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Thread: Mini-mods for new RC/RR compilation

  1. #1
    Gorrrrrn's Avatar Citizen
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    Default Mini-mods for new RC/RR compilation

    The purpose of this thread is for people to post experimental versions of key files used by the new RC/RR compilation, which address any issues people think need changing or improving.

    It'll be up to PB if he eventually incorporates any.

    Hopefully this will free up the main thread for issues relating to the main compilation and allow any mini-mods to have the space they need to be discussed coherently.

    For the record, I'm currently testing a revised campaign_script for the early campaign which changes the Teutonic Order emergence. It takes time to test as I can only really see what's happening if I control the settlements that TO is scripted to attack. I'll post a version when I'm happy with it.

    Beyond that I want to see if we can get the garrison_army in descr_strat working (if only for the original faction owners.)

    Feel free to suggest other improvements but be prepared to produce the code (or whatever) and test it.
    I'll reserve the next post in the thread for finalised versions of changed files, together with a description of what they do.

  2. #2
    Gorrrrrn's Avatar Citizen
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    Default Re: Mini-mods for new RC/RR compilation

    ***************reserved for finalised versions of changed files*********************

    *********************other mods for RC/RR/Byg/etc compilation******************

    seether has a growing collection of mini-mods here:

    http://www.twcenter.net/forums/showthread.php?t=304764

    here's a selection of ignasigh's mods which should work with the compilation:
    * BIGGER/HUGE battles+speed+Morale for SS 6.2 and others
    http://www.twcenter.net/forums/showthread.php?t=162311

    * Da Multiplier mod+speed+Morale for SS 6.2 and others
    http://www.twcenter.net/forums/showthread.php?t=317469

    * Mods compatibility information
    http://www.twcenter.net/forums/showthread.php?t=192294
    Last edited by Gorrrrrn; December 21, 2009 at 10:35 AM.

  3. #3
    Trinity's Avatar Libertus
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    Default Re: Mini-mods for new RC/RR compilation

    Right now I have changed files to have 2TPY. I have no idea if key events, emerging factions, happen on the correct date, but I'm playing through to see if everything is as it should be.

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Mini-mods for new RC/RR compilation

    Quote Originally Posted by Trinity View Post
    Right now I have changed files to have 2TPY. I have no idea if key events, emerging factions, happen on the correct date, but I'm playing through to see if everything is as it should be.
    Events in the descr_events.txt will be correct. Events etc scripted in the campaign script will need to be adjusted. You also should adjust settlement growth rates or you'll get huge cities and citadels way too early. That's not such a big deal when using RR/RC but it should still be adjusted IMO.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  5. #5
    Trinity's Avatar Libertus
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    Default Re: Mini-mods for new RC/RR compilation

    Quote Originally Posted by Caesar Clivus View Post
    Events in the descr_events.txt will be correct. Events etc scripted in the campaign script will need to be adjusted. You also should adjust settlement growth rates or you'll get huge cities and citadels way too early. That's not such a big deal when using RR/RC but it should still be adjusted IMO.
    Oh yes, campaign script has been adjusted. I adjusted settlement growth rates to half of vanilla RR/RC, and raised the building time and cost of all buildings except the wonders. I didn't see the point of changing the wonders. I also changed the guild requirements, buildings give more points, and missions give more money as well as more time to complete (12 turns for diplomatic actions instead of five).

    I have the files here, it's just a simple "copy, paste, overwrite" install. Back up the original files. Can't stress that enough. If anyone has questions, comments; PM me and I'll return your call within five business days .

  6. #6

    Default Re: Mini-mods for new RC/RR compilation

    excellent trinity!

    I've always wanted this compilation to adopt the 2tpy and I'm glad to see you've put some effort into this
    Actually, I have a request if you could oblige...could you reduce the distance in which crusading/jihading armies can move? I mean, they should move a considerable distance in 6 months game time...but across a continent in 3 - 4 turns is a bit much IMO.
    Last edited by TheJigglymonkey; October 14, 2009 at 10:47 PM.

  7. #7
    Gorrrrrn's Avatar Citizen
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    Default Re: Mini-mods for new RC/RR compilation

    Trinity - good to see you taking up the challenge!

