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Thread: Casualty Healing/Recovery rates...

  1. #1
    Not at all like my Avatar Member gamerdude873's Avatar
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    Default Casualty Healing/Recovery rates...

    Hi

    I was wondering if there was anything I could do to to modify the rate at which casualties recover. I'm sick of having a bunch of guys dieing and having only a handful get better. I know with doctors and stuff you can boost that rate, but i want to increase the basic rate. Is this possible? Or is it hard coded in the AI?

    (BTW I play Europa Barbarorum, and my RTW vanilla version is 1.5 becuase of that. I don't have Barbarian Invasion, if any of that is important.)

    Plz respond and ty
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  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    Sorry I'm pretty sure that's hard coded, so all you could do is adjust leaders traits / ancillaries, so you have more characters with a positive BattleSurgery effect.

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    Bassist, God and Modder Member Thor the Bassist's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    It may be possible with scripting though I dont know how to script at all?

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    Member Member Horseman's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    You could always add a trait (hidden maybe) that gives a boast and make it 100% chance at birth so that all family members get it.

    This of course wont help captain led armies

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    Not at all like my Avatar Member gamerdude873's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    Most of my armies aren't lead by captains anyways. How would you add a trait like that? I have experience modding, but it's not extensive and i've never personally modded RTW.
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  6. #6

    Default Re: Casualty Healing/Recovery rates...

    You can't do it with scripting - the replenish_units command needs a general's name as a parameter.

    A trait with a high Effect BattleSurgery value seems like the easiest solution. For example, something like this...

    In export_descr_character_traits, add:
    Code:
    Trait HealingTouch
    	Characters family
    
    	Level HealingTouchLevel1
    		Description HealingTouch1_desc
    		EffectsDescription HealingTouch1_effects_desc
    		Threshold 1
    
    		Effect BattleSurgery 50
    
    	Level HealingTouchLevel2
    		Description HealingTouch2_desc
    		EffectsDescription HealingTouch2_effects_desc
    		Threshold 5
    
    		Effect BattleSurgery 60
    
    	Level HealingTouchLevel3
    		Description HealingTouch3_desc
    		EffectsDescription HealingTouch3_effects_desc
    		Threshold 10
    
    		Effect BattleSurgery 70
    Then, in the triggers section, add (fixed):
    Code:
    Trigger HealingTouchTrigger
        WhenToTest PostBattle
    
        Condition isGeneral
                and CharacterIsLocal
                and WonBattle
                
        Affects HealingTouch 1 Chance 100
    In text\export_VnVs.txt, add (fixed):
    Code:
    {HealingTouch1}Healing Touch 1
    {HealingTouch1_desc}	Healing Touch, level 1
    {HealingTouch1_effects_desc}	Heals 50% of casualties
    {HealingTouch1}Healing Touch 2
    {HealingTouch2_desc}	Healing Touch, level 2
    {HealingTouch2_effects_desc}	Heals 60% of casualties
    {HealingTouch1}Healing Touch 3
    {HealingTouch3_desc}	Healing Touch, level 3
    {HealingTouch3_effects_desc}	Heals 70% of casualties
    Sorry, I always have a ton of bugs when I write code off the top of my head, without checking syntax :)
    Last edited by HouseOfHam; 06-14-2008 at 15:29.
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  7. #7

    Default Re: Casualty Healing/Recovery rates...

    On a releated note, there seems to be a significant difference depending on whether the casualties were a result of missile fire or melee. Anybody has solid data on that?

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  8. #8

    Default Re: Casualty Healing/Recovery rates...

    No solid data, just observations. In general, it seems like wounds inflicted by missile weapons are easier to heal. It might have something to do with the amount of damage produced by the attack. Actually, that makes sense, since most units armed with missile weapons have lower damage.
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  9. #9

    Default Re: Casualty Healing/Recovery rates...

    Not sure, even against peasants, wounds will not heal easily, while they do against "elite" archers. Where's a CA Dev when you need one...

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    Not at all like my Avatar Member gamerdude873's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    Thanks for the help i've been a little busy the past few days... so i'll try it out now
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    Not at all like my Avatar Member gamerdude873's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    BTW what does "CharacterIsLocal" trigger do? THe rest is self explanantory but does this mean that he has to be in your territory?
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  12. #12

    Default Re: Casualty Healing/Recovery rates...

    Quote Originally Posted by gamerdude873 View Post
    BTW what does "CharacterIsLocal" trigger do? THe rest is self explanantory but does this mean that he has to be in your territory?
    Belongs to the faction controlled by the player - the same also applies to all other conditions containing the word Local
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    Not at all like my Avatar Member gamerdude873's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    Ahhh that helps.

    Oh and I tried to modify the Character trait, and now the game crashes when i load the save. And i loaded multiple saved games, so i know it's not just my game. I'll keep playin with it, but are there any ideas in the meantime about the topic or better yet, how to fix the crash?
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    Not at all like my Avatar Member gamerdude873's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    Wait do i need to use a special editor for this, cause i just cut an pasted. I don't have a ton of experience with this stuff so bear with me...

