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Thread: DLV FOUR SEASONS MOD

  1. #1
    Live2sculpt's Avatar Senator
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    Default DLV FOUR SEASONS MOD

    For those of you who've been asking for this, here it comes.

    THE DEUS LO VULT, FOUR SEASONS MOD



    Are you frustrated with your family members coming of age, marching off on some single campaign, and returning as old men?
    Do you think it acceptable and appropriate that a crusader fleet should take almost four years just to get to the Holy Land as fast as possible and without delay?
    Would you like to know that your siege against an enemy stronghold lasted all spring and summer and into the fall in the year of the lord 1221, or are you happy with it taking up to three years?
    No?

    If the 2 turn per year timescale seems just too absurd or abstract to you, and interrupts you personal pleasure in emersive gameplay, then this might be the mod for you.

    In this mod, your game turns in Deus lo Vult are measured out by the seasons of the year. The turn marker is displayed as the correct year, and at the start of each turn a reminder will pop up, announcing the season, listing the special conditions and modifiers that could be in effect, as well as any reminders of what conditions and modifiers might be in effect in the following turn.

    This mod is primarily aimed at extending the play of individual characters and giving more room for narrative storytelling and an improved context for battles. This mod is made specifically for DLV because of it's enhanced role-playing features.

    Screen Captures
    Spoiler Alert, click show to read: 

    Naturally I tried to emulate Tokus' style in the event cards. I hope he does not take offense.

    This is how the seasons appear through the turns between the years. Again, four per year.


    I'm particularly fond of Spring for it's lush greens.


    Each of these cards features a relevant period poem or prose excerpt, and a rough list of affects.


    I also end each card with a reminder of what affects may come in the next turn.



    UPDATE: 4SPY BETA Release!

    This is the main part of the 4SPY mod, which, when copied over your DLV+BB2.9.04 mod, changes it from 2 turns a year, to 4 seasons per year.

    http://www.twcenter.net/forums/downl...o=file&id=3265

    It does NOT have the other economic and development script changes in it. Hence the BETA.
    Provided here is a seperate link to those tedious script changes for players who wish to use them, with an understanding that they still need fine tuning.
    Anyone interested in doing such fine tuning AND sharing their results on this thread, is welcome to do so. If their results are impressive, their adjustments can be added to the final 4SPY release with due credit.

    http://www.twcenter.net/forums/downl...o=file&id=3266


    Here are the other script elements not quite finished. Most of them are custom trait additions as well as disaster changes.
    Some are working perfectly, while others are not firing as intended. Note that over a dozen region names and numbers used here, correspond to the DLV Americas Removed Map and not Repman's original DLV Map.
    Again, interested modders are now invited to participate in fine tuning this mod for due credit.
    I have no intention of keeping this thing to myself.

    Spoiler Alert, click show to read: 
    ;;;;;;;;;;;;;;;;;;;;;;Random Season Event Monitors;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    monitor_event EventCounter EventCounterType season_spring
    and EventCounter > 0
    and RandomPercent > 21
    historic_event season_sandstorms

    terminate_monitor
    end_monitor

    monitor_event EventCounter EventCounterType season_summer
    and EventCounter > 0
    and RandomPercent > 21
    historic_event season_desert

    terminate_monitor
    end_monitor

    monitor_event EventCounter EventCounterType season_winter
    and EventCounter > 0
    and RandomPercent > 10
    historic_event season_miserable

    terminate_monitor
    end_monitor

    monitor_event EventCounter EventCounterType early_winter
    and EventCounter > 0
    and RandomPercent > 31
    historic_event season_miserable

    terminate_monitor
    end_monitor

    ;;;;;;;;;;;;;;;;;;;;;;;;HISTORIC_EVENTS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    {SEASON_MISERABLE_TITLE}A Very Bad Winter
    {SEASON_MISERABLE_BODY}\nThis cold weather is simply awful in every way. Alternating frosts and freezing rains have dampenned and ruinned many food stores as well as peoples fortitude. Armies campaigning in such weather have need of an inspiring Leader to endure these dark, dismal, cold months abroad.
    \n\nArmies can prove difficult to command with this season turning so dismal. Sodden roads become intractable pits of mud under the feet of military columns. And an armies ability to forage or plunder to sustain their camp may become hindered as well.

    {SEASON_SANDSTORMS_TITLE}Sandstorms
    {SEASON_SANDSTORMS_BODY}\n\nThis Spring has brought monsterous and devillish sandstorms behind its pleasant breezes. They quickly rise from beyond the horizion and soon fill all vision. Armies and Agents travelling in the desert regions may become scattered, lost, and delayed if cought in such storms paths.

