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Thread: Changing the money the computer receives via the EB script

  1. #1

    Question Changing the money the computer receives via the EB script

    What all is involved in up'ing the amount the computer receives via the background script? Currently in the game I have been playing I'm in the 240BC range and the Sweboz, Audei, and Arverni are all broke and have yet to expand even one territory. I was wondering if I gave them more money per turn in the script if they would have greater expansion due to not being broke when I started a new campaign. Any help would be greatly appreciated, thanks!

  2. #2
    The Rhetorician Member Skullheadhq's Avatar
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    Default Re: Changing the money the computer receives via the EB script

    First of all, Welcome to the .ORG!
    Secend of all, Get your difficulty off Easy
    Third of all, Check the EBBS script in data\scripts\show_me\


    Skullheadhq
    "When the candles are out all women are fair."
    -Plutarch, Coniugia Praecepta 46

  3. #3

    Smile Re: Changing the money the computer receives via the EB script

    Thanks for the welcome, although I have been a regular visitor since around EB .81, just not a poster. My campaign was on a VH/M difficulty. I had to start pumping the add_money and gift it over to those three factions just to get them to start expanding. It is a something I would rather not have to do every turn though, so with the start of a new campaign I was hoping to be able to fix it.

  4. #4

    Default Re: Changing the money the computer receives via the EB script

    ;Section VA: Enemy Camp Captured
    ;--------------------------------------------------

    monitor_event CharacterTurnEnd FactionType romans_julii
    and Trait EnemyCampCaptured = 1

    console_command add_money romans_julii, 1000

    end_monitor
    Is the console_command add_money line the only line I need to edit for each faction? And is this the right section of the script to be changing or is it related to the section on bonus city income? I can honestly say I've never been inside this file before.

  5. #5
    EB annoying hornet Member bovi's Avatar
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    Default Re: Changing the money the computer receives via the EB script

    ;Section VA: Enemy Camp Captured
    ;--------------------------------------------------
    Do the AI capture camps every turn, you think? No, this is not the correct place to change. Instead, look for this:

    Code:
    ;2)  Money Assistence
    ;	a)  Difficult start help
    ;	b)  City Income Bonus

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  6. #6

    Default Re: Changing the money the computer receives via the EB script

    here is a quick run down on how to load the AI with money:

    Go to "Difficult Start Help", you will find this for every faction (with "romans_julii" replaced by another faction in game name) :

    monitor_event FactionTurnStart FactionType romans_julii
    and not FactionIsLocal
    and Treasury < 5000
    and I_CompareCounter seasonCounter = 4
    console_command add_money romans_julii, 20000
    end_monitor


    Essentially gives any faction that dips below 5,000 in the first couple turns 20,000. Change them all to this (again each one will have something different then "romans_julii" but that is just another faction's in game name):

    monitor_event FactionTurnStart FactionType romans_julii
    and not FactionIsLocal
    and Treasury < 300000
    console_command add_money romans_julii, 40000
    end_monitor


    Now if this is applied to everyone (by simply changing only the "< 5000" to "< 300000", the "20000" to "40000" and deleting the "and I_CompareCounter seasonCounter = 4", now every faction under AI control will receive 40000 every turn until they reach 300000 and will continue to do so every time their treasury dips below 300000. Elsewhere in the script is a money penalty for factions when they reach 300000, so all factions will stay consistently at around the 300000 without dipping much lower or higher.

    This is what I use, in conjunction with VH difficulty and it works perfectly for me so far, with decent AI armies after about 20 years and great AI armies after about 40.
    Last edited by a completely inoffensive name; 01-27-2009 at 09:38.


  7. #7
    Guest Dayve's Avatar
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    Default Re: Changing the money the computer receives via the EB script

    Some factions simply won't expand, no matter what you do for them. The Gallic factions have never been very aggressive.

    Some factions only ever expand and become active when the human player is sat next to them. Arche Seleukia would be a good example of that. When you're playing as a faction on the other side of the map, they sit and do nothing. When you play as a faction that borders them, they hire hundreds of thousands of mercenaries every turn and destroy you and their other neighbours too.

    Pontus is a funny old faction... it never does anything unless the human plays as them. Give them 1 million Minai per turn and they won't do a damn thing, just sit there having a picnic.

    The Gallic ones are the same... in my games i see they have many many full stack armies but they just don't do a damn thing with them.

  8. #8
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: Changing the money the computer receives via the EB script

    Are you playing with 1.2? It has the best AI expansion.

  9. #9

    Default Re: Changing the money the computer receives via the EB script

    I was playing with a clean version of 1.2 and they hadn't expanded but 1 territory (all three factions combined) after 120 or so turns. I decided to start a new campaign with the mini mod pack and before I did I wanted to boost the money script up some. I appreciate the help and the walk through on how to fix it!

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