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Thread: City Mod

  1. #61

    Default Re: City Mod

    It's very interesting, Im using Redmeth's script now, but I tend to be more on the Errant's side when taking 30 000 mnai of a faction if at the end of that turn that faction has more than 100 000.

  2. #62
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    If you want to make any changes on your own, just go into the ...\Rome - Total War\EB\Data\world\maps\DESCR_REGIONS.txt and look for the city that you wish to change. Then add the hidden_resource "city" for the city level, "large" for the large_city level, or "huge" for the huge_city level. You may have to delete the map.rwm for it to change. (Deleting the map.rwm may cause other bugs if you load a save game, but there is a 99.999% chance it won't.)

    I think I'm going to move the "italy" hidden_resource to Athens, Seleukia, & Alexandria in the next version, so that when those cities get huge the event will trigger.

    EDIT: This just reminded me: I never got that event with my still going 080 Roman campaign.
    Last edited by MarcusAureliusAntoninus; 04-23-2007 at 21:54.


  3. #63
    Misanthropos Member I of the Storm's Avatar
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    Default Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus
    EDIT: This just reminded me: I never got that event with my still going 080 Roman campaign.
    See...

    Thanks alot for the quick answer Marcus!

  4. #64
    Misanthropos Member I of the Storm's Avatar
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    Default Re: City Mod

    Giving Capua the "huge" status solved the problem. The "March of time" triggered as it should. And Capua as a huge city shouldn't be too much of an imbalancer either.
    Thanks again.

  5. #65
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Glad to help.


  6. #66

    Default Re: City Mod

    Is there any word on whether this will be included in the next version of EB?

  7. #67
    Member Member Dumbass's Avatar
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    Default Re: City Mod

    Can you make restrictions on some settlements building wooden and stone walls. Only the major cities can build stone walls eg. Most greece, italy cities, the not so major only wooden eg. Bostra, petra, and for not major at all settlements, no walls eg. far north steppe provinces. Also can you make it possible for babarians to build stone walls, but only when their cities reach large city status.

  8. #68
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    I opted not not remove walls since all of the cities in the game represent major cities. The minor unwalled ones aren't there or are resource icons. Though I have considered restricting some...

    The requirements for stone wall are the same for all factions and cultures. So I can't make different peoples get the same thing at different points. But giving the Gauls stone walls might be a good idea (despite them looking wrong for Gauls).


  9. #69
    Megas Alexandros's heir Member Spoofa's Avatar
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    Default Re: City Mod

    Roma for me is still stuck at 2 levels below Huge city, the population is 16000 though, but there Isnt anymore of that "estimate" of how large your city needs to get to upgrade again, intended?

    btw, sorry I've brought this up before, just confirming.

  10. #70
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by MastaSpoofa
    Roma for me is still stuck at 2 levels below Huge city, the population is 16000 though, but there Isnt anymore of that "estimate" of how large your city needs to get to upgrade again, intended?

    btw, sorry I've brought this up before, just confirming.
    Have you installed any other mod after installing this one? It sounds like you have an incorrect regions file. Are other cities that should grow not?


  11. #71

    Default Re: City Mod

    I think I know what he means. Oxtraca, the lusotanan capital reached 6000 a while ago and I received a message saying "town expands" or something like that, but in Oxtraca there is no building available to build in order to get the next patch of buildings. It's a capital after all, it should maybe grow up to 12000. The reason Im saying this is because I suspect the AI's settlements are growing like hell, and mine isn't.

    I just conquered and exterminated an Eleutheroi settlement in northern france that was 9000, and there may be more like this. Isn't the AI getting population bonuses? I for once am not.

  12. #72
    Member Member Dumbass's Avatar
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    Default Re: City Mod

    I think ai setlements are growing so large because there is a script that replenishes troops trained from settlements, so small villages don't get drained of their population by the trigger happy ai (Getai anyone?). MAA, maybe you could alter the script so that once an AI town reaches a certain level or population then their population does not get replenished by the script.