    {SEASON_DESSERT_TITLE}The Sun's Anvil
    {SEASON_DESSERT_BODY}\n\nRegions throughout Araby and the Sahara are experiencing above average temperatures that stifle activity. Armies crossing desert regions are particularly succeptable. Western armies are more likely to feel the effects of this weather than native desert peoples might. Armies affected experience a reduced morale and slowed movement.


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;EXPORT_DESCR_CHARACTER_TRAITS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;------------------------------------------
    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 -20

    ;------------------------------------------
    Trigger WinterToSummer
    WhenToTest CharacterTurnEnd

    Condition not AgentType = admiral
    and Trait CampaignSeason = 2
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason -1 Chance 100

    ;------------------------------------------
    Trigger SummerToWinter
    WhenToTest CharacterTurnEnd

    Condition not AgentType = admiral
    and Trait CampaignSeason = 1
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger GameStart
    WhenToTest CharacterTurnStart

    Condition I_TurnNumber == 0
    and not AgentType = admiral
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger ComesOfAgeSummer
    WhenToTest CharacterComesOfAge

    Condition FatherTrait CampaignSeason == 1
    and not AgentType = admiral

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger ComesOfAgeWinter
    WhenToTest CharacterComesOfAge

    Condition FatherTrait CampaignSeason == 2
    and not AgentType = admiral

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger CatchAllWinter
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger CatchAllSummer
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger MoveToSummer
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 2
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and not IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason -1 Chance 100

    ;------------------------------------------
    Trigger MoveToWinter
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 1
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger SummerAdoption
    WhenToTest OfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger LesserSummerAdoption
    WhenToTest LesserGeneralOfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger WinterAdoption
    WhenToTest OfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger LesserWinterAdoption
    WhenToTest OfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 2 Chance 100



    ;;;;;;;;;;;;;;;;;;;;;;EXPORT_VNVS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    {Summer} Summer
    {Summer_desc} Summer weather is good for movment
    {Summer_effects_desc} Normal Movement
    {Winter} Winter
    {Winter_desc} Winter weather affects movement
    {Winter_effects_desc} Movment Slowed
    {Season_miserable} Plagued by Terrible Conditions
    {Season_Miserable_desc} The soldiers are falling ill to the unexpectedly miserable weather.
    {Season_Miserable_effects_desc} Greatly lowered Command, Morale, and Loyalty. Movment reduced.
    {Season_Desert} The Sun's Anvil
    {Season_Desert_desc} The summer air is smothering. Weapons and armor burn to the touch. Soldiers show wisdom in clinging to the shade.
    {Season_Desert_effects_desc} Greatly lowered Morale and Loyalty. Movement reduced.
    {Season_Sandstorms} Thwarted by Sandstorms
    {Season_Sandstorms_desc} Seasonal winds have buffeted this force with blinding Sandstorms.
    {Season_Sandstorms_effects_desc} Line of Sight reduced. Morale lowered. Movment slowed to a crawl.

    ;;;;;;;;;;;;;;;;;;;;;;EXPORT_DESCR_VNVS_ENUMS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    Summer
    Summer_desc
    Summer_effects_desc
    Winter
    Winter_desc
    Winter_effects_desc
    Season_Miserable
    Season_Miserable_desc
    Season_Miserable_effects_desc
    Season_Desert
    Season_Desert_desc
    Season_Desert_effects_desc
    Season_Sandstorms
    Season_Sandstorms_desc
    Season_Sandstorms_effects_desc

    ;;;;;;;;;;;;;;;;;;SEASONS TRAITS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;---------------
    Trait Miserable
    Characters family

    Level Miserable
    Description Miserable_desc
    EffectsDescription Miserable_effects_desc
    Threshold 1

    Effect Command -6
    Effect TroopMorale -6
    Effect Loyalty -6
    Effect Unrest 6
    Effect MovementPoints -10

    ;---------------
    Trait Desert
    Characters family

    Level Desert
    Description Desert_desc
    EffectsDescription Desert_effects_desc
    Threshold 1

    Effect Command -4
    Effect TroopMorale -6
    Effect Loyalty -8
    Effect Unrest 8
    Effect MovementPoints -20

    ;---------------
    Trait Sandstorms
    Characters family

    Level Sandstorms
    Description Sandstorms_desc
    EffectsDescription Sandstorms_effects_desc
    Threshold 1

    Effect LineOfSight -20
    Effect TroopMorale -4
    Effect Loyalty -4
    Effect Unrest 4
    Effect MovementPoints -50

    ;;;;;;;;;;;;;;;;;;;;;;;;;;SEASON TRIGGERS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;-------------
    Trigger Miserable1
    WhenToTest CharacterTurnStart

