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  1. #1
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: One small request..



    To change the starting MICs, you want to alter the campaign_script not the descr_strat. Just find what the name of the level you want is (you can look in the export_descr_buildings.txt) and change it in the entry for MIC for that town.


  2. #2
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: One small request..

    But to actually be able to change the way they're shared and bunch up all the Hellenistics together you'd have to change the building and recruitment code in the EDB, it's quite difficult...

  3. #3
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Default Re: One small request..

    I've sugested itmyself before, and you have to admit it does make more sense for the Maks and Epriotes to share, and then if you run out of complexes, make the Baktrians and Koinion shre. Afterall, they're the only two factions to have hoplotai as factional, rather than regional troops.
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  4. #4
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: One small request..

    Taking Ambraika usually breaks the KH game in terms of difficulty, you get a tier 5 barracks at about 15 turns or so.
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  5. #5
    Member Member Maksimus's Avatar
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    Smile Re: One small request..

    Quote Originally Posted by Redmeth
    But to actually be able to change the way they're shared and bunch up all the Hellenistics together you'd have to change the building and recruitment code in the EDB, it's quite difficult...
    That is just copy-paste buisiness I have alredy tried and changed it for 0.8 version.. No big deal. It's the will that counts
    “Give me a place to stand and with a lever I will move the whole world.”

  6. #6
    Member Member Maksimus's Avatar
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    Default Re: One small request..

    Quote Originally Posted by MarcusAureliusAntoninus


    To change the starting MICs, you want to alter the campaign_script not the descr_strat. Just find what the name of the level you want is (you can look in the export_descr_buildings.txt) and change it in the entry for MIC for that town.
    oh.... thank you very much!
    “Give me a place to stand and with a lever I will move the whole world.”

  7. #7
    EB2 Baseless Conjecturer Member blacksnail's Avatar
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    Default Re: One small request..

    Short answer: No. We cannot change this, at all, ever.

    Long, boring answer that involves modding info: RTW hardcoding limits the number of building complexes to 64. The RTW 1.5 patch completely hosed the way EB was handling recruitment, so we had to move to a new system. The only way we were able to keep something similar to the old system was to split things into factional and regional barracks. However, we already had over 40 building complexes at the time.

    The only way we could maintain recruitment within the building complex limit was to double-up the factional and regional barracks. Regional barracks made sense - they were intended to be culturally based from the beginning and you have at least one turn of repairing a damaged barracks before you can recruit troops.

    Factional barracks were a bit stickier and required us to look long and hard at the various factions. We worked with the FCs to determine the feasibility of recruitment and troop training after conquest. Factions deemed to have similar training ethos and training/recruitment facilities were stuck together. In some cases the marriage is perfect (Aedui/Arverni), in others it isn't exactly perfect but good enough for the restrictions (KH/Epeiros).

    In all cases the barracks are damaged by script upon conquest, requiring a turn (ie three months) to pass before you can recruit troops. Also you should really be destroying your government and building up a new government before you repair a factional barracks that can be used by your faction, which is the "correct" way to portray it - those players who do otherwise are free to do so, but it is considered an exploit.

    The reason why I said "no, never" at the beginning is that we are currently at either 63 or 64 building complexes. For many reasons this will no longer be an issue in EB2, but for EB1 we're stuck with what the system provides.
    Last edited by blacksnail; 12-03-2007 at 16:46.

  8. #8
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Default Re: One small request..

    Ok, What I don't understand though, is why are the Epriotes and KH deemed to be closser than the KH and Maks?
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  9. #9
    EB2 Baseless Conjecturer Member blacksnail's Avatar
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    Default Re: One small request..

    More that the Maks and Baktrians were deemed the closest fit amongst a big pile of moderately appealing choices.

  10. #10
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Default Re: One small request..

    Hmmm, I have to admit I really can't understand that, as it seems to me the Epirotes are in many ways almost identical to the Makedonians.
    Asia ton Barbaron The new eastern mod for eb!

    Laziest member of the team My red balloons, as red as the blood of he who mentioned Galatians.
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  11. #11
    EB2 Baseless Conjecturer Member blacksnail's Avatar
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    Default Re: One small request..

    There is the potential to swap things around if need be. However, making a Mak/Ep barracks means you also need a KH/Baktrian barracks. I'm not a historian (plz refer to sig) but that strikes even me as an odder combination.

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