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Thread: Strong future enemies for Makedonia

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  1. #1

    Default Re: Strong future enemies for Makedonia

    Thank you for your recommendation but can you tell me how to do that ;_;? Last night I fast fowarded the campaign to see how the AI progressed and Rome again got kicked by Carthage.

    Anyway can anyone advise me on the steppe factions? Any recommendation is appreciated!

  2. #2

    Default Re: Strong future enemies for Makedonia

    Here's what I *think* you have to do - I'm about to try the same myself, so any confirmation from expert modders is much appreciated!
    • Edit the file export_descr_unit.txt (often abbreviated "EDU") in the EB\Data\ folder of your installation
    • Search through it for all the legion entries (easiest way is to search on "legion")
    • Change the line in each legion entry that reads "stat_health 1, 1" into "stat_health 1, 2"
    • Voila, the legions will now rule in auto-resolved battles

    If you're using the Trivial Script shortcuts, I think you have to change the copy of export_descr_uni.txt in the EB\sp game edu backup\ folder instead, because every time the game starts it copies whatever is in there to overwrite the copy in EB\Data\.

    And before you do anything, MAKE A BACKUP COPY OF ANY FILE YOU EDIT. Just in case :)

  3. #3

    Default Re: Strong future enemies for Makedonia

    Thanks FriendlyFire, I followed your instructions and it worked well. It should be "stat_health 2, 1" though.

  4. #4

    Default Re: Strong future enemies for Makedonia

    stat_health 2,1 means the units become 2 hitpoints. The secondary hitpoint after the comma is normaly used for mounted units, afaik, therefore it is usefull for the horse archers in autoresolving. Granting units two standard hitpoints makes them kind of "uber" unit like Gaesatae. You should have fun fighting Roman legions, though^^
    - 10 mov. points :P

  5. #5

    Default Re: Strong future enemies for Makedonia

    Does anyone know how to make Roman AI stop spamming useless Vigiles? I've tried raising their recruitment cost and turn but it made few change. Shouldn't they be recuiting principes/triarii instead?

  6. #6

    Default Re: Strong future enemies for Makedonia

    The AI loves quality, but also quantity. Preferably both in one unit, like Elite Phalangitai, and Vigiles got 60 men in a unit
    You could make Vigiles 2 or even 3 turn to recruit, just change the bottom line entry in the EDU: stat_cost 1, 1121, 280, 50, 70, 1121
    You also can lower their stats compared to the biggest next unit the Romani would recruit, perhaps the attack stats, since the "light_spear" attribute is good enough to deal with cavalry, but the value of 11 makes them unproportional stronger against infantry ( i lowered all "light spear" units by "4", btw. ) Since the AI is set to recruit specific type of troops, Romans are mostly "infantry" heavy faction, the Vigiles might appear to them as a good alternative to other light troops available to them, i´d guess, cost effectiv or kind of to spam them like Gauls love their levies.
    - 10 mov. points :P

  7. #7

    Default Re: Strong future enemies for Makedonia

    Thanks a lot vollorix!

  8. #8

    Default Re: Strong future enemies for Makedonia

    Quote Originally Posted by FriendlyFire View Post
    • Edit the file export_descr_unit.txt (often abbreviated "EDU") in the EB\Data\ folder of your installation
    • Search through it for all the legion entries (easiest way is to search on "legion")
    • Change the line in each legion entry that reads "stat_health 1, 1" into "stat_health 1, 2"
    • Voila, the legions will now rule in auto-resolved battles
    A few followups to this: it's better to search for "cohort" than "legion", else you miss one entry. Or just scroll through it and check manually. As vollorix noted, I think "stat_health 2,1" will give you Galatian-wildmen-style legions, hard to kill in onscreen battles, whereas "stat_health 1,2" makes them hard to kill in autoresolve battles, which is what I was after. And finally, another alternative to fixing the vigiles problem is apparently to just remove every mention of them from the export_descr_buildings.txt file. I'm about to try this myself, as the Romans are still creating stacks that are about half vigiles.

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