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Thread: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

  1. #5981
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    I've played it just one time years ago, so I cannot tell anything.
    And I got a bit sceptical about the BGR mechanisms, you may read my opinions here.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  2. #5982

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    Yes, in BGRV cities and castles have the same recruitment pools, but you can only recruit high level units in your capital, therefore either a city or a castle may be your capital.

    I have tried many different mods, but I much prefer BGRV to anything else.

    1. The fact that mounted knights cost four recruitment pool points and you are likely to get only 14 to 24 recruitment pool points every 12 turns makes them so much more dear and makes it so much more vital to preserve them in battle. Just having them be more expensive or less available as in other mods is not nearly enough. In BGRV, you have to choose between recruiting 4 local or militia units or one mounted knight. It makes for much more intriguing choices.

    2. In BGRV your generals age at one year per 12 turns. This means that your starting family tree will stay alive for much of the game, and you will have only two or at most three generations from beginning to end. This really gives one time to become familiar with and feel attached to one's quite small and therefore precious royal family.

    The only real drawbacks are that it is quite confusing much of the time trying to figure out why you sometimes can't recruit the upper tier units as there are of number of possible reasons. Also, since the buildings no longer effect the recruitment pool, castles actually become unnecessary (though I play with the house rule that as the AI doesn't convert castles to cities, neither can I), nor does one really need to build any of the recruitment line of buildings (other than for the fairly irrelevant experience points). And finally, the constant transferring of the various ancillaries that your king and heir, war councilors and administrators need in order to recruit, build, or go on offensive campaign, especially if one of them is assassinated or dies in battle or of the plague, requires a lot of micro-management. However, I believe that all of the trouble is well worth it.

    Finally, I would only caution against using the BGRV No Mercy AI, as this is an extremely backstabbing and human hating AI, and this coupled with fact that you are always the vastly weaker player in the early part of the game due to the extremely limited number of units you are able to recruit can make for a very frustrating experience as you will be hunted and dog-piled mercilessly. Any other AI is much preferable, especially for a BGRV novice.
    Last edited by Kilgore Trout; January 20, 2020 at 08:51 AM.
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  3. #5983

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    Given the fact that the castles in BGRV have almost lost their main meaning, I did not play it. A preferred BGR IV

  4. #5984

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    Quote Originally Posted by Kilgore Trout View Post
    Yes, in BGRV cities and castles have the same recruitment pools, but you can only recruit high level units in your capital, therefore either a city or a castle may be your capital.

    I have tried many different mods, but I much prefer BGRV to anything else.

    1. The fact that mounted knights cost four recruitment pool points and you are likely to get only 14 to 24 recruitment pool points every 12 turns makes them so much more dear and makes it so much more vital to preserve them in battle. Just having them be more expensive or less available as in other mods is not nearly enough. In BGRV, you have to choose between recruiting 4 local or militia units or one mounted knight. It makes for much more intriguing choices.

    2. In BGRV your generals age at one year per 12 turns. This means that your starting family tree will stay alive for much of the game, and you will have only two or at most three generations from beginning to end. This really gives one time to become familiar with and feel attached to one's quite small and therefore precious royal family.

    The only real drawbacks are that it is quite confusing much of the time trying to figure out why you sometimes can't recruit the upper tier units as there are of number of possible reasons. Also, since the buildings no longer effect the recruitment pool, castles actually become unnecessary (though I play with the house rule that as the AI doesn't convert castles to cities, neither can I), nor does one really need to build any of the recruitment line of buildings (other than for the fairly irrelevant experience points). And finally, the constant transferring of the various ancillaries that your king and heir, war councilors and administrators need in order to recruit, build, or go on offensive campaign, especially if one of them is assassinated or dies in battle or of the plague, requires a lot of micro-management. However, I believe that all of the trouble is well worth it.