    Condition IsGeneral
    and not FactionReligion islam
    and RandomPercent < 21
    and not EndedInSettlement
    and EventCounterType season_miserable
    and not FactionType slave
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects Miserable 1 Chance 100

    ;-------------

    Trigger Sandstorms1
    WhenToTest CharacterTurnStart

    Condition IsGeneral
    and not FactionReligion islam
    and RandomPercent < 51
    and not EndedInSettlement
    and EventCounterType season_sandstorms
    and not FactionType slave
    and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199

    Affects Sandstorms 1 Chance 100

    ;-------------

    Trigger Desert1
    WhenToTest CharacterTurnStart

    Condition IsGeneral
    and not FactionReligion islam
    and RandomPercent < 51
    and not EndedInSettlement
    and EventCounterType season_desert
    and not FactionType slave
    and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199

    Affects Desert 1 Chance 100
    ;-------------

    Trigger Miserable2
    WhenToTest CharacterTurnStart

    Condition IsGeneral
    and FactionReligion islam
    and RandomPercent < 51
    and not EndedInSettlement
    and EventCounterType season_miserable
    and not FactionType slave
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects Miserable 1 Chance 100

    ;-------------
    Trigger Sandstorms2
    WhenToTest CharacterTurnStart

    Condition IsGeneral
    and FactionReligion islam
    and RandomPercent < 21
    and not EndedInSettlement
    and EventCounterType season_sandstorms
    and not FactionType slave
    and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199

    Affects Sandstorms 1 Chance 100

    ;-------------
    Trigger Desert2
    WhenToTest CharacterTurnStart

    Condition IsGeneral
    and FactionReligion islam
    and RandomPercent < 21
    and not EndedInSettlement
    and EventCounterType season_desert
    and not FactionType slave
    and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199

    Affects Desert 1 Chance 100
    ;--------------

    Trigger cleanup_miserable
    WhenToTest CharacterTurnEnd

    Condition Trait Miserable = 1

    Affects Miserable -1 Chance 100

    Trigger cleanup_sandstorms
    WhenToTest CharacterTurnEnd

    Condition Trait Sandstorms = 1

    Affects Sandstorms -1 Chance 100

    Trigger cleanup_desert
    WhenToTest CharacterTurnEnd

    Condition Trait Desert = 1

    Affects Desert -1 Chance 100
    ;-------------

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;DESCR_DISASTERS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    event earthquake
    frequency 9
    winter false
    summer false
    warning false
    position 44, 329
    position 139, 128
    position 159, 141
    position 170, 116
    position 273, 124
    position 280, 129
    position 275, 149
    position 276, 160
    position 260, 163
    position 257, 178
    position 251, 185
    position 236, 184
    position 224, 189
    position 255, 199
    position 285, 176
    position 301, 167
    position 316, 146
    position 326, 124
    position 333, 160
    position 358, 159
    position 344, 206
    position 368, 147
    position 380, 140
    position 394, 171
    position 441, 179
    position 447, 173
    position 447, 158
    position 436, 143
    position 412, 112
    position 441, 112
    position 368, 114
    position 343, 101
    position 331, 118
    position 466, 162
    position 209, 183
    position 237, 203
    position 391, 128
    position 306, 155
    position 259, 120
    position 324, 149
    position 352, 102
    min_scale 2
    max_scale 8
    ;positions based upon seismic survey charts -L2S

    ;Volcanos in Italy and Iceland
    event volcano
    frequency 19
    winter false
    summer false
    warning false
    position 270, 121
    position 268, 151
    position 50, 325
    position 56, 332
    min_scale 5
    max_scale 10

