Results 1 to 7 of 7

Thread: NO MORE Grim Crowns and Movement Change VERSION 1.00 (WALL OF TEXT REMOVED)

  1. #1

    Icon7 NO MORE Grim Crowns and Movement Change VERSION 1.00 (WALL OF TEXT REMOVED)

    NO MORE Grim Crowns and Movement Change Version 1.00

    This MINI MOD DOES NOT REQUIRE CAMPAIGN RESTART! (Though remember you need to click next turn to see real effects, and it will then work properly until the end of campaign!)

    CLICK ME TO DOWNLOAD

    ALWAYS BACKUP YOUR FILES FIRST JUST TO BE SAFE!

    My thanks to the creators of DLV mod for Creative Assembly's M2TW and Taiji for his BB for M2TW.
    This mod requires ONLY M2TW: Kingdoms and Deus lo Vult 6.1 BUT having Taiji's BB and latest version of Grim Little Fixes is RECOMENDED . Problems that Grim Crowns Change mini mod attempts to fix are:
    -Illogical requirements for obtaining enemy crowns and fact that they are unfair to some factions!
    Problems that Grim Movement Change mini mod attempts to fix are:
    Various Character movement problems in DLV (click spoiler for a bit more info if you really want it)
    Spoiler Alert, click show to read: 
    -Inability to stack movement points bonus over 100% positive effects (negative effects can stack indefinitely it seems, though of course - 100% is zero movement and you can't have less then that) so it is very easy to have good character with MANY bonuses, ancillaries and positive traits that is only as fast as any young character without Grim Movement Fixes.
    Also we had problem of winter turns when all but the best generals would barely move faster then infantry.
    On top of that generals were aging too fast loosing their Fertility and HitPoints bonus, already after 25 and that was only 20 turns in game, and since they had to spend 10 turns in school usefulness of being young was quite limited.
    While someone can argue that people in Middle Ages where already middle aged at 25 , people did indeed manage to live over 60 (far from majority of course, and characters in DLV can easily reach over 80 and quite often even 100) and notion that people over 25 where so much weaker and slower (while riding horse no less), and even much less fertile can not be supported by any genetic records study I have seen (Let's not even talk about 35 year healthy nobleman on a horse being barely faster then full unit of marching infantry during winter)
    But all of that doesn't matter since it hindered gameplay so it had to go, at least in my opinion!
    Considering that characters are now Young until 35 (at least when it comes to Movement Bonus and Fertility) a little less people should complain about children problem, also problem with family having no children should be diminished a bit (middle aged generals are still quite useful).


    Have you noticed a problem...(best skip wall of text)
    Spoiler Alert, click show to read: 
    Have you noticed a problems with characters movements during winter?

    Have you noticed that sometimes even middle aged characters can be barely faster then infantry during winter (and sometimes even slower) or that some old characters can be unable to move during winter, and not only that if you would have army stuck with them suddenly an army couldn't move either.

    Have you noticed that giving ancillaries that affect movement and getting hard earned traits doesn't seem to affect your character movement much and OFTEN NOT AT ALL (and I am talking about waiting for the next turn and getting total movement points recalculated so IT SHOULD AFFECT movement).

    Have you noticed the inability to stack movement points bonus over 100% positive effects (negative effects can stack indefinitely it seems, though of course - 100% is zero movement and you can't have less then that) so it is very easy to have good character with MANY bonuses, ancillaries and positive traits that is only as fast as any young character without Grim Movement Fixes.
    Also we had problem of winter turns when all but the best generals would barely move faster then infantry.

    Have you noticed that lot of traits have certain descriptions for movement traits yet they function WIDELY DIFFERENT
    lets say

    Blessed_With_Vigor

    Effect Authority 2
    Effect MovementPoints 20

    Description: +2 Authority, +25% to Movement Points (gives armies the ability to forced march)

    now look at Indolent_Lump

    Effect Authority -2
    Effect MovementPoints -20
    Effect TaxCollection -15

    Description: -2 Authority, -20% to Movement Points (reduces the distance armies can march), 15% penalty on tax income)

    Notice that Effect MovementPoints 20 (positive) supposedly gives + 25% (it actually would give + 100% but like I mentioned positive effects can NOT stack over + 100% positive movement , they could sort of stack if you had say - 30 negative and + 50 positive and that would give you + 20 positive but 0 negative and 50 positive would give you ONLY + 20 positive or 100 % ).
    Now again notice Indolent_Lump Effect MovementPoints -20 while description says -20% to Movement Point?! And that would also not even be - 20 but MINUS 100% Percent!

    Also Have you noticed (Yes , yes I can hear the screams of WE HAVE NOTICED!) that some crown requirements didn't make sense at all (Armenian crown could be worn only by Armenians, but Georgian crown could be worn by any orthodox faction leader, while all the Europeans could be crowned rulers of Russia EXCEPT Greeks, Byzantium ruled over Jerusalem before but ruler of Byzantium can't have crown of Jerusalem, and only Greeks can be rulers of Byzantium so Turks, Russian, or say Latin empire , Serbs and Bulgarians AM CRY) or that same factions just had really low chance of obtaining enemy crowns (I guess Kingdom of Jerusalem king should conquer France , England or Germany if he wants more crowns).



    This mini mod changes things that affect CHARACTERS (Family General/Governor, Princess, Spy, Assassin, Diplomat, Priest, Merchant and Admiral) movement points on CAMPAIGN MAP, aging traits (but only because of fixing movement bonuses) gives ability to rulers of every faction to OBTAIN the crown of EVERY single DEFEATED faction regardless of their religion or things that didn't make sense at all AND NOTHING (AND I MEAN NOTHING) ELSE!
    Grim Crowns and Movement Change contains OVER 150 code changes at least.

    Small tehnical details about the changes (skip this if you are not into coding)
    Spoiler Alert, click show to read: 
    Changes were made to starting_action_points value for all characters in descr_character.txt file (well all except generic captain);
    Generals/Governors, Princesses, Spies, Assassins, Diplomats, Merchants and Priests have action points increased by 120% (2.2 multiplier). Have in mind that doesn't mean they will move at 2.2 time as fast as before, only the very, very best characters could hope to do that (and even then if the Movement Bonus points from the traits stacked as they should old DLV 6.1 traits would have given them much MUCH bigger movement).NPC's like Heretic, Witch and Inquisitor given same 120% (2.2 multiplier bonuses) to make it fair.


    VERSION 1.00 18/07/2009 contains these changes
    Spoiler Alert, click show to read: 

    This mini mod changes things that affect CHARACTERS (Family General/Governor, Princess, Spy, Assassin, Diplomat, Priest, Merchant and Admiral) movement points on CAMPAIGN MAP, aging traits (but only because of fixing movement bonuses) gives ability to rulers of every faction to OBTAIN the crown of EVERY single DEFEATED faction regardless of their religion or things that didn't make sense at all (Armenian crown could be worn only by Armenians, but Georgian crown could be worn by any orthodox faction leader, while all the Europeans could be crowned rulers of Russia EXCEPT Greeks, Byzantium ruled over Jerusalem before but ruler of Byzantium can't have crown of Jerusalem, and only Greeks can be rulers of Byzantium so Turks, Russian, Serbs, Bulgarians and Latin empire AM CRY)
    AND NOTHING (AND I MEAN NOTHING) ELSE (Unless I mistyped somewhere, and if that happened report it immediately)!

    Grimblade's Grim Crown changes crown ancillaries in file export_descr_ancillaries.txt;
    and changes description effect text of export_ancillaries.txt so that the titles of rulers would make sense!

    Every crown can be worn by ANY leader AS LONG as he meats the requirements (so a King of France can destroy Ayyubid Sultanate and take Crown of Egypt and vice versa)
    Crown descriptions changed to make sense (No French Catholic Sultan but a ruler of Ayyubids but Egyptian can be Muslim Rex (King) of France, or a Duke or a Doge, this is engine limitation and without making 2 separate anciliaries and triggers that would most probably require campaign restart atm I am not so sure how to fix without increasing number of anciliaries and triggers)
    Descriptions will be a subject of a change as soon as someone makes good suggestion.
    CROWN EFFECTS REMAINED UNCHANGED!