    Finally, I would only caution against using the BGRV No Mercy AI, as this is an extremely backstabbing and human hating AI, and this coupled with fact that you are always the vastly weaker player in the early part of the game due to the extremely limited number of units you are able to recruit can make for a very frustrating experience as you will be hunted and dog-piled mercilessly. Any other AI is much preferable, especially for a BGRV novice.
    So you could convert a lot of castles into cities (to boost the economy), but you didn't do it because AI doesn't do it. I think this is a big drawback of BGRV

  5. #5985

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    There is another bug / feature that I found in BGRV. If the hiring pool is zero, you can hire any unit in each city with a General every turn.

  6. #5986

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    After all this time playing BGRV, I hadn't quite figured out what that problem was all about yet. Thanks for the info! Now that you are apparently playing a fair bit of BGRV, how do you like it so far?

    Also, I don't convert castles to cities no matter what mod I play, as the AI doesn't do it.
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  7. #5987

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    Hi, i got a 2 questions for somebody with modding experience.
    My first question is how to change the manpower requirements of units (i want to make the system based on a 3 point scale instead of 4)?
    And secondly, the 12 turns per year system makes family members come of age only after some 150 turns. This is too long for my taste and playstyle.
    So is there any way to keep the 12 turn per year system but make child family members come of age sooner than 150+ turns, like having them being "born" as teenagers?

  8. #5988

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    Here is the way I do it in descr_strat in the BGRV sub campaign. I use my own chosen names, so I have to mess with a few other names files, but you can just use vanilla names from the proper faction from the descr_names.txt. Be sure to make the leader at least 16 years older than his oldest son, and I think you have to put the sons in descending order of age if they are already 14 or older. I just have the one son - Ulysses - of age at the start as it is too expensive using BGRV to have to many family members of age at the start. I also have removed other starting named characters (generals) as they also require funding using BGRV.

    character Ruggero, named character, male, leader, age 30, x 174, y 118, portrait ruggero
    traits Factionleader 1 , GovernorInclination 1 , NaturalMilitarySkill 1 , GoodCommander 1 , Intelligent 1 , ReligionStarter 1


    army
    unit SE Bodyguard exp 3 armour 0 weapon_lvl 0
    unit Norman Cavalry exp 1 armour 0 weapon_lvl 0
    unit Norman Cavalry exp 0 armour 0 weapon_lvl 0
    unit Armored Sergeants exp 1 armour 0 weapon_lvl 0
    unit Armored Sergeants exp 1 armour 0 weapon_lvl 0
    unit Sicilian Muslim Archers exp 2 armour 0 weapon_lvl 0
    unit Sicilian Muslim Archers exp 2 armour 0 weapon_lvl 0
    unit Sicilian Muslim Archers exp 1 armour 0 weapon_lvl 0
    unit Sicilian Muslim Archers exp 0 armour 0 weapon_lvl 0
    unit Mounted Sergeants exp 0 armour 0 weapon_lvl 0


    character Ulysses, named character, male, heir, age 14, x 182, y 139, portrait ulysses
    traits Factionheir 1 , LoyaltyStarter 1 , MilitaryInclination 1 , GoodCommander 1 , Rabblerouser 2 , GoodAdministrator 2 , ReligionStarter 1


    army
    unit SE Bodyguard exp 2 armour 0 weapon_lvl 0
    unit Pavise Spear Militia exp 2 armour 0 weapon_lvl 0
    unit Pavise Spear Militia exp 1 armour 0 weapon_lvl 0
    unit Urban Crossbow Militia exp 0 armour 0 weapon_lvl 0
    unit Urban Crossbow Militia exp 0 armour 0 weapon_lvl 0
    unit Urban Spear Militia exp 1 armour 0 weapon_lvl 0


    character Serlo, admiral, male, age 29, x 170, y 120
    army
    unit war galley exp 3 armour 0 weapon_lvl 0
    unit war galley exp 2 armour 0 weapon_lvl 0
    unit war galley exp 1 armour 0 weapon_lvl 0
    unit galley exp 2 armour 0 weapon_lvl 0


    character Pietro Vallano, spy, male, age 23, x 185, y 146
    traits NaturalSpySkill 2


    character Niccolo di_Palermo, priest, male, age 28, x 172, y 119
    traits NaturalPriestSkill 2 , StrongFaith 2 , PriestLevel 1


