Results 1 to 8 of 8

Thread: Making roads more effective?

Hybrid View

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

    Default Re: Making roads more effective?

    I changed the dirt road from 0 to 4, loaded as England (on bigmap 0.99). Trade with Nottingham on start changed from 42 to 51; not enormous, but if it's a % that's over 20%. Travel I didn't count, but I'd say my general had an extra 5 or 6 tiles available, maybe 35-40% extra.

  2. #2

    Default Re: Making roads more effective?

    Movement points in general can be changed in the descr_character.txt file.
    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

  3. #3

    Default Re: Making roads more effective?

    Thank you, Richard. I finally remembered that once I started poking around in the RTW data folders.

  4. #4

    Default Re: Making roads more effective?

    Where's this file at anyway?

  5. #5

    Default Re: Making roads more effective?

    In the data folder.

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