    Grimblade's change of movement speed of characters for Deus lo Vult
    (includes changes to starting_action_points for characters in descr_character.txt file;
    change to Effect MovementPoints of character traits inside export_descr_character_traits.txt file;
    change to Effect MovementPoints of ancillaries in file export_descr_ancillaries.txt;
    changes to description effect text of export_VnVs.txt;
    and changes description effect text of export_ancillaries.txt)
    (OVER 40 changes total at least!)



    CHANGES:

    Changed Youth, Middle_Aged, Senior_Citizen and Elderly traits for each character type (family general/governor, diplomat, spy, assassin, princess, merchant, priest )
    Trait belong to group of traits Trait *******TurnsAlive where ******* corresponds to character like for example DiplomatTurnsAlive
    Level Youth
    Description Youth_desc
    EffectsDescription Youth_effects_desc
    Threshold 1

    Effect HitPoints 1
    Effect Fertility 1
    Effect MovementPoints 5

    Level Middle_Aged
    Description Middle_Aged_desc
    EffectsDescription Middle_Aged_effects_desc
    Threshold 40

    Effect MovementPoints 3

    Level Senior_Citizen
    Description Senior_Citizen_desc
    EffectsDescription Senior_Citizen_effects_desc
    Threshold 70

    Effect MovementPoints 1
    Effect HitPoints -1
    Effect PersonalSecurity -1
    Effect Fertility -1

    Level Elderly
    Description Elderly_desc
    EffectsDescription Elderly_effects_desc
    Threshold 90

    Effect MovementPoints -1
    Effect HitPoints -2
    Effect PersonalSecurity -2
    Effect Fertility -2

    Both Effect MovementPoints and Threshold lines have been changed! (only Threshold values for Young and Elderly for each character were left intact) so that is 42 changes in total for TurnsAlive family of traits.
    Princesses are counted as Young only until 30 I am afraid. If you want it to be same as men just post it and I can change it (though have in mind this might confuse people since Princesses are meant to be married as soon as you can find them a suitor).

    Changed starting_action_points value for all characters in descr_character.txt file (well all except generic captain);
    Generals/Governors, Princesses, Spies, Assassins, Diplomats, Merchants and Priests have action points increased by 120% (2.2 multiplier). Have in mind that doesn't mean they will move at 2.2 time as fast as before, no only the very, very best characters could hope to do that (and even then if the Movement Bonus points from the traits stacked as they should old DLV 6.1 traits would have given them much MUCH bigger movement)
    NPC's like Heretic, Witch and Inquisitor given same 120% (2.2 multiplier bonuses) to make it fair.
    All these characters (yours or NPC) will have quite noticeable movement increase during winter but in relation to their age (younger characters will move a bit faster during winter but old characters will move a lot faster, especially those "useless" people over 60 but at least 36 year old generals will be noticeably faster then their infantry armies, as they should be)
    Admirals given 20% movement bonus (1.2 multiplier).
    (TOTAL OF 11 CHANGES)

    Additional trait changes:

    Level WinterCampaigning
    Description WinterCampaigning_desc
    EffectsDescription WinterCampaigning_effects_desc
    Threshold 2

    Effect MovementPoints -10

    Changed from Effect MovementPoints -20 that was effective - 100% and could produce VERY, VERY nasty effects on many of your regular generals, like slowing them waaay too much during winter (some where slower then siege units) while regular units remained moving at summer speeds (1 change).

    Changed insane movement bonuses for Russian, Kievan and Lithuanian princesses.

    Trait Princess_Royal_Blood_Russian
    Characters princess

    Level Princess_Royal_Blood_Russian
    Description Princess_Royal_Blood_Russian_desc
    EffectsDescription Princess_Royal_Blood_Russian_effects_desc
    Threshold 1

    Effect MovementPoints 2

    (Sorry for ruining your Xena fantasies)

    Effect MovementPoints was changed from 10 (50% increase) to 2 (10%) increase just as character trait descriptions in text/VNVs says it should be. (3 changes total)

    Traits like Disobedient, Locked, Thrown_in_Dungeon and similar unchanged so they wont offset game balance as they indeed functioned as they should (0 changes total).