  13. #73
    Misanthropos Member I of the Storm's Avatar
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    Default Re: City Mod

    I just want to express my gratitude for this City Mod. It's been a great improvement for my Romani campain (no need for drastic measures anymore once a city grows in size). Adds the last bit of flavour to EB. Thanks, MAA.

  14. #74
    Megas Alexandros's heir Member Spoofa's Avatar
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    Default Re: City Mod

    no i dont think ive installed any other mods ontop of it, the only thing i DID do as far as modding goes is i changed some unit sizes, which shouldnt make any difference.

  15. #75
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Dan_Grr, I decided to only put one town in Iberia that can get up to large_city. Oxtraca seems a little bit too 'rural'. Again, I wish I could have made the requirements faction specific.

    Dumbass, nice idea. I'm not an experienced scripter, but I'll see if there is a code I can use as a population cutoff point.

    I of the Storm, thanks.

    MastaSpoofa, maybe try deleting the map.rwm again. If that doesn't fix it, then maybe reinstall the city mod and delete the map.rwm. All of that should be savegame compatible.


  16. #76
    Megas Alexandros's heir Member Spoofa's Avatar
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    Default Re: City Mod

    Any plan's to update this for .82?

  17. #77
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Maybe.
    I think it may be compatible right now. It should be compatible. I don't recall all of what went into the "v0.81a v2" update, but it was mostly just collecting all of the fixes into one. I don't see how any of it would conflict, but knowing my luck, it will... somehow.
    I might just restart it from scratch to insure compatiblity...


  18. #78
    Megas Alexandros's heir Member Spoofa's Avatar
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    Default Re: City Mod

    well if it takes the first cohort mod then it may not be, because i tried installing the .81 version and it wouldnt let me start a new campaign, with usual new mod procedures taken

  19. #79
    Member Member Darth Stalin's Avatar
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    Default Re: City Mod

    1. Is the City Mod already compatible with patch v2? I know that was asked before, but have You, MAA, made any tests to see if the City Mod is compatible?

    2. Is the City Mod already compatible with the latest First Cohort 1.3 mod? (the one already based on patch v2) - or what should be done to allow it to be safely added to FC?

    I have so far installed EB 0.81a and patched it with v2 patch; now I don't know if adding your City Mod v1[1].1 (this is the name of a *.zip file) can do any damage to that install? Or can there later be Watchman's mod installed over this?
    AFAIK the FC and Watchman's mods cooperate with each other quite well when they're installed in such order: FC first, Watchman's then.
    However, where should I add City Mod to work properly? Or what file would be enough to be added to the game to work OK? (maybe adding just Descr_regions is enough, or am I wrong?).
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  20. #80
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    I haven't even downloaded "v0.81a v2". I have four versions of EB on my computer right now and don't want to fit another. "v0.81a v2" is essentially just "v0.81a" with fixes included, so I don't know what would cause problems. Frankly, if you weren't having problems with "v0.81a" you didn't really need to update to "v0.81a v2".

    When things slow down for me, I'll try collecting all the things I did for the City Mod, current and what I had been planning, and start over from scratch using "v0.81a v2" and the newest version of the First Cohort Mod.

    Again, the current version should work with "v0.81a v2".


  21. #81
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Ok, I've updated this for "EB v0.81a v2" with CMv2.0.

    I was going to add a couple more features but decided not to. Amoungst them:
    1) City Replenishment rework. I was going to decrease the amount that the AI gets when recruiting units but I decided against it because it would take so long to do.
    2) AI Money Bonuses. Since I made changes to the script and adding a money script no longer works with this mod, I was going to alter or add one of the money script reworks, but I didn't. I wasn't sure everyone would want this. Plus, I stopped following that thread when started growing by a page a day and I don't know the status of that project or which script would be the best to add. And, I would want to ask the creator before I added their script.


