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Modification of EBBS: Increase scroll speed
Here is the download link to the modified EBBS script file. Bovi recommended that I post this modification, so I assume this hasn't been done or mentioned before. I just assumed it was already here somewhere, since I'm new to the forums. [This change should increase the AI turn speed and campaign map keyboard scroll by 50-100%. Factions that took 5-10 seconds to complete their turn, now take 2-3 for me]
Download from megashare the EBBS script file, without the client ruler gov4 spawn section, with the latest Permanent 1.0 fixes here.
I'm using an older version of the ebbs script file that was part of the 1.0 permanent fixes [about a month before]. Not the newest updated script file. If you want to do this with the newest file, just download the latest 1.0 permanent fixes EBBS script, open it up, look at the first section in the table of contents. It should be the Client[Puppet] Ruler section, then delete all the code in that section. Should be about 3/5ths of the entire text file length.
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Section 1: Puppets
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2: Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
declare_counter Romanii_Reform
declare_counter Saka_Reform
declare_counter Celt_Reform
That is what you should see at the end. A complete white section between Section 1 and 2. If you want to get more speed, you can delete the Reforms section. Then you can setup another "show_me" script file, like the one that pops up when you click on the Victory Conditions scroll on the faction page, which will activate the Reform for one turn. Then save/reload, and you get all the buildings and variables set without having to run the Reform section in your EBBS script file. I haven't worked out the bugs for this idea, of course, but you can activate another script via the victory conditions advice thread. I didn't get any further there because i was satisfied with the increase in the speed from just editing out the Puppet Ruler section. If you want more speed, then you can probably safely remove the money and population replenishment script section. Or replace the money script section with a more simplified version like konny's, which isn't faction specific, if I recall. [meaning there are less faction specific code like victory conditions] Anything that will decrease the size of the EBBS file should get you a noticeable increase in speed after a meg or two.
After you have gotten the zip and unzipped, place it in EB/Data/scripts/show_me
For the story on how I got to this point, essentially I found that the keyboard scroll for EB 1.0 was useless. I had to have my keyboard scroll, though, so I tried finding out just why my keyboard was stuttering when my mouse scroll worked fine on the campaign map. [given that there is no keyboard scroll lag before I activate script, and instant stuttering after script activation, it wasn't hard to figure out what was the primary cause]
I eventually found out through trial and error that you could remove the EBBs script with the client [puppet] ruler script section. This prevents gov4 from spawning a client ruler. It still gives you the Interloper trait if you put in a FM in that city, though. You can change that by editing the export character traits.txt file.
Affect Interloper 1 100
is what you search for. Replace 100 percentage with 1 or change Interloper to ReverseInterloper. If something crashes, check the spelling, This should be save game compatible given that I've experimented with changing the script around all through my 151 BC Romani campaign early on. Only CTDs I have gotten were after battles. Which were mostly removed by waiting 10 seconds on the detailed stats scroll before closing scroll.
Btw, this also increased my turn processing speed as well. Probably because EB is not checking "every' settlement to see if it had a client ruler and a gov4 building, for each and every faction.
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Re: Modification of EBBS: Increase scroll speed
Note - If you change the trait files to remove the Interloper trait, that is not save game compatible. Other than that, this is a great idea and should really help people that have speed problems. :2thumbsup:
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Re: Modification of EBBS: Increase scroll speed
Ymarsakar, thank you.
Great solution for those who (like both AI and me) don't practice building level 4 governments at all.
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Re: Modification of EBBS: Increase scroll speed
Salute
Could be somebody so kind to make a new version with latest script fixes?
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Re: Modification of EBBS: Increase scroll speed
быть может, кому на твов.ру охота вырезать шесть мегов из текстового файла? =Р
(после выхода 1.1. займусь, но не раньше)
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Re: Modification of EBBS: Increase scroll speed
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Note - If you change the trait files to remove the Interloper trait, that is not save game compatible.
That's right, which is why I recommend that you simply paste in ReverseInterloper instead of Interloper. Changing that aspect of the Affect "trait" line would be save game compatible.
There's no need to remove the Interloper trait[present in the first half of the character traits file], given that you can remove the trait triggers or change them and their percentages.
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Great solution for those who (like both AI and me) don't practice building level 4 governments at all.
So you just play the battles using only factional units without nomadic generals and some other auxiliary units?
I'm updating my instructions on how to change the EBBs file yourself at the top post. So long as you are just deleting script lines, without leaving some incomplete script lines at the end, it'll work.
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Re: Modification of EBBS: Increase scroll speed
But of course I rely on auxiliary units heavily =)
Using mercenary generals, however, to me seems to be a cheat. Have you seen eastern generals stats? Tanks, that's what they are.
