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Thread: MTW Viking Expansion Revisited - Help With Belated Mod?

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  1. #1
    Needs more flowers Moderator drone's Avatar
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    Default Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    Quote Originally Posted by OldMan View Post
    I do have a problem, though ... My Welsh generals are coming out with 0 to 2 loyalty. I have built and built, and I have expanded my kingdom from 1 piddly little provence ... I have trade routes stretching from Wales to Finland to Naples ... but no loyalty and no influence.

    Is there a way to alter this? I mean, I don't want my Welsh generals to have absolute loyalty, of course, so I don't want a huge change. But as I seem to be doing what works for other factions and I have no general loyalty ....
    What is the Welsh king's influence? A low influence is the main factor for low loyalty.
    Quote Originally Posted by OldMan View Post
    When you say "Faction AI's" are you referring to when to build what, that's in the prodfiles? Or, are you fixing to introduce me to a new file ...
    The AI strategy a faction will use is declared in the startpos file (VikingsInc.txt for your mod). The "SetBehaviour::" line will determine the campaign map strategy the AI will apply to a faction. This will determine how aggressive a faction is, and how the faction will focus it's economy. You probably copied the VI faction behaviours to your mod, which might not be the best fit for the larger map/campaign. The unit_prod file (column 15) has weights used to determine recruiting chances (don't ask me how they work exactly though) based on the AI type. The build_prod file (column 10) has the same weighting for buildings.
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  2. #2

    Default Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    Well, then I need to build my King's influence somehow ....

    Well, the added factions are expanding, making alliances, attacking, defending ... In fact, the Welsh, Irish and Mercians tend to gang up on poor England and eliminate them ... For running crusades, I'm not sure about that one yet, as few crusades have been declared by anybody. I think this has to do with Europe being so crowded that they are not developing very quickly. Lots of economical and conflict issues goes on, and when you're going broke and in a war with your neighbors, that might not be the best time to launch a crusade. (I wouldn't). The English have finally done so in this current game, and in this current game, they are growing. None of my new/added factions have done so yet; but they are probably struggling economically. A few factions have been eliminated, so we'll see in time as the game plays out. I'll run a few more test games and see if their personalities need adjusted.

    My King's influence?

    An embarassing 3.

  3. #3
    Needs more flowers Moderator drone's Avatar
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    Default Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    Quote Originally Posted by OldMan View Post
    My King's influence?

    An embarassing 3.
    That will do it.

    The Irish and Mercians are expansionist AIs, with so little room on the British Isles it's no surprise the English tend to get bumrushed. For crusades, did you add the new factions to the Chapter House faction field in the build_prod?

    You can use the -ian switch to change factions during a game, to see how they are progressing and what their focus is. You can also use it to run the game automatically (without a human player), which lets you do several campaigns quickly while observing how everything balances out.
    The .Org's MTW Reference Guide Wiki - now taking comments, corrections, suggestions, and submissions

    If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
    Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat

    "Why do you hate the extremely limited Spartan version of freedom?" - Lemur

  4. #4

    Default Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    How do I throw that -ian switch?

  5. #5

    Default Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    Thanks a lot for your help. After 3 years working on this, I finally have it done. Now, it's just a matter of ironing out the kinks.

  6. #6

    Cool IAN switch found, never lost

    Figured out the -ian switch. Must be missing something, though. Can only see factions 1 through 10. Is there a way to see more? I read somewhere else that I won't be able to switch between all the ones I have. But can I switch between more than 10?

    And I looked closely for a way to add new historical events. All I find are labels. I don't find anywhere to put in dates, pictures, sounds. So I guess it's hardwired in the program?

  7. #7
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    Default Re: IAN switch found, never lost

    You can access factions 1-10 (in order declared in the startpos file) by using 1, 2, 3, ... 0. To access factions 11-20, you use Shift+1, Shift+2, etc. I can't remember how to get factions 21-30, maybe Ctrl+?

    The historical events are hard-coded in, unfortunately. I believe total conversion mods have to avoid the time-frame to prevent the Golden Horde from showing up...
    The .Org's MTW Reference Guide Wiki - now taking comments, corrections, suggestions, and submissions

    If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
    Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat

    "Why do you hate the extremely limited Spartan version of freedom?" - Lemur

  8. #8

    Default Re: IAN switch found, never lost

    Thanks.

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