Fantastic, thanks! I'll do the downloads now.To my knowledge, no one has gone through with it, but it is very easy to do yourself. Unfortunately, it's also very tedious, as you have to go through each and every unit. Anyway, I can give you the instructions here. Okay. First off, make a backup of the single player export_descr_unit (that's what edu stands for) file. You will find it in "where-ever-you-installed-RTW\EB\sp game edu backup". This is both so you can revert back to regular EB if you change your mind, and so that you can get the correct ownership lines later. Also make a backup the descr_projectiles_new file, which you will find at "where-ever-you-installed-RTW\EB\data" for the first reason.
Then go and download the MP edu here. Unfortunately, you don't seem to get the projectiles file there, so I uploaded it myself here. Put the edu in "where-ever-you-installed-RTW\EB\sp game edu backup", and the descr_projectiles_new in "where-ever-you-installed-RTW\EB\data".
Just to make 100% sure this does what I want, I'll describe what I'm after because there might be a little bit of confusion.
Correct me if I'm wrong, but your MP mod equalizes factions with each other, right? So that Rome would be equivalent to Saba, for example, and you could put the two head to head MP and no one is at a disadvantage. If so, I totally understand the need for that for MP. For SP, I'm not after that change, although if your mod enacts that change, it's fine (I'm neutral on it). The change I want is as follows.
My prime directive in this game, and pretty much any game, is that I'm not punished for teching up. In fact, I'm rewarded for it. Cost-effectiveness of units should INCREASE as I tech, not DECREASE as is currently the case.
Let's take a pike phalanx as an example. You have the lowly levy pikes, then the medium pikes, then the elite pikes. The medium pikes should be more cost-effective than the levy pikes, and the elite pikes should be more cost effective than the medium pikes. If it doesn't work this way, then I am being punished for teching up, and in fact there is no reason to tech up because cost effectiveness is better where I am at levy.
The same sort of rule applies if there is an odd unit up in the tech tree not part of a "line" (levy pike, medium pike, elite pike), it's just harder to visualize because you don't have other units beneath it to compare it to. For example, assume that chariots pop-in at tech level 3. Okay, we can't see where they are at tech level 1 or 2, because they don't exist there. But when they come in at tech 3 they should be "reasonably" cost effective at what they do, or provide some useful ability that wasn't available before, otherwise there is no reason to tech to them or use them.
At any rate, THAT'S what I want. Does your MP mod do that? If it just equalizes between factions, that's fine, but I don't need that. If it equalizes between factions (or doesn't), AND it does what I just described, THAT'S what I want and I'll be downloading it and modding.
Just off hand, assuming it does what I want, how did you guys come up with the recruitment cost numbers?
Again, thanks!
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