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Thread: Making all settlements perpetually-Happy, or removing Happiness altogether. How?

  1. #1

    Default Making all settlements perpetually-Happy, or removing Happiness altogether. How?

    Is there a cheat or a a file to mod that will either remove settlement happiness, or just keep all settlements happy regardless of other factors? I've done a search and it seems there are no cheats that address this issue.

  2. #2
    Xavier Dragnesi's Avatar Esse quam videre
    Join Date
    Jan 2008
    Location
    Sydney, Australia
    Posts
    7,434

    Default Re: Making all settlements perpetually-Happy, or removing Happiness altogether. How?

    I don't know cos I haven't checked, but maybe there's something in the preferences that allows you to change "Happiness: True/False". But I think that happiness is hard-coded into the game.

  3. #3

    Default Re: Making all settlements perpetually-Happy, or removing Happiness altogether. How?

    ya i like the rebellions anyways

  4. #4

    Default Re: Making all settlements perpetually-Happy, or removing Happiness altogether. How?

    You could modify the EDB and put "happiness_bonus bonus 100" for whatever buildings, to eliminate any problems with happiness. Not sure if it will work though.

  5. #5
    Primicerius
    Join Date
    Nov 2006
    Location
    Toronto, Canada
    Posts
    3,925

    Default Re: Making all settlements perpetually-Happy, or removing Happiness altogether. How?

    What Bob said would work, just add an absurd happiness bonus to the Government buildings (make sure you add it to all of them).



  6. #6

    Default Re: Making all settlements perpetually-Happy, or removing Happiness altogether. How?

    You can, indeed, alter the building bonusses quite eailty. Even though this message comes 13 years after the last reply, I hope someone will still have some use of it. If you go to the file, specified above, the governor buildings are the first buildings you see. Where it says "capability", the bonusses and extra's this building provides, are listed. You can just enter an extra line under there, where you add the bonusses of law and happiness. Happiness alone is fine too, but corruption, I found, is also a huge troublemaker when you want to conquer the entire map. This is why I also added a law bonus. It should look someting like this (this is the Governors House):

    capability
    {
    recruit "carthaginian peasant" 0 requires factions { spain, }
    recruit "barb peasant briton" 0 requires factions { britons, }
    recruit "barb peasant dacian" 0 requires factions { dacia, }
    recruit "barb peasant gaul" 0 requires factions { gauls, }
    recruit "barb peasant german" 0 requires factions { germans, }
    recruit "barb peasant scythian" 0 requires factions { scythia, }
    recruit "carthaginian peasant" 0 requires factions { carthaginian, }
    recruit "east peasant" 0 requires factions { eastern, }
    recruit "egyptian peasant" 0 requires factions { egyptian, }
    recruit "greek peasant" 0 requires factions { greek, }
    recruit "roman peasant" 0 requires factions { roman, }
    happiness_bonus bonus 60
    law_bonus bonus 60
    }

    As you can see, I just added two lines with the intended bonusses. I never had any trouble with my happiness/corruption again. You have to do this to all the levels of this building though, otherwise you will lose the bonus once upgraded. So you'll have to adjust the Governors House, Governors Villa, Governors Palace, Pro-Consuls Palace and the Imperial Palace.

    Once adjusted, just save the file and start the game. This also affects savegames which were created before the adjustment.

  7. #7

    Default Re: Making all settlements perpetually-Happy, or removing Happiness altogether. How?

    Quote Originally Posted by iPlayerTwo View Post
    You can, indeed, alter the building bonusses quite eailty
    Well it looks like we've got a necromancer among us. For a more nuanced approach (and if you know how to apply a patch file), this change set works too while not completely obliterating unhappiness and corruption. In short, you would run
    Code:
    patch -p1  <this patch file>
    in the data directory of your Rome TW install. I've added the data directory (minus big files) to a local git repo so I can more effectively manage changes to it. If you don't know how to run a patch file, then the patch should still give you an idea of what to change (the line numbers may vary depending up the version and edition of RTW).

    But anyway, this adds a tiny bit of happiness to walls and law to barracks and academies. These small, graduated changes seem to make the game much more playable for me.