    Group of traits under Disciplinarian changed to match their description in VNVs as they should:

    Conscientious_Trainer Effect MovementPoints 5 (25%) lowered to 2 (10%) , Drillmaster from 10 (50%) lowered to 3 (15%) and Harsh_Taskmaster from huge 15 (75%) to 4 (20%). (3 changes total)
    Same thing done to all 3 BadDisciplinarian traits Poor_Disciplinarian, Easy_on_the_Men, Way_too_Leniant except now NEGATIVE values were lowered for example Way_too_Leniant was giving Effect MovementPoints -15 of - 75% movement (now think of that + winter negative bonus) and you realized why it was lowered to -4 (or - 20%) just like it says in Character Traits VNV description. (3 changes total)

    Traits TurnsCampaigning remain unchanged because they were balanced, and effects where same as their descriptions in VNVs. (0 changes total)

    Traits under AI_General_Command unchanged to keep AI bonuses (0 changes total)

    Traits of LogisticalSkill line changed to match descriptions:
    Understands_Logistics from 5 to 2, Logistics_Expert from 10 to 3 and Logistician from 15 to 4

    Trait FormerMilitaryEducation changed form 5 (25% seemed too high compared to civilian) to 2 (10%) WILL LOOK MORE INTO THIS (1 change total)

    Traits under Slothful balanced to match descriptions (and not give waaay too much negative bonuses). Lazy, Too_Comfortable, Slothful and Indolent_Lump changed from -5/-10/-15/-20 to -1/-2/-3/-4 ( 4 changes total)!

    Energetic traits (anti traits to Slothful) rebalanced to match descriptions (and so they could stack properly with other positive traits too):
    Eager, Energetic, Driven and Blessed_With_Vigor changed to +2/+3/+4/+5 now notice that descriptions for Slothful and Energetic didn't make a least bit sense when compared to their actual effects. Look at this:

    Blessed_With_Vigor

    Effect Authority 2
    Effect MovementPoints 20

    Description: +2 Authority, +25% to Movement Points (gives armies the ability to forced march)

    now look at Indolent_Lump

    Effect Authority -2
    Effect MovementPoints -20
    Effect TaxCollection -15

    Description: -2 Authority, -20% to Movement Points (reduces the distance armies can march), 15% penalty on tax income)

    Notice that Effect MovementPoints 20 (positive) supposedly gives + 25% (it actually would give + 100% but like I mentioned positive effects can NOT stack over + 100% positive movement , they could sort of stack if you had say - 30 negative and + 50 positive and that would give you + 20 positive but 0 negative and 50 positive would give you ONLY + 20 positive or 100 % ).
    Now again notice Indolent_Lump Effect MovementPoints -20 while description says -20% to Movement Point?! And that would also not even be - 20 but MINUS 100% Percent!
    (8 changes total)

    Trait HorseRacer Movement effects changed Good_Racer Effect MovementPoints 1, Great_Racer Effect MovementPoints 2, Famous_Racer Effect MovementPoints 3 FROM 5 / 10 / 15
    export_VNVs trait descriptions for these 3 traits changed too ( 6 changes total)

    Traits Fallen_to_Illness unchanged to keep balance! (And guess what their descriptions were already OK too)

    Franciscan_Friar_effects_desc, Franciscan_Prior_effects_desc, Franciscan_Abbot_effects_desc changed. Description changed to remind players that they indeed lower priest’s movement (effects were already there before so ONLY descriptions were changed)

    Anchorit_Friar_effects_desc, Anchorit_Prior_effects_desc, Anchorit_Abbot_effects_desc changed. Description changed to remind players that they indeed lower priests movement (effects were already there before so ONLY descriptions were changed)

    Sufi_Friar_effects_desc, Sufi_Prior_effects_desc, Sufi_Abbot_effects_desc changed. Description changed to remind players that they indeed lower priests movement (effects were already there before so ONLY descriptions were changed).

    {ZH_nearsighted_effects_desc} changed. Traits remained unchanged just description.

    Few admiral traits left completely unchanged as well as H_Merchant_Of_Hanse since they were good traits with good descriptions!

