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Thread: 0 turn recruitment

  1. #1

    Default 0 turn recruitment

    How do I implement this into vanilla rtw?

  2. #2

    Default Re: 0 turn recruitment

    Open data/export_descr_unit.txt. Each entry has these lines at the end.

    stat_food 60, 300
    stat_cost 1, 1361, 388, 149, 194, 2006
    ownership huns
    Change the first number of the stat_cost line to 0.

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  3. #3
    Notepad user Member Red Spot's Avatar
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    Default Re: 0 turn recruitment

    do note, you cant ....

    I mean, you can have 0-turn recruitment for the player but the AI will always stick to maximum 1 units/turn recruitment, meaning they effectivly always have a minimum of 1 turn recruitment ..
    Something you should take into account, imo, when balancing things vs the AI (0-turn is a huge favour towards the player!)


    G

  4. #4

    Default Re: 0 turn recruitment

    Ah right, forgot about that :) Plus you will always need at least a turn for the units in the queue to be trained, no matter what. No insta-recruitment, if that's what you mean.

    Norman Invasion - The fate of England lies in your hands...

    Viking Invasion II - Unite Britain in the best TW campaign ever!

    Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland

  5. #5

    Default Re: 0 turn recruitment

    oo that's helpful always wanted this from playing mods. Hoe do they make the AI mass recruit?

  6. #6
    Notepad user Member Red Spot's Avatar
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    Default Re: 0 turn recruitment

    they dont ... its just that an AI-faction with a decent income often will recruit a unit each turn in each settlement and the player usually builds 6 units a turn once every 6 turns or so ...

    on 0-turn recruitment you'll probably do have an easier time rushing the AI if thats the game you would wish to play ...


    G

  7. #7

    Default Re: 0 turn recruitment

    Oh right I understand. I don't rush so I only see full garrisons by the time I siege towns.

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