Results 1 to 30 of 82

Thread: Light Reading: New 0.8 MIC system explanation

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Light Reading: New 0.8 MIC system explanation

    This post will attempt to explain the new MIC system changes that we have had to enact for our port to RTW 1.5. I may not be the best person to explain it, but I am someone who is interested in making sure folks understand things and so I've put this explanation together. Before I begin, while a lot of people have worked on this, I really need to thank blacksnail for his incredible work on it. It is mostly his idea as a way to solve our problems we faced after the initial 1.5 port had occurred. You're the man Zach!

    --------------------------------------------

    The new MIC system may be the biggest change in the whole mod. I don't know if I can do an explanation of the system justice, but it was forced upon us by the changes in 1.5. Basically 1.5 made all building conditionals for units cause instant CTD's in certain situations (i.e., viewing the building description). So we had to remove all government building requirements for units. But the system we have now still achieves pretty much the same results as before, it's just that now there are multiple barracks (MIC's) in the code (you will only ever be able to build two at any given time though). There was no other option though if we still wanted our recruitment to stay pretty much the same, and this works nicely.

    Here is the theoretical explanation: instead of having each unit be restricted to a province and faction depending upon what type of government or reform level is found there, we switched to a system where we have a ton of MIC's and MIC levels, that are dependent upon governments and reforms. I did a very rough count and saw about 104 levels of barracks (MIC's) in the new EDB code. It is so complicated, and now our EDB.txt file is so large, that we don't do *any* altering of the recruitment code any longer by hand. It all has to be done by spreadsheet and a macro or something like that which creates the lines of text for EDB.txt. This reduces the chance for any inadvertent spelling errors or other silly mistakes in that part of the code that could cause problems or CTD's.

    Now, that is the internal explanation - the immediate way you will come to see this change is when you start the game - you will not only have your regular factional MIC's (where all your faction's units come from), but you will have local MIC's also (where you train "foreign natives"). What type of MIC's you build is entirely dependent upon the type of government you build first (which is entirely dependent upon who your faction is and where the province in question is and what types of governments you could build there).

    Let's take an easy example in Makedonia. If you are Makedonia and you capture Epeiros (Ambrakia), you can build govts 1-4. If you build a type1 govt (homeland), then you get all 5 levels of your Makedonian MIC's and one little level of your regional/local MIC's. If you had built a type4 govt (allied), then you get all 5 levels of the regional/local MIC's, and maybe one Makedonian MIC or maybe none at all. It varies by faction. Pretty simple actually. We have attempted to give variation to the faction and local MIC's too, so you can easily tell the difference visually. They have new icons right now. Look at the graphic below and you will see the regular MIC icons on the left, and the new local MIC icons on the right, with small tents surrounding it. The larger constructed images are the same right now, but they are in the process of being adjusted by O'Etairos (who has done all our constructed images for the MIC's) so that the local MIC's will have non-greek units being shown training, led by a greek captain. You'll notice the names are changed a little also:



    One last thing: If you capture a province from a faction that is a lot like yours, you might find that the faction and the regional MIC's can immediately give you troops. But if you capture a province from a faction not very close to your own, you will have to start building those faction and regional MIC's from scratch. Just recruit lots of mercs till you get the place well under control. That's the best I can do describing the new system. We didn't necessarily want to change it, but that's the way the cookie crumbled when CA made those changes in the 1.5 patch and this is the only even remotely possible way we could get past the hurdle - by making the MIC's dependent upon governments and provinces, not the units themselves. The resulting system is absolutely as complex as before though, recruitment really doesn't change, you just have to build some additional MIC's (which in most situations slows things down more actually - not such a bad thing).

    If folks have questions, we can try to answer them, but you don't really have to worry yourselves too much with the guts and such of this system. You can just build whatever MIC's are available to you in any given province after you select the government. You will only have two MIC types available at any given time: not too complex.

    This was going to be released at the same time the mod was, but since the installer isn't ready yet, might as well get some of you more used to the new system now.

  2. #2
    Elephant Master Member Conqueror's Avatar
    Join Date
    Mar 2005
    Location
    In the Ruins of Europe
    Posts
    1,258

    Default Re: Light Reading: New 0.8 MIC system explanation

    Very interesting, and a nice treat for the fans

    One question though: since it appears that MICs are now faction-specific, is it possible to have both the native MICs (leftover by the previous owner of the freshly captured province) as well as having your own MICs on the side, or do you have to destroy the native MICs before you can build your own? If you have to destroy them, then how does this affect the AI?

    RTW, 167 BC: Rome expels Greek philosophers after the Lex Fannia law is passed. This bans the effete and nasty Greek practice of 'philosophy' in favour of more manly, properly Roman pursuits that don't involve quite so much thinking.

  3. #3

    Default Re: Light Reading: New 0.8 MIC system explanation

    Well im glad the mod is getting so close to release than, and thanks for the explanation, I kind of like the new system.

  4. #4
    Member Member Birka Viking's Avatar
    Join Date
    Mar 2005
    Location
    Sweden (Flen) (fairly near Birka)
    Posts
    356

    Wink Re: Light Reading: New 0.8 MIC system explanation

    Yeah this sounds very promising...

  5. #5
    Tjabbe Member Djurre's Avatar
    Join Date
    Apr 2004
    Location
    Slacking
    Posts
    118

    Default Re: Light Reading: New 0.8 MIC system explanation

    I'm shure this is a real nice attempt at making shure people understand, but you lost me in the topic title. What is the MIC? this kind of stuff should be noob-proof ;)

  6. #6

    Default Re: Light Reading: New 0.8 MIC system explanation

    Quote Originally Posted by Djurre
    I'm shure this is a real nice attempt at making shure people understand, but you lost me in the topic title. What is the MIC? this kind of stuff should be noob-proof ;)
    in vanilla rtw the 'MIC' (military industrial complex) was basically the barracks/archery range/stable. in EB its combined in the MIC.

  7. #7
    Member Member Steistas's Avatar
    Join Date
    Jun 2006
    Location
    UK
    Posts
    8

    Default Re: Light Reading: New 0.8 MIC system explanation

    Quote Originally Posted by Teleklos Archelaou
    ...
    But if you capture a province from a faction not very close to your own, you will have to start building those faction and regional MIC's from scratch
    ...
    Sounds great and I can imagine how complex the system is . It will be interesting to get into files and see the way you've done it :)

    And I've got a question, maybe stupid question, but it's just me so don't wonder what I am carrying in my head

    When you say close to your own faction, is it by the type (barbarian, greek, etc.) or distance?

  8. #8

    Default Re: Light Reading: New 0.8 MIC system explanation

    It's great that you have solved the problem. BTW, does it also mean that we will have no use of governments built by another factions?

  9. #9

    Default Re: Light Reading: New 0.8 MIC system explanation

    Sounds very interesting and not overly complicated at all, at least in my eyes. I'm looking forward to the new gameplay introduced by EB as compared to RtR and kudos to the EB team for a great mod (I've played before but it was a tad too incomplete for my tastes). I think 0.8 will offer a more complete and stable version of an already good mod and I look forward to the oppurtunity to play it.

  10. #10
    EB2 Baseless Conjecturer Member blacksnail's Avatar
    Join Date
    Jan 2006
    Posts
    3,074

    Default Re: Light Reading: New 0.8 MIC system explanation

    Quote Originally Posted by Cybvep
    It's great that you have solved the problem. BTW, does it also mean that we will have no use of governments built by another factions?
    I would have really liked to have done this, but we had a hardcoded limit of 63 building complexes. Due to the new MIC system, nearly all the spare complexes we had were taken up. It is possible to simply repair a government building, but this actually bones you in regards to recruitment - say you repair a pre-existing Type I government far from your homeland. This limits you to a few or no levels of regional MIC. You can build up to five levels of factional MIC, but for most factions there would be few (if any) factional units available this far afield. Your recruitment is effectively stunted or non-existent if you do this.

    However, if you'd destroyed the government and then built up a Type IV, you would typically be able to build five levels of regional MIC. It's kind of a no-brainer.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO