Page 1 of 3 123 LastLast
Results 1 to 20 of 43

Thread: Increased Movement Points(Cavalry, Infantry and/or Siege)

  1. #1

    Default Increased Movement Points(Cavalry, Infantry and/or Siege)

    This is a mini tutorial i made a while back which got lost in the huge quantities of threads inside the SS Modification forum. I know some people would find it useful.

    My tutorial is handy for anyone wishing to change the movement points for infantry, cavalry and seige equipment on the campaign map. there is a way to change the movement points of generals, admirals, captains and agents by going to descr_character.txt. However, i find this tutorial handier because if you have an army of cavalry only but you feel that their movement points aren't as realistic then you can change their movement points without having to change the captains or generals and also influencing the movement points of seige equipment and infantry.

    First go to descr_campaign_db.xml in mods/stainless_steel_6/data. i believe notepad works?
    when you open it go to the bottom of the file and add what is colored:
    Code:
    <misc>
     <allow_resource_forts bool="false"/> <!-- do we allow forts and watchtowers to be built on resource locations -->
    <fort_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for forts -->
    <army_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for field armies -->
          <fort_devastation_modifier float="1.0"/>   <!-- num devastated tiles modifier for forts -->
          <army_devastation_modifier float="1.0"/>   <!-- num devastated tiles modifier for field armies -->
    <enable_hotseat_messages bool="true"/> <!-- do we allow hotseat messages to be send between human players -->
    <enable_unit_accent_overrides bool="true"/> <!-- do we use unit db accent overrides for campaign unit selection -->
          <cavalry_movement_points_modifier float="7.00"/> <!-- movement points modifier for cavalry units -->
    <infantry_movement_points_modifier float="7.00"/> <!-- movement points modifier for infantry units -->
     <siege_movement_points_modifier float="3.75"/> <!-- movement points modifier for siege units -->
       </misc>
    </root>
    The numbers in between determine the movement points. As you would expect, the higher the number the further the type of unit can move.

    Note: this is just an example. You can put whatever values you wish for cavalry, infantry and siege. If you wish to only modify the movement points of one unit type then add only the line which corresponds to that type. In the above the numbers are ridiculously high "7.00". I added such numbers to immediately notice a difference when testing. Please change these values unless you wish to conquer the world in less then 10 turns.

    Note: The higher the movement points, the longer the AI calculations due to pathfinding

    Lastly but certainly not least. Even though the changes are minimal, use up 5 seconds and make a backup file. Just to be safe. Also, English is not my first language so sorry if my style fails to meet expectations.
    Good Luck
    Last edited by spanish_emperor; June 26, 2009 at 05:42 AM.
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this! - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    You might want to add, that the higher the movement points, the longer the AI calculations due to pathfinding.
    Otherwise nice tidbit.










  3. #3

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    i think you just did that yourself but ill add it anyways
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this! - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  4. #4
    Orko's Avatar Praeses
    Join Date
    Jul 2007
    Location
    Petah Tikva, Israel
    Posts
    8,916

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    Does this work with every other modification than SS? And where is the file? I can't find it.
    Quote Originally Posted by Marcus Aurelius
    Live a good life. If there are gods and they are just, then they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods, then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    First go to descr_campaign_db.xml
    This file is in the \data folder. If you can't find it, then you haven't unpacked.
    This file sets global values and is not restricted to a particular mod. In fact you would be extremely good if you could manage that.










  6. #6
    Orko's Avatar Praeses
    Join Date
    Jul 2007
    Location
    Petah Tikva, Israel
    Posts
    8,916

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    Quote Originally Posted by gigantus View Post
    This file is in the \data folder. If you can't find it, then you haven't unpacked.
    This file sets global values and is not restricted to a particular mod. In fact you would be extremely good if you could manage that.
    So if want to change the files in the Americas campaign, for example, to I have to unpack it?
    Quote Originally Posted by Marcus Aurelius
    Live a good life. If there are gods and they are just, then they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods, then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones.

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    So if I want to change the files in the Americas campaign, for example, do I have to unpack it?
    How else are you going to change the files? They are packed!

    And yes, each campaign has it's own descr_campaign_db.xml file.