  22. #82
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus
    2) AI Money Bonuses. Since I made changes to the script and adding a money script no longer works with this mod, I was going to alter or add one of the money script reworks, but I didn't. I wasn't sure everyone would want this. Plus, I stopped following that thread when started growing by a page a day and I don't know the status of that project or which script would be the best to add. And, I would want to ask the creator before I added their script.
    Sorry, I don't understand what why doesn't adding a money script work?
    I guess you'd have to copy-paste the code manually as the EB_BS is altered is that what you mean? And check out the first page of the money script thread all the important info is in the first 2 posts ( I believe you know this). I think permission is not a problem. Also most of the work has stopped as Errant is a beta-tester right? Sheep is away or something, JMRC is the only one working on a script of his, and I'm trying to make a collaboration with mpl071 to combine the money script and the merc script.
    So by all means, have a look and tell us what you think.

  23. #83

    Default Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus
    Ok, I've updated this for "EB v0.81a v2" with CMv2.0.

    I was going to add a couple more features but decided not to. Amoungst them:
    1) City Replenishment rework. I was going to decrease the amount that the AI gets when recruiting units but I decided against it because it would take so long to do.
    2) AI Money Bonuses. Since I made changes to the script and adding a money script no longer works with this mod, I was going to alter or add one of the money script reworks, but I didn't. I wasn't sure everyone would want this. Plus, I stopped following that thread when started growing by a page a day and I don't know the status of that project or which script would be the best to add. And, I would want to ask the creator before I added their script.
    I think there was some talk about EB team lowering city replenish numbers, but i am not sure is that going to happen.

    Regarding money scripts...While working on mercs file, i tested all 3 existing ones several times.They generally give you, more or less same results, despite having diferent approach to "infinite" stacks problem.And they are quite finished for this version.

    As far as i know, project is very alive, but is waiting to see what is going to be changed in next EB version.Big changes (i don't know is there going to be any) could make quite difference in any mod, as you probably know better them me.

    As Redmeth mentioned , we are trying to get money script and merc file incorporated. I know you can use anything that i make anytime you want.

  24. #84
    EB annoying hornet Member bovi's Avatar
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    Default Re: City Mod

    We are debating how to reduce population replenishment, triggered by Dumbass' suggestion here. There are diverging views within the team on this as well as limitations in the script engine and how it ends up is not certain.

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  25. #85
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: City Mod

    MAA. Feel free to use my money script if you want. The latest version includes changes to the population replenishment rate. I cut it to roughly half of what it was in the vanilla EB script for 0.81a.
    It helped tremendously in keeping the AI stack parades in check. I might have gone overboard a bit on it. 3/4 would propably have been enough, but I like a slower paced game.
    I'm not sure if it's possible to make cutoffs in the population script, based on settlement size. But if it is, it's definately worth trying.

    "If you listen, carefully. You can hear the Gods laughing."

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  26. #86
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by Redmeth
    Sorry, I don't understand what why doesn't adding a money script work?
    I guess you'd have to copy-paste the code manually as the EB_BS is altered is that what you mean? And check out the first page of the money script thread all the important info is in the first 2 posts ( I believe you know this). I think permission is not a problem. Also most of the work has stopped as Errant is a beta-tester right? Sheep is away or something, JMRC is the only one working on a script of his, and I'm trying to make a collaboration with mpl071 to combine the money script and the merc script.
    So by all means, have a look and tell us what you think.
    Yes, you can cut and paste it manually, but a good many people would be too afraid to do that and/or would mess up (as it is easy to with cut and pasting scripts).

    I haven't read all the work in the money script thread, and only looked over it every now and then. (Which is ironic since it is something I'd like to see perfected. And since I was there suggesting things when Eminos was first conceiving his.) I realized there were a couple download links, but I wasn't sure which one included what and which one would fit better. In the end, I felt, since I hadn't tested them I wouldn't add them. I posted that comment, hoping someone would post and tell me which script would be best.