    If i do then that might explain the crash.
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    Not at all like my Avatar Member gamerdude873's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    NVM i have new problem now after i've solved this one (i used notepad++ to fix). Now, i got the game loaded and fought a battle, and now all my generals have hundreds of traits that they should not have. Like "Revenge agaisnt the Sabeans". (i've never fought them!) and whole crudload of really bad traits, but not healing touch. Any Ideas that might help are welcome!!!

    (RLLY welcome)
    Suppose you were an idiot. Suppose you were a member of Congress. But I repeat myself. - Mark Twain

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  16. #16
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    Traits are generally not save game compatible, if you want any shot of the change being save game compatible, add the new trait to the bottom of the trait list, the trigger can go anywhere, as can the descriptions in export_VnV. As an aside there are a couple of mistakes in the trait code above, the trigger is incorrect, as the affects line isn't correctly formed, also you are missing the level name entries for the three levels.

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  17. #17
    Death and Glory TW modder Member Flying Pig's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    I think there's a bonus for heroic units that kill a lot and lose a few - they regenerate a lot more. I think.
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    Default Re: Casualty Healing/Recovery rates...

    Quote Originally Posted by Squid View Post
    Traits are generally not save game compatible, if you want any shot of the change being save game compatible, add the new trait to the bottom of the trait list, the trigger can go anywhere, as can the descriptions in export_VnV. As an aside there are a couple of mistakes in the trait code above, the trigger is incorrect, as the affects line isn't correctly formed, also you are missing the level name entries for the three levels.
    Fixed.
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  19. #19
    Not at all like my Avatar Member gamerdude873's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    I thought some parts of that script looked kinda funky when i compared it to the other scripts. Thanks a bunch guys, i'll go implement it and check it out. I'll start a new game and see if that fixes the wierd traits issue too...
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  20. #20
    Not at all like my Avatar Member gamerdude873's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    ARGGGHHHH.....

    I followed all the suggestions... The trait works now for my saved game (the only thing is that it doesn't send me a message saying that he got it...not important though). My trouble is that i can't start a new game at all. I get another CTD...

    THis isn't a huge issue at the moment, but it would be nice to fix it now ahead of time. THanks.

    (I feel like i'm playing a sick and twisted version of "Wack a Mole" right now. One thing fixed, another breaks!)
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  21. #21
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    To get the message you do need to add a line to the level/s you want the message for eg:
    Code:
    	Level HealingTouchLevel1
    		Description HealingTouch1_desc
    		EffectsDescription HealingTouch1_effects_desc
                    GainMessage HealingTouch1_gain_desc
    		Threshold 1
    and
    {HealingTouch1_gain_desc} Message blurb............
    in the text file

    If you can't start a new campaign I'd suspect a problem in descr_strat, check any changes you made in that.
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  22. #22
    Not at all like my Avatar Member gamerdude873's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    Where the heck do you put this? You didn't exactly say, and i can't find where it might go:

    "{HealingTouch1_gain_desc} Message....."

    and whats the file path for "descr_strat"? I can't find that either...

    Sorry, but like i said, i'm still learning the ropes for this.

    (And just a reminder... I'm using Europa Barbarorum incase any1 missed that in first post)
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  23. #23
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    Search is your fried, search the EB directory to find descr_stat, and the gain message goes in the same place as all the other messages.

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  24. #24
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    oh well, if you hadn't found descr_strat.txt before (in .../data/world/maps/campaign/campaign_name...)
    then you can't have made an error in it!

    Did you remove any old traits while you were doing this? Note also that the trigger can go anywhere in the trigger section at the bottom of the traits file. But don't put a trigger in amongst the traits or you'll stop the traits below it being read (If it accepts it at all).
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    Not at all like my Avatar Member gamerdude873's Avatar
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    Default Re: Casualty Healing/Recovery rates...

    hmm well it seems to have worked itself out... for now.

    I got the message system working more or less.

    Oh well Ty every1 and thanks 4 help!
    Suppose you were an idiot. Suppose you were a member of Congress. But I repeat myself. - Mark Twain

    I may be drunk Miss, but you're ugly. In the morning I'll be sober, and you'll still be ugly. -Winston Churchill

  26. #26

    Default Re: Casualty Healing/Recovery rates...

    hi all, will battlesurgery work with rtw.exe? and how can i enable it on computer controlled factions and to the loosing side as well..

    will this work?

    Trigger HealingTouchTrigger
    WhenToTest PostBattle

    Condition isGeneral
    and CharacterIsLocal
    and CharacterIsNotLocal
    and WonBattle
    and LooseBattle

    Affects HealingTouch 1 Chance 100

  27. #27

    Default Re: Casualty Healing/Recovery rates...

    First of all, this trigger will never work, because a battle can't be won and lost at the same time (there is no "or" operator on the engine, you'd have to use different triggers). Secondly, even if it is triggered, it will not "activate" the trait at that time and heal soldiers, it will just give the trait to the general. And finally, it's hardcoded afaik that the losing side cannot heal its casualties. AI-controlled factions can take the trait too, of course if you don't put a "CharacterIsLocal" condition in the trigger.

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  28. #28

    Default Re: Casualty Healing/Recovery rates...

    yea, thats what i was thinking.. i should have seperated the two conditions to make it clearer, eheh.. and too bad if it wont work with the loosing side though..

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