    Out_Of_Supplies remained unchanged as well as Immobile hidden trait.
    (10 changes total)

    That is all for now over 91 changes!

    export_ancillaries.txt changes {ZH_eyeglasses_effects_desc} changed description to match effects (effects were already her and not chnaged by me)
    {ZH_fall_guy_effects_desc} Changed description only.
    (2 changes total)

    Ancillary Sword_Mstislav balanced from Effect MovementPoints 10 to Effect MovementPoints 2 ( I mean seriously even like this it is Overpowered but before it was Excalibur) changed description too!

    Royal banners balanced in the same way as a sword (I might rebalance all the royal banners to give positive Effect MovementPoints IN LATER VERSIONS so no banner will be as OP as some are now)
    Balanced Royal banners of Poland, Russia, Kiev, Lithuania, Mongols and Georgians in a same way those huge princess bonuses were balanced ( they were giving +50% and description said +10% which made much more sense balance wise so now banners give + 10 % movement bonus instead of freakish + 50%)
    Changed descriptions of Banner effects in export_ancillaries.txt
    (12 changes total)

    Moh ancillary left unchanged. Archbishops (all 4) left unchanged.

    Ancillary black_stallion no gives +25% movement bonus just as description says instead of + 40%. (1 change total)

    Ancillary caravan_driver left unchanged.

    Chastity belt left unchanged (poor princesses but it was not made by me, complain if you want changes).

    Drillmaster left unchanged.

    Enchanted Broom left unchanged (ROFLMAO)!

    Intrepid_explorer effects changed to match descriptions (from 30 to 15% bonus movement) (1 change total)

    Naval_navigator changed effect to match description (huge + 50% scaled back to + 10%) (1 change total)

    Quartermaster left unchanged.

    Strapping_stallion effects changed to match descriptions (from 20 to 10% bonus movement) (1 change total)

    Swift_steed effects changed to match descriptions (from 30 to 15% bonus movement) (1 change total)

    Trusty_steed effects changed to match descriptions (from 10 to 5% bonus movement) (1 change total)

    Amerigo_vespucci left unchanged.

    Vasco_de_gama left unchanged.

    Templargm, teutongm, santiagogm, hospitalgm, thiefgm, assassingm left unchanged since they are so hard to obtain and descriptions were ok ( + 25% movement bonus)

    20 SUM TOTAL changes to ancillaries and descriptions.

    So this is a total of AT LEAST 151 changes!


    Those wanting to download ONLY movement changes can do so HERE
    Spoiler Alert, click show to read: 
    CLICK ME TO DOWNLOAD(ONLY MOVEMENT CHANGES)


    WILL UPDATE WITH PICTURES LATER WHEN MY ISP STOPS ME.

    OLD MOVEMENT CALCULATIONS - GENERAL DURING WINTER BEFORE THE CHANGE (Notice he can't move and he would stop his army from moving too)
    Spoiler Alert, click show to read: 



    NEW MOVEMENT CALCULATIONS - GENERAL DURING WINTER AFTER THE CHANGE (Notice the he doesn't gain insane movement bonus since he is old and it is winter)
    Spoiler Alert, click show to read: 




    Also just to make it clear so no misunderstandings occur (you can skip over this)
    Spoiler Alert, click show to read: 
    EVEN THIS mini mod doesn't remove HARDCODED (inside M2TW: KINGDOMS ENGINE) problem of total effective movement bonus going OVER + 100% Positive value BUT IT DOES indeed alleviate it and make it so that characters with many positive movement bonuses CAN INDEED MOVE a LOT faster as they should (and also fixes bugs and strange bonuses and descriptions too as well as INSANELY HIGH negative movement bonuses also known as ARMIES STUCK WITH IMMOBILE GENERALS DURING WINTER)!
    It also changes requirements for crowns so they are fair now and should make more sense (at least I hope they make more sense but they are more fair 100% Guaranteed).



  2. #2
    Laetus
    Join Date
    Jul 2009
    Location
    Finland
    Posts
    20

    Default Re: Grim Crowns and Movement Change VERSION 1.00 (WALL OF TEXT REMOVED)

    Great bugfixing! This was very much needed, the movement was annoyingly buggy. Thanks!

    And a question: Do you know about ship movement, on what basis are ships given movement points? It seems very illogical and it isn't explained anywhere in DLV documents...

