Functionality:
The growth rate from base farming and settlement mechanics is rather linear. This mod adds a random factor byKnown bugs:
- 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.
-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.






Reply With Quote








