Poll: How should the realist movement be?

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Thread: Monthly Turns or Increased movements?

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  1. #1
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Jul 2008
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    Default Re: Monthly Turns or Increased movements?

    I have made the script with 12 turns but did not adapted reforms, EDU, EDB, etc.
    so just making EBBS with 12 TPY is not enough though is the easiest part for me...
    EDU is more important for me,
    I still defend levies should have no recruitment time and elites should at least be 12 or 3 T to recruit.
    as we have no common solution, just changing TPYears makes EB more problematic..

    here is last part of my untested script that was abandoned :

    console_command date 14
    console_command season summer
    while I_TurnNumber = 3429
    suspend_unscripted_advice true
    end_while

    console_command date 14
    console_command season summer
    while I_TurnNumber = 3430
    suspend_unscripted_advice true
    end_while

    console_command date 14
    console_command season winter
    while I_TurnNumber = 3431
    suspend_unscripted_advice true
    end_while

    end_script
    o, yes 3451 TURNS!
    Last edited by Atraphoenix; 11-04-2009 at 00:38.



    My Submods for EB
    Spoiler Alert, click show to read: 
    My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finished
    History is written by the victor." Winston Churchill

  2. #2

    Default Re: Monthly Turns or Increased movements?

    Quote Originally Posted by Atraphoenix View Post
    I have made the script with 12 turns but did not adapted reforms, EDU, EDB, etc.
    so just making EBBS with 12 TPY is not enough though is the easiest part for me...
    EDU is more important for me,
    I still defend levies should have no recruitment time and elites should at least be 12 or 3 T to recruit.
    as we have no common solution, just changing TPYears makes EB more problematic..
    Yeah, I figured it wouldn't be easy. I'd want it to work with all the mods I play with (mini-mod, optional mods, your mods). Perhaps the building times could be similar to how Maksimus's mod is. I wouldn't mind levies/crappy-units being no time. But good units would need to be 3 turns? I'm not for sure which other files would need to be edited, probably a couple. Still, it would be a sweet mod.

    I thought about just going with your increased movement mod, but I just can't justify having such a huge movement increase and not being able to intercept an army.

    3451 turns? Hehe, I would like that.

    gl with no smoking, it really is a nasty habit, your better off.
    Last edited by applebreath; 11-04-2009 at 00:43.
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

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