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  1. #1

    Default About Britain

    Hello people! Well , it is one of my firsts posts, and really, I tested a few mods, and this was the best. For that, I choosed it to end playing with the romans again and again, and to play with the Casse. Well, the question in fact, is that I find the conquest of the island too easy, even in high difficulties, and I want to know if there is any way to modify some of the game, to add another faction in the island, perhaps the ordocivus, the trinobantes, who where really enemies of the Catuvelauni, or something like that, to give the incursion spirit to the island and fill it with battles between strong tribes for the "rebel" settlements, as te coritans and the briganti , who alreadi come in, but just as rebel, whithout moving troops or making you fear them.
    Well, I hope I can made any of this, for I will really but REALLY love play with this mod, and those more factions there.
    Thank you!

  2. #2

    Default Re: About Britain

    It would take a lot of work. You would first have to remove another faction completely, then convert that faction slot to a new faction including new descriptions, new start position and family, new recruitment etc. A hell of a lot of work, and if you have no history of modding not worth attempting.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator

  3. #3

    Default Re: About Britain

    Thank you for the answer, but well, I have two options, one is to continue playing that way, next is to learn how to mod it :S

  4. #4
    maksimus's Avatar Ducenarius
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    Icon7 Re: About Britain

    There is another option you can easilly tweak by yourself, the one that will make your game much interesting.

    For example (this is what I did), you can add more *start armies in the Island (in *campaign_script.txt and *descr_start.txt).

    Also, you can manually add more rebel Family members in the Island, you can disable 'Immobile rebel' trait in the *descr_start.txt for let say 2 or 3 rebel characters (which will enable them to 'move' and raise mercs and attack you while you besiege a settlement), then, change their position in 'y' or 'x' coordinates by 1 and then 'spawn' a full stack inside the settlement they were in - that way you will have two armies per city (that is 'Immobile' liberated) that will go after you when you go after them

    But most important, you should enable some units for recruitment in the EDB for 'slave', even if that means to add some to the buildings that are not barracks, ussually, slave use the same units that are enabled by the 'faction creator' of the specified settlement - but inside the game - that is somewhat rare.

    So, I can confirm that if you enable EDB recruit option for slaves (using flexibile pattern so that rebels in India wont raise Celtic unit), you have 3 to 5 times longer survive rate per slave settlement.. and some really interesting game (and that is no joke! In my RTW vanilla tests, ATHENS lasted for 150 years until it was taken by the Maks) - the EDB tweak is very important - it makes Rebels alive

    ALX EB team is working on that for EB 11
    “Give me a place to stand and with a lever I will move the whole world.”

  5. #5

    Default Re: About Britain

    This sounds interesting. But what is the 'EDB' and what file is it in?

  6. #6
    maksimus's Avatar Ducenarius
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    Icon7 Re: About Britain

    it's in EB/data/export_descr_buildings.txt

    This is the section you should look into:

    1)
    Spoiler Alert, click show to read: 

    }
    building barracks
    {
    levels muster_field militia_barracks city_barracks army_barracks royal_barracks
    {
    muster_field requires factions { slave, }
    {
    capability
    {
    }
    construction 5
    cost 900
    settlement_min town
    upgrades
    {
    militia_barracks
    }
    }
    militia_barracks requires factions { slave, }
    {
    capability
    {
    }
    construction 9
    cost 3000
    settlement_min town
    upgrades
    {
    city_barracks
    }
    }
    city_barracks requires factions { slave, }
    {
    capability
    {
    }
    construction 13
    cost 7500
    settlement_min town
    upgrades
    {
    army_barracks
    }
    }
    army_barracks requires factions { slave, }
    {
    capability
    {
    }
    construction 18
    cost 12000
    settlement_min town
    upgrades
    {
    royal_barracks
    }
    }
    royal_barracks requires factions { slave, }
    {
    capability
    {
    }
    construction 22
    cost 15000
    settlement_min town
    upgrades
    {



    And here is an example how it is done

    2)

    Spoiler Alert, click show to read: 

    }
    building barracks
    {
    levels muster_field militia_barracks city_barracks army_barracks royal_barracks
    {
    muster_field requires factions { slave, }
    {
    capability
    {
    recruit "name of the unit" 0 requires factions { slave, } and hidden_resource (of the specific unit you want to use you can find in the same ''export_descr_buildings.txt'')
    }
    construction 5
    cost 900
    settlement_min town
    upgrades
    {
    militia_barracks
    }
    }
    militia_barracks requires factions { slave, }
    {
    capability
    {
    recruit "name of the unit" 0 requires factions { slave, }
    }
    construction 9
    cost 3000
    settlement_min town
    upgrades
    {
    city_barracks
    }
    }
    city_barracks requires factions { slave, }
    {
    capability
    {
    recruit "name of the unit" 0 requires factions { slave, }
    }
    construction 13
    cost 7500
    settlement_min town
    upgrades
    {
    army_barracks
    }
    }
    army_barracks requires factions { slave, }
    {
    capability
    {
    recruit "name of the unit" 0 requires factions { slave, }
    }
    construction 18
    cost 12000
    settlement_min town
    upgrades
    {
    royal_barracks
    }
    }
    royal_barracks requires factions { slave, }
    {
    capability
    {
    recruit "name of the unit" 0 requires factions { slave, }
    recruit "name of the unit" 0 requires factions { slave, }
    recruit "name of the unit" 0 requires factions { slave, }
    }
    construction 22
    cost 15000
    settlement_min town
    upgrades
    {



    Try it out - it is quite easy (still, you must check if the unit you want to use is in the UI_INFO for Slaves or Mercs, because if it is not - you are going to have to make numerous changes to *txt and copy-paste work
    Last edited by maksimus; January 29, 2008 at 01:41 AM. Reason: note.)
    “Give me a place to stand and with a lever I will move the whole world.”

  7. #7

    Default Re: About Britain

    Facinating!

    So this will give the Rebels the capability to recruit and retrain troops.

    Would you need to list all unit types usable by the slave faction for this to work across the entire map? Would the ZOR would make sure the right types of troops were recruited in the right areas?

  8. #8
    maksimus's Avatar Ducenarius
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    Icon7 Re: About Britain

    First you look in EB/data/UI/UNIT_INFO/MERC(and /SLAVE)

    In these folders you can find units that are already *txt set for full use (so you dont need to edit more *txt which can be massive and needs some modding expirience)

    Anyway, this will give the Rebels the capability to recruit MORE and retrain troops which is very important and advanced for ALX.exe

    this is an examlpe:

    recruit "name of the unit" 0 requires factions { slave, } and hidden_resource (of the specific unit you want to use you can find in the same ''export_descr_buildings.txt'' for some celtic unit)

    This means that you will need only to add the hidden_resource by the pattern that is already in use ! Like the pattern that can be used in copy - paste method from *export_descr_buildings.txt - you can easily see it all in the recruitment viewer

    NOTE: IF EB decides to go in adding EBD capability for SLVE - it will mean more value of rebels and ther importance in the game
    “Give me a place to stand and with a lever I will move the whole world.”

  9. #9

    Default Re: About Britain

    Maksimus, you are mistaken. The slave faction uses the recruitment lines of its parent faction. The only case where this doesn't happen is when a province rebels to the slave faction. For starting rebel cities they use the recruitment for their faction. We have thoroughly tested this.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator

  10. #10
    maksimus's Avatar Ducenarius
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    Icon7 Re: About Britain

    I belive you, I know that AI uses the recruitment lines of its parent faction. But then it does not retrain the troops (which is the ALX.exe advanced features)

    But I have a question for you Foot. Have you ever implemented the above pattern for slaves and tested it? And have you noticed that AI in those cases recruits much more troops - because I have already tested that on my vanilla mod - and the outcome is about a unit per turn for all slave settlements (if it worked on vanilla RTW - why should it not work on EB?:hmmm
    “Give me a place to stand and with a lever I will move the whole world.”

  11. #11

    Default Re: About Britain

    Quote Originally Posted by maksimus View Post
    I belive you, I know that AI uses the recruitment lines of its parent faction. But then it does not retrain the troops (which is the ALX.exe advanced features)

    But I have a question for you Foot. Have you ever implemented the above pattern for slaves and tested it? And have you noticed that AI in those cases recruits much more troops - because I have already tested that on my vanilla mod - and the outcome is about a unit per turn for all slave settlements (if it worked on vanilla RTW - why should it not work on EB?:hmmm
    We used to have barracks just for the slave faction, but we discovered that they didn't recruit any units unless we gave them the faction barracks. So know, they do not recruit any units if you have a recruitment line just for slaves.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator

  12. #12
    maksimus's Avatar Ducenarius
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    Icon5 Re: About Britain

    Quote Originally Posted by Foot View Post
    We used to have barracks just for the slave faction, but we discovered that they didn't recruit any units unless we gave them the faction barracks. So know, they do not recruit any units if you have a recruitment line just for slaves.

    Foot
    In all tests I had (that made rebels 'alive') - I added the recruit lines for 'slave' within the factional barracks (in vanilla for example) - not separate ones

    That way AI trains more units - in EB vanilla it barely ever does so and just a few total (by the way, most of the players never notice such AI move, specialy on RTW.exe)

    So, it should work the way (for EB), to add lines inside every faction's MIC and then go open with it - for ALX (at least) - it will force Rebels to retrain

    Have you ever tried to do:

    recruit "greek missile sphendenotai" 0 requires factions { pontus, armenia, slave}
    recruit "greek missile sphendenotai" 0 requires factions { pontus, armenia,
    slave}
    ??
    What do you think?
    This worked for me - I am yet to do it with EB and will do it soon
    “Give me a place to stand and with a lever I will move the whole world.”

  13. #13
    MarcusAureliusAntoninus's Avatar Domesticus
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    Default Re: About Britain

    The only thing that adding 'slave,' to recruitment does is add the units under the MIC details when you right click on a town owned by the slaves. If the parent faction can recruit a unit, so can the 'rebels' (unless the unit has the parent ownership, but lacks 'slave' ownership in the EDU).

    The reason that the 'slave' faction barely recruits anything is on purpose. A new income system was designed (I believe by bovi), that makes the 'slave' faction only get large sums every forth turn, or something. This will encourage the 'slave' faction to build both buildings and units, without flooding the map with tons of units.
    Last edited by MarcusAureliusAntoninus; January 29, 2008 at 03:39 PM.

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