    I got as far as turn 84 on my test to see how the Teutonic Order handles the changes I made, fought 3 big defend Vilnius from crusader battles
    and then it CTD'd because of a typo in campaign_script - I used "Order spearmen", but I think it needs "Order Spearmen".
    (CAn't check in custom battles as they're not listed.)

    ANyway as I have to go back to square 1, I'll add some trial garrison_armies to see if they work.

    (Playing several times I notice Khwarezm has a terrible time holding onto its cities - so I'll give them some garrisons, and the irish settlements.)

    This will all take some time so don't expect any results too soon.

  8. #8

    Default Re: Mini-mods for new RC/RR compilation

    Thanks for this work Rozanov

  9. #9
    Gorrrrrn's Avatar Citizen
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    Default Re: Mini-mods for new RC/RR compilation

    No probs PB.

    Well I tested the garrisoned_army command in the descr_strat.

    I put 6 units in each of the Irish settlements and 4 in each of the Khwarezm.

    The Irish units stayed put until trun 6 when a few moved outside.
    Only 1 of the Khwarezm garrisons (Gorgan) kept its full complement until T10.
    All of the others had some leave on turn 1.

    As Khwarezm has problems anyway I'll probably leave the changes in as it gives them more troops to play with.
    Even so they only got Isfahan on turn 8.

    I'll keep an eye out for when settlements rebel in Khwarezm.

    Meanwhile it's down to keeping the Lithuanians alive until T85 when we can expect the TO.
    (If I haven't made any more mistakes in the campaign script
    (well it accepts it and I get the gameplay announcement at start so it's OK
    that far, you only discover the problems with the TO changes once they are spawned!)

  10. #10
    Seether's Avatar RoTK Workhorse
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    Default Re: Mini-mods for new RC/RR compilation

    Quote Originally Posted by Rozanov View Post
    No probs PB.

    Well I tested the garrisoned_army command in the descr_strat.

    I put 6 units in each of the Irish settlements and 4 in each of the Khwarezm.

    The Irish units stayed put until trun 6 when a few moved outside.
    Only 1 of the Khwarezm garrisons (Gorgan) kept its full complement until T10.
    All of the others had some leave on turn 1.

    As Khwarezm has problems anyway I'll probably leave the changes in as it gives them more troops to play with.
    Even so they only got Isfahan on turn 8.

    I'll keep an eye out for when settlements rebel in Khwarezm.

    Meanwhile it's down to keeping the Lithuanians alive until T85 when we can expect the TO.
    (If I haven't made any more mistakes in the campaign script
    (well it accepts it and I get the gameplay announcement at start so it's OK
    that far, you only discover the problems with the TO changes once they are spawned!)
    When I tested the TO script out for PB (when I found out Palanga needed horde_target in order for the TO to settle in Palanga) I simply changed the turn of the TO emergence to 5 and had Lithuania start off with Palanga and Riga. It's A LOT easier than waiting nearly 100 turns to test each time.

  11. #11
    gracul's Avatar 404 Not Found
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    Default Re: Mini-mods for new RC/RR compilation

    I can tweak the TO script.
    It was actually never improved to what the Mongol Script was before i removed it... Realised that with some CAI changes + a garrison-like script i can make the mongols be as fearsome as when scripted, but with more "brain" in fighting with a human player.

  12. #12
    Ducenarius
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    Default Re: Mini-mods for new RC/RR compilation

    Can someone modify the EDU file in order to have huger unit size?






  13. #13

    Default Re: Mini-mods for new RC/RR compilation

    Unit sizes are already related to type and category, some already go to 250 (maximum). To alter them would adversely affect balance.

  14. #14
    Trinity's Avatar Libertus
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    Default Re: Mini-mods for new RC/RR compilation

    Quote Originally Posted by TheJigglymonkey View Post
    excellent trinity!

    I've always wanted this compilation to adopt the 2tpy and I'm glad to see you've put some effort into this
    Actually, I have a request if you could oblige...could you reduce the distance in which crusading/jihading armies can move? I mean, they should move a considerable distance in 6 months game time...but across a continent in 3 - 4 turns is a bit much IMO.
    What what?? You want Crusaders and Jihadists(?) to move slower?! I'm not going to change the actual files, but you can if you feel its necessary. In the descr_campaign_db.xml file, find the crusades section and adjust the bolded:
    Spoiler Alert, click show to read: 
    <crusades>
    <required_jihad_piety int="5"/>
    <max_disband_progress float="20.0"/>
    <near_target_no_disband_distance float="4.0"/>
    <disband_progress_window float="3"/>
    <crusade_called_start_turn float="10"/>
    <jihad_called_start_turn float="10"/>
    <movement_points_modifier float="2.5"/>
    </crusades>

    I think a modifier of 1.0 is the same movement rate as a non-crusading army, so just play with it; find what works for you.

