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Thread: Bring out your dead mod v.1.0 for DLV 4.03

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  1. #1

    Icon8 Bring out your dead mod v.1.0 for DLV 4.03

    Functionality:

    The growth rate from base farming and settlement mechanics is rather linear. This mod adds a random factor by
    • pooling all 186 regions into 14 geographical/tactical zones
    • giving each zone a 2% chance/turn to get hit by a predefined disaster deducting a huge chunk of the affected settlements populations, although it is possible that 1 zone gets hit twice within a short time, it is relatively unlikely. During testing I had 1 zone affected approximately every ten to 15 turns, sometimes more often, sometimes less. It is pretty unpredictable as the percentage is not cumulative in any way.
    • the player will be notified by a unique message for each zone but must decide for himself if this information has any value for him (are my own regions affected? are neighboring regions affected and thus easier conquerable? and so on), 5 existing tokus tgas were used for the message pictures
    • for anybody who wants even more death I have added a modified descr_events.txt in which the great plage from (92-96) was replaced by 7 world wide plagues happening randomly between the turns 46/54, 92/106 and so on with approximately 50 years between them to recover. This is an optional addon, you can play with your original events file too.
    Known bugs:

    -none so far, I have encountered no CTDs during testing
    If you find any bugs please report them within this thread
    -I have no idea how the AI will react to this mod, it does get additional money from the campaign script though while the player will only loose money with population loss, on the other hand a wiped clear zone is a lot easier to govern for a while..

    Additional Info:

    As this is my first venture into the campaign script the implementation might look pretty basic to any advanced moddder, but it does the job. I am open for any suggestion.

    I could also use help in fitting the population decrease for each region according to its base farming lvl, right now every region gets hit by the same amount, I will change this in the next version if the mod is accepted.

    If you want to change the zones or the population decrease you need to edit the campaign script file. I tried to make it as transparent as possible, I believe you will have no problems.

    So far I have only made a version for the imperial_campaign, aka the "all scripts enabled" campaign. You can easily use the script in any campaign though as I have put it clearly visible at the end of the campaign script (you can search by table of contents too if you like), and all you'd have to do is copy it into the one you are using.

    As only 14 new monitors are added to the campaign script file and no other fancy stuff is used, the performance is not affected, at least it wasn't during my tests.

    Download link

    http://www.zshare.net/download/3379182d288d04/

    have fun and don't let the plaguebats bite!
    And please backup your original files before you install this so you can go back easily.

    Thanks to everyone making guides and tutorials in the mod workshop, especially Alpaca.
    Last edited by Furin; August 30, 2007 at 03:59 AM.

    Under the benevolent guidance of jimkatalanos

  2. #2
    Tiro
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    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    Wa! It came up quickly and great features.. the way you planned the randomness is very good, nice job Furin! I'll download it now and as soon I can play I'll surely test it, thanks! +rep asap


    Quote Originally Posted by Furin View Post
    for anybody who wants even more death..
    apocalypse now!


    ]·..·' c o m e t o t h e w i R 3 d '·..·[

  3. #3
    Wolfman25's Avatar Foederatus
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    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    Is this savegame compatible?

  4. #4

    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    The additional world wide plague affects the events file and thus is 100% not save game compatible.

    About the campaign script, I don't know, if the historic_events file is called directly from the campaign script it should be save game compatible. Please try it out and let me know.

    Under the benevolent guidance of jimkatalanos

  5. #5
    bandicoot's Avatar Biarchus
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    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    NOT SAVE GAME COMPATIBLE ??

    HEAVY SIGH

    Looking forward to giving it a go later. A great touch of creativity and drives home the point how cheap life was back in the Medieval period.

    +REP to you!!!

  6. #6
    Tiro
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    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    Quote Originally Posted by bandicoot View Post
    NOT SAVE GAME COMPATIBLE ??

    HEAVY SIGH

    ...and drives home the point how cheap life was back in the Medieval period.

    +REP to you!!!
    Still cheap today as it was back then. Lessons of history are never learned by those that worship idleness.

