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  1. #1
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: VanillaMod Suggestions thread

    I don't suppose this is possible but I'll ask it anyway. About those injections of money, is there a way of using the AI's provinces to calculate how many Florins are given? Say they own four cities, multiply four by 1500 and thats how many Florins that are injected. That combined with the "no florins after 70,000" would make for some interesting gameplay.
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  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: VanillaMod Suggestions thread

    Hmmm I don't think multiplications (or calculations in general) work in the campaign_scipt. What is possible is to give a set amount per settlement for instance, but that would require 4 lines of code for each settlement, and even when capping this at 30 settlements, that would be 120 extra lines of code per faction and really bloat the file. Might even break it possibly...

    What I could do (to keep the code to a minimum) is to stratify it, so that 1-2 gets X 3-6 gets +Y etc. I'll consider that for the next release. Thanks for your suggestion
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  3. #3
    The Idle Inquisitor Member rebelscum's Avatar
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    Default Re: VanillaMod Suggestions thread

    Playing Russia I ran into some huge rebel stacks around Moscow, are you sure that the rebels aren't getting a bit too much money?
    Its costing me a load of resources to wipe them out, and I probably wont be able to withstand the mongol horde at this rate. Good job making it harder though.
    I took Moscow with a full stack over two battlws by waiting until the rebel stacks had started romaing. Which is a good thing, is this something else the mod has introduced, I'm used to rebel stacks coming and plonking themselves in my territory rather than defending their own.
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  4. #4
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: VanillaMod Suggestions thread

    Yup, I modded the rebels so that they can build buildings and hire units as if they were their own faction. When rebels have many provinces, their funds are split accordingly and thus each province is defended mediocrely well. Once they are down to a few, they also get less cash, but each province will be defended heavily.

    The advantage the player still has over rebels is that rebels have inherently lower morale and you don't need to chase down a rebel stack to defeat it. If a rebel stack involved in a battle loses, it disappears.

    I'll see what I can do in terms of maybe lowering their cash amount though without making them the usual walk in the park.
    Last edited by FactionHeir; 03-11-2008 at 15:34.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
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    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  5. #5
    The Idle Inquisitor Member rebelscum's Avatar
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    Default Re: VanillaMod Suggestions thread

    Yes that would be great. You can probably tell by the name I'm a rebel fan. Have you adjusted the bribary chances of rebels as per other factions, I know you have made bribary work, but I think Rebels should be a bit easier to bribe. You could make them cost about the same as mercs. I suppose how bribable they are depends on how strongly their cause, if you are a despotic leader, you could make the bribable chances a bit lower. On another, note, one persons rebels are another persons allies. Maybe the bribable chance could depend on how close the rebels origin settlement was to your eniemies. Ooh its so complex ;)
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  6. #6

    Default Re: VanillaMod Suggestions thread

    Can you please do something to make gunners (who are defending the castle) able to shoot off walls correctly and straight? :)

  7. #7
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: VanillaMod Suggestions thread

    Quote Originally Posted by soulbreaker360
    Can you please do something to make gunners (who are defending the castle) able to shoot off walls correctly and straight? :)
    Sadly gunners will only be able to shoot at targets lower than them off the castle walls if they shoot into the air due to the way they are coded, and I'm not sure if that would be desired. They will however shoot from the walls correctly at targets that are on a near even level (some city battles have internal battlements which are optimal for gunners to shoot at the external battlements)
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  8. #8
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: VanillaMod Suggestions thread

    Quote Originally Posted by rebelscum
    Yes that would be great. You can probably tell by the name I'm a rebel fan. Have you adjusted the bribary chances of rebels as per other factions, I know you have made bribary work, but I think Rebels should be a bit easier to bribe. You could make them cost about the same as mercs. I suppose how bribable they are depends on how strongly their cause, if you are a despotic leader, you could make the bribable chances a bit lower. On another, note, one persons rebels are another persons allies. Maybe the bribable chance could depend on how close the rebels origin settlement was to your eniemies. Ooh its so complex ;)
    The problem with bribery is that it is a few variables that apply globally and cannot be tied to specific factions, so one can't make rebels much more difficult to bribe than normal factions without making everyone too easy to bribe.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  9. #9
    The Idle Inquisitor Member rebelscum's Avatar
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    Default Re: VanillaMod Suggestions thread

    Does this also apply to diplomacy? Diplomacy is one of my pet peeves since MTWI. The main issue is, some factions are ultimately out to get you, so diplomacy leads nowhere. Whilst some factions are quite amiable. One thing I've noticed in your mod is that princesses seem to be much more active, and their appearance is slightly more prolific. I agree with the limitation on the production of diplomats, most of us know from MTWI, RTW its a pain to have a lot of diplomats camped around Rome and your major city, and I usually have a roaming diplomat and a Rome camper. I've got some diplomats maxed out and still have been uable to make some factions see sense, offering cities, cash, map information. Money should be more of a major factor in diplomacy and everybody should have a price.
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