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  1. #1
    Member Member Re Berengario I's Avatar
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    Default Re: Question about movement points

    Quote Originally Posted by SigniferOne
    Captains cannot receive traits, and therefore admirals cannot augment their movements through traits
    Not true, just play my mod and you'll see admirals with huger movements than default ;)

    Captains and admirals CAN receveid traits, and the formers can also keep them once they become named character eventually.

    Further on, named characters, captains and admirals in descr_character.txt have action points values which won't ever be used by the game because it uses the action point value of the units they are linked to (bodyguards, armies or ships) which basically is the main value at the start of the file so the only system to modify their action points it's thorugh traits. Be careful though because armies with captains or admirals with traits won't merge.
    Last edited by Re Berengario I; 04-19-2007 at 12:01.

  2. #2
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Question about movement points

    Sorry, I explained myself very badly.

    Admirals CAN receive movement bonus. In fact fleet moved long distances in ITW, because the default points was high (90) and they had a high bonus (200).

    In my case, the problem is the limit. I'd like to make much higher the difference between movements in land and movements by sea. But with those limitations is not possible.

    @Re Berengario I

    How do you give traits to captains? I tried to do it, but I didn't succeed.
    I tried to put different terms in character (in export_descr_character_traits): all, general, named_character, family. In any case the captain fulfilling the requirements got the trait. Only in case it was a family member.

  3. #3
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Question about movement points

    The maximum value for the starting_movement_points value is apparently quite large, at least 4 bytes. I've set it as 1000 for all types playing the Bigmap mod, and it works fine. End turn takes forever while the game figures out what the AI wants to do, but it definitely works.

    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  4. #4
    Member Member Re Berengario I's Avatar
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    Default Re: Question about movement points

    Quote Originally Posted by Whacker
    at least 4 bytes. I've set it as 1000 ...
    4 bytes = 32 bits = Signed 32-bit numbers have a range of -2,147,483,648 to +2,147,483,647.

  5. #5

    Default Re: Question about movement points

    Nikolai, can you test this in your bare-bones map -- give everyone 0 moves and augment named character moves to a reasonable amount. Does this produce better more fully stacked armies, or does it produce no armies at all as the soldiers cannot trickle down to meet the general and join his army.
    I'll try it and see what happens, the AI normlly prefers to keep generals as governors unless they have spare ones so i wonder what will happen.
    It's not a map.

  6. #6

    Default Re: Question about movement points

    Fyi, the hard-code limit for move bonus through traits seems to be 10. With 20 base moves, that's less than vanilla, as I've found out. So go with 30 or 40 default moves if you want the total amount to equal vanilla levels.

  7. #7
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Question about movement points

    I think the limit is 20 and corresponds to a bonus of 100%

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