    Will have to check this out, though like badicoot, it will have to wait until my current game is over.

    Also gave a +rep for making my gaming experience a little closer to what I wish it to be.

  7. #7

    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    Quote Originally Posted by bandicoot View Post
    NOT SAVE GAME COMPATIBLE ??

    HEAVY SIGH

    Looking forward to giving it a go later. A great touch of creativity and drives home the point how cheap life was back in the Medieval period.

    +REP to you!!!
    The events file,aka the not save game one, is an optional addon, you can try out if your saved game works with the other stuff. I've had no time to test it on a saved game myself yet, I'll do that tonight to give a definite answer, if noone else beats me to the post.

    Under the benevolent guidance of jimkatalanos

  8. #8

    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    i'm gonna try it. tonight i dreamt of the vast steppes, a united russia, and a burning mongol horse.
    could this be a sign?

  9. #9

    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    Good work !

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  10. #10

    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    Ah well, I wish it was more sofisticated and the message texts were more "historical" like the ones I found for the gunpowder mod, but if you say gj it's a huge compliment .

    Under the benevolent guidance of jimkatalanos

  11. #11
    Tiro
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    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    The idea for making it more intense on sieges is nice and realistic but can't it become a way to weaken an empire just by "faking" sieges? I mean, if you play dirty (I don't, I don't.. lol, I just hate my willpower sometimes, can't resist if it's there -- hate cheats and never use them but this I would consider somekind of "workaround" heh.. ugly me).


    ]·..·' c o m e t o t h e w i R 3 d '·..·[

  12. #12

    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    If you consider what a siege costs you per turn exploiting this will be very expensive in the long run. There is the condition <HealthPercentage> which checks the health of a settlement, perhaps combine this with the siege to let only the unhealthy (aka the one with overpopulation) suffer.

    Under the benevolent guidance of jimkatalanos

  13. #13
    Tiro
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    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    hm nice pointed, how could I forget my sieges that almost every time lend me to bankrupcy..


    ]·..·' c o m e t o t h e w i R 3 d '·..·[

  14. #14

    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    I have an idea.

    Is there ANY way to make it, once a plague hits, even if it's just a random one, can you make it were it shows ALL the settlements affected, and the population lost at those hit.

    That way, I can see how bad it hurts my enemies when I send my infected spies to them.

    Hey, gotta share the wealth, right?
    Democracy is when the indigent, and not the men of property, are the rulers.
    Aristotle

  15. #15

    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    There's <SettlementHasPlague> condition, so if you monitor all settlements for plague on the start of turn you can produce a message/settlement.( which will prolly spam you to death when you use spies as carriers ). You could also take the region approach and pool a number of settlements and then make the message more cryptical. About the display of the exact population killed, I have no idea how to make that, but i am in no way an expert whatsover, you can find these guys in the modding section.

    If you want to make changes like this to the campaign script I'd advise you to check out the mod workshop for excellent tutorials and example scripts, there's also a documentation file(s) from CA with all commands conditions and events you will find there. I have posted a file here some days ago with all settlement names which you will need if you want to write the code.

    Under the benevolent guidance of jimkatalanos

  16. #16
    Aszrayel's Avatar Semisalis
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    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    Any way you can make the amount of squalor in a settlement determine the % chance of this occurring? So if you do what you can to lessen the effects of squalor in turn you would have a lesser chance of getting plague and such and for the factions that don't take of their people getting an increased chance?

  17. #17

    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    Isn't that the way it works for individual settlements already due to settlement_mechanics.xml? More squalor = less health = more plague?

    Under the benevolent guidance of jimkatalanos

  18. #18
    bandicoot's Avatar Biarchus
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    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    Could be ... if so kudos to the author!

  19. #19

    Default Re: Bring out your dead mod v.1.0 for DLV 4.03

    ... which is CA..

    my mod does not trigger a plague (this is in the optional addon and not related to health but date) it simply deducts population

    Under the benevolent guidance of jimkatalanos

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