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  1. #1

    Default Modding building times for siege equipment

    Anyone know if it is possible to mod the build times for siege equipment? Kind of like a presto mod but for battering rams instead of units.

    Many thanks for any help.
    Epistolary Richard's modding Rules of Cool
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  2. #2

    Default Re: Modding building times for siege equipment

    Ditto. This and modding city seige times are the two suggested workarounds so far for the seige breaking bug, so please if anyone has ideas about implementing either of them chime in in the appropriate thread.
    "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.

  3. #3
    Member Member afrit's Avatar
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    Default Re: Modding building times for siege equipment

    Hmm, just out of curiosity: anyone tried a mod with *no walls*. In other words, no starting walls, no faction able to build walls. Will the AI assault immediately? would they still "siege"?

    I am thinking about modding the game so that only a few cities have walls. May make the AI expand faster.
    The plural of anectode is not data - Anonymous Scientist

    I don't believe in superstition. It brings bad luck. - Umberto Eco

  4. #4
    Insanity perhaps is inevitable Member shifty157's Avatar
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    Default Re: Modding building times for siege equipment

    thats a cool idea. keep us posted on how that goes.

    and for siege equipment you need to change the build points required. Either lower that or give an army near infinite build points so that anything they want to build can be built in a single turn.

  5. #5

    Default Re: Modding building times for siege equipment

    Afrit, you beat me to the idea, although I hadn't read your post. I did exactly that tonight, and was most pleased with the results. After only 10 turns, every faction but Seleucid and Scythia took at least one rebel province, and several had taken multiples. In those ten turns there was only 1 siege, of a fort. Cities were assaulted every time, and the AI wasn't shy about doing it either. I don't think Seleucid will last another 10 turns. I think I'll be playing this way unitl a patch comes
    "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.

  6. #6
    Member Member afrit's Avatar
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    Default Re: Modding building times for siege equipment

    Quote Originally Posted by Pode
    Afrit, you beat me to the idea, although I hadn't read your post. I did exactly that tonight, and was most pleased with the results. After only 10 turns, every faction but Seleucid and Scythia took at least one rebel province, and several had taken multiples. In those ten turns there was only 1 siege, of a fort. Cities were assaulted every time, and the AI wasn't shy about doing it either. I don't think Seleucid will last another 10 turns. I think I'll be playing this way unitl a patch comes

    I finally got the chance to try a no walls mod. I played as SPQR and did nothing other than watch the other factions. They do expand faster and provinces change hands quicker.Egypt, Spain, Britannia, Greek Cities and Scipii did the best after 50 years of play.

    The limit on the AI expansion at that point seemed to be rebellions: Egypt could not hold onto Armenia well, and Spain had trouble keeping its German provinces. I will re-test with law/happiness bonuses.

    Problem is that without walls the human player will expand even faster. By the time the better AI factions reach a good size (around 240 BC), a good human player will have about 30+ provinces.

    @Pode,
    you seem to be tinkering with the game on similar lines to what I am interested in doing (i.e gameplay mod geared towards making the AI more challenging by tinkering with certain values). Maybe we should dedicate a thread to all the experiments/ideas done in that regard, and collaborate on a "Rome: Total Gameplay" mod.
    The plural of anectode is not data - Anonymous Scientist

    I don't believe in superstition. It brings bad luck. - Umberto Eco

  7. #7

    Default Re: Modding building times for siege equipment

    Quote Originally Posted by shifty157
    and for siege equipment you need to change the build points required. Either lower that or give an army near infinite build points so that anything they want to build can be built in a single turn.
    Unfortunately, to avoid the siege-lifting issue they need to be built instantly rather than in a single turn.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  8. #8

    Default Re: Modding building times for siege equipment

    True Richard, but the odds of finding a save point with no AI sieges go way up if the sieges last only one turn instead of 3 or 4 while the equipment gets built.
    "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.

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