    ;Blizzards, Winter Only
    event flood
    frequency 2
    winter true
    summer false
    warning false
    region Inverness_Province
    region Aberdeen_Province
    region Oslo_Province
    region Uppsala_Province
    region Helsinki_Province
    region Novgorod_Province
    region Moscow_Province
    region Belo-Ozero_Province
    region Arhus_Province
    region Edinburgh_Province
    region Smolensk_Province
    region Dublin_Province
    region Wexford_Province
    region Cork_Province
    region Connaught_Province
    region Donegal_Province
    region York_Province
    region Caribbean_Province
    region Ryazan_Province
    region Caernarvon_Province
    region Thorn_Province
    region Nottingham_Province
    region Stettin_Province
    region Hamburg_Province
    region Lubeck_Province
    region Tlaxcala_Province
    region Azov_Province
    region Tmutarakan_Province
    region Atil_Province
    region Samandar_Province
    region Antwerp_Province
    region Groeningen_Province
    region Magdeburg_Province
    region Halych_Province
    region Peremyshl_Province
    region Cracow_Province
    region Plock_Province
    region London_Province
    region Southampton_Province
    region Breslau_Province
    region Kiev_Province
    region Tzernigov_Province
    region Kozelsk_Province
    region Turov_Province
    region Minsk_Province
    region Bruges_Province
    region Frankfurt_Province
    region Metz_Province
    region Cholula_Province
    region Caen_Province
    region Prague_Province
    region Rheims_Province
    region Rennes_Province
    region Nuremburg_Province
    region Paris_Province
    region Hohenstauffen_Province
    region Iasi_Province
    region Tenochtitlan_Province
    region Buda_Province
    region Pest_Province
    region Angers_Province
    region Bran_Province
    region Caffa_Province
    region Cherson_Province
    region Vienna_Province
    region Dijon_Province
    region Bern_Province
    region Bordeaux_Province
    region Magas_Province
    region Bucharest_Province
    region Toulouse_Province
    region Zagreb_Province
    region Belgrade_Province
    region Sofia_Province
    region Preslav_Province
    region Marseille_Province
    region Lund_Province
    region Bremen_Province
    region Estland_Province
    region Prussia_Province
    region Lettigallia_Province
    region Samogitia_Province
    region Curonians_Province
    region Riga_Province
    region Greenland_Province
    region Powhatan_Province
    region Micmac_Province
    region Vestlandet_Province
    region Gotland_Province
    min_scale 5
    max_scale 10

    ;Sea Storms, Winter Only
    event storm
    frequency 2
    winter true
    summer false
    warning false
    position 39, 322
    position 91, 295
    position 154, 319
    position 151, 267
    position 150, 248
    position 183, 250
    position 201, 265
    position 203, 293
    position 211, 322
    position 229, 299
    position 273, 288
    position 295, 293
    position 297, 320
    position 330, 329
    position 143, 219
    position 152, 199
    position 112, 208
    position 82, 149
    position 102, 127
    position 43, 49
    position 83, 103
    position 39, 322
    position 41, 94
    position 28, 215
    position 203, 133
    position 219, 170
    position 238, 126
    position 244, 153
    position 267, 134
    position 298, 126
    position 297, 90
    position 332, 105
    position 352, 109
    position 345, 143
    position 374, 173
    position 384, 198
    position 442, 198
    position 398, 116
    position 426, 109
    position 423, 87
    position 387, 76
    min_scale 5
    max_scale 10

    ;Sandstorms
    event dustbowl
    frequency 2
    winter false
    summer true
    warning false
    position 85, 37
    position 105, 48
    position 128, 39
    position 148, 64
    position 146, 40
    position 164, 20
    position 161, 58
    position 177, 46
    position 176, 16
    position 201, 54
    position 206, 28
    position 220, 7
    position 234, 43
    position 255, 9
    position 293, 23
    position 333, 38
    position 241, 44
    position 362, 43
    position 382, 30
    position 408, 34
    position 387, 5
    position 407, 4
    position 430, 7
    position 423, 27
    position 398, 63
    position 430, 67
    position 446, 72
    position 465, 37
    position 468, 7
    position 495, 5
    position 479, 47
    position 476, 77
    position 490, 91
    position 451, 98
    position 486, 105
    position 506, 103
    position 461, 97
    position 477, 59
    position 428, 67
    position 226, 23
    position 173, 42
    position 83, 38

    min_scale 8
    max_scale 10

    ;Plagues triggered by events
    event plague
    frequency 19
    winter false
    summer false
    min_scale 2
    max_scale 5

    ;Hordes triggered by events
    event horde
    frequency 19
    winter false
    summer false
    warning false
    min_scale 2
    max_scale 5

    ;Locusts triggered by events
    event locusts
    frequency 19
    winter false
    summer false
    warning false
    min_scale 2
    max_scale 5

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;WINTER ILLNESS TRIGGERS Add to existing Illness triggers;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    Trigger Character_Fallen_to_Illness_Trigger72

    WhenToTest CharacterTurnEnd

    Condition Trait Fallen_to_Illness = 0
    and Trait HaleAndHearty < 1
    and not EndedInSettlement
    and AgentType = family
    and not FactionType slave
    and RandomPercent < 11
    and EventCounterType season_winter
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects Fallen_to_Illness 2 Chance 1

    ;This Trigger is for HaleAndHearty family members out in the winter weather.

    Trigger Character_Fallen_to_Illness_Trigger82

    WhenToTest CharacterTurnEnd

    Condition Trait Fallen_to_Illness = 0
    and Trait Hypochondriac > 0
    and not EndedInSettlement
    and AgentType = family
    and not FactionType slave
    and RandomPercent < 31
    and EventCounterType season_winter
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects Fallen_to_Illness 2 Chance 1

    ;This Trigger is for Hypochondriac family members out in the winter weather.

