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  1. #1
    Bibliophilic Member Atilius's Avatar
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    Default Re: Dynamic Victory Condition Mod.

    Quote Originally Posted by Sir Edward
    Files that will need to be modified are: export_descr_character_traits, export_descr_VnVs_enums, export_VnVs, and the EB Script.
    Fortunately, export_descr_VnVs_enums.txt is obsolete. There's no need to modify it.
    The truth is the most valuable thing we have. Let us economize it. - Mark Twain



  2. #2

    Default Re: Dynamic Victory Condition Mod.

    Quote Originally Posted by Atilius
    Fortunately, export_descr_VnVs_enums.txt is obsolete. There's no need to modify it.

    Thanks for the input, I didn't know what purpose the file served but saw that almost every visible trait in EB had 3 entries and decided to include it. Anyone out there know what this file is used for?


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  3. #3
    Bibliophilic Member Atilius's Avatar
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    Default Re: Dynamic Victory Condition Mod.

    Quote Originally Posted by Sir Edward
    Thanks for the input, I didn't know what purpose the file served but saw that almost every visible trait in EB had 3 entries and decided to include it. Anyone out there know what this file is used for?
    In the original release of RTW it was used to specify tags for various text strings associated with a trait. In some subsequent release, the need for this file was eliminated.
    The truth is the most valuable thing we have. Let us economize it. - Mark Twain



  4. #4

    Default Re: Dynamic Victory Condition Mod.

    I've made a preliminary system that is similiar to how the ethnic traits are given out in EB, I'll try to post the code I have sometime this weekend. So far the setup has 3 barcid linked victory conditions, 3 anti-barcid linked win conditions, and 4 victory conditions that are not lnked to the barcid/anti-barcid trait. I was hoping to get some discussion going of different goals that could be set up for each trait. My thoughts for one of the barcid focused victory condition was the goal of conquering Iberia, the southern coast of Gaul (to Marseille), the western coast of Gaul (to Normandy area), and the southern two regions in Britain. Maybe tack on to this the requirement of a treasury balance of 50,000 or so. This would represent in game the extending Carthaginian trade empire into resource rich areas. Any other ideas out there?


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    -Baktria

  5. #5

    Default Re: Dynamic Victory Condition Mod.

    Perhaps include victory conditions, based on "Hates <faction>" traits?

    If Kart-Hadast has to be a trade-empire, I assume the relevant settlements get checked for the possession of sufficient trade facilities and mines? A treasury of 50,000 can be gained easily, if military upkeep is low. However, that would not mean Kart-Hadast is an economic powerhouse.

    It would be a bit odd that they would conquer the whole of Iberia without developing the rich mines; this of course should be given greater weight for the Barcids.

    Other than that, I can't really comment, as I never played them.

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