  3. #3

    Default Re: Grim Crowns and Movement Change VERSION 1.00 (WALL OF TEXT REMOVED)

    Quote Originally Posted by JJN View Post
    Great bugfixing! This was very much needed, the movement was annoyingly buggy. Thanks!

    And a question: Do you know about ship movement, on what basis are ships given movement points? It seems very illogical and it isn't explained anywhere in DLV documents...
    They get their movement points from descr_character.txt (look under the admirals)

    type admiral

    actions moving_normal, quick_sail, blockade, disembark, exchange
    wage_base 50
    starting_action_points 600

    Now when units board ships this happens (as said by gigantus )

    Sea units will revert to the lowest movement points of land units loaded, times its movement multiplier.

    It is also discussed here http://www.twcenter.net/forums/showthread.php?t=278499

    Problem for getting rid of problems that makes units slow down ships when boarded (while not changing their land speed) still remains because it looks like you cant detect if there's units on the boat(as posted by Augustus Lucifer)

    There's the scripting condition I_AtSea which checks if a character is at sea, as well as I_AgentSelected admiral, but the problem of determining if there's units on the boat or which particular boat the character is on is still present.

  4. #4
    Laetus
    Join Date
    Jul 2009
    Location
    Finland
    Posts
    20

    Default Re: Grim Crowns and Movement Change VERSION 1.00 (WALL OF TEXT REMOVED)

    Thanks, that was educating. So not much can be done to the naval movement...

    Sea units will revert to the lowest movement points of land units loaded, times its movement multiplier
    So they do... funny logic.. Takes ages to ship old cardinals from Italy to the Holy Land.. What do they do, take over the ship and run in circles around the Mediterranian for fun

  5. #5

    Default Re: Grim Crowns and Movement Change VERSION 1.00 (WALL OF TEXT REMOVED)

    bravo Grimblade!

  6. #6

    Default Re: Grim Crowns and Movement Change VERSION 1.00 (WALL OF TEXT REMOVED)

    Grimblade, quick question for you - I presume that eight ancillaries for a character is hardcoded, so in effect, wouldn't any family member be limited to a max of eight crowns? Am I correct in this, or did you find some work around?

    Thanks.
    Former Historian & Dev Member for Broken Crescent Mod
    Dual-Major BA in Medieval History / Political Science, Adelphi University Aug. 1989
    Member of the World History Association
    Member of the Medieval Academy of America
    Member of the Richard III Society
    Member of the Society for the Study of the Crusades and Latin East
    If you like my post, please +Rep...if you dislike my post, please +REP me twice

  7. #7

    Default Re: Grim Crowns and Movement Change VERSION 1.00 (WALL OF TEXT REMOVED)

    Quote Originally Posted by CelticPagan View Post
    Grimblade, quick question for you - I presume that eight ancillaries for a character is hardcoded, so in effect, wouldn't any family member be limited to a max of eight crowns? Am I correct in this, or did you find some work around?

    Thanks.
    No. I am pretty sure it is quite hardcoded (forgot though but I would guess it is). If it is hardcoded only butchering engine with disassembler would do it but then I think TWCF forums wouldn't even allow it to be posted. Best option would be if CA made M2TW engine free source but chances of that happening anytime soon are ...
    I even wanted to limit it to 3 crowns maximum (at the moment I doubt you can have over 5 crowns in the inventory though I guess 6 or 7 are max since one spot is reserved for royal banner).
    Authority also doesn't stack too well, ruling over large empire makes a leader more respected but it also means rebellions could start all over the place and this is not implemented well.
    For now Crown change gives you better leader (if he collects crowns)and rewards you for crushing enemy kingdoms instead of exploiting them as vassals (which is pretty much broken game mechanic in M2:TW). It helps with a problem of Offensive to Nobles that people complained a lot.
    But it is actually meant for balancing silly things I mentioned in the first post (KOJ needs to conquer catholic country to get a crown, Greeks are limited to Byzantine crown and etc...). Not much is changed if you play let's say a catholic faction conquering only catholic factions (concerning just crown changes, movement changes WILL indeed change gameplay quite a bit for every faction)

Posting Permissions

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