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  1. #1

    Default Making changes to the campaign_script

    Looking at the script it looks pretty straight forward if you make a change in this file say for example: ;----------------------------- VII Upkeep Fieldcost: Generals, Spies, Assassins -----------
    ;###############################troops##############################################
    monitor_event CharacterTurnEnd FactionIsLocal
    and not EndedInSettlement
    and not IsBesieging
    and not AgentType = admiral
    and not AgentType = spy
    and not AgentType = diplomat
    and not AgentType = assassin
    and not AgentType = priest
    and not AgentType = princess
    and not AgentType = merchant
    and InEnemyLands
    console_command add_money -500<--- if you adjusted the cost I assume that would take effect in the game , Also would like to know if anyone else have made changes and what kind of alterations they have made .

    Thank you

  2. #2
    Tiro
    Join Date
    May 2007
    Location
    England/Hungary
    Posts
    202

    Default Re: Making changes to the campaign_script

    Quote Originally Posted by Christop View Post
    Looking at the script it looks pretty straight forward if you make a change in this file say for example: ;----------------------------- VII Upkeep Fieldcost: Generals, Spies, Assassins -----------
    ;###############################troops##############################################
    monitor_event CharacterTurnEnd FactionIsLocal
    and not EndedInSettlement
    and not IsBesieging
    and not AgentType = admiral
    and not AgentType = spy
    and not AgentType = diplomat
    and not AgentType = assassin
    and not AgentType = priest
    and not AgentType = princess
    and not AgentType = merchant
    and InEnemyLands
    console_command add_money -500<--- if you adjusted the cost I assume that would take effect in the game , Also would like to know if anyone else have made changes and what kind of alterations they have made .

    Thank you
    I increased merchant income and also gave a money bonus for markets etc. Despite these increases it can still be tricky making ends meet if you have the field cost script on. On the other hand it makes the AI super rich and within a few turns of going to war with a faction they have full strength garrisons just about everywhere. Makes for a tricky campaign!!

    I was thinking of toning things down as the uber strong AI is now a little unrealistic and also because of their strength it is hard to get a ceasefire. Still it's fun playing around and seeign the effect different changes have.

  3. #3

    Default Re: Making changes to the campaign_script

    i have one problem with the command - 'console_command add_money -500' and that is that it does not adjust your treasury\finance scroll accordingly, and therefore you cant use the finance scroll to judge income. i am working on a script that will do the same thing but make the changes in your finance scroll.
    ...longbows, in skilled hands, could reach further than trebuchets...

  4. #4

    Default Re: Making changes to the campaign_script

    In my game I reduced these values by half, while increasing castle income values in descr_settlement_mechanics. Just couldnt play as it was for I permanently collapsed into debt in early game as Castille. And it also allows to field bigger armies for bigger battles.

    I think its very good method for tuning income to one`s liking. But it`s still early game, long term consequences are unknown...

  5. #5

    Default Re: Making changes to the campaign_script

    [Still it's fun playing around and seeing the effect different changes have.]

    Yes it is I keep making adjustments.

    [In my game I reduced these values by half]

    Had same idea reduced the values in half i.e. besieging cost 1000 now instead of 2000 spy in enemy lands 250 instead of 500 etc. The cost is not much of a problem late game but early on it really hurts me especially if I am playing a smaller starting faction.
    Last edited by Christop; March 20, 2008 at 03:53 PM.

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