Results 1 to 9 of 9

Thread: Unit/Population Fixing

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    ccllnply's Avatar Tribunus
    Join Date
    Jan 2007
    Location
    Ireland
    Posts
    7,360

    Default Unit/Population Fixing

    Is there anyway to mod units so they don't take people from the population when you make them?

    Cheers


  2. #2
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,751
    Blog Entries
    3

    Default Re: Unit/Population Fixing

    Short answer no.

    Long answer you can change how many people a unit takes, but not whether they take people or not (they will always take people). Where would the people come from that are making up the soldiers of this unit if they didn't come from the people living in the settlement they're being recruited from.

    If you want units that don't take people from a settlement then use mercenaries.
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  3. #3
    ccllnply's Avatar Tribunus
    Join Date
    Jan 2007
    Location
    Ireland
    Posts
    7,360

    Default Re: Unit/Population Fixing

    I guess your right. It just I was trying to put orcs into my game and I wanted them to have 240 orcs in the unit and to be recruited in 0 turns but it take up the population so quickly I don't think the AI would handle it. Is there anyway to make a factions population rise quicker


  4. #4

    Default Re: Unit/Population Fixing

    With Scripts,yes


    Busy!!!

  5. #5
    ccllnply's Avatar Tribunus
    Join Date
    Jan 2007
    Location
    Ireland
    Posts
    7,360

    Default Re: Unit/Population Fixing

    Yep thats it


  6. #6
    ccllnply's Avatar Tribunus
    Join Date
    Jan 2007
    Location
    Ireland
    Posts
    7,360

    Default Re: Unit/Population Fixing

    Could someone tell me how to?


  7. #7
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,751
    Blog Entries
    3

    Default Re: Unit/Population Fixing

    Or just give bonuses to population growth in the EDB.
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  8. #8
    Cyrus the Virus's Avatar Vicarius Provinciae
    Join Date
    Mar 2006
    Location
    Crackfordshire
    Posts
    10,884

    Default Re: Unit/Population Fixing

    Code:
    building market
    {
        levels trader market forum great_forum curia 
        {
            trader requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } 
            {
                capability
                {
                    trade_base_income_bonus bonus 1
                    population_growth_bonus bonus 1
    1 gives 0.5 % growth and 3 gives 1.5 & etc.

    "And the Heavens Shall Tremble"
    Resistance is futile™


    "ehn sewr traih-sluyrds-lairareh"

  9. #9
    ccllnply's Avatar Tribunus
    Join Date
    Jan 2007
    Location
    Ireland
    Posts
    7,360

    Default Re: Unit/Population Fixing

    Thanks


Posting Permissions

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