    Spoiler Alert, click show to read: 
    Code:
    From 67e931ce0c697995d228d1690f125dbf242b9c8b Mon Sep 17 00:00:00 2001
    From: Daniel Santos <daniel.santos@pobox.com>
    Date: Sun, 7 Jul 2019 18:39:30 -0500
    Subject: happiness tweaks
    
    ---
     export_descr_buildings.txt | 11 +++++++++++
     1 file changed, 11 insertions(+)
    
    diff --git a/export_descr_buildings.txt b/export_descr_buildings.txt
    index 8edf2aa..e2e72d1 100644
    --- a/export_descr_buildings.txt
    +++ b/export_descr_buildings.txt
    @@ -188,6 +188,7 @@ building defenses
                     wall_level 1
                     gate_strength 1
                     tower_level 1
    +                happiness_bonus bonus 1
                 }
                 construction  2 
                 cost  800 
    @@ -205,6 +206,7 @@ building defenses
                     tower_level 1
                     gate_defences 1
                     gate_strength 1
    +                happiness_bonus bonus 1
                 }
                 construction  3 
                 cost  1600 
    @@ -222,6 +224,7 @@ building defenses
                     tower_level 1
                     gate_defences 2
                     gate_strength 2
    +                happiness_bonus bonus 2
                 }
                 construction  5 
                 cost  3200 
    @@ -239,6 +242,7 @@ building defenses
                     tower_level 2
                     gate_defences 2
                     gate_strength 2
    +                happiness_bonus bonus 3
                 }
                 construction  6 
                 cost  6400 
    @@ -312,6 +316,7 @@ building barracks
                     recruit "roman city militia"  0  requires factions { roman, } 
                     recruit "roman hastati"  0  requires factions { roman, }  and not marian_reforms 
                     recruit "roman infantry auxillia"  0  requires factions { roman, }  and marian_reforms 
    +                law_bonus bonus 1
                 }
                 construction  3 
                 cost  1200 
    @@ -365,6 +370,7 @@ building barracks
                     recruit "roman infantry auxillia"  0  requires factions { roman, }  and marian_reforms 
                     recruit "roman princeps"  0  requires factions { roman, }  and not marian_reforms 
                     recruit "roman legionary cohort i"  0  requires factions { roman, }  and marian_reforms 
    +                law_bonus bonus 1
                 }
                 construction  4 
                 cost  2400 
    @@ -431,6 +437,7 @@ building barracks
                     recruit "roman triarii"  0  requires factions { roman, }  and not marian_reforms 
                     recruit "roman legionary cohort ii"  0  requires factions { roman, }  and marian_reforms 
                     recruit "roman praetorian cohort i"  0  requires factions { roman, }  and marian_reforms 
    +                law_bonus bonus 2
                 }
                 construction  6 
                 cost  4800 
    @@ -500,6 +507,7 @@ building barracks
                      recruit "roman legionary first cohort ii"  0  requires factions {  roman, }  and hidden_resource rome and marian_reforms 
                     recruit "roman praetorian cohort urban i"  0  requires factions { roman, }  and marian_reforms 
                     recruit "roman praetorian cohort i"  0  requires factions { roman, }  and marian_reforms 
    +                law_bonus bonus 3
                 }
                 construction  7 
                 cost  9600 
    @@ -1451,6 +1459,7 @@ building academic
             {
                 capability
                 {
    +                law_bonus bonus 1
                 }
                 construction  3 
                 cost  1600 
    @@ -1464,6 +1473,7 @@ building academic
             {
                 capability
                 {
    +                law_bonus bonus 2
                 }
                 construction  5 
                 cost  3200 
    @@ -1477,6 +1487,7 @@ building academic
             {
                 capability
                 {
    +                law_bonus bonus 3
                 }
                 construction  6 
                 cost  6400 
    -- 
    2.21.0
    0001-happiness-tweaks.patch.txt

  8. #8

    Default Re: Making all settlements perpetually-Happy, or removing Happiness altogether. How?

    Quote Originally Posted by dansan View Post
    Well it looks like we've got a necromancer among us. For a more nuanced approach (and if you know how to apply a patch file), this change set works too while not completely obliterating unhappiness and corruption. In short, you would run
    Code:
    patch -p1  <this patch file>
    in the data directory of your Rome TW install. I've added the data directory (minus big files) to a local git repo so I can more effectively manage changes to it. If you don't know how to run a patch file, then the patch should still give you an idea of what to change (the line numbers may vary depending up the version and edition of RTW).

    But anyway, this adds a tiny bit of happiness to walls and law to barracks and academies. These small, graduated changes seem to make the game much more playable for me.

