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Thread: Devastation and ageing script

  1. #41
    Meneth's Avatar I mod, therefore I am
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    Default Re: Devastation and ageing script

    Quote Originally Posted by zlikovac View Post
    Can someone write what are the cons of removing aging script? Also, does LLP mode removes the problem with devastation?
    The only problem with removing the aging script is that it makes character age 2 TPY.
    LLP doesn't fix devastation. 2TP however, does.

  2. #42

    Default Re: Devastation and ageing script

    Could i remove Devastation manually via console?

  3. #43
    strife1013's Avatar Campidoctor
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    Default Re: Devastation and ageing script

    How do I remove the devastation from the game? While keeping the 1 turn per year, just delete what in what file?


  4. #44
    Meneth's Avatar I mod, therefore I am
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    Default Re: Devastation and ageing script

    Quote Originally Posted by strife1013 View Post
    How do I remove the devastation from the game? While keeping the 1 turn per year, just delete what in what file?
    Code:
        <misc>
            <allow_resource_forts bool="false"/>
            <fort_devastation_distance uint="20"/>
            <army_devastation_distance uint="20"/>
            <fort_devastation_modifier float="1.0"/>
            <army_devastation_modifier float="1.0"/>
            <allow_enemy_forts bool="true"/>
            <siege_movement_points_modifier float="0.75"/>
            <infantry_movement_points_modifier float="1.00"/>
            <cavalry_movement_points_modifier float="1.25"/>
            <enable_hotseat_messages bool="true"/>
            <enable_unit_accent_overrides bool="true"/>
        </misc>
    Code:
            <fort_devastation_modifier float="1.0"/>
            <army_devastation_modifier float="1.0"/>
    Set those two values to 0.0, that should remove devastation (though it might still show on the map, I'm not sure)

  5. #45

    Default Re: Devastation and ageing script

    Hi
    I delete againg script like you say but devastation don't go.There is something more to do for fix that, in your 2tpy proyect the problem is fixed, i believe that another thing that cause the problem.
    Example: I clean againg, start a new late era campaign, wait 40 turns and devastation not only don't dissapear, how to oposite go ups along the time
    Please review in you 2tpy proyect if you don't change anything more

  6. #46

  7. #47

    Default Re: Devastation and ageing script

    Quote Originally Posted by Iberia Auxilia View Post
    I have removed ageing script and mod the game into 2 turns per year. The devastation seems to be working fine for me. I got 185 dev. by a rebel army, 6 turns later only 93 remained. It is just normal for me. Someone should try 2tpy with ageing script removed and see if it works.
    EDIT: But I can't play a game with 450 turns especially on higher difficulties. And 2tpy is better for the late era campaign coz you will get twice time preparing for Mongol invasions. For me 2TPY and removed ageing script is the best choice.
    OK, I understand that not only the againg, where forced to play 2tpy to fix the devastation problem.
    If you only remove againg script the devastation still permanent and don't go.
    The question is how fix the problem in 1YPT campaign without disable devastation option

  8. #48
    Meneth's Avatar I mod, therefore I am
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    Default Re: Devastation and ageing script

    No, removing the aging script should fix devastation in all new campaigns, no matter if they're 1TPY, 2TPY or something completely different.

  9. #49

    Default Re: Devastation and ageing script

    Quote Originally Posted by Meneth View Post
    There's probably a rebel army on your lands somewhere.
    Nope, no rebels in my area.The devastation come when I make a siege a rebel city a few turns
    Never dissapear.

  10. #50

    Default Re: Devastation and ageing script

    Quote Originally Posted by Meneth View Post
    No, removing the aging script should fix devastation in all new campaigns, no matter if they're 1TPY, 2TPY or something completely different.
    Ok, I will reinstall all and I prove it again.I'll comment in a future what happend, thanks for your help

  11. #51
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Devastation and ageing script

    Are you starting a new campaign?

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

  12. #52

    Default Re: Devastation and ageing script

    Ok, I reinstall all and note something, I delete aging script(with that name figure in campaign_script.txt) and start a new game, when start the aging script re appear in the txt file, I don t know why but that happend. I don t know if that happend for run setup or when i start the new game
    When I have something more I 'll post

  13. #53
    RollingWave's Avatar Praepositus
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    Default Re: Devastation and ageing script

    man, so there's no way around this othe then removing aging script / removing devastation completely / play 2tpy ? :/
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  14. #54

    Default Re: Devastation and ageing script

    Where is this file exactly i can't find it.

  15. #55
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Devastation and ageing script

    SS6.3\data\world\maps\campaign\imperial_campaign

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

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