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Re: Modification of EBBS: Increase scroll speed
The 16 armored mercenary generals modeled after the kinsmen cavalry? I'm going to play Baktria next, with their 29 (upgraded) armored horsies, so I will definitely have the heavier armored tank ; )
That and I'll be making the elephant hitpoints 4-6, I will eventually have a blitzkrieg force. Then using the add_money numidia, 100000 cheat, I'll be able to get some good battles in with my generals. End game fun there. [Numidia is the Ptolemy, makes for some nice battles at the end when you have basically won the game]
As for the mercenary generals, the ones I like are the lesser celtic vollorix and the nomadic 512 something mnai upkeep archer/lancers.
They are both very affordable, and with a large empire of 50, 70, 90, 100 something provinces, mercenary generals will be a required component of my strategy.
That and the fact that usually my FMs can't spawn with Naturally Intelligent and Very Lively for intel and vigorous very often.
Putting a Very Lively general into a temple of battle settlement=fun and guts ; )
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Re: Modification of EBBS: Increase scroll speed
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Originally Posted by Ymarsakar
The 16 armored mercenary generals modeled after the kinsmen cavalry? I'm going to play Baktria next, with their 29 (upgraded) armored horsies, so I will definitely have the heavier armored tank
Yes, their armor is 16. Their amount is 50. I call them "cheat Hetairoi"
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That and I'll be making the elephant hitpoints 4-6...
I would also recommend you to increase their stamina. Eles are very hardy animals and I seriously doubt they could have been exhausted during the battle no matter how many archers they were carrying on their back.
Frightened? Amok? Sure. But never exhausted.
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Re: Modification of EBBS: Increase scroll speed
Amount of soldiers?
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I would also recommend you to increase their stamina.
By adding the hardy trait, correct?
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Re: Modification of EBBS: Increase scroll speed
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Originally Posted by Ymarsakar
Amount of soldiers??
exactly. and they REGENERATE :skull:
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By adding the hardy trait, correct?
by adding very_hardy =)
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Re: Modification of EBBS: Increase scroll speed
The regeneration ability of FM in combination with faction leader and heirs, was something I had to squeeze early on. I usually don't fight battles without a faction leader or heir, due to the fact that I can send them into harsh situations where regular cavalry would take permanent casualties. On large unit size, with 10 influence and some good ancillaries, Iusually get 61 members in the Romani consular guard for faction leaders.
I was amazed when I got charged by the Ptolemaio family member bodyguards against my phalanx. They would not die, they kept on trying to go through. It took spearmen to envelope them and 2 minutes later the general would die.
On another note, I made some personal modifications to the character trait file so that the training of new governors becomes more streamlined. This is for those that want to see exactly what their generals have in terms of intelligence, charisma, vigor, and the interesting things he can get if he has enough intel, charism, vigor. If anyone thinks they might wish to use this because they want to know how to train good FMs or if they want a more logical way of figuring out if a FM is good or bad, I can upload it for those that want it.
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Re: Modification of EBBS: Increase scroll speed
I've updated the base script file using the newest 1.0 perma fixes and the link at the top. There was a .04 meg decrease in the original file I uploaded because I had forgotten that I had also deleted the city-bonus modification, but not the EB money script. The newest version has nothing but the gov4 client ruler section removed.
I'm using konny's money script for my own personal version on my new baktria campaign, in addition to the EB money addings per AI settlement, just for more difficulty.
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Re: Modification of EBBS: Increase scroll speed
Also try setting CAMPAIGN_MAP_CAMERA_SMOOTHING:FALSE in preferences.txt to speed up the scroll.
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Re: Modification of EBBS: Increase scroll speed
Вот и обновленная версия подоспела - кому-то было "в охотку" и без твов.ру ;)
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Re: Modification of EBBS: Increase scroll speed
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Re: Modification of EBBS: Increase scroll speed
"www.twow.ru" in russian transcription, cyryllic alphabet may seem familiar but many letters ("в"="w" "у"="u" "p"="r" "x"="h" "и"="i") sound absolutely different.
I made a silly joke in russian, suggesting cyberVIP to aplly changes to the latest version of script by himself. Sorry for spamming in your tread
:laugh4: :laugh4: :laugh4:
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Re: Modification of EBBS: Increase scroll speed
I just had a thought, is it possible to make type4 govt "building" allow manual recruiting of puppet rulers (eg with all the traits and restrictions)?
And, if so, only one per city w/o additional script?
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Re: Modification of EBBS: Increase scroll speed
The traits and restrictions are done through the character trait file. But the spawning and deletion of specific generals, used for client rulers, must be done via script. The script needs to know the "name" of the client ruler in question, and it can only do that if it spawns a general with a pre-specified name.
You could move a family member into a gov4 city and then have the traits/restrictions apply to him, but then he is still a family member acting as a client ruler, which defeats the entire purpose of having a puppet ruler feature in EB. It also gets into interesting questions of what happens when you destroy the gov4 building. Does the FM revert back to being a regular FM, does the city revolt and he gets pushed out?
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And, if so, only one per city w/o additional script?
Any generals recruited must use the trait file to apply any traits to itself. So no building recruitment ability can do that for you.
Any potential changes in order to setup a different puppet ruler method of implementation would probably break saved games due to the amount of alteration necessary for the trait file.