    character Alberto d_Ottaviano, general, male, age 25, x 186, y 113
    traits LoyaltyStarter 1 , MilitaryInclination 1 , NaturalMilitarySkill 2 , ReligionStarter 1
    army
    unit Pavise Spear Militia exp 2 armour 0 weapon_lvl 0
    unit Pavise Spear Militia exp 1 armour 0 weapon_lvl 0
    unit Urban Crossbow Militia exp 1 armour 0 weapon_lvl 0
    unit Sicilian Muslim Archers exp 0 armour 0 weapon_lvl 0
    unit Sicilian Muslim Archers exp 2 armour 0 weapon_lvl 0


    character Niccolo Rocca, general, male, age 49, x 200, y 140
    traits LoyaltyStarter 1 , GovernorInclination 1 , GoodAdministrator 2 , ReligionStarter 1
    army
    unit Armored Sergeants exp 1 armour 0 weapon_lvl 0
    unit Armored Sergeants exp 1 armour 0 weapon_lvl 0
    unit Sicilian Muslim Archers exp 1 armour 0 weapon_lvl 0
    unit Sicilian Muslim Archers exp 1 armour 0 weapon_lvl 0
    unit Mounted Sergeants exp 0 armour 0 weapon_lvl 0


    character_record Leonora, female, age 30, alive, never_a_leader
    character_record Achilles, male, age 11, alive, never_a_leader
    character_record Hector, male, age 8, alive, never_a_leader
    character_record Ajax, male, age 5, alive, never_a_leader


    relative Ruggero, Leonora, Ulysses, Achilles, Hector, Ajax, end
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  9. #5989

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    In the campaign_script in BGRV sub campaign, manipulate these entries, though I am not sure exactly how would be best. If it were me, I think I would start by leaving the entry for Manpower Cost 4, and just moving all the units I wanted to make manpower cost of 3 to Manpower Cost 3. Same for the manpower cost 3 units that I wanted to make manpower cost 2. And for the manpower cost 2 units that you want to make manpower cost 1, just remove them from entirely as units listed as manpower cost of 1 seemingly don't need to be listed at all.

    MANPOWER COST 4


    and not UnitType Archontopoulai
    and not UnitType Armats
    and not UnitType Armored Clergy
    and not UnitType Boyars
    and not UnitType Broken Lances
    and not UnitType Chivalric Knights
    and not UnitType Christ Knights
    and not UnitType Christian Guard
    and not UnitType Constable of Jerusalem
    and not UnitType Demi Lancers
    and not UnitType Dievas Guard
    and not UnitType E Chivalric Knights
    and not UnitType English Knights
    and not UnitType Famiglia Ducale
    and not UnitType Feudal Knights
    and not UnitType French Chivalric Knights
    and not UnitType French Feudal Knights
    and not UnitType Gendarmes
    and not UnitType German Feudal Knights
    and not UnitType Gothic Knights
    and not UnitType Granadine Lancers
    and not UnitType Halbbruder
    and not UnitType Heavy Boyars
    and not UnitType Heavy Hussars
    and not UnitType Imperial Guard
    and not UnitType Imperial Knights
    and not UnitType Italian MAA
    and not UnitType Khagan Druzhina
    and not UnitType Khassaki
    and not UnitType Knights Hospitaller
    and not UnitType Knights of Antioch
    and not UnitType Knights of Jerusalem
    and not UnitType Knights of Montesa
    and not UnitType Knights of Santiago
    and not UnitType Knights Templar
    and not UnitType Kwarezmian Cavalry
    and not UnitType L Regular Cavalry
    and not UnitType Lancers
    and not UnitType Latinikon
    and not UnitType Mailed Knights
    and not UnitType Mamluks
    and not UnitType Mercenary Frankish Knights
    and not UnitType Noble Cavalry
    and not UnitType Noble Knights
    and not UnitType Norman Cavalry
    and not UnitType Norman Knights
    and not UnitType Polish Guard
    and not UnitType Polish Knights
    and not UnitType Polish Nobles
    and not UnitType Portuguese Knights
    and not UnitType Pronoiarii
    and not UnitType Quapukulu
    and not UnitType Ritterbruder
    and not UnitType Royal Banderium
    and not UnitType Royal Mamluks
    and not UnitType Scholarii
    and not UnitType Templar Confrere Knights
    and not UnitType Turhagut Lancers
    and not UnitType Turkish Ghulams