  8. #8

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    ok im just learning how to mod this game and did 1 successful mod that allows me to have more recruiting slots in a castle or city but now im trying to mod the movement points of units in the campaign map and can't seem to get it right. I added <cavalry_movement_points_modifier float="7.00"/> <!-- movement points modifier for cavalry units -->
    <infantry_movement_points_modifier float="7.00"/> <!-- movement points modifier for infantry units -->
    <siege_movement_points_modifier float="3.75"/> at the end of my descr_campaign_db.xml but when I try it ingame it doesn't work, is there something that IM doing wrong? my descr_campaign_db.xml looks like this
    <?xml version="1.0"?>
    <root>
    <recruitment>
    <recruitment_slots uint="1"/>
    <retraining_slots uint="1"/>
    <deplenish_pools_with_caps bool="false"/>
    <clear_pools_with_caps bool="false"/>
    <add_initial_with_caps bool="true"/>
    <add_disband_no_caps bool="true"/>
    <force_clamp_to_max bool="false"/>
    <deplenish_multiplier float="0.9"/>
    <deplenish_offset float="-0.2"/>
    <percentage_pool_reduction_lost uint="10"/>
    <percentage_pool_reduction_occupy uint="20"/>
    <percentage_pool_reduction_sack uint="45"/>
    <percentage_pool_reduction_exterminate uint="100"/>
    <max_agents_per_turn uint="1"/>
    </recruitment>
    <religion>
    <max_witches_per_region uint="1"/>
    <max_witches uint="20"/>
    <max_heretics_per_region uint="1"/>
    <max_heretics uint="80"/>
    <max_heretics_conversion_modifier float="1.0"/>
    <max_inquisitors_per_region uint="1"/>
    <max_inquisitors uint="40"/>
    <heretic_conversion_rate_modifier float="0.0075"/>
    <heretic_conversion_rate_offset float="0.025"/>
    <witch_conversion_rate_modifier float="0.0"/>
    <witch_conversion_rate_offset float="0.02"/>
    <inquisitor_conversion_rate_modifier float="0.010"/>
    <inquisitor_conversion_rate_offset float="0.04"/>
    <priest_conversion_rate_modifier float="0.004"/>
    <priest_conversion_rate_offset float="0.015"/>
    <witch_creation_modifier float="1.0"/>
    <heretic_creation_modifier float="0.4"/>
    <inquisitor_creation_modifier float="0.3"/>
    <min_cardinal_piety uint="5"/>
    <convert_to_heretic_base_modifier float="10.0"/>
    <convert_to_heretic_unorthodox_modifier float="0.7"/>
    <inquisitor_turn_start uint="20"/>
    <inquisitor_target_crusades bool="false"/>
    </religion>
    <bribery>
    <bribe_to_family_tree bool="false"/>
    <base_character_chance float="0.4"/>
    <religion_modifier float="0.66"/>
    <combined_attribute_modifier float="0.2"/>
    <briber_attribute_divisor float="3.0"/>
    <bribee_attribute_divisor float="3.0"/>
    <army_size_modifier float="0.035"/>
    <base_settlement_chance float="0.8"/>
    <settlement_loyalty_modifier float="0.01"/>
    <settlement_population_modifier float="0.0001"/>
    <faction_standing_divisor float="10.0"/>
    <max_bribe_chance float="100.0"/>
    <min_bribe_chance float="1.0"/>
    <bribe_chance_modifier float="1.0"/>
    </bribery>
    <family_tree>
    <max_age uint="90"/>
    <max_age_for_marriage_for_male uint="75"/>
    <max_age_for_marriage_for_female uint="40"/>
    <max_age_before_death uint="105"/>
    <max_age_of_child uint="10"/>
    <old_age uint="60"/>
    <age_of_manhood uint="16"/>
    <daughters_age_of_consent uint="16"/>
    <daughters_retirement_age uint="40"/>
    <age_difference_min int="-10"/>
    <age_difference_max int="30"/>
    <parent_to_child_min_age_diff uint="12"/>
    <min_adoption_age uint="20"/>
    <max_adoption_age uint="30"/>
    <max_age_for_conception uint="50"/>
    <age_of_manhood_close uint="14"/>
    <max_number_of_children uint="4"/>
    </family_tree>
    <diplomacy>
    <max_diplomacy_items uint="8"/>
    <enemies_reject_gifts bool="false"/>
    <use_balance_owed bool="false"/>
    </diplomacy>
    <missions>
    <null_mission_score float="25.0"/>
    </missions>
    <display>
    <character_selection_radius float="0.3"/>
    <character_selection_height float="1.3"/>
    <character_selection_height_crouching float="1.0"/>
    <diplomacy_scroll_height uint="768"/>
    <recruitment_sort_simple bool="false"/>
    <faction_standing_min float="-1.0"/>
    <faction_standing_max float="1.0"/>
    <use_orig_rebel_faction_models bool="true"/>
    <keep_original_heretic_portraits bool=false/>
    <alt_sett_order_colours bool=false/>
    </display>
    <ransom>
    <captor_release_chance_base float="50.0"/>
