Anyone know what it would take to have castles accept the free upkeep attribute?
I am trying to have some free upkeep units in cities and others in castles. Any thoughts?
Thanks
Anyone know what it would take to have castles accept the free upkeep attribute?
I am trying to have some free upkeep units in cities and others in castles. Any thoughts?
Thanks
Well for the unit portion of things, I don't think it's possible to differentiate between units that can be free in a castle versus ones that can be free in a city - there's just the one attribute, free_upkeep_unit. However, units do not become free upkeep unless the particular settlement can actually build the given unit, so this will in fact give you a way to differentiate between city-free and castle-free units, as almost nothing is able to be built in both. Thus in the case of say the English, town militia would never be free upkeep in a castle as they can never be recruited there, and likewise units like dismounted english knights would never become free in a city as the city will never be able to recruit them. So really, that fact should be perfect for your purposes.
As for the castles giving free upkeep, this should be as simple as adding a line like "free_upkeep bonus 3" to the "capability" section of each level of castle wall in the file, of course substituting in the number of free upkeep slots you intend that castle level to give. The castle and city walls are the first few things that appear in the export_descr_buildings.txt file, and so should be easy to locate.
Yes, but what if you move a city-recruited unit into the castle?Originally Posted by Foz
As you've said, the attribute "free_upkeep" is connected to each unit. Once you mod a free upkeep slot for castles I don't see how you want to prevent city-units to hang out in castles for free.
I'm not saying that's a bad thing but it won't work as you suggest!?
R'as
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jousting lists and training grounds are supposed to give castles the free_upkeep capability but so far moving any unit into the castle or building any unit type didn't actually trigger that capability.
Does that mean that it is inherently bugged?
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In the vanilla game (and LtC) there's an entry "free upkeep bonus 1" at the wooden castle level. All other castle levels don't have that line.Does that mean that it is inherently bugged?
Without testing I'd assume that if you add those lines to the other castle line structures like motte_and_bailey, castle, etc. it should work. Judging by the edu file it was intended for castles to have free upkeep slots.
R'as
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Singleplayer: Download beta_8
Multiplayer: Download beta_5.All.in.1
I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller
You missed what I said earlier, and that is that the unit only becomes free upkeep if it can be recruited at the current location (we know this is the case because spear militia do not become free upkeep in a town until you build the building that lets the town recruit them). No city units are castle recruitable, ergo they can never be free upkeep there.Originally Posted by R'as al Ghul
See what I posted as reply in the bug thread. The gist is that they don't work because none of the castle-recruited units can be free upkeep (in the EDU this is set) so you get the free upkeep slot, but it's useless since no unit that is produced in a castle is also allowed to be free upkeep.Originally Posted by FactionHeir
Yup they'll have free upkeep slots then, but they won't do anything until you designate some castle-recruited units as free upkeep capable. The actual attribute is free_upkeep_unit, and you'll need to add it to anything that you want to allow to be free upkeep in a castle (again, the unit has to be able to be produced at that castle to become free upkeep).Originally Posted by R'as al Ghul
Hope that helps everyone.
Thanks, worked like a charm.
Im trying to force the campaign AI to build up armies for war but disband them afterwards. To that end im significantly increasing the maintenance cost of armies and hoping it will be smart enough to know it has to disband units if it wants to build. With luck this will be all it takes and i wont have to poke around the "I" aspect of the AI to make this work. In all likelihood it wont be that easy.
thanks for your help
In case anyone is curious. It doesn't appear that the AI is willing to disband a unit for any reason.
Any guesses as to where this behavior may be changed?
Thanks
Unfortunate. Oh well.Originally Posted by alpaca
Thanks
I believe this is one of the areas where the computer's psycho-aggression in the vanilla diplomacy works to its own interests. It ensures that old units get killed off and will be replaced with higher quality units. Unfortunately, it also ensures the AI gets into half a dozen wars and gets torn to pieces and is impossible to reason with, so I'd call it a net loss.Originally Posted by Fat Buddha
An way is to mod the export_descr_buildings.txt file.
Simply, add the (without the "")
" free_upkeep bonus 9 requires factions { byzantium, } "
in the capability of all the Core Buildings / Walls and you will get free Upkeep for more units per settlement.
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