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Thread: Way To Many Armies !!!!

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  1. #1
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Way To Many Armies !!!!

    Quote Originally Posted by roastedpekingduck View Post
    Which file can I find the recruitment costs in?
    They're in the [Your M2TW folder]\mods\EBII\data\export_descr_unit.txt, in the stat_cost line.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  2. #2

    Default Re: Way To Many Armies !!!!

    So I'm trying to come up with a way to just multiply the recruitment costs in export_descr_unit.txt. With two recruitment costs and the comma separation between the recruitment and upkeep costs, how would one multiply just the recruitment costs on all the stat_cost lines?

    I am sure that team_kramnik did not just edit the lines one by one.

  3. #3
    Terrible Tactician Member Shadowwalker's Avatar
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    Default Re: Way To Many Armies !!!!

    I always do it that way. Maybe I'm just stupid but I never found a way to tell the file to just increase the recruitment cost automatically. So I usually spend 2 hours on manual editing.

    By the way: just increasing the recruitment costs does nothing significant to change the number of units/stacks the AI factions field.

    I did a test campaign with Saba and tripled the recruitment costs, while not touching anything else (left the number of available units, upkeep, AI money script etc all unchanged).

    The only consequences of this are two things:

    (1) Smaller factions (especially all the one-province factions) need longer to do anything, if they do anything at all and get destroyed by the larger factions even more easily.

    (2) The AI generally needs more time to build up the first full stacks.

    But once you're 200+ turns into the campaign the situation is the same as if you didn't change anthing, just with the difference that you have less factions alive and those factions are a bit larger usually (given they were large at campaign start - i.e. Qart-Hadasht, Rome, Seleukids etc).

    I have little time at the moment, I'll get back to this topic later and share what I found out in the last weeks. :)
    Last edited by Shadowwalker; 10-19-2014 at 08:39.
    Finished EB Campaigns: Kart-Hadast 1.0/1.2 | Pontos 1.1 | Arche Seleukeia 1.2 | Hayasdan 1.2 | Sab'yn 1.2 | Makedonia 1.2 (Alex)
    Lost Campaigns (1.2, Alex. exe): Getai | Sab'Yn
    Ongoing campaigns (1.2): SPQR (110 BC) | Sab'yn (217 BC) | Pontos (215 BC)
    from Populus Romanus

    "The state of human ethics can be summarized in two sentences: We ought to. But we don't." (Tucholsky)

  4. #4

    Default Re: Way To Many Armies !!!!

    Thanks for checking that out, Shadowwalker. Perhaps unit costs and upkeep both need to be stepped up? My feeling is that eventually, because of hardcoded AI behavior, the AI will always prioritize units even when not financially feasible in the long-term.

    Man, I'm sure there has to be a clever regexp that pulls it off in Vim. I have just not been able to factor in the commas in the regexp.
    Last edited by roastedpekingduck; 10-19-2014 at 22:24.

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