  15. #15
    TheBromgrev's Avatar Ducenarius
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    Default Re: Mini-mods for new RC/RR compilation

    There might be a better place to ask, but I get the impression this post will get an answer sooner. What file(s) do I need to alter in order to change what a settlement can build? For example, give the Khwarezm castles access to caravan stops or give the Byzantines (back) the ability to build paved roads.

  16. #16
    Gorrrrrn's Avatar Citizen
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    Default Re: Mini-mods for new RC/RR compilation

    @The Bromgrev

    export_descr_buildings.txt in the data folder.

    you might want to give it some sort of trade bonus to the caravan stops whilst you're at it.

    --

    thanks for tip re starting game part way through to test TO.
    I'm up to T40 anyway and I'm watching other things - such as Khwarezm and Ireland to see what happens there.
    (So far there's been fewer revolts in Khwarezm so maybe the garrisoned_Armies might be helping. They're expanding better too.
    I'm worried they might suffer from going on jihad though if too many family members die as a result.)

    (I'm thinking of giving England and Scotland a spy in ireland. might get it more involved as that might get it included on any map trades they make.)
    Last edited by Gorrrrrn; October 31, 2009 at 06:59 PM.

  17. #17
    Gorrrrrn's Avatar Citizen
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    Default Re: Mini-mods for new RC/RR compilation

    Looks like PB, gracul etc have already made changes to the siegeing scripts so what I'm hoping to test is obsolete.

    I'll carry on with the spies and garrisoned_armies changes to see if they make a difference.
    -----------------------------

    Update late 18/10/2009:

    couldn't see any improvement with spies in Ireland - england and scotland. too tied up with fighting each other I suspect

    -----------------------------

    garrisoned_armies in descr_strat.

    I'd recommend nothing more than 3 units: 2 spear, 1 archer if available to faction as starting garrison.
    definitely helps Khwarezm expand - up to the limits of the available rebel regions, just in time for the Mongols to arrive.

    Same for ireland. just stick 3 units in each settlement as above.

    In both cases you'll need to remove the descr_strat army with generals outside the settlement to avoid any possible confusion.
    (try -1 on both x and y co-ordinates, works Ok for most generals but some come with an invalid tile error in the log, you'll need to work out better co-ordinates - or leave them in their settlements.)

    here's the revised suggested Teutonic armies
    (based on the Oct12th campaign_script - I've not checked the latest hotfix - so just C+P the armies not the emergence code.):

    Spoiler Alert, click show to read: 


    suggested changes:

    monitor_event EventCounter EventCounterType inquisition
    and EventCounter > 0

    add_events
    event emergent_faction teutonic_order
    date 0
    end_add_events

    spawn_army
    faction teutonic_order
    character Herrmann von_Salza, named character, age 40, x 231, y 244, label teuton4leader, family
    traits Supplies 1 , Turnsaway 3 , FactionleaderTO 1, MilitaryInclination 1 , Military_Edu 3 , NaturalMilitarySkill 2 , GoodCommander 3 , Bloodthirsty 2 , BattleDread 2 , StrategyDread 2 , PublicFaith 3 , ContentGeneral 3 , Prim 2 , ReligionStarter 1
    unit TO Bodyguard exp 5 armour 0 weapon_lvl 0
    unit Order Militia exp 2 armour 0 weapon_lvl 0
    unit Order Militia exp 2 armour 0 weapon_lvl 0
    unit Sword Brethren exp 3 armour 0 weapon_lvl 0
    unit Sword Brethren exp 2 armour 0 weapon_lvl 0
    unit NE Catapult exp 3 armour 0 weapon_lvl 0
    unit Burgher Pikemen exp 4 armour 0 weapon_lvl 0
    unit Burgher Pikemen exp 3 armour 0 weapon_lvl 0
    unit Order Spearmen exp 3 armour 0 weapon_lvl 0
    unit Prussian Archers exp 3 armour 0 weapon_lvl 0
    unit Prussian Archers exp 3 armour 0 weapon_lvl 0
    unit Prussian Archers exp 4 armour 0 weapon_lvl 0
    unit NE Catapult exp 3 armour 0 weapon_lvl 0
    unit Christ Knights exp 1 armour 0 weapon_lvl 0
    unit Knechten exp 2 armour 0 weapon_lvl 0
    unit Knechten exp 1 armour 0 weapon_lvl 0
    unit Order Spearmen exp 3 armour 0 weapon_lvl 0
    unit Ritterbruder exp 2 armour 0 weapon_lvl 0
    end