    and not UnitType Khorchi Horse Archers
    and not UnitType Early Reiters
    and not UnitType iqta'dar
    and not UnitType Behk Druzhina
    and not UnitType Sipahis
    and not UnitType Polotsk Boyar Druzhina
    and not UnitType Sibyan al Khass
    and not UnitType Hungarian Nobles


    inc_event_counter type -1
    end_monitor




    monitor_event AddedToTrainingQueue FactionIsLocal


    MANPOWER COST 3


    and not UnitType Ghulams
    and not UnitType Huscarls
    and not UnitType Druzhina
    and not UnitType Polish Retainers
    and not UnitType Sipahi Lancers
    and not UnitType Hoschuchi Lancers
    and not UnitType Hussars
    and not UnitType Stradiots


    and not UnitType Polish Shooters
    and not UnitType Mounted Luchniki
    and not UnitType Noble Sons Cavalry
    and not UnitType Granadine CB Cav
    and not UnitType Junior Druzhina
    and not UnitType Lithuanian Cavalry
    and not UnitType Mounted Calivermen
    and not UnitType Mounted Crossbowmen
    and not UnitType Camel Gunners
    and not UnitType Cavalarii
    and not UnitType Yasi Archers
    and not UnitType Skythikoi
    and not UnitType Reiters
    and not UnitType Hoshiga Horse Archers
    and not UnitType Mamluk Archers
    and not UnitType Armored Horsearchers
    and not UnitType Lubchiten Horse Archers
    and not UnitType Nukeri Horse Archers


    and not UnitType Dismounted Armored Clergy
    and not UnitType Dismounted Ghulams
    and not UnitType Al Haqa Infantry
    and not UnitType Noble Spearmen
    and not UnitType Templar Guard
    and not UnitType Dismounted Mailed Knights
    and not UnitType Dismounted Polish Nobles
    and not UnitType Dismounted Sipahi Lancers
    and not UnitType Dismounted KM
    and not UnitType Dismounted Knights of Antioch
    and not UnitType Dismounted Imperial Knights
    and not UnitType Edessan Guard
    and not UnitType Norse Axemen
    and not UnitType Papal Guard
    and not UnitType Scandinavian Guard
    and not UnitType Aventuros
    and not UnitType Armored Spearmen
    and not UnitType Berdiche Axemen
    and not UnitType Venetian Heavy Infantry
    and not UnitType Varangian Guard
    and not UnitType Giltines Chosen
    and not UnitType Dismounted Khagan Druzhina
    and not UnitType Halberd MAA
    and not UnitType Dismounted Portuguese Knights
    and not UnitType Dismounted Noble Knights
    and not UnitType Dismounted English Knights
    and not UnitType ME Heavy Spearmen
    and not UnitType Kievan Palace Guard
    and not UnitType Dismounted Halbbruder
    and not UnitType Tabardariyya
    and not UnitType Janissary Heavy Inf
    and not UnitType Swiss Guard
    and not UnitType Obudshaer
    and not UnitType Noble Pikemen
    and not UnitType Dismounted Imperial Guard
    and not UnitType Novgorod Home Guard
    and not UnitType Norse Swordsmen
    and not UnitType Sword Brethren
    and not UnitType Dismounted Norman Cavalry
    and not UnitType Highland Nobles
    and not UnitType Lithuanian Noble Infantry
    and not UnitType Spartharii tou Vasileos
    and not UnitType Dismounted Boyars
    and not UnitType Dismounted Knights Of Jerusalem


    and not UnitType Templar Zweihander
    and not UnitType Alamanoi


    and not UnitType Dismounted Feudal Knights
    and not UnitType Dismounted Polish Knights
    and not UnitType Dismounted Christian Guard
    and not UnitType Castrophilakae


    and not UnitType Dismounted Armats
    and not UnitType Scoutatoi Swordsmen
    and not UnitType Dismounted Norman Knights
    and not UnitType Dismounted Italian MAA
    and not UnitType Gotland Footmen
    and not UnitType Dismounted Chivalric Knights
    and not UnitType Armored Swordsmen
    and not UnitType Dismounted Ritterbruder
    and not UnitType Noble Swordsmen
    and not UnitType Dismounted E Chivalric Knights
    and not UnitType Dismounted Knights Hospitaller
    and not UnitType Dismounted Knights of Santiago
    and not UnitType Zweihander
    and not UnitType Dismounted Knights Templar
    and not UnitType Dismounted Hasham
    and not UnitType Canons of the Holy Sepulcher
    and not UnitType L Regular Infantry
    and not UnitType Dismounted Gothic Knights
    and not UnitType Dismounted Broken Lances


    and not UnitType Lithuanian Noble Sons


    and not UnitType Dismounted Bekh Druzhina
    and not UnitType Janissary Arquebusiers
    and not UnitType Janissary Archers
    and not UnitType Janissary Musketeers
    and not UnitType Noble Highland Archers
    and not UnitType Scots Guard
    and not UnitType Dismounted Khorchi Archers


    and not UnitType NE Monster Ribault
    and not UnitType ME Monster Bombard
    and not UnitType Carroccio Standard M
    and not UnitType Carroccio Standard V
    and not UnitType Great Cross
    and not UnitType AS Rocket Launcher
    and not UnitType NE Basilisk
    and not UnitType NE Serpentine
    and not UnitType NE Cannon
    and not UnitType ME Cannon
    and not UnitType NE Grand Bombard
    and not UnitType ME Grand Bombard
    and not UnitType NE Bombard
    and not UnitType ME Bombard
    and not UnitType NE Culverin
    and not UnitType Siphonatores
    and not UnitType Naffatun
    and not UnitType NE Trebuchet
    and not UnitType ME Trebuchet
    and not UnitType NE Catapult
    and not UnitType ME Catapult
    and not UnitType Mangonel
    and not UnitType NE Mortar


    and not UnitType baghlah
    and not UnitType caravel
    and not UnitType carrack
    and not UnitType cog
    and not UnitType dhow
    and not UnitType dragon boat
    and not UnitType dromon
    and not UnitType fire ship
    and not UnitType galleass
    and not UnitType galley
    and not UnitType grande carrack
    and not UnitType gun holk
    and not UnitType holk
    and not UnitType ladya
    and not UnitType lanternas
    and not UnitType longboat
    and not UnitType war galley


    and I_EventCounter type = 3
    inc_event_counter type -1
    end_monitor






    monitor_event AddedToTrainingQueue FactionIsLocal


    MANPOWER COST 2


    and not UnitType Prussian Auxillia
    and not UnitType SE Late Bodyguard
    and not UnitType NE Late Bodyguard


    and not UnitType ME Cavalry Militia
    and not UnitType Merchant Cavalry Militia
    and not UnitType Tartar Lancers
    and not UnitType Knechten
    and not UnitType Stratiotae
    and not UnitType Italian Cavalry Militia


    and not UnitType L Cavalry Militia
    and not UnitType Turkish Horse Archers
    and not UnitType Desert Cavalry
    and not UnitType Pechenegs
    and not UnitType Cossack Gunners
    and not UnitType Turkopoles
    and not UnitType Mounted Arquebusiers
    and not UnitType Jinetes
    and not UnitType Mounted Acritae
    and not UnitType Turkomans


    and not UnitType Cuman Horse Militia
    and not UnitType Granadine Jinetes
    and not UnitType Magyar Cavalry


    and not UnitType Hashishim
    and not UnitType Menaulatoi
    and not UnitType Highland Pikemen
    and not UnitType Burgher Pikemen
    and not UnitType Pike Militia
    and not UnitType Pikemen