    Actually, I'm going to be busy next week (or maybe even the next two or three weeks) (starting tommorrow) and I wanted to finish this and release a 081av2 version with the dynamic celtic reforms before I was too busy. That's why I didn't properly get everything together, like a money script (originally I planned to make my own).
    Quote Originally Posted by The Errant
    MAA. Feel free to use my money script if you want. The latest version includes changes to the population replenishment rate. I cut it to roughly half of what it was in the vanilla EB script for 0.81a.
    It helped tremendously in keeping the AI stack parades in check. I might have gone overboard a bit on it. 3/4 would propably have been enough, but I like a slower paced game.
    I'm not sure if it's possible to make cutoffs in the population script, based on settlement size. But if it is, it's definately worth trying.
    That sounds great! I was going to cut it exactly in half to test what that range would do, so that sound exactly perfect! Ok, "The Errant", I'll use your script for those two parts of the script and try to get a v2.1 together in the next couple days, time willing. Thank you.

    ----------

    As always, any bugs, complaints, or suggestions, please post them.

    MAA


  27. #87
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: City Mod

    Here is a download link: http://www.axifile.com?6463893

    Word of caution! It's still based on the EBBS file of 0.81a unupdated to V2. So if any typos exist in the settlement names of the population replenishment script. Make sure you fix those manually. It took me several hours just to halve the values, for both recruited infantry and cavalry units, so checking that part of script for typos wasn't that high a priority.

    I found out the hard way how a couple of miserable typos kept the whole script from working.
    Last edited by The Errant; 05-30-2007 at 11:20.

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  28. #88
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: City Mod

    I forgot to ask about this, you say you introduced dynamic reforms for the celts, how do they work exactly? Like when the Casse unify Britain the first reform kicks in? Or when they conquer all their homeland including the Belgae?
    I think these dynamic reforms are great to have but they should have more complex components for the player (like the Roman Marian reform) and should only be dependent on time and some territories held (fewer than for the player) for the AI. Because I believe the AI would never ever get the Roman Marian reforms,

  29. #89
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by The Errant
    Here is a download link: http://www.axifile.com?6463893

    Word of caution! It's still based on the EBBS file of 0.81a unupdated to V2. So if any typos exist in the settlement names of the population replenishment script. Make sure you fix those manually. It took me several hours just to halve the values, for both recruited infantry and cavalry units, so checking that part of script for typos wasn't that high a priority.

    I found out the hard way how a couple of miserable typos kept the whole script from working.
    Thanks. I was going to edit the population replenishment thing, took a second look at the size and thought, "That'll take days to change. And I know I'll make a mistake somewhere and give some town 1000 population ever time they recruit a unit or something stupid." Thanks for doing the work for me.
    Quote Originally Posted by Redmeth
    I forgot to ask about this, you say you introduced dynamic reforms for the celts, how do they work exactly? Like when the Casse unify Britain the first reform kicks in? Or when they conquer all their homeland including the Belgae?
    I think these dynamic reforms are great to have but they should have more complex components for the player (like the Roman Marian reform) and should only be dependent on time and some territories held (fewer than for the player) for the AI. Because I believe the AI would never ever get the Roman Marian reforms,
    I didn't want to make the reforms too complicated. For one thing, the official celtic reforms have been made and will be in the next EB release. Currently the reforms are easy to get. Basically two requirements for each level. For the first you just need to take all of Gaul or Britain (depending on who you are) and it be at least 250BC. The second reforms happen when you achieve your faction's winning conditions (excluding raids) and it is 200BC.


  30. #90
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: City Mod

    But if you achieved your VC's what would be the incentive for playing?
    The raids are pretty easy to get and to only get access to the last and perhaps best units in your roster only a few years before achieving victory is a bit of a downer.
    Unless you just kept playing and proposed yourself more VC's but that's just not the same.
    Are the official reform requirements the same as the ones in the city mod?

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