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Thread: AOR Remover

  1. #41

    Default Re: All units everywhere

    Is this (or a version of it) going to work cleanly for 2.3 or 2.3.2 with just installing it? this is my fav sub mod and I'd rather stick to 2.02 if it means playing without it although I'd be pretty upset about missing out on the upgrades.

  2. #42

    Default Re: All units everywhere

    I can't start a campaign with your submod with the newest 2.3.2 version + quickfix. Everytime I choose a faction and click on the start button, I drop back to the menu. I still can play by "continue campaign" always as the Roman faction though.

    After I reinstalled the patch again, it worked again.
    Life is a joke, and one day you gonna laugh yourself to death about it.

  3. #43

    Default Re: AOR Remover

    Updated for latest version

  4. #44

    Default Re: AOR Remover

    Is it save-compatible?

  5. #45

    Default Re: AOR Remover

    Quote Originally Posted by Innersilence View Post
    Is it save-compatible?
    Yeep thats what i wanna know, dont want to throw away my roman campaign but would love this mod

  6. #46

    Default Re: AOR Remover

    Is this definitely good to go for 2.3.2 because I was using the old one on there and was getting CTD's so I went back to playing version 2.02 because that may have been the cause.

  7. #47

    Default Re: AOR Remover

    i have 2.3.2.2 and it doesn't work,when i click "start campaign" it just throws me back in the main menu.

  8. #48
    zburanuki's Avatar Ducenarius
    Join Date
    Oct 2011
    Location
    Athens, Greece
    Posts
    965

    Default Re: AOR Remover

    Same problem here.

  9. #49

    Default Re: AOR Remover

    So post your logs...sheesh...

    If all this submod does is remove the AOR restrictions, then it's fully save-compatible. In fact, you could easily change your EDB yourselves. Just delete all the recruit_ and cbr_ hidden_resource requirements from the unit lines.

  10. #50

    Default Re: AOR Remover

    Uh, I know I'm a bit late, but I'm kind of encountering problems. Everytime I click continue campaign I get ctd, everytime I try to start a new campaign, select my faction, the abbassid caliphate, and click start, it brings me back to the menu. Any ideas how to fix this?

  11. #51
    TracePoland's Avatar Foederatus
    Join Date
    Sep 2013
    Location
    Poland :)
    Posts
    29

    Default Re: AOR Remover

    Nice Submod

  12. #52

    Default Re: AOR Remover

    thank so much excellent work. But i wanna ask something. Is there a way to change to waiting time for units to be recruited. Especially for the elit units. I wanna recruit them faster i don't wanna wait for 10 turns for that

  13. #53
    lodewijk's Avatar Civis
    Join Date
    Aug 2012
    Location
    Gunung Krakatau
    Posts
    109

    Default Re: AOR Remover

    In export_descr_buildings.txt file, the recruitment pool lines for units has a format like this example:


    Code:
    recruit_pool "Town Militia" 1 0.5 2 0 requires factions { Normans, }

    where


    1 = Number of units initally available
    0.5 = Number of units replenished each turn
    2 = Maximum number available
    0 = Starting experince


    If you want to change the interval in between this unit can be recruited, you must change the second value. Follow this parameters:



    Value/Turns


    0.21/5
    0.20/5
    0.19/6
    0.18/6
    0.17/6
    0.16/7
    0.15/7
    0.14/8
    0.13/8
    0.12/9
    0.11/10
    0.10/10
    0.09/12
    0.08/13
    0.07/15
    0.06/17
    0.05/20
    0.04/25
    0.03/34
    0.02/50

    So for example, if you set the value to 0.07, you will need to wait 15 turns to recruit a new unit of that type after the last time you did it.

    PS: I suppose that for finding values like 11 for turns (as you can see there is not 11 in the table I gave), you might need to try with values like 0.095, I mean, adding one more decimal. Did not test this yet.

  14. #54

    Default Re: AOR Remover

    from where i can download the AOR remover? i cant find it here. thx

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