    and not UnitType Partisan Militia


    and not UnitType Light Men at Arms
    and not UnitType Light Swordsmen
    and not UnitType Prussian Infantry
    and not UnitType Swordsmen Militia
    and not UnitType Smolensk Infantry
    and not UnitType Urban Spear Militia
    and not UnitType Dismounted Tartar Lancers
    and not UnitType Urban Militia
    and not UnitType Swordstaff Militia
    and not UnitType Dismounted Druzhina


    and not UnitType Persian Spearmen
    and not UnitType Baltic Spearmen
    and not UnitType Disamounted Turhagut
    and not UnitType Halberd Militia
    and not UnitType Rus Senior Militia
    and not UnitType Armored Sergeants
    and not UnitType Pavise Spearmen


    and not UnitType Norman Serjeants
    and not UnitType Ducal Spearmen
    and not UnitType Voulgier
    and not UnitType Ducal Axe
    and not UnitType Templar Sergeant
    and not UnitType ME Halberd Militia


    and not UnitType English Huscarls
    and not UnitType Lamtuna Spearmen
    and not UnitType Dismounted Arab Cavalry


    and not UnitType Pavise Spear Militia
    and not UnitType Kasogi Senior Militia
    and not UnitType Dismounted Huscarls
    and not UnitType Order Spearmen
    and not UnitType Militia Serjeants
    and not UnitType Saracen Militia
    and not UnitType Sword and Buckler Men
    and not UnitType Tercio Pikemen


    and not UnitType Heavy Pike Militia
    and not UnitType Heavy Billmen
    and not UnitType Scoutatoi
    and not UnitType Late Pikemen


    and not UnitType Halberdiers
    and not UnitType Late Lithuanian Spearman


    and not UnitType Late Tercio Pikemen


    and not UnitType Turkish Crossbowmen
    and not UnitType Latin Handgunners
    and not UnitType Late Musketeers


    and not UnitType Templar Crossbowmen
    and not UnitType Genoese Crossbowmen


    and not UnitType Calivermen
    and not UnitType Khabutu Archers
    and not UnitType Persian Archers
    and not UnitType ME Hand Gunners
    and not UnitType Mourtatoi
    and not UnitType Portuguese Arquebusiers
    and not UnitType Gasmuli
    and not UnitType Arquebusiers
    and not UnitType Genoese Crossbow Militia
    and not UnitType Dismounted Junior Druzhina
    and not UnitType Templar Longbowmen
    and not UnitType Cossack Musketeers
    and not UnitType Dismounted French Archers
    and not UnitType Merguen Archers
    and not UnitType Spanish Arquebusiers
    and not UnitType Hussites
    and not UnitType Hand Gunners
    and not UnitType Musketeers
    and not UnitType Ottoman Infantry
    and not UnitType Aventurier
    and not UnitType Venetian Archers
    and not UnitType Dismounted Longbowmen
    and not UnitType ME Heavy Archers
    and not UnitType Luchniki
    and not UnitType Yeoman Archers


    and not UnitType NE Ballista
    and not UnitType ME Ballista


    and I_EventCounter type = 2
    inc_event_counter type -1
    end_monitor
    Last edited by Kilgore Trout; February 04, 2020 at 12:45 PM.
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  10. #5990

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    thank you for the reply my man. I am not sure if I understand your solution to the "coming of age" problem. I want family members born throughout the campaign to be 'born' as 12/13 years old (assuming they come of age at 14 years old.