    <captor_release_chance_chiv_mod float="12.0"/>
    <captor_ransom_chance_base float="60.0"/>
    <captor_ransom_chance_chiv_mod float="-5.0"/>
    <captor_ransom_chance_tm_mod float="10.0"/>
    <captive_ransom_chance_base float="40.0"/>
    <captive_ransom_chance_chiv_mod float="6.67"/>
    <captive_ransom_chance_tm_mod float="-10.0"/>
    <captive_ransom_chance_msm_mod float="10.0"/>
    <captive_ransom_for_slave bool="false"/>
    </ransom>
    <autoresolve>
    <min_capture_percent float="5.0"/>
    <max_capture_percent float="30.0"/>
    <lopsided_thresh float="1.5"/>
    <lopsided_hn_mod float="3.0"/>
    <separation_missile_add uint="1"/>
    <naval_sink_modifier float="1.5"/>
    <naval_sink_offset float="15.0"/>
    <naval_sink_max float="80.0"/>
    </autoresolve>
    <settlement>
    <sack_money_modifier float="0.4"/>
    <exterminate_money_modifier float="0.5"/>
    <chiv_spf_modifier float="1.0"/>
    <chiv_sof_modifier float="1.0"/>
    <dread_sof_modifier float="-1.0"/>
    <piety_cor_sif_modifier float="1.0"/>
    <piety_admin_sif_modifier float="1.0"/>
    <port_to_port_mp_min float="100.0"/>
    <heresy_unrest_modifier float="30.0"/>
    <religion_unrest_modifier float="20.0"/>
    <siege_gear_required_for_city_level string="huge_city"/>
    <siege_gear_required_for_castle_level string="moot_and_bailey"/>
    <no_towers_only_for_city_level string="huge_city"/>
    <no_towers_only_for_castle_level string="moot_and_bailey"/>
    <min_turn_keep_rebel_garrison int="999"/>
    </settlement>
    <revolt>
    <end_turn_modifier float="2"/>
    <excommunicated_modifier float="15"/>
    <new_leader_modifier float="10"/>
    <max_effective_loyalty float="7.0"/>
    <rebel_region_modifier float="2.0"/>
    <shadow_region_modifier float="2.0"/>
    <rebel_border_modifier float="1.1"/>
    <shadow_border_modifier float="1.1"/>
    <num_units_modifier float="1.05"/>
    <captain_modifier float="0.4"/>
    <min_revolt_chance float="0.0"/>
    <max_revolt_chance float="80.0"/>
    <ai_revolt_modifier float="0.25"/>
    <revolt_additional_armies bool="false"/>
    <revolt_crusading_armies bool="false"/>
    </revolt>
    <characters>
    <agents_can_hide bool="false"/>
    </characters>
    <hordes>
    <end_target_faction_bonus int="-300"/>
    <start_target_faction_bonus int="-500"/>
    <farming_level_bonus int="50"/>
    <shared_target_bonus int="-1000"/>
    <disbanding_horde_bonus int="-500"/>
    <starting_region_bonus int="-700"/>
    <horde_target_resource_bonus int="1000"/>
    </hordes>
    <merchants>
    <base_income_modifier float="0.7"/>
    <trade_bonus_offset float="10.0"/>
    </merchants>
    <agents>
    <denounce_inquisitor_base_chance float="35.0"/>
    <denounce_priest_base_chance float="33.0"/>
    <denounce_attack_modifier float="1.0"/>
    <denounce_defence_modifier float="1.0"/>
    <denounce_chance_min int="5"/>
    <denounce_chance_max int="95"/>
    <denounce_heretic_attemp_modifier float="1.5"/>
    <denounce_character_attemp_modifier float="0.5"/>
    <assassinate_base_chance float="33"/>
    <assassinate_attack_modifier float="0.8"/>
    <assassinate_defence_modifier float="0.8"/>
    <assassinate_public_modifier float="0.25"/>
    <assassinate_personal_modifier float="0.25"/>
    <assassinate_counter_spy_modifier float="1.0"/>
    <assassinate_agent_modifier float="1.24"/>
    <assassinate_own_region_modifier float="0.75"/>
    <assassinate_assassinate_attr_modifier float="0.18"/>
    <assassinate_chance_min int="5"/>
    <assassinate_chance_max int="95"/>
    <acquisition_base_chance float="40.0"/>
    <acquisition_level_modifier float="5.0"/>
    <acquisition_attack_trade_rights_modifier float="1.3"/>
    <acquisition_defence_trade_rights_modifier float="0.7"/>
    <acquisition_chance_min int="5"/>
    <acquisition_chance_max int="95"/>
    <inquisitor_crt_heresy_divisor float="1.0"/>
    <inquisitor_crt_pfp_modifier float="0.5"/>
    <inquisitor_crt_pfp_modifier_min float="0.0"/>
    <inquisitor_crt_pfp_modifier_max float="1.0"/>
    <inquisitor_crt_chance_min float="0.0"/>
    <inquisitor_crt_chance_max float="0.1"/>
    <inquisitor_target_leaders bool="false"/>
    <inquisitor_target_heirs bool="false"/>
    </agents>
    <crusades>
    <required_jihad_piety int="4"/>
    <max_disband_progress float="20.0"/>
    <near_target_no_disband_distance float="4.0"/>
    <disband_progress_window float="3"/>
    <crusade_called_start_turn float="20"/>
    <jihad_called_start_turn float="20"/>
    <movement_points_modifier float="2.0"/>
    </crusades>
    </root>

