are flowing in, I am starting to crank out Noble cavalry from Patavium quickly. Maybe for once I'll finish a campaign without bribing my way through!
Intend to:
Make a zone of recruitability addition , like in RTR. This will help slow down the human blitzer. No more recruiting chosen swordsmen in Italy before Gaul!
Slow down combat by upping morale, defense for all units.
Improve AI by adding law bonuses to core buildings, walls; and adding population bonuses to smaller towns
Create a randomizer to pick 2 or 3 AI factions by random and beef them up with better starting position and troops so they can be formidable opponent in the later game. I think that is doable with visual basic.
Afrit--
I like the randomizer, I've suggested the randomizer before and I'm sure I wasn't the first. ~;) This could make campaigns a lot more interesting because it shouldn't be too difficult for CA to write a routine to alter the descr_strat along certain potential combinations. It is a time consuming task and would take alot of consideration, but not particularly difficult.
The randomizer in game could be a pre-campaign check box.
Cavalry that ride Medium horses are still labeled as fast moving in their discriptions. Only units riding heavy horse or cataphract don't recieve this description. Also, since 1.2, I see very little speed difference between light and heavy. I've done some testing on this, specifically using Equites and Roman cavalry (vanilla - equites on light horse, Roman cav on medium), on flat custom maps. There is very little difference. And when in a custom battle, even after changing Equites to Medium horse, both Roman cav and Equites are very effective at running down light horse HA from Parthia. I really don't like this, but I have kept Equites at medium horse, but have changed Roman cav to heavy, as well as some other cav for other factions. I also added medium horse to Cavalry Auxilia, since they are so much more armored that normal HA and other militia cavalry.Quote:
Originally Posted by hrvojej
My changes:
-Normal and well-known buildings.txt changes (Seleucid Elephants, Praetorians, Thrace pikemen, and Spanish LSC)
-Gave Numidia basic Elephants (could not get the skins to work for War Elephants, the Elephant is just white. Got stumped, but I think normal Elephants are a better fit)
-Many changes to unit stats for all factions
-Seleucid and Parthian elephants indian mount
-Spanish General fix
-HA fix
-Gave numidian archer unit to Carthage
-Roman cav aux now recruitable at a higher stable level. Roman cav now recruitable at second level barracks and w/o Marian reforms. Legionary is highest level cav Julii, Brutii, and Scipii can recruit without taking Rome. ->
-Praetorians and Praetorian Cav only recruitable in Rome with Marian ref.
Possible changes
-Still looking for fixes to trait triggers
-Probably gonna give Spain skirmisher warband instead of basic skirmishers (considering Spain has virtually no effective ranged unit other than balearic slinger, which they can not even hire with extra exp. without taking Baliares)
-Added happiness and law bonuses for certain buildings and certain factions
Red Harvest - would love to hear how to change British chariots to throwing javelins instead of an archery unit when you figure it out.
I have all factions and glitched Spartan skin......
My Spartans have robes on when you are far away and change clothing to no shirt and a cool helm when you get close!
From the RTW/Data/text/strat.txt file, there is a capability called taxable_income_bonus. Had a quick check though, and at level 1 it only seems to add a small amount, perhaps around 2-3% per point. Haven't done more than cursory checks though, so I can't vouch for it being what you're looking for, but it might be something worth looking in to.Quote:
Originally Posted by Red Harvest
Gods, I've lost track, there've been so many.
1: HA thrown fix
2: Usual bugs in unit recrutiment section of buildings (selucid eles, spainish cav, praetorians after MR
3: Trait triggers for building completion reversed so that they work as intended. The CA coder got the triggers for farmer, trader, and miner backwards. I guess and not < in the traits file. Hopefully this will help with a large number of trait related issues.
5: Added health bonus of +4, +2, and +1 to governors house levells 1-3 for barbarians only. I play on huge, so they drain their cities building warband and get stuck at base tech levels unitl I roll over them. This hopefully will help that.
6: added trade bonus +1 to all roads. Really hope this doesn't produce sea trade bonuses as well, but agree with RH that it's retarded for roads not to improve trade.
7: Gave Egypt a savage beating with the nerf bat to make them match their graphics. Desert axemen are now naked, with slightly better defense skill and a shield bonus of 3 vs 2 for normal small shields, for half costs. Nile and Nubian spearmen adjusted to more like other comprable units and to match their graphics. Pharoah's guard had their shield bonus removed and split among armor and def for no net nerfing.
8: Gave the Senate the ability to build all roman temples.
9: Allowed romans to capture/upgrade temples of hunting just like horse
10: Eliminated the ability to recruti peasants after first level town.
11: Made recruitment of less than the best units available dependent on presence of a blacksmith. A level three barracks can recruit principes, hastati only if a black smith is present, and militia only if a lvl 2 smith is present. This is my approach to cutting down on crap unit spam, especially at huge unit sizes where the AI can't afford to lose that population.
Cool! Didn't know about that file, but figured you knew something I didn't. Lots of interesting stuff in there. Tried this and the increments are %. So if you want a 10% change in tax rate, enter "taxable_income_bonus bonus 10" I did this test and the numbers came out nearly spot on (allowing for the sliding scale of taxes with population, corruption and the like.) Plus if you look at the info for roads it tells you it is 10%--but I've learned to be very wary of anything CA tells me. Haven't tried the next level road yet. This one might stack with other road upgrades, so I'll need to test it a bit more.Quote:
Originally Posted by therother
While I would like to do this with simple trade, taxable income bonuses are good enough for me. After all, my tribal tribute collectors now have nice little paths to travel on, and those bearing tribute can find me more easily.
IMHO you don't need to subtract the population bonus if you use the farm bonus to simulate increased income from trade; as it is markets give population growth because of the fact that increased trade attracts more people to a town. Roads will also make a town/city more attractive to live in because it's much easier to reach. So building roads in Mogontiacum will attract Germanic commuters now (and Gallic sales agents, and...).Quote:
Originally Posted by Red Harvest
Extra tax-income from road sounds good though... ~:)
Herakleitos,
The problem is that to give a reasonable trade bonus for first level roads that is even a fraction of what is given for paved roads, I would have to use at trade bonus of 4 or so. That would be a 2% population bonus, which is far too much. Therefore it would need a corresponding population anti-bonus of some kind to keep it reasonable.
Board doesn't seem to like the mathematical symbols, so I quoted myself and edited to display the part of my post it chopped. Sorry for the spamQuote:
Originally Posted by Pode