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Re: Modification of EBBS: Increase scroll speed
But isn't there any method to distinguish recruited generals from FMs? So any recruited general may become puppet ruler after ending his turn in gov4 city?
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Originally Posted by Ymarsakar
Any potential changes in order to setup a different puppet ruler method of implementation would probably break saved games due to the amount of alteration necessary for the trait file.
That doesn't really bother me.
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Re: Modification of EBBS: Increase scroll speed
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But isn't there any method to distinguish recruited generals from FMs?
A couple of ways might work. But, again, that would require reworking the traits file since there's a lot of things that get spawned for recruitable generals in the original EB code. Not to mention all the different cultures and factions.
You have to get that feature in without breaking all the rest.
It could turn out to be a simple addition of a line that has a requirement that a gov4 building must exist. However, you would still need a level 5 MIC. Is there really a point to having a local puppet governor if you have to transfer generals from other places to there, or to have to wait to build a level 5 MIC?
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Re: Modification of EBBS: Increase scroll speed
wow! this is great!
my turns went from 1:30-1:45 to less than 30 seconds. Is the client ruler part the only thing removed?
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Re: Modification of EBBS: Increase scroll speed
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Originally Posted by mcantu
wow! this is great!
my turns went from 1:30-1:45 to less than 30 seconds. Is the client ruler part the only thing removed?
Yes. The other "safe" parts to remove are the Reform Conditions for each faction. The Reforms "kick" in when the conditions are met. So you only need to run the full EBBS script for One Turn to get the Reform Buildings for yourself and the AI. That means you can get rid of all the Reform scripts for the other AI factions the rest of the time you are playing EB, if you really really want to increase your turn speed more.
You can also increase your turn speed, by a smaller percentage, via running EB through Alexander.
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Re: Modification of EBBS: Increase scroll speed
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Originally Posted by Ymarsakar
The other "safe" parts to remove are the Reform Conditions for each faction. The Reforms "kick" in when the conditions are met. So you only need to run the full EBBS script for One Turn to get the Reform Buildings for yourself and the AI. That means you can get rid of all the Reform scripts for the other AI factions the rest of the time you are playing EB, if you really really want to increase your turn speed more.
I am not so sure that it is so "safe" to cut out the reform script. I am not much of a scripter, but I see a lot of monitors in the reform scripts that apparently has to be monitored at all times.
For example the Hayasdan reforms are dependent on how big your empire is and how previously "hellenized" provinces become "persianized again" over time. Therefore the script monitors what settlements you have at any given moment and places reform buildings accordingly.
Having it run once would NOT help - the script might give you the buildings according the current state of the game, but it will not react to further development.
That is why reforms has to be in background script and not in run-only-once one.
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Re: Modification of EBBS: Increase scroll speed
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I am not much of a scripter, but I see a lot of monitors in the reform scripts that apparently has to be monitored at all times.
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;; Check Kabalaka for >= gov3, if true increase counter 1.
monitor_event SettlementTurnStart SettlementName Kabalaka
and I_LocalFaction romans_scipii
and SettlementIsLocal
and SettlementBuildingExists >= gov3
and I_CompareCounter Caucasus_ReformA = 0
For complex bits of code, I would probably recommend that people skip it.
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That is why reforms has to be in background script and not in run-only-once one.
Certain complex reforms are not ameliorable to such. Other reforms such as the Celt's or the Sweboz's, are. In the end, the user will have to make a choice concerning whether they want the seleucid empire to have reforms while they sit and wait for turns to process. Or whether sacrificing an AI's reform abilities, one way or another, is worthwhile for the player.
When your editing the EBBS script for yourself, you usually shouldn't delete your own faction's reforms. For some people, running EB on a 6.7 meg background script is still too slow for their preferences. I don't support such modifications, because it would vary depending on how much speed and which faction a specific individual is playing with, but I do provide it as an option and idea for people to get started on if they so choose.
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Re: Modification of EBBS: Increase scroll speed
again...thanks so much for this. its made EB a whole new game for me
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Re: Modification of EBBS: Increase scroll speed
It should be back at 0.8x performance levels, as the client rulers were not in at that time. So you could say it's a whole older game :clown:.
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Re: Modification of EBBS: Increase scroll speed
wish I found this thread sooner. I hate the client rulers! if getting rid of it also improves game running performance, woooot!
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Re: Modification of EBBS: Increase scroll speed
I take it if you make routine use of client rulers (I do, every settlement I take starts out with typeIV, gradually moving every 30 years to the next government phase) then this is of no use to you?
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Re: Modification of EBBS: Increase scroll speed
If this is savegame compatible, it should work to do this, doesn't it:
1. delete puppet ruler part in the script
2. play
3. insert puppet ruler part in the script
4. build type iv gov, end turn, get puppet ruler
5. delete puppet ruler part in the script
6. play
So if you don't use them much you still could have puppet rulers without losing the time benefits in most of the turns. Do i assume right?