  9. #9
    newt's Avatar Primicerius
    Join Date
    Sep 2009
    Location
    Okrahoma
    Posts
    3,272

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    It doesn't look like you're doing it right.
    he's got an added <misc> section, ended with </misc>

    so you need to stick the code in between those. also I notived you put "<movement_points_modifier float="2.0"/>"

    and didn't specify.


    (I'm new to this as well, so if I'm wrong, correct me please!)

  10. #10

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    I've tried this and it just isn't working at all. I had added the siege movement modifier a long time ago and it worked fine-- so I'm familiar with the convention. But when I added the cav increase just now it had no effect on a new campaign. None at all. Am I missing something??
    "Perfect" is the enemy of "good enough".

  11. #11
    newt's Avatar Primicerius
    Join Date
    Sep 2009
    Location
    Okrahoma
    Posts
    3,272

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    I tried it too, and it didn't work. I even tried open office and text to make the changes and nothing worked

  12. #12
    Myshkin's Avatar Centenarius
    Join Date
    Jul 2009
    Location
    Antarctica
    Posts
    826

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    Hi guys,

    Could you please help me a bit?

    Does a mounted captain benefit from both cavarly bonus defined by "cavalry_movement_points_modifier float" and the "starting_action_points" defined at "descr_charachter.txt"?

    Also what are the suggested numbers for infantry, cavarly and siege weapons from your experience?

    Thanks,
    Myshkin
    Last edited by Myshkin; December 01, 2009 at 04:56 PM.
    Mini-projects under developlemt for TATW and ETW

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    Does a mounted captain benefit from both Yes, see below.
    "descr_charachter.txt"? Sets the basic movement points
    "cavalry_movement_points_modifier float" Adds as multiplier

    Also what are the suggested numbers for infantry, cavarly and siege weapons from your experience? Simply leave them alone if you are happy with the ratio between them. Modify through descr_character only










  14. #14
    Myshkin's Avatar Centenarius
    Join Date
    Jul 2009
    Location
    Antarctica
    Posts
    826

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    Thanks! Tested and it works. +rep

    No, I can't leave them alone, because there is a general demand to increase the speed of siege engines slightly. So, I was wondering if you knew the default ratios.

    Also do you know, if there is a way to make movement ancillaries of the commanding general effect the whole stack and not just the general?

    Thanks!
    Last edited by Myshkin; December 02, 2009 at 02:13 AM.
    Mini-projects under developlemt for TATW and ETW

  15. #15
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    Also do you know, if there is a way to make movement ancillaries of the commanding general effect the whole stack and not just the general?
    Movement points only affect the individual unit class. Hardcoded I guess.










  16. #16
    Myshkin's Avatar Centenarius
    Join Date
    Jul 2009
    Location
    Antarctica
    Posts
    826

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    Many thanks man! Do you know if you can introduce negative road modifier when being on hostile territory?
    Mini-projects under developlemt for TATW and ETW

  17. #17
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    Could be done through the script with traits and anti-traits I guess. Similar to the 'winter' movement reduction:

    Trait CampaignSeason
    Characters all
    ;Hidden

    Level Summer
    Description Summer_desc
    EffectsDescription Summer_effects_desc
    Threshold 1

    Level Winter
    Description Winter_desc
    EffectsDescription Winter_effects_desc
    Threshold 2

    Effect MovementPoints -6
    Simply design some triggers through events in the script.










  18. #18
    Myshkin's Avatar Centenarius
    Join Date
    Jul 2009
    Location
    Antarctica
    Posts
    826

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    Thank you very much
    Mini-projects under developlemt for TATW and ETW

  19. #19
    Swagger's Avatar Imperial Coffee-Runner
    Join Date
    Apr 2007
    Location
    Portugal
    Posts
    12,453

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    what's the modifier for battle map?


    (for each unit), for example cavalry is +- 2x faster than infantry, how does one change speed of a unit type (cavalry, infantry, siege) in battle? (exept to the EDU unit modifier entry)
    Under the Patronage of the Dreadful cedric37!
    Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod


  20. #20
    Myshkin's Avatar Centenarius
    Join Date
    Jul 2009
    Location
    Antarctica
    Posts
    826

    Default Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    These modifiers apply to the campaign map.

    I think, you need to edit "export_descr_unit.txt" for the battles.
    Mini-projects under developlemt for TATW and ETW

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •