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    Default Re: A Little Help Please

    Firts of all, back up any files before you change them.

    Disable the SPQR ability to produce fleets. IMHO, it's more than enough that the other three Roman factions spam fleets at a prodigious rate without adding Senate fleets.......
    Go to export_descr_buildings.txt, and fine the "port_buildings" tree, and make the changes highlighted in bold (ie replace "roman", that allows recruitment for all roman factions, with the names of the 3 specific factions):
    Spoiler Alert, click show to read: 
    Code:
    building port_buildings
    {
        levels port shipwright dockyard 
        {
            port requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } 
            {
                capability
                {
                    recruit "naval boats"  0  requires factions { barbarian, } 
                    recruit "naval biremes"  0  requires factions { carthaginian, } 
                    recruit "naval biremes"  0  requires factions { eastern, } 
                    recruit "naval biremes"  0  requires factions { egyptian, } 
                    recruit "naval biremes"  0  requires factions { greek, } 
                    recruit "naval biremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, }
                    trade_fleet 1 ;trade_base_income_bonus bonus 1
                }
                construction  2 
                cost  800 
                settlement_min large_town
                upgrades
                {
                    shipwright
                }
            }
            shipwright requires factions { barbarian, carthage, eastern, parthia, egyptian, greek, roman, } 
            {
                capability
                {
                    recruit "naval boats"  0  requires factions { barbarian, } 
                    recruit "naval large boats"  0  requires factions { barbarian, } 
                    recruit "naval biremes"  0  requires factions { carthaginian, } 
                    recruit "naval triremes"  0  requires factions { carthaginian, } 
                    recruit "naval biremes"  0  requires factions { eastern, } 
                    recruit "naval triremes"  0  requires factions { eastern, } 
                    recruit "naval biremes"  0  requires factions { egyptian, } 
                    recruit "naval triremes"  0  requires factions { egyptian, } 
                    recruit "naval biremes"  0  requires factions { greek, } 
                    recruit "naval triremes"  0  requires factions { greek, } 
                    recruit "naval biremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, }
                    recruit "naval triremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, }
                    trade_fleet 2 ;trade_base_income_bonus bonus 2
                }
                construction  3 
                cost  1600 
                settlement_min city
                upgrades
                {
                    dockyard
                }
            }
            dockyard requires factions { carthage, eastern, parthia, greek, roman, } 
            {
                capability
                {
                    recruit "naval boats"  0  requires factions { barbarian, } 
                    recruit "naval large boats"  0  requires factions { barbarian, } 
                    recruit "naval biremes"  0  requires factions { carthaginian, } 
                    recruit "naval triremes"  0  requires factions { carthaginian, } 
                    recruit "naval quinquiremes"  0  requires factions { carthaginian, } 
                    recruit "naval biremes"  0  requires factions { eastern, } 
                    recruit "naval triremes"  0  requires factions { eastern, } 
                    recruit "naval quinquiremes"  0  requires factions { eastern, } 
                    recruit "naval biremes"  0  requires factions { egyptian, } 
                    recruit "naval triremes"  0  requires factions { egyptian, } 
                    recruit "naval quinquiremes"  0  requires factions { egyptian, } 
                    recruit "naval biremes"  0  requires factions { greek, } 
                    recruit "naval triremes"  0  requires factions { greek, } 
                    recruit "naval quinquiremes"  0  requires factions { greek, } 
                    recruit "naval biremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, }
                    recruit "naval triremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, }
                    recruit "naval quinquiremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, }
                    trade_fleet 3 ;trade_base_income_bonus bonus 2
                }
                construction  5 
                cost  3200 
                settlement_min large_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }








    Remove the ports in the Red Sea and Caspian Sea so the Parthians and Egyptians stop spamming useless fleets that do nothing but become a drain on their economy.
    A different (slightly more complicated) approach, that will allow you to keep the ports, but just disable ships being trained there:

    Go to world/maps/base/descr_regions.txt, and find the entries for the regions: Tribus_Alanni, Tribus_Sakae, Atropatene, Nabataea, Sinai, Middle_Egypt, Thebais. The sixth line of each entry is the resources section for the region. Add "no_ship" to the end of those regions' entries, so that they look like this:

    Spoiler Alert, click show to read: 
    Code:
    Atropatene
    	Phraaspa
    	parthia
    	Medes
    	61 239 246
    	slaves, no_ship
    	5
    	4


    When you're done, save the file, exit and delete the map.rwm file you'll see in your base' folder.

    Now go to export_descr_buildings. Near the top there's a line that starts with "hidden_resources". At the end of this line add the hidden resource you just introduced, no_ship, so that the line looks like this:

    Spoiler Alert, click show to read: 
    Code:
    hidden_resources sparta rome italy no_ship


    Then, go to the "port_buildings" tree again, and at the end of the every line that allows ship recruitment add "and not hidden_resource no_ship", so that your recruitment lines look like this:

    Spoiler Alert, click show to read: 
    Code:
    building port_buildings
    {
        levels port shipwright dockyard 
        {
            port requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } 
            {
                capability
                {
                    recruit "naval boats"  0  requires factions { barbarian, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { carthaginian, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { eastern, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { egyptian, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { greek, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, } and not hidden_resource no_ship
                    trade_fleet 1 ;trade_base_income_bonus bonus 1
                }
                construction  2 
                cost  800 
                settlement_min large_town
                upgrades
                {
                    shipwright
                }
            }
            shipwright requires factions { barbarian, carthage, eastern, parthia, egyptian, greek, roman, } 
            {
                capability
                {
                    recruit "naval boats"  0  requires factions { barbarian, }  and not hidden_resource no_ship
                    recruit "naval large boats"  0  requires factions { barbarian, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { carthaginian, }  and not hidden_resource no_ship
                    recruit "naval triremes"  0  requires factions { carthaginian, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { eastern, }  and not hidden_resource no_ship
                    recruit "naval triremes"  0  requires factions { eastern, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { egyptian, }  and not hidden_resource no_ship
                    recruit "naval triremes"  0  requires factions { egyptian, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { greek, }  and not hidden_resource no_ship
                    recruit "naval triremes"  0  requires factions { greek, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, } and not hidden_resource no_ship
                    recruit "naval triremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, } and not hidden_resource no_ship
                    trade_fleet 2 ;trade_base_income_bonus bonus 2
                }
                construction  3 
                cost  1600 
                settlement_min city
                upgrades
                {
                    dockyard
                }
            }
            dockyard requires factions { carthage, eastern, parthia, greek, roman, } 
            {
                capability
                {
                    recruit "naval boats"  0  requires factions { barbarian, }  and not hidden_resource no_ship
                    recruit "naval large boats"  0  requires factions { barbarian, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { carthaginian, }  and not hidden_resource no_ship
                    recruit "naval triremes"  0  requires factions { carthaginian, }  and not hidden_resource no_ship
                    recruit "naval quinquiremes"  0  requires factions { carthaginian, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { eastern, }  and not hidden_resource no_ship
                    recruit "naval triremes"  0  requires factions { eastern, }  and not hidden_resource no_ship
                    recruit "naval quinquiremes"  0  requires factions { eastern, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { egyptian, }  and not hidden_resource no_ship
                    recruit "naval triremes"  0  requires factions { egyptian, }  and not hidden_resource no_ship
                    recruit "naval quinquiremes"  0  requires factions { egyptian, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { greek, }  and not hidden_resource no_ship
                    recruit "naval triremes"  0  requires factions { greek, }  and not hidden_resource no_ship
                    recruit "naval quinquiremes"  0  requires factions { greek, }  and not hidden_resource no_ship
                    recruit "naval biremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, } and not hidden_resource no_ship
                    recruit "naval triremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, } and not hidden_resource no_ship
                    recruit "naval quinquiremes"  0  requires factions { romans_julii, romans_scipii, romans_brutii, } and not hidden_resource no_ship
                    trade_fleet 3 ;trade_base_income_bonus bonus 2
                }
                construction  5 
                cost  3200 
                settlement_min large_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }






    As a side note....how does one go about removing Pharaohs Bowmen & Pharaohs Guards from Eggie troop availability? They are overpowered as it is and some balance with the Selkies in the ME is in order, IMHO.......
    Again, export_descr_buildings.txt, go to the barracks building tree and find the recruitment lines for "egyptian elite guards" and outcomment those lines by adding a semicolon at their front, like this:

    Spoiler Alert, click show to read: 
    Code:
                    recruit "egyptian infantry"  0  requires factions { egyptian, } 
                    ;recruit "egyptian elite guards"  0  requires factions { egyptian, } 
                    recruit "greek hoplite militia"  0  requires factions { greek, }

    Do that for all barracks levels where the unit is available.
    Then go to the "missiles" building tree and do the same for "egyptian archer elite".

    Spoiler Alert, click show to read: 
    Code:
                    recruit "egyptian archer"  0  requires factions { egyptian, } 
                    ;recruit "egyptian archer elite"  0  requires factions { egyptian, } 
                    recruit "egyptian onager"  0  requires factions { egyptian, }


    That's it, save, exit, and enjoy.
    Last edited by Aradan; 02-16-2010 at 14:35.

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