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Thread: Growth Balance Script - Huh? Buggy Logic?

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  1. #1
    bandicoot's Avatar Biarchus
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    Default Growth Balance Script - Huh? Buggy Logic?

    This came up in another thread and I just thought it deserved special attention since to a lot of people the financial changes made to the game are pretty much something magical and mystical that goes on behind the scenes and the outcome each turn is something like a try at a slot machine.

    Thanks in advance to Demokritos who pointed this out, but the Growth Balance Script which assigns additional costs to settlements based on their size does not agree in practice to what it says in the DLV Handbook.

    The Handbook says "The player incurs increasing costs per settlement as the settlements increase in size. For settlements: level 1 -50fl, level 2 -100fl, level 3 -200fl, level 4 -400fl, level 5 -800fl (only cities have a level 5). This simulates the greater amount of graft, waste and corruption as cities expand."

    The campaign_script file, however, has radically different costs: for cities -50/-100/-200/-500/-2000 and for castles -100/-200/-400/-1000/-4000.

    Not only is the script inconsistent with the handbook, but it's also clearly a departure from the logic of the growth balancing as how in the world would there be greater graft, waste and corruption in a castle than in a city.

    Using my current English campaign as an example I have fortresses held at Bordeaux, Metz, Angers and Bern (I can't afford to upgrade Nottingham) and their average income per turn is about 1000 florins.

    Is the cost in the script an error or were the costs changed from something that was logical to something simply for the sake of balancing and to increase the difficulty of the game?



  2. #2

    Default Re: Growth Balance Script - Huh? Buggy Logic?

    Probably an error, and the handbook is wrong too, as castles have a level 5 as well, the Citadel (motte and bailey, wooden castle, castle, fortress, citadel).

    debating whether i want to erase the whole collection of entries from my game or not. seems to be just excess baggage.

  3. #3
    bandicoot's Avatar Biarchus
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    Default Re: Growth Balance Script - Huh? Buggy Logic?

    It'd be nice to hear someone confirm what the correct numbers should be and not perpetuate the error from one version to the next ... seems like an easy fix.

    no wonder despite having 17 settlements I can barely scrape together enough income on a turn by turn basis to start construction on anything new. I basically have to finance any major spending by whacking the crap out of a neighbour stronghold.

    It does make the game more challenging though ... but I would much rather my opponents were made richer than me being made poorer.

    Sorry to rant on and on about this but I'm a CPA and financial inconsistencies drive me almost as crazy as warm, flat beer and the French.

    Kidding about the French

  4. #4

    Default Re: Growth Balance Script - Huh? Buggy Logic?

    Ahhhhh So this is why im making no money despite keeping my armies in towns and growing my empire !!!!

  5. #5
    bandicoot's Avatar Biarchus
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    Default Re: Growth Balance Script - Huh? Buggy Logic?

    Yep. If you need the script changed to whichever way that you want it (or for that matter change the field army costs or agent overseas costs) just let me know.

    thanks

  6. #6

    Default Re: Growth Balance Script - Huh? Buggy Logic?

    It think there is almost nobody left that didn't change these figures... ;-)
    Horum Omnium Fortissimi Sunt Belgae


  7. #7

    Default Re: Growth Balance Script - Huh? Buggy Logic?

    *cough* yeah i noticed the problem changed myn ages ago... erm... tho can any1 remind me how i did it?

  8. #8
    Demokritos's Avatar Domesticus
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    Default Re: Growth Balance Script - Huh? Buggy Logic?

    Quote Originally Posted by donlas View Post
    *cough* yeah i noticed the problem changed myn ages ago... erm... tho can any1 remind me how i did it?
    Open up the campaign_script file found along the Medieval II Total War/DLV_ext/data/world/maps/campaign/imperial_campaign path and look for the section called "VI GROWTH BALANCE SCRIPT" there. Edit those values to your liking and save.
    GNOTHI SEAUTON (Know Thyself) - precept inscribed in the forecourt of the Temple of Apollo at Delphi, Greece
    MEDEN AGAN (Nothing To Excess) - another precept inscribed in the aforementioned place

  9. #9
    bandicoot's Avatar Biarchus
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    Default Re: Growth Balance Script - Huh? Buggy Logic?

    You can also edit the scripts relating to the value of the various natural resources in each region I believe so that ... gasp ... regions littered with deposits of silver, gold and marble are more valuable (say it ain't so) than northern Scotland and its monopoly on flavoured kippered snacks.

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