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Thread: what do these numbers mean in export_dscr_buildings.txt?

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  1. #1

    Default what do these numbers mean in export_dscr_buildings.txt?

    recruit_pool "Jinetes" 1 0.7 6 3 requires factions { spain, portugal, }

    Could someone please explain what each of the highlighted numbers do? I already know that 1 is the recruiment time i think.

  2. #2

    Default Re: what do these numbers mean in export_dscr_buildings.txt?

    That's wrong, actually
    recruit_pool anything A B C D means this:
    A: how many units start able to recruit the moment you complete the building
    B: how many units flow into the pool for recruiting every turn
    C: How many units the building can hold before it is full.
    D: How many experience points the unit starts with upon recruitment.

  3. #3

    Default Re: what do these numbers mean in export_dscr_buildings.txt?

    thanks man +rep

    I also have another question. If I changed the campaign time scale from 2.0 to 1.0 what would be the best way to change the files to be consistent? What I'm asking is if i should half all upkeep and cost, while doubling build turns for buildings etc. and reducing everything by half?

  4. #4

    Default Re: what do these numbers mean in export_dscr_buildings.txt?

    Usually when people want to keep things correctly timed they double all the construction costs and build times. I'm not sure what I'd do with the upkeep costs, though. I'd keep them the same, but I know others do it differently.

  5. #5

    Default Re: what do these numbers mean in export_dscr_buildings.txt?

    What files would one edit to change tax and farm income etc? Is population growth editable without going into the map flies? Or do I even need to adjust them at all for 1.0 timescale? Im just wondering what most people do after they change the timescale and which files do what.

  6. #6
    Socal_infidel's Avatar PDER Piper
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    Default Re: what do these numbers mean in export_dscr_buildings.txt?

    Quote Originally Posted by Saturn View Post
    What files would one edit to change tax and farm income etc? Is population growth editable without going into the map flies? Or do I even need to adjust them at all for 1.0 timescale? Im just wondering what most people do after they change the timescale and which files do what.
    You want this file - descr_settlement_mechanics.xml.

    Yeah, I'd probably lower the income if you halved the time-scale.

    But just play around with it - its your mod, right?

    Edit - these lines control income btw:

    Code:
      <factor name="SIF_FARMS">
             <pip_modifier value="0.7"/>
          </factor>
          <factor name="SIF_TAXES">
             <pip_modifier value="0.8"/>
             <castle_modifier value="0.8"/>
          </factor>
          <factor name="SIF_MINING">
             <pip_modifier value="0.5"/>
          </factor>
          <factor name="SIF_TRADE">
             <pip_modifier value="0.8"/>
             <castle_modifier value="0.75"/>
          </factor>
          <factor name="SIF_BUILDINGS">
             <pip_modifier value="0.25"/>
          </factor>
          <factor name="SIF_ADMIN">
             <pip_modifier value="0.5"/>
          </factor>
          <factor name="SIF_WAGES">
             <pip_modifier value="1.0"/>
          </factor>
          <factor name="SIF_UPKEEP">
             <pip_modifier value="0.5"/>
          </factor>
          <factor name="SIF_CORRUPTION">
             <pip_modifier value="1.0"/>
          </factor>
          <factor name="SIF_ENTERTAINMENT">
             <pip_modifier value="0.5"/>
          </factor>
          <factor name="SIF_DEVASTATION">
             <pip_modifier value="1.5"/>
          </factor>
       </factor_modifiers>

  7. #7

    Default Re: what do these numbers mean in export_dscr_buildings.txt?

    Is there anyway I could affect population growth without adjusting fertility?

  8. #8
    Socal_infidel's Avatar PDER Piper
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    Default Re: what do these numbers mean in export_dscr_buildings.txt?

    Same file, muh man. Look for the SPF Factors. They control population growth. And while we're at it, SOF controls order.

    Cheers!

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