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  1. #1
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: Realist Movement Mod

    Quote Originally Posted by Atraphoenix View Post
    if the aging was not hardcoded with winter I would mod a monthly script but if you mod monthly system you will have 11 summer months and 1 winter month so I gave up it.
    that would explain Zhanguo TW 1.7-they have 12 month a year turns, and only one (december) is winter.
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

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  2. #2
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Realist Movement Mod

    Quote Originally Posted by Ibrahim View Post
    that would explain Zhanguo TW 1.7-they have 12 month a year turns, and only one (december) is winter.
    if someone had helped me with months I could make a script with monthly turn easily.
    it is quite easy in fact with script generators. but with generator it will says just summer for 11 month.



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  3. #3
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: Realist Movement Mod

    Quote Originally Posted by Atraphoenix View Post
    if someone had helped me with months I could make a script with monthly turn easily.
    it is quite easy in fact with script generators. but with generator it will says just summer for 11 month.
    as I said, there is only one winter, and 11 summers, sping, and fall months in Zanguo. i.e there isn't much you can do.
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

    tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!

    "We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode " -alBernameg

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    Guest Azathoth's Avatar
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    Default Re: Realist Movement Mod

    Thanks, Atra, but I feel kind of embarrassed for not noticing it in the first post.

  5. #5
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Realist Movement Mod

    No problem mate we are here to help



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  6. #6

    Default Re: Realist Movement Mod

    There is another considerable drawback for the 12tpy system: the population growth rates would get way out of hand.

    Now, the engine only really knows two seasons, right? The rest is represented by traits of the family members, that change every season. Is it possible to add in a similar way a building to each town, which represents the effect of the season on the population of the city. In the winter months, for example this could be a massive population growth penalty, signifiing the large mortality in those months.

    However, it must be possible to script these "buildings" to change every month/season, just like the character's traits.
    I don't have any knowlegde on scripting, so I can't assess if this is possible.
    Last edited by podoh; 11-07-2009 at 16:08.
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  7. #7

    Default Re: Realist Movement Mod

    Wow.

    Anybody ever notice how this mod literally brings the slave factions to life? Their armies ally to defend one another against aggressors and ACTIVELY ATTACK OTHER FACTIONS! Never ever seen that. They wiped out the Saba in the first 10 turns.

  8. #8
    EB on ALX player Member ziegenpeter's Avatar
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    Default Re: Realist Movement Mod

    Does anyone know what distance an army could march in 3 or 2 month? Winter/Summer?
    Because I think 12tpy is way to much, you never get the reform. But maybe we could alter 4tpy or as compromise 6tpy, but we should find out what distance the armies can march, before altering the edu arbitrairily...

    "A wise man once said: Never buy a game full price!"
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  9. #9

    Default Re: Realist Movement Mod

    First of all, Atraphoenix: sorry for using your thread/mod, but since there are some issues with it, which i´ve corrected for myself, i thought it would be apropriated to post it here, instead of making a new one. Hope you don´t mind :)
    Btw: if a (-n easier ) solution does already exists, i can delete this post anytime, if asked to.

    For those of you who might have troubles with the Realistic Movement Mod and the silver chevroned super Rebells ( not the scripted armies led by Allied Generals ):

    I´ve found the reason for the endless "Elite stack spamming" around the Alpine provinces. It´s a garrison script, located in EBBS ( found in .../EB/Data/scripts/show_me/EBBS_SCRIPT.txt ), which is written to provide those towns, usualy guarded by "Rebell superstacks", with additional garrison units. While it´s quite possible to disable those specific script entries, i´ve tried not to mess up with the engine as such, but to adjust the unit composition which will be spawned through the script.
    The main issue, early in the game, is settled in Eburonum garrison script, and 2 units of Neitos and Uirudusios each is created each turn, as soon as the garrison leaves the town ( due to the extended movement points ). After a year you already have near a superstack composed of those two units.
    All i´ve done was simple text editing, without changing the script art:
    - backup first; using NotePad++ or similar, not the windows text editor to not screw anything up; you can adjust the script to your gusto, as long as you know exactly what you are doing, i.e. using correct unit names from the EDU etc.; it seems save game compatible in my tests, and it should be, since the EBBS script will be activated each time you start a game.

    1. For Eburonum: replaced Neitos with Boi Swordmen, and Uirus with Gaeroas, now spawning 1 unit of each of them instead of 2. Lowered their experience from 5 chev. to 1, and armour and weapons upgrades to standard +1 from 3 resp. 2. I haven´t changed the second part of the script values for the late game, though.
    Spoiler Alert, click show to read: 
    ;EXTRA GARRISON

    monitor_event CharacterTurnEnd FactionType slave
    and Trait EburonumGovernor > 0
    and EndedInSettlement
    and GarrisonToPopulationRatio < 0.05
    and I_TurnNumber < 688
    and I_SettlementOwner Eburonum = slave
    console_command create_unit Eburonum "celtic infantry boii" 1 1 1 1
    console_command create_unit Eburonum "celtic infantry gaeroas" 1 1 1 1
    end_monitor
    Lines edited: 183009-183013

    2. For Iuvavoaeta: replaced Neitos + Uirus with Norice Gaecory + Teceitos; rest values see above ( one could put Alpine Phalanx/Short Swordmen instead, but i´ve moded the Teceitos "down", so they are now in no way a well armoured, but a levy "ap" unit, so... it´s up to you ).
    Spoiler Alert, click show to read: 
    ;EXTRA GARRISON

    monitor_event CharacterTurnEnd FactionType slave
    and Trait IuvavoaetaGovernor > 0
    and EndedInSettlement
    and GarrisonToPopulationRatio < 0.05
    and I_SettlementOwner Iuvavoaeta = slave
    console_command create_unit Iuvavoaeta "celtic infantry gaecori" 1 1 1 1
    console_command create_unit Iuvavoaeta "celtic infantry teceitos" 1 1 1 1
    end_monitor
    Lines changed: 185551-185558

    3. For Gintaro Ostan: i´ve found the Duguntiz + Karatovas ( german spearmen + baltic swordmen ) with 2 chevr. exp. quite ok, only changed their upgrades.
    Spoiler Alert, click show to read: 
    ;EXTRA GARRISON

    monitor_event CharacterTurnEnd FactionType slave
    and Trait GintarasOstanGovernor > 0
    and EndedInSettlement
    and GarrisonToPopulationRatio < 0.04
    and I_SettlementOwner Gintaras_Ostan = slave
    console_command create_unit Gintaras_Ostan "germanic infantry frameharjoz" 1 2 1 1
    console_command create_unit Gintaras_Ostan "germanic infantry karotovas" 1 2 1 1
    end_monitor
    Lines edited: 193186 to 193195


    4. For Carrodunum: Karatovas ( Baltic Swordmen ) for Celtic Swordmen, Teceitos for Lugii "ap" monsters, Karas Viras aka Baltic Frontier Men for Uirus ). Changed numbers, exp., weapons and armour to default: 1.
    Spoiler Alert, click show to read: 
    ;EXTRA GARRISON

    monitor_event CharacterTurnEnd FactionType slave
    and Trait CarrodunumGovernor > 0
    and EndedInSettlement
    and GarrisonToPopulationRatio < 0.05
    and I_SettlementOwner Carrodunum = slave
    console_command create_unit Carrodunum "germanic infantry karotovas" 1 1 1 1
    console_command create_unit Carrodunum "celtic infantry teceitos" 1 1 1 1
    console_command create_unit Carrodunum "germanic infantry karas viras" 1 1 1 1
    end_monitor
    Lines edited: 188101-188109


    Now, the Boii Rebells still become 1 unit of Boii Swordmen + 1 unit of Gaeroas scripted each turn as soon as the garrison has left the settlment, but those two unit parties ain´t a real threat to anyone, untill they gather into a full stack; but even then they are a beatable, though still quite tough, unit composition ( perhaps because i´ve upped short sword lethality a bit ).

    I haven´t noticed other towns "scripting" units at all, tbh., it was only Eburonum. Life for Sweboz can still be quite tough: since i was testing, i didn´t scout enough, and lost my FL + FH alltogether with my capital, lol. My campaign was quite interesting, with unexpected attacks and ambushes; i had to retake Gwjam Silengoz 3 times from the "Boii", and then from Baltic Rebells, iirc ( no walls...o0 ).

    The changes are too easily made not to be able to edit the text yourself, and btw. to learn about the engine a little bit, imo, so i´m not uploading any files; it´s not my mod anyway, just some suggestions ).
    - 10 mov. points :P

  10. #10

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