    Trigger Character_Fallen_to_Illness_Trigger92

    WhenToTest CharacterTurnEnd

    Condition Trait Fallen_to_Illness = 0
    and not EndedInSettlement
    and AgentType = family
    and not FactionType slave
    and RandomPercent < 21
    and EventCounterType season_winter
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects Fallen_to_Illness 2 Chance 1

    ;This Trigger is for normal family members out in the winter weather.


    L2S
    Last edited by Live2sculpt; April 10, 2011 at 05:39 PM. Reason: posted scripting obsolete, not needed

  2. #2

    Default Re: DLV FOUR SEASONS MOD

    awesome,thx!!

    love deep immersion!

    just make it compatible with the latest bb

  3. #3
    Live2sculpt's Avatar Senator
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    Default Re: DLV FOUR SEASONS MOD

    Quote Originally Posted by Fracchione View Post
    awesome,thx!!

    love deep immersion!

    just make it compatible with the latest bb
    I'd like that too but think I would need Taiji's direct input to make that happen.

  4. #4

    Default Re: DLV FOUR SEASONS MOD

    I like slower games - currently each kings seems to drop dead in no time!

    Good to see you've based it all based upon DLV6.2 with BB2.8.

    How tricky will it be to make it ultra compatible with latest BB2.8.13?

  5. #5
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    Default Re: DLV FOUR SEASONS MOD

    Some interesting and pretty cool ideas, Live2sculpt.

    One big question: Are you trying to slow the game down or not?

    If so then it's going to be really helpful to describe the problem. Can you tell me in detail what problem you have with the current game speed?

    This way I can think about whether I agree or not, and whether our goals align. But also to think about whether you'll get what you want from what you intend to do. Basically your goal looks like the solution to a problem you have which you haven't mentioned. And to be completely honest it so far looks either like a hell of a lot of work or most likely a disaster.

    Personally I'd like to fight in snow less and have generals live longer.... Yup, that's all the benefits of a 4tpy system I can think of.

    But perhaps you have a problem in mind, or another benefit, that helps your proposed solution make sense to you. In other words please let me know why you are doing what you are doing. I'd like to help you if I can.
    Last edited by Taiji; February 04, 2011 at 07:26 AM.

  6. #6
    Live2sculpt's Avatar Senator
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    Default Re: DLV FOUR SEASONS MOD

    Quote Originally Posted by Taiji View Post
    Some interesting and pretty cool ideas, Live2sculpt.

    One big question: Are you trying to slow the game down or not?

    If so then it's going to be really helpful to describe the problem. Can you tell me in detail what problem you have with the current game speed?

    This way I can think about whether I agree or not, and whether our goals align. But also to think about whether you'll get what you want from what you intend to do. Basically your goal looks like the solution to a problem you have which you haven't mentioned. And to be completely honest it so far looks either like a hell of a lot of work or most likely a disaster.

    Personally I'd like to fight in snow less and have generals live longer.... Yup, that's all the benefits of a 4tpy system I can think of.

    But perhaps you have a problem in mind, or another benefit, that helps your proposed solution make sense to you. In other words please let me know why you are doing what you are doing. I'd like to help you if I can.
    Cheers Taiji.
    The goal is to slow the timescale down to allow family members to live longer and move farther within a given year. It is also about aesthetics and improved role-playing, making the seasons more interactive and meaningful to gameplay. (The overarching theory being that DLV is at heart a RP mod, and anything that can help add back-story elements to gameplay in DLV is truest to its core goals)

    For the most part this is already functioning. We have 4TPY with balanced upkeeps and build times throughout all files and campaign scripts. We have random secondary season events such as an Early Winter during Autumn.

    There are only three or four issues remaining.

    1. Triggers and traits I've shared here with you need some completion in a few spots. There are traits Miserable, Dessert, and Sandstorms, that were begun from a sample set of threshold levels, yet they are separate topics, and I'm floundering on their rebuild. I still must also ensure conditions or countermeasures that turn these traits off in their following turn for a 'single-season' affect. This part you might be most helpful with and I'll remind you that all traits and triggers relating to this can be found above for your review.

    2. I posted the screen-caps showing you the last remaining issues with modifying the pip values in the descr_settlement_mechanics.xml file. They are getting their fine tuning this week. The latest values are included above if anyone wants to comment on them.

    3.And the disasters file (I also included above) was apparently never finished by EA and is partially broken. Discerning the functioning of Storms, Floods, and Dustbowl is still ongoing. Example: At the time of this post I have conflicting reports from Border Reaver and Gigantus whether or not the Flood disaster still carries a bug in Kingdoms that permanently disables forts, towers, and roads in affected regions.