    And in case you are wondering i devalued all units by 1, using the method you proposed, with some exceptions that should reflect economic progression. These are the units I kept at the original man power level:

    - All gunpowder units
    - All spear wall units
    - Heavy archers
    - ottoman archers
    - french foot archers
    - arbalasters
    - pesante archers
    - yeoman archers
    - retinue longbowmen
    - viking huskarls
    - obudshaer
    - ducal axe infantry
    - lithuanian regular spearmen
    - knechten
    - italian cavalry militia
    - scoutatoi
    - stratiotae
    - scholarii
    - gendarmes
    - gothic knights
    - genoese patricians
    - polish guards
    - armored horse archers

    And then I have some units I am uncertain should receive 1 manpower reduction or not:
    - grenadine jinetes
    - magyar cavalry
    - turkoman cavalry
    - merchant cavalry militia

    And then I also have 1 unit I think should get a manpower nerf:
    - aldari druzhina (alani)

    Finally I have some units I think should get an extra manpower buff, that is decrease their manpower level by 2 instead of 1:
    - Miles
    - st. lazarus knights
    - knights of jerusalem
    - templar confrere knights

    I hope this will make the mod more interesting by breaking down the spearmen/best 1 manpower faction infantry and mounted sergeants/best 1 manpower cavalry meta.
    Would love me some input if possible.

    edit: I did as suggested but with no effect. Need advice
    Last edited by Larsel; February 05, 2020 at 10:33 AM.

  11. #5991

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    I'm pretty certain that what you are asking about the family members cannot be done.
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  12. #5992

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    That is something I will have to live with then. It is a minor concern anyway.
    But do you have any idea as to why your suggestion of changing the manpower system does not work?
    I have double checked I did it correctly. I started a new campaign. I ran the ss-setup and reselected bgrv. But without success.
    Can you make it work yourself?

  13. #5993

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    There may be another step necessary that I am now aware of. The easiest thing to do would be to change the following entries in the same file, though it is not exactly what you wanted to do:

    monitor_event SettlementTurnStart FactionIsLocal
    and I_EventCounter distribution = 1
    console_command add_money -200
    end_monitor
    monitor_event SettlementTurnStart FactionIsLocal
    and I_EventCounter distribution = 2
    console_command add_money -400
    end_monitor
    monitor_event SettlementTurnStart FactionIsLocal
    and I_EventCounter distribution = 3
    console_command add_money -600
    end_monitor
    monitor_event SettlementTurnStart FactionIsLocal
    and I_EventCounter distribution = 4
    console_command add_money -800
    end_monitor

    You can lower the manpower costs to you liking, perhaps -100, -200, -300, -400. This will make it much less expensive to recruit 4 manpower cost units. If you change the costs, the changes will not show up when you press f4 on the manpower pool replenishment turn (13, 25, 37, etc), but they will take effect and reduce the cost as intended.
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  14. #5994

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    The manpower costs are irrelevant to me. I am only concerned about re-balancing the manpower costs of units.
    Can this even be done then?

  15. #5995

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    I thought that maybe I made it work when I changed just one unit from a cost of 2 to a cost of 1 by simply removing it, but I'm not really too sure (and now I do in fact believe that there must be another step necessary which I am not yet aware of). However, if that alone does work, be aware that units will still be listed in the export-units.text file as costing the same amount of manpower as BYG originally intended as you did not change anything in that file. The only way to test it would be to recruit that unit and see to what degree it reduces your available manpower pool. I prefer simply changing the recruitment replenishment costs as I mentioned just above.
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  16. #5996

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    you were correct. The manpower display does not correspond to the real manpower cost after modifying the entries mentioned above.
    I gotta say, it is much more enjoyable to play bgrv with the unit variety a more balanced (imo) manpower system brings.
    Thanks for your service!

  17. #5997
    Elendil 03's Avatar Semisalis
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    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    Does anyone have access to a version of BGR that can be implemented into other mods? All the links seem to be dead.

  18. #5998

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    Hi everyone! I would like to ask you, this mod in in the SS mod or we must to download it separately? Thank you!

  19. #5999

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    Quote Originally Posted by Pegassos View Post
    Hi everyone! I would like to ask you, this mod in in the SS mod or we must to download it separately? Thank you!
    You must DL seoarately if you want BGR V.
    In SS you have BGR II and IV only.
    Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.

    Current Hotseat:
    Britannia: The Isles of Chaos

  20. #6000

    Default Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    I'm aware that BGR V is not compatible with SSHIP, but is BGR IV?

    Much appreciation to everyone responsible for Stainless Steel, BGR and SSHIP!

    You guys make this game and community flourish.

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