    spawn_army
    faction teutonic_order
    character Conrad von_Thuringen, named character, age 30, x 232, y 243, label teuton4heir, family
    traits Supplies 1 , Turnsaway 3 , FactionheirTO 1, MilitaryInclination 1 , Military_Edu 3 , NaturalMilitarySkill 1 , GoodCommander 2 , LoyaltyStarter 1, Bloodthirsty 1 , StrategyDread 2 , PublicFaith 1 , ContentGeneral 3 , ReligionStarter 1
    unit TO Bodyguard exp 3 armour 0 weapon_lvl 0
    unit Order Militia exp 2 armour 0 weapon_lvl 0
    unit Order Militia exp 1 armour 0 weapon_lvl 0
    unit Livonian Auxilliaries exp 2 armour 0 weapon_lvl 0
    unit Sword Brethren exp 2 armour 0 weapon_lvl 0
    unit Sword Brethren exp 3 armour 0 weapon_lvl 0
    unit Prussian Infantry exp 2 armour 0 weapon_lvl 0
    unit Prussian Infantry exp 3 armour 0 weapon_lvl 0
    unit NE Catapult exp 3 armour 0 weapon_lvl 0
    unit NE Catapult exp 3 armour 0 weapon_lvl 0
    unit Prussian Archers exp 3 armour 0 weapon_lvl 0
    unit Prussian Archers exp 4 armour 0 weapon_lvl 0
    unit Christ Knights exp 2 armour 0 weapon_lvl 0
    unit Christ Knights exp 1 armour 0 weapon_lvl 0
    unit Order Spearmen exp 3 armour 0 weapon_lvl 0
    unit Order Spearmen exp 1 armour 0 weapon_lvl 0
    unit Ritterbruder exp 3 armour 0 weapon_lvl 0
    unit Ritterbruder exp 2 armour 0 weapon_lvl 0
    end

    spawn_character teutonic_order random_name, priest, age 27, x 222, y 238

    spawn_character teutonic_order random_name, priest, age 32, x 221, y 239

    historic_event teutonic_order_invasion event/teutonic_faction_intro.bik

    console_command diplomatic_stance teutonic_order lithuania war

    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart FactionType teutonic_order
    and I_IsFactionAIControlled lithuania
    and I_TurnNumber < 150

    console_command diplomatic_stance teutonic_order lithuania war

    end_monitor

    monitor_event FactionTurnStart FactionType teutonic_order
    and I_TurnNumber = 145

    spawn_army
    faction teutonic_order
    character random_name, named character, age 40, x 231, y 248, family, direction E
    traits Supplies 1 , Turnsaway 3 , MilitaryInclination 1 , Military_Edu 2 , NaturalMilitarySkill 1 , GoodCommander 2 , BattleDread 2 , StrategyDread 2 , PublicFaith 2 , Drink 2 , ReligionStarter 1
    unit TO Bodyguard exp 5 armour 0 weapon_lvl 0
    unit Order Militia exp 2 armour 0 weapon_lvl 0
    unit Order Militia exp 2 armour 0 weapon_lvl 0
    unit Sword Brethren exp 3 armour 0 weapon_lvl 0
    unit Sword Brethren exp 2 armour 0 weapon_lvl 0
    unit Prussian Axemen exp 3 armour 0 weapon_lvl 0
    unit Burgher Pikemen exp 4 armour 0 weapon_lvl 0
    unit Burgher Pikemen exp 3 armour 0 weapon_lvl 0
    unit Order Spearmen exp 3 armour 0 weapon_lvl 0
    unit Order Spearmen exp 3 armour 0 weapon_lvl 0
    unit Prussian Archers exp 3 armour 0 weapon_lvl 0
    unit Prussian Archers exp 4 armour 0 weapon_lvl 0
    unit Christ Knights exp 3 armour 0 weapon_lvl 0
    unit NE Catapult exp 1 armour 0 weapon_lvl 0
    unit Knechten exp 2 armour 0 weapon_lvl 0
    unit Knechten exp 1 armour 0 weapon_lvl 0
    unit NE Catapult exp 3 armour 0 weapon_lvl 0
    unit Ritterbruder exp 2 armour 0 weapon_lvl 0
    end
    terminate_monitor
    end_monitor



