only the RQ didn't worked i thought
only the RQ didn't worked i thought
We do not sow.
For my next campaign I won't be touching the building times, but I've reduced unit recruitment times by 1 turn in the export_descr_unit file. Most now have a recruitment time of 0, with elite units on 1. This prevents Praetorians, Pharoah's Bowmen etc. being cranked out by the bucketload, but allows armies and fleets to be built up quickly. It's also handy if you want to migrate large numbers of peasants from the centre of your empire to the underpopulated fringes.![]()
Is it possible to make a mod mid-game? I'd like to change the recruitment time on peasants only to 0 for my current campaign (to allow mass migrations), but I don't want to break the game. If I go into export_descr_units and change this now will it make a change to the existing game, or does this file "set up" the unit at the beginning of the campaign? Sorry I'm not familiar with how this works.
Yes changing the unit and building will affect current games. You have to restart to get merc or region changes.
and if you only want it for peasants, only change the peasants
We do not sow.
Thanks, I tried it last night and it worked great. I changed all the peasant times to 0 and the mobs appear. Does anyone know why there are three flavors of Roman peasant? There are two versions of Roman civilians tacked on at the end of the file, one male and one female.
I did that too. It really helps when migrating peasants to control your cities population. Now the rub:Originally Posted by The_678
I also try to change the unit size for the PEASANTS ONLY to 100 instead of the Normal size of 60. It seems that this caused the game to crash to desktop right after the initial splash screen.
I know there was a utility that allowed you to change the unit size (normal, large, huge) mid-game, but in my case I just want to change the Roman peasants.
Any ideas/suggestions?
Thanks,
-T![]()
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Try multiples of 6. 60, 120, etc.
Last edited by antisocialmunky; 06-16-2005 at 02:23.
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