    Oh and 4. People are already asking for this to be applicable to your latest BB, and I'm not prepared for that.
    Last edited by Live2sculpt; February 04, 2011 at 11:37 AM.

  7. #7
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    Default Re: DLV FOUR SEASONS MOD

    I still don't get it, for example:

    Why are you thinking about changing settlement mechanics?

    How does changing that get you any closer to this?:

    "The goal is to slow the timescale down to allow family members to live longer and move farther within a given year. It is also about aesthetics and improved role-playing, making the seasons more interactive and meaningful to gameplay."


    Another angle: What benefit is waiting longer for stuff other than deaths and winter?

    Name some things that the game would be improved by slowing. I really have nothing to go on here. For one thing I'd imagine the AI would be worse, not better at all, for being able to move less far, if you were thinking less movement would improve things.

    Sorry for being so critical but I have serious reservations about it being a good idea so far. It's not for me at all that I am making this effort when I should be modding, I'm trying to help you think about it - Not sell or slam the idea.
    Last edited by Taiji; February 04, 2011 at 11:38 AM.

  8. #8
    Live2sculpt's Avatar Senator
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    Default Re: DLV FOUR SEASONS MOD

    Taiji- "I still don't get it, for example:
    Why are you thinking about changing settlement mechanics?"

    Because you CAN'T double the timescale without halving population growth and everything else that accumulates regarding settlements?

    "How does changing that get you any closer to this?:
    'The goal is to slow the timescale down to allow family members to live longer and move farther within a given year. It is also about aesthetics and improved role-playing, making the seasons more interactive and meaningful to gameplay.'"

    Because you CAN'T double the timescale without halving population growth and everything else that accumulates regarding settlements? If you do one and not the other, cities develop too rapidly and all population and monetary balances are thrown off. It breaks the game.

    "Another angle: What benefit is waiting longer for stuff other than deaths and winter?"

    As I already stated, it is about the role playing element of the DLV mod. It permits family members to accomplish more within their lifetime, and it adds a more colorful metric to the games progression.

    "Name some things that the game would be improved by slowing. I really have nothing to go on here. For one thing I'd imagine the AI would be worse, not better at all, for being able to move less far, if you were thinking less movement would improve things."

    Improved storytelling?
    Better back-story to battles?
    I'm fresh out of interesting ways to say the same thing.
    And where are you getting "moving less far" from? It effectively doubles movements annually speaking.
    I surely hope that you read my post in its entirety...

    "Sorry for being so critical but I have serious reservations about it being a good idea so far. It's not for me at all that I am making this effort when I should be modding, I'm trying to help you think about it - Not sell or slam the idea."

    Criticism saves time.
    Well if there is no general interest in a mod that is specifically designed to make the DLV experience more immersive and interactive in this way, then there is no reason for me to make it public. I can just keep it for myself as I originally planned.
    But believe me this is not conjured up in haste. I can sincerely tell you that I have 'thought about' this mod for five years specifically, and in general for about seventeen years.
    The idea of regarding a characters actions based upon the seasons of a year, and for a player to account for the possible effects of the seasons within their strategies, is for me a very genuine and fun way to reflect on the life of the middle ages, and, for me, makes the game far more interesting and worth while.

    Anyway, maybe I should kill this mod publicly and keep it to myself? It's pretty much done and I can't wait to start playing it.
    Last edited by Live2sculpt; February 04, 2011 at 12:23 PM.

  9. #9
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    Default Re: DLV FOUR SEASONS MOD

    OK, forget I asked.
    Last edited by Taiji; February 04, 2011 at 12:30 PM.

  10. #10
    Live2sculpt's Avatar Senator
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    Default Re: DLV FOUR SEASONS MOD

    Quote Originally Posted by Taiji View Post
    OK, forget I asked.
    You misunderstand me.
    I NEVER make questions rhetorically.
    Such as these questions: Why is EA introducing 4 seasons in Shogun 2? What purpose do they serve?
    Last edited by Live2sculpt; February 04, 2011 at 01:05 PM.

  11. #11
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    Default Re: DLV FOUR SEASONS MOD

    Actually I stopped at the first capitalised word. OK that was a joke, yes the seeming rhetoric didn't help.

    Thing is I'm very busy right now, too busy to read stuff that isn't specific or straightforward, and then be able to contribute.

    I'll come back later and think about your answers (questions) when I have some time.

  12. #12
    Live2sculpt's Avatar Senator
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    Default Re: DLV FOUR SEASONS MOD

    Quote Originally Posted by Taiji View Post
    Actually I stopped at the first capitalised word. OK that was a joke, yes the seeming rhetoric didn't help.

    Thing is I'm very busy right now, too busy to read stuff that isn't specific or straightforward, and then be able to contribute.