    In view of on-going debate about how best to handle them I'll leave them at that.
    Cut and paste the army lists over the army lists in the campaign_script (ie leave the emergence code alone.)

    Note these are my suggestions, feel free to try them out and see how they work.
    If anyone wants to incorporate them into the main files that's fine.

    --------

    OK all for now, Windows 7 arrives in a day or two, so I'll need to get that installed and everything up and running
    before I start another campaign.
    Last edited by Gorrrrrn; October 19, 2009 at 09:22 AM.

  18. #18
    Gorrrrrn's Avatar Citizen
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    Default Re: Mini-mods for new RC/RR compilation

    Using the Oct18th hotfix - I'm testing adding 3 garrisoned_army units to all playable faction settlements.
    (every faction gets 2 spear and 1 missile unit, same for all settlements.)

    also changed the composition of the emergent TO and Venetian armies to include 2 catapults as they'll be attacking settlements straight away.

    By turn 15 it looks like the AI factions are doing much better, spreading more quickly, which should give them a better chance of being in a stronger position
    vis-a-vis human player later in the game. I displaced the starting armies that previously had the garrison armies and generals to just outside the settlements
    so I can see that the garrisons have been created. Many generals immediately go into the settlements but that's fine. may still be a couple that need re-positioning.
    (they're buried in the system log file.)

    Overall it looks like everything kicks off a lot quicker which may suit some playing styles.

    Now await to see what happens when the venetian crusade starts.

  19. #19
    Byg's Avatar Read The Manual
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    Default RRRC Compilation BGRIV test file

    This is just an experimental settlement mechanics file. It can be inserted into your active data folder if using the BGRIV version.

    It can be used during a campaign. Just exit the game to desktop, add the file and then start the game again using your last save.

    Keep your old file so you can put it back after testing or if you don't like the change.

    What does it do?

    It makes settlement order harder to maintain.
    It affects player and AI.

    What I'd like to know:

    Use toggle_fow (in some distant land that wont ruin your game) and check for grey regions to see if the AI can prevent itself from rebellions. Do this over a few turns. If you left click the AI settlements you can see if they are rioting by the flaming fork symbol. Newly conquered settlements should be more vulnerable.

    Obviously the ai needs a few turns to readjust to the new rules as does the player, so account for that. 10 or 20 turns should give a fairer trial.

    I have seen some rioting in both my own settlements, until I lowered taxes, and also in AI settlements, but none rebelled in about 5 turns of using the file. If it does not damage the ai too much then this may become the default file in BGRIV. It's potentially more fun.

    There are 2 versions below. I think the one called descr_settlement_mechanics is more suitable. It's a better balance between difficulty and protecting the AI.
    Last edited by Byg; October 25, 2009 at 05:40 AM.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  20. #20

    Default Re: Mini-mods for new RC/RR compilation

    Quote Originally Posted by Trinity View Post
    Oh yes, campaign script has been adjusted. I adjusted settlement growth rates to half of vanilla RR/RC, and raised the building time and cost of all buildings except the wonders. I didn't see the point of changing the wonders. I also changed the guild requirements, buildings give more points, and missions give more money as well as more time to complete (12 turns for diplomatic actions instead of five).

    I have the files here, it's just a simple "copy, paste, overwrite" install. Back up the original files. Can't stress that enough. If anyone has questions, comments; PM me and I'll return your call within five business days .
    Good work!!
    In fact, I think it would be nice to have 2TPY in the RR/RC submod. At least for the early era campaign; this way there would be two length flavour campaigns:
    - early era = ~700 turns
    - late era = 400 turns
    What do you think PB?
    Last edited by krolyn; October 19, 2009 at 04:52 PM.


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