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  1. #1

    Default Re: City Mod

    Is there any way to modify the script in order to be able to build roman highways (as romani) at minor city level?

  2. #2
    Clear the battlefield... Member Tarkus's Avatar
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    Default Re: City Mod

    Hey Marcus et al.,

    I have the City Mod installed, as well as most of the other mods bundled in Lz3's minimod pack. I'm at 219BCE of a Baktrian campaign and have yet to see any of my reformed bodyguard units that I understand should be triggered by the March of Time (right?). I've discovered Rome to have about 16,000 people and Capua about 14,000.

    1. To resolve this issue, I take it from reading this thread that I must alter desrc_regions.txt to allow Capua to become huge?
    2. This edit will merely provide the opportunity for Capua to grow, correct? I take it that the edit won't make Capua huge immediately. At the moment Capua's population growth rate is negative, so even if I make this change how can I get the desired outcome?
    2. Any suggestions regarding a more realistic timing of the Baktrian unit reforms, as controlled by revisions in City Mod? I'd like to be reasonably historical here...when did Capua become huge?

    Thanks to all for any help you can throw my way!
    I have seen the future and it is very much like the present, only longer -- Kehlog Albran, The Profit

  3. #3
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    Try adding the "italy" resource to Seleukeia, I think that city is huge. That COULD trigger the MoT immediately.

    If not, try the Capua solution and do "add_population Capua 4000" until +24000 pop. and "process_cq Capua" a few turns in a row.

    Good luck!
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  4. #4
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by schlappi View Post
    Is there any way to modify the script in order to be able to build roman highways (as romani) at minor city level?
    In this minimod, you should be able to build all roads at pretty low levels. If you wish to edit it yourself, open up the export_descr_buildings.txt and look for the section on roads. Change the part that says "town", "large_town", "city", "large_city", or "huge_city" to what you would prefer it to be.
    Quote Originally Posted by Tarkus View Post
    Hey Marcus et al.,

    I have the City Mod installed, as well as most of the other mods bundled in Lz3's minimod pack. I'm at 219BCE of a Baktrian campaign and have yet to see any of my reformed bodyguard units that I understand should be triggered by the March of Time (right?). I've discovered Rome to have about 16,000 people and Capua about 14,000.

    1. To resolve this issue, I take it from reading this thread that I must alter desrc_regions.txt to allow Capua to become huge?
    2. This edit will merely provide the opportunity for Capua to grow, correct? I take it that the edit won't make Capua huge immediately. At the moment Capua's population growth rate is negative, so even if I make this change how can I get the desired outcome?
    2. Any suggestions regarding a more realistic timing of the Baktrian unit reforms, as controlled by revisions in City Mod? I'd like to be reasonably historical here...when did Capua become huge?

    Thanks to all for any help you can throw my way!
    The whole issue with the reforms and the delayed units and bodyguards is arbitary as is city size.

    If you add the "huge" hidden resource to Capua in the descr_regions then delete the map.rwm (and don't start with the trivial script), Capua will be able to become huge but will not become so automatically. If you do as Mediolanicus suggested, then you should be able to get the population up and activate the reforms.


  5. #5
    Clear the battlefield... Member Tarkus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus View Post
    If you add the "huge" hidden resource to Capua in the descr_regions then delete the map.rwm (and don't start with the trivial script), Capua will be able to become huge but will not become so automatically. If you do as Mediolanicus suggested, then you should be able to get the population up and activate the reforms.
    Many thanks, MAA. Could you please be a little more specific about the mechanics of making this work? Specificially -- why would I dispense with starting with the trivial script? How do I do that -- by deleting it from the desktop shortcut? And do I just do this once and then restore the shortcut to its original form?

    And Mediolanicus suggested the "process_cq" command. I can do this with the console, but I'm afraid I don't know what that command does...can you help me out with this?

    Sorry for all the questions! Thanks again for your help. I really like the mod and definitely want to make it work with the reforms.
    I have seen the future and it is very much like the present, only longer -- Kehlog Albran, The Profit

  6. #6
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by Tarkus View Post
    Many thanks, MAA. Could you please be a little more specific about the mechanics of making this work? Specificially -- why would I dispense with starting with the trivial script? How do I do that -- by deleting it from the desktop shortcut? And do I just do this once and then restore the shortcut to its original form?

    And Mediolanicus suggested the "process_cq" command. I can do this with the console, but I'm afraid I don't know what that command does...can you help me out with this?

    Sorry for all the questions! Thanks again for your help. I really like the mod and definitely want to make it work with the reforms.

    I can't help you with the trivial script, because I didn't install it (it's helpfull for those who don't know anything about modding, but else it is an absolute pain in the ass).

    "process_cq City_Name" is indeed a console command. It completes all the buildings in the construction queue immediately. You can use this cheat on Capua every turn until the AI has decided to build the top tier gov building.
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  7. #7
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Every time you start the game with the trivial script, it will replace the map.rwm with a stock version of the file. Since you altered map files, you will need to get the game to generate a new map.rwm but it will not if the script replaces it.

    You can start the game without the script by simply starting EB using a desktop shortcut. Copy your RTW vanilla shortcut, right-click and choose "Properties", under the "Target" line add this to the end:
    -mod:eb
    This will make the shortcut start EB without the trivial script.

    If you want to use the trivial script again, you'll have to copy the newly generated map.rwm over the one used by the trivial script. It should be in a folder called sp_somethingorother.


  8. #8
    Member Member Svenn's Avatar
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    Default Re: City Mod

    Which mini-mods is this mod incompatible with?

    And is there any indicators that will show me that its downloaded succesfully that i can notice quickly?
    Last edited by Svenn; 05-22-2009 at 16:33.

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