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Thread: Best Gameplay Kingdoms

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  1. #1

    Default Best Gameplay Kingdoms

    Hi,

    I would like to make a mod that is :
    1. challenging
    2. historically accurate

    The mod should make the game hard, near the limit of impossible in achieving victory conditions. It will use historical elements that prevented great achievements (victory conditions) from realizing in the real world (without making the mod too complicated or frustrating).
    Example : Byzantium defeats the Seljoukides and reconquers the Anatolian peninsula, Scotland conquers England, etc.

    I start this thread so everybody can participate and make suggestions about what modifications to make to achieve the 2 goals above. In the end we choose the best compromise that satisfies the majority of players.

    This thread will be a platform from which the mod will be built step by step.
    Each time an element needs to be modified, there will be discussion about it (theoretical analysis) and then a concrete part (element added into the mod and tested). Only one element should be tested at a time. There can be several elements in discussion (map, factions, AI, etc).




    I first split the game into categories of decreasing importance :
    1. AI (Campaign AI, Battle AI)
    2. Balance (Campaign Balance, Battle Balance)
    3. Diversity (Number of Factions, Units, ...)
    4. Eye Candy (Textures, Sounds, Special Effects ...)




    The first thing to deal with is the Campaign AI.
    We will use the Retrofit Mod as a starting point.
    Last edited by D3nn16; January 11, 2008 at 04:54 AM.

  2. #2

    Default Re: Best Gameplay Kingdoms

    I noticed that almost all factions (except Moors) in the Retrofit Mod start with an army that can't be paid with the income from owned settlements, income is too low.

    For this I made a simple script that gives 2500 for each city owned of town level and above and 1250 for each castle owned.

    Do this for your campaign_script.txt file in the Retrofit Mod (\mods\retrofit\data\world\maps\campaign\imperial_campaign\campaign_script.txt) :

    [...]
    [...this section goes at start...]
    declare_counter money_purse_set

    [...]
    [...this section goes at the end before the wait_monitors command...]

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; MONEY SCRIPTING
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    monitor_event CharacterTurnStart FactionType England
    and I_CompareCounter money_purse_set == 0
    set_kings_purse England 0
    set_counter money_purse_set 1
    end_monitor

    [repeat this section for all the other factions except Slave faction then replace England with France, HRE, Spain etc]

    ; England
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    monitor_event SettlementTurnStart FactionType England
    and I_CompareCounter money_purse_set == 1
    and SettlementBuildingExists >= motte_and_bailey
    increment_kings_purse England 1250
    end_monitor

    monitor_event SettlementTurnStart FactionType England
    and I_CompareCounter money_purse_set == 1
    and SettlementBuildingExists >= wooden_pallisade
    increment_kings_purse England 2500
    end_monitor

    [repeat this section for all the other factions except Slave faction then replace England with France, HRE, Spain etc]

    ; reset counter money_purse_set
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    monitor_event FactionTurnEnd TrueCondition
    set_counter money_purse_set 0
    end_monitor

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