    Spoiler Alert, click show to read: 
    Code:
    From 67e931ce0c697995d228d1690f125dbf242b9c8b Mon Sep 17 00:00:00 2001
    From: Daniel Santos <daniel.santos@pobox.com>
    Date: Sun, 7 Jul 2019 18:39:30 -0500
    Subject: happiness tweaks
    
    ---
     export_descr_buildings.txt | 11 +++++++++++
     1 file changed, 11 insertions(+)
    
    diff --git a/export_descr_buildings.txt b/export_descr_buildings.txt
    index 8edf2aa..e2e72d1 100644
    --- a/export_descr_buildings.txt
    +++ b/export_descr_buildings.txt
    @@ -188,6 +188,7 @@ building defenses
                     wall_level 1
                     gate_strength 1
                     tower_level 1
    +                happiness_bonus bonus 1
                 }
                 construction  2 
                 cost  800 
    @@ -205,6 +206,7 @@ building defenses
                     tower_level 1
                     gate_defences 1
                     gate_strength 1
    +                happiness_bonus bonus 1
                 }
                 construction  3 
                 cost  1600 
    @@ -222,6 +224,7 @@ building defenses
                     tower_level 1
                     gate_defences 2
                     gate_strength 2
    +                happiness_bonus bonus 2
                 }
                 construction  5 
                 cost  3200 
    @@ -239,6 +242,7 @@ building defenses
                     tower_level 2
                     gate_defences 2
                     gate_strength 2
    +                happiness_bonus bonus 3
                 }
                 construction  6 
                 cost  6400 
    @@ -312,6 +316,7 @@ building barracks
                     recruit "roman city militia"  0  requires factions { roman, } 
                     recruit "roman hastati"  0  requires factions { roman, }  and not marian_reforms 
                     recruit "roman infantry auxillia"  0  requires factions { roman, }  and marian_reforms 
    +                law_bonus bonus 1
                 }
                 construction  3 
                 cost  1200 
    @@ -365,6 +370,7 @@ building barracks
                     recruit "roman infantry auxillia"  0  requires factions { roman, }  and marian_reforms 
                     recruit "roman princeps"  0  requires factions { roman, }  and not marian_reforms 
                     recruit "roman legionary cohort i"  0  requires factions { roman, }  and marian_reforms 
    +                law_bonus bonus 1
                 }
                 construction  4 
                 cost  2400 
    @@ -431,6 +437,7 @@ building barracks
                     recruit "roman triarii"  0  requires factions { roman, }  and not marian_reforms 
                     recruit "roman legionary cohort ii"  0  requires factions { roman, }  and marian_reforms 
                     recruit "roman praetorian cohort i"  0  requires factions { roman, }  and marian_reforms 
    +                law_bonus bonus 2
                 }
                 construction  6 
                 cost  4800 
    @@ -500,6 +507,7 @@ building barracks
                      recruit "roman legionary first cohort ii"  0  requires factions {  roman, }  and hidden_resource rome and marian_reforms 
                     recruit "roman praetorian cohort urban i"  0  requires factions { roman, }  and marian_reforms 
                     recruit "roman praetorian cohort i"  0  requires factions { roman, }  and marian_reforms 
    +                law_bonus bonus 3
                 }
                 construction  7 
                 cost  9600 
    @@ -1451,6 +1459,7 @@ building academic
             {
                 capability
                 {
    +                law_bonus bonus 1
                 }
                 construction  3 
                 cost  1600 
    @@ -1464,6 +1473,7 @@ building academic
             {
                 capability
                 {
    +                law_bonus bonus 2
                 }
                 construction  5 
                 cost  3200 
    @@ -1477,6 +1487,7 @@ building academic
             {
                 capability
                 {
    +                law_bonus bonus 3
                 }
                 construction  6 
                 cost  6400 
    -- 
    2.21.0
    0001-happiness-tweaks.patch.txt
    Dear Sir,

    I am completely ignorant of the whole concept of user-made patch-files.
    As far as I am aware, patch-files are made by the developers of video-games to fix bugs / add content post-launch.

    I did not know that users could create their own patch-files. Would this not require access to the game's source-code (which, in the case of R:TW, we do not have)?
    Why don't mods run using patch-files?
    What is the difference between a mod-folder and a patch-file?

    Are there any limitations to patch-files?

    How did you find out about patch-files? Could you point me to a guide, teaching me how to make my own -- I am curious.

    Thanks very much,

    -V

    -
    G. Ward


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