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  1. #1

    Default Re: A quick question from a modding newbie...

    Thanks for the extra ideas.

    I'm playing Greece, VH/M with the changes I listed above and this is more like it! I've had to work right from turn 1, work like a mad thing just to hold on to what I have. I just encountered an absolutely massive, well balanced Carthaginian army, the Scipii keep tossing triarii and principes at me along with the usual hastati, and the Macedonians are showering me liberally in assorted cavalry. It’s now summer 264BC; I'm only just barely managing to hang on to everything, and my money is spent the instant I get it. My armies are battered and really in need of refitting as they consist mostly of exhausted, beat up hoplites and my assorted general’s cavalry units. I need more navies, and the ones I do have are barely still afloat. If I lose even 1 battle now I think my game is effectively over. I’m being blockaded and besieged in at least one place each turn.

    I'm one happy frog

    I do need to capture/scout out some cities and distant armies just to see how the AI is doing with regards to troop types overall and population growth. Hehe, I can't even afford to build the prerequisites for spy production.
    Last edited by frogbeastegg; 02-16-2005 at 17:22. Reason: spelling
    Frogbeastegg's Guide to Total War: Shogun II. Please note that the guide is not up-to-date for the latest patch.


  2. #2
    Member Member afrit's Avatar
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    Default Re: A quick question from a modding newbie...

    Seems like you are having a good challenge !!

    I am eager to learn how your middle game turns out. I am also working on a mod that makes the game more challenging, but without the major overhaul of RTR or SPQR mods.

    I still worry that most mods make the early game harder, but once you conquer your immediate neighbor(s), you get back to the inevitable win syndrome. I want a mod that keeps me working for a 100 years!
    Last edited by afrit; 02-16-2005 at 22:23.
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  3. #3
    Member Member Razor1952's Avatar
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    Default Re: A quick question from a modding newbie...

    Another solution maybe is to make peons only recruitable a la ZOR(zone of recruitment) or really reverse ZOR. Peons( and militia) are only recruitable OUTSIDE your core cities. That means the ai can't build them till it has conquested other factions/rebels.
    Such is life- Ned Kelly -his last words just before he was hanged.

  4. #4

    Default Re: A quick question from a modding newbie...

    I read most of these posts (skipped some however). But I would like to help. If you want to help the AI (particularly early in the game and with Pop. growth) then you can do what you said by upping pop. growth of buildings and farms, etc. But, from reading your posts you also don't want them to get out of control, so you would like the bonus to disappear.

    You can do this as easily as adding a pop. growth bonus to farms and buildings. Say you wanted to up the pop. growth of level one farms to that of level three, or four or five. As already posted, you can add a line that gives the level 1 farm to that of higher levels.

    If you want that bonus to eventually disappear or get lower you can add a line that says:
    population_growth_bonus bonus -1. As you can see instead of increasing pop. growth by .5%, you can decrease it .5% simply by adding a negative number to the end of the line instead of a positive. So it basically works both ways. You can increase the bonus or decrease it. Now you can use your own judgement as to how much you want to reduce the pop. growth bonus for extra levels of farms past the first level.
    Good luck.

  5. #5
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: A quick question from a modding newbie...

    Quote Originally Posted by JeromeGrasdyke
    Note that it would be a bad thing to construct a tech tree such that non-mutually exclusive buildings contribute to farming_level or road_level; neither of these should be allowed to go above 3, which is their maximum... I'm not entirely certain how the code would react if they did. Same with weapon upgrades, or xp upgrades above 9.
    Weapon upgrades aren't a problem. Vanilla RTW, in fact, came packaged with the Pantheon of Artemis, which gives a +5 upgrade to missile weapons by itself! People have been puzzling over that, and I've heard conflicting reports of the extra +2's effect. You could get pretty close to a +9 XP bonus in standard 1.2 (+7 with a Pantheon of Epona and any +2 unit), but you couldn't reach it, and I haven't seen any mods that let you.

    As for farming_level, RTR has a temple that increases it, I think. Maybe I'll check to see if it's working, and what happens if you go over five total.

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  6. #6

    Default Re: A quick question from a modding newbie...

    As it's primarily the barbarians that struggle the most with pop growth, I added a health bonus +4 for barbarian cultures only to the base governor's building, so they get an extra 2% growth and 20% happiness. The next level town I cut this in half, and for lvl 3 towns in half again. Seems to be working so far, but needs more testing.

    I also worked out a less severe approach to bridling the AI's poor unit choices, without having to monkey about with costs and build times. I made recruiting low level units dependent on the presence of a blacksmith. For example, a level one town builds a barracks and trains militia. At level two, it upgrades the barracks and can train hastati. now in order to unlock militia for this lvl 3 barracks, it has to build a trader to unlock the balcksmith and then the blacksmith, then finally the upgraded milita. In the meantime, the only thing available to train tin town has been the hastati, so the army should be a nice mix. At level three barracks, hastati need the blacksmith to unlock them, and militia need the second level smith.

    Peasants I tried to link to farms, such that you could only recruit them in a town with maxed out farming. I thought this would incentivise the AI to build pop growth, and punish the human who wants the cehap hug garrison with some extra squalor and teething pains along the way. Alas, I couldn't get it to start a campaign with those tags in place.

    Frogg, if you want to check on the AI in your game, open RomeShell and type toggle_fow to show the map, then toggle_perfect_spy to make all factions omniscient (sp?) Hope this helps, I feel like I owe you any help I can give for all the electronic lives under my command that were saved by your guides.
    "Let us wrestle with the ineffable and see if we may not, in fact, eff it after all." -Dirk Gently, character of the late great Douglas Adams.

  7. #7
    Member Member afrit's Avatar
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    Default Re: A quick question from a modding newbie...

    COuple of questiosn for pode:
    #1. How did you give the population benefit to barbarians only?
    #2. I cannot get the toggle_perfect_spy to work for me. gives the unknown command reply. toggle_fow works fine, so does show_cursorstat. I have vanilla 1.2
    The plural of anectode is not data - Anonymous Scientist

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  8. #8
    Ashes to ashes. Funk to funky. Member Angadil's Avatar
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    Default Re: A quick question from a modding newbie...

    Quote Originally Posted by Pode
    I also worked out a less severe approach to bridling the AI's poor unit choices, without having to monkey about with costs and build times. I made recruiting low level units dependent on the presence of a blacksmith. For example, a level one town builds a barracks and trains militia. At level two, it upgrades the barracks and can train hastati. now in order to unlock militia for this lvl 3 barracks, it has to build a trader to unlock the balcksmith and then the blacksmith, then finally the upgraded milita. In the meantime, the only thing available to train tin town has been the hastati, so the army should be a nice mix. At level three barracks, hastati need the blacksmith to unlock them, and militia need the second level smith.
    Hmm... very interesting. How are you actually doing this? I tried to incorporate the presence/absence of certain buildings to the recruiting requirements of certain units (eg: recruit "unit X" requires factions { A, } and building_present_min_level B b) and I only got CTDs.

    Of course I'm a very new, very ignorant modder...

    Thanks in advance
    A.
    Europa Barbarorum. Giving history a chance.

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