    I'll come back later and think about your answers (questions) when I have some time.
    Yes, yes.. You stated you should be modding right now.
    Go!
    Make that tasty mod candy we love. Let nothing deter you.

  13. #13
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    Default Re: DLV FOUR SEASONS MOD

    The candy I am making is going to make a lot of people sick

    I just want to point out that there are some things I really really like about your idea. For example the idea of generals living twice as long is so sexy that it's distracting me. I'll be back

  14. #14
    TaronQuinn's Avatar Semisalis
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    Default Re: DLV FOUR SEASONS MOD

    As promised, here is my take: I like it. You've done an excellent job of presenting your idea/work, live, and I for one deeply appreciate it. I look forward to playing some version of this minimod, even if I have to modify my own install to play it. I agree ith many of your points, such as the ability to march further per year, and the fact that this will give me twice as many turns to develop my generals, to make them into governors with excellent building and education backgrounds, or to create fanatic generals set on slaughtering all prisoners and sacking every little town he captures. Simply put, 4 turns allows the player to DO more within a character's lifespan.

    One suggestion: Considering: (1630 end date - 1180 start date)*4 turns per year = 1800 turns. Personally, I've never been past 350-400 turns before I've either won, or gotten bored with it. I would suggest changing the end-date to the 1400s or so; would also trim down a couple of the events that happen after that date. Obviously not necessary, and perhaps could be a separate work entirely, removing some late-game Renaissance units as well.

    TQ

  15. #15
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    Default Re: DLV FOUR SEASONS MOD

    Quote Originally Posted by RubiconDecision View Post
    Now if you can edit the foliage on the battlemap to look like autumn, then it will be perfect.
    That would be my first wish too. But the apparent impossibility of getting the game to swap strat textures between turns is one of the reasons we don't see 4 season mods much at all.

    Quote Originally Posted by RubiconDecision View Post
    You had a comment about devastation and forts. Are you sure you want to get rid of that? It's a major motivator to attack an invading army since they're costing you through devastation. It also is a great tactic to invade yourself by probing the enemy's borders.

    In the descr_campaign_db.xml, there's this:
    Devastation lines
    <allow_resource_forts bool = "true"/><!--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 -->


    You could change it to
    Fort Devastation is less...they're farming.
    fort_devastation_modifier float = "0.3"/><!--num devastated tiles modifier for forts to greatly diminish the effects.

    In effect the enemy soldiers aren't wildly pillaging or running raids, they're staying put, so devastating less.
    YES! That's exactly what I want to do. Thanks!

    Quote Originally Posted by RubiconDecision View Post
    One more thing about four seasons. The weather_db.xml, only two seasons are specified. How are you getting around that? Are you in effect having three summers and a winter?
    Yes. If you look at the script closely, you will see the switches are alternating just the two seasons, but also couging up a 4 turn schedule of special 'events' that are the FOUR seasons.

    I WISH it were possible to make the game use a different texture for the trees in Autumn, but such is apparently not the case.

  16. #16
    Live2sculpt's Avatar Senator
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    Default Re: DLV FOUR SEASONS MOD

    Quote Originally Posted by RubiconDecision View Post
    Movement and pathfinder are a major consideration. I know because I'm looking at making a proper map to scale of the Americas and the current map to Baghdad. I want to make a map that is to scale since the amount of time is off if traveling to the Americas (too short), but the distance on the other side of the map is just right or a little off. You fiddle with the movement rates too much (since you have decreased the distance due to four seasons), and the pathfinding might be very problematic with winter passes. I can foresee some issues there.
    I've noticed lots of other winter movement penalties before and never saw them causing issues with those mods. If you're sure, could you explain a little more how the weather movement modifiers we have here might cause havoc in a way others have not. Maybe I'm overlooking something?

  17. #17
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    Default Re: DLV FOUR SEASONS MOD

    OK, been thinking about it a little. Main thing that occurs to me is this: If income is lower then everything related to finance has to change, that's a lot to do btw. Changing unit upkeep and finance related stuff in the campaign script, etc. etc. So if you don't have to do that then lucky you basically.

    Changing construction times... they're gameplay balanced as it is, realism would probably be closer to half their current speed of construction - lucky, haha. Plus I'm not sure the gameplay of 24+ turn build times is that exciting... Up to you.

    Movement speeds, I guess realism depends where you look on the map - it being so distorted. But I think the speeds are kinda averaged out and the AI really really likes to be able to move far. Again they're balanced for gameplay but also with the engine in mind, and again not adjusting them saves you a ton of not so fun work with DLV's move speed affecting traits.

    But then again it would certainly be nice to add traits that handle movement for spring and autumn. Perhaps the trait could be displayed and that way negate the need for popups.

