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  1. #1
    Caelifer_1991's Avatar Vicarius
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    Icon2 Caelifer's Mod

    Caelifer's Mod
    A compilation of all the files which I've modified myself, which I've decided to share with everyone else that plays the game, I've left the files seperate so you can pick and choose what you like and what you want ^^ The list of files changed will no doubt increase over time, as will the files themselves, the date's of the most recent changes will be recorded on this post, check back for updates.
    Permission is given to all to use any of the listed modified files in any of your own mods, hf ... just so long as you leave credit that is.. ^^

    Increased Costs For Buildings - export_descr_buildings
    (recommend you download Increased AI Wealth too if you dont want the AI to be constantly bankrupt)
    As the name would suggest i changed the prices of many of the structures within the game, most have been increased for the sake of increasing difficulty. The trend is towards the prices in broken crescent, although higher teir prices are mainly the same, lower teir structures have been repriced.
    Eg: teir 1 economic structures that were 800 are now generally 1600
    teir 2 economic structures that were 1500 are now generally 3200

    teir 1's that were 1000 are now 1600/1800
    teir 2's that were 2000 are now 3200/3600
    (changed for all other teirs aswell, open the file and have a look ^^)
    Recruitment buildings, administrative structures, educational centres, religious buildings etc have all had similar increases; wonders and guilds, as well as most highest teir structures such as huge walls are unchanged however.

    (it's a good idea to have a backup of the original file incase you dont like it)
    (all i did was change the cost values on descr_buildings so modify as you like)
    (as such this file should change no other sub/ mini mods)

    Have fun ^^

    Edit: i've replaced the file several times ^^ most recently on the 27th May 2008, if you downloaded this mod prior to that date i recommend you try the newer one instead
    Edit: feedback is appreciated ^^

    --------------------------------------------------------------------------------------------------------------------------------------------------

    Increased AI Wealth - campaign_script
    Having been prevented from increasing costs further due to the Artificial (lack of) Intelligence i've decided to increase the AI's money so that it will cope better, I'll have a look @ how it fairs with the current prices of the updated export_descr_buildings and if it goes well i may increase costs further, it's a work in progress so further updates will continue indefinately.

    Changes:
    Old file:
    monitor_event FactionTurnStart FactionType england
    and IsFactionAIControlled
    and Treasury < 5000

    add_money england 9000

    end_monitor
    -------------------------------

    New file: (last modified 10:30 07/06/2008)
    monitor_event FactionTurnStart FactionType england
    and IsFactionAIControlled
    and Treasury < 10000

    add_money england 16000

    end_monitor

    As always feedback would be appreciated if anyone would like to supply any. Hf.

    Edit: the file can be found through Stainless_Steel_6 > data > world > maps > campaign > imperial campaign > campaign script (do a search for AI debt within the file for editing)
    ----------------------------------------------------------------------------------------------------------------------------------------------------

    Faction Colours - descr_sm_factions
    I decided i would change the secondary faction colours to match the primary colours, which are the same as on the default SS6.1, so as to make the factions seem more seemless on the mini map, the secondary colours however unlike on other modified descr_sm_factions files are slightly lighter than the primary ones, thus meaning that you can still partially see the borders of each province, but that it blends in well with the overall borders of the faction... got a picture of it for you, zoom in on it for a better look ^^
    http://img246.imageshack.us/my.php?image=0000tf2.jpg
    Last edited by Caelifer_1991; September 17, 2008 at 05:40 PM.

  2. #2

    Default Re: Finding VH/VH too easy? ^^

    How does this increase difficulty? Doesn't the building cost for the AI increase as well? Wouldn't it be easier just to reduce the kings purse for the faction you are going to play?

  3. #3
    Caelifer_1991's Avatar Vicarius
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    Default Re: Finding VH/VH too easy? ^^

    It increases difficulty because
    1) the ai gets a set amount of money on top of what their economy gives them and as such they can still afford pretty much what they could be4 and
    2) it forces you to choose either to fund your economy or war, and renders you incapable @ the start of funding both effectively

    Edit: also i happen to like my king's purse as it is... and this should lose you far more money than reducing the king's purse income ever could.... short of making you lose money to it, ofc... ^^
    Last edited by Caelifer_1991; April 28, 2008 at 01:25 PM.

  4. #4
    billydilly's Avatar Senator
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    Default Re: Finding VH/VH too easy? ^^

    Good idea, maybe construction times should be increased a bit aswell.
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

  5. #5

    Default Re: Increased Costs for Buildings Mod

    Caelifer:

    I previously made a similar mod for my own use. I significantly increased the building costs in the export_descr_building file to try to make the campaigns harder, but wound up going back to vanilla costs because all the AI factions were going bankrupt and weren't building anything.

    Have you had a similar or different experience with your mod?
    Faction Crown Mod for Stainless Steel 6.1

  6. #6
    Caelifer_1991's Avatar Vicarius
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    Default Re: Increased Costs for Buildings Mod

    The other factions have been substantially poorer than they otherwise would be however few are actually bankrupt, how much did you increase your costs by? More than mine probably isnt advisable for that very reason. Also I play the game on VH, the AI gets more money per turn when low on money. Atm most seem to poor (5k - 15k for 90% of the factions) but stable on my current campaign.
    Last edited by Caelifer_1991; May 25, 2008 at 04:47 PM.

  7. #7

    Default Re: Increased Costs for Buildings Mod

    I didn't use a flat multiplier. I doubled the cost of all wood buildings and made stone buildings (castles, walls, roads, etc.) even more expensive (at least three to four times the vanilla cost) to try to simulate the high costs associated with quarrying, transporting and building with stone.

    What's