    The idea Taron mentioned, of removing a ton of later units, cool idea. I've been thinking similarly recently.
    Last edited by Taiji; February 04, 2011 at 09:54 PM.

  18. #18
    Live2sculpt's Avatar Senator
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    Default Re: DLV FOUR SEASONS MOD

    Quote Originally Posted by RubiconDecision View Post
    I assuming you are halving the distance for all character the same. So for example, let's say a general can go 80 with two seasons, so 40 in one season. Now I don't know about you, but I move my armies from settlement to settlement if I can, and if not, from fort to settlement to fort to settlement to protect them.

    Okay an army with no named character moves its maximum for forty, creates a fort. Next turn moves forty and into settlement. No issues. Start multiplying that out and it might create havoc for the AI. The AI sometimes seems not to care about merging armies, in fact it often sends out single units all over the place. Well if the units are only going forty movement points there twice as many chances for it to enter a zone of control, even though it hasn't moved that far.

    If it's routing around mountains, and only moving forty, and winter is coming, then I personally think it could get stuck. It's easy to check. Free run the mod for 400 turns with the "general" character (not named) set to half of whatever it was. Check and see if it gets hung up. If you increase it to something more than 40 (typically 80), then the map may end up not being properly to scale for movement. It's not winter modifiers, its a low number of movement points, zone of control, getting from protected region to protected region, winter movement modifiers, etc.
    Hmmm. Very interesting. It's not something I've thought hard on because I'm largely working off of pre-existing settings between DLV base movement left as-is, and Taiji's AI behavior. Don't forget btw that DLV is a permanent stone forts mod.

    But basicaly what you are saying is that Taiji's AI might not handle these season move modifiers as well as others?
    Perhaps that's what he was referring to earlier?

    Y'know, I've NEVER even heard of 'free-running' a mod before.
    Last edited by Live2sculpt; February 04, 2011 at 10:20 PM.

  19. #19

    Default Re: DLV FOUR SEASONS MOD

    good ,the morgue attendant has finally found a soulmate!AHAHAHAHAHHAHA

    really,this coop is going to make amazing babies

  20. #20
    Live2sculpt's Avatar Senator
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    Default Re: DLV FOUR SEASONS MOD

    Quote Originally Posted by Taiji View Post
    OK, been thinking about it a little. Main thing that occurs to me is this: If income is lower then everything related to finance has to change, that's a lot to do btw. Changing unit upkeep and finance related stuff in the campaign script, etc. etc. So if you don't have to do that then lucky you basically.
    Changing construction times... they're gameplay balanced as it is, realism would probably be closer to half their current speed of construction - lucky, haha. Plus I'm not sure the gameplay of 24+ turn build times is that exciting... Up to you.
    Haha. That ugly job is already done, done, and done my friend. Took several hours.

    Personally i got accustomed to those long build times in my earlier testing. 6TPY was too exasperating, but 4TPY wasn't so bad.

    But I certainly know what you mean. I hope to hear from more on how peeps feel about that.

    Quote Originally Posted by Taiji View Post
    Movement speeds, I guess realism depends where you look on the map - it being so distorted. But I think the speeds are kinda averaged out and the AI really really likes to be able to move far. Again they're balanced for gameplay but also with the engine in mind, and again not adjusting them saves you a ton of not so fun work with DLV's move speed affecting traits.

    But then again it would certainly be nice to add traits that handle movement for spring and autumn. Perhaps the trait could be displayed and that way negate the need for popups.
    I left the base move speed unmodified, and just focussed on the weather modifiers.

    The whole thing about the popups, honestly, is that if you take the core season popups away, there really isn't anything else around letting you know what season it is. Triggering the 'historical event' seasons is the foundation of the 4 season cycle display. I don't know of any other way to represent it. If there were a way to have a tidy little season symbol appear on the players hud, or be able to toggle different textures for the strat map, then we'd have something else to go on, but as this mod stands now, it's either the "historical event' announcements, or nothing.

    If that prospect seems too high a price to pay for a 4 season mod, i hope to hear about it in this thread. I'm cool with it myself. But that's me.

    Quote Originally Posted by Taiji View Post
    The idea Taron mentioned, of removing a ton of later units, cool idea. I've been thinking similarly recently.
    LOL I've never made it to 1400 in DLV in any case. I'm just not quite so oriented in 'winning' the game as some others. I have ledgers full of notes on past kings, princes, and their exploits and that is my personal payoff in playing DLV.

    Meh. I suppose lopping off later period units is doable. I'd keep them in my personal copy though.. just in case I'm still playing my campaign in 2012.

    Actually, come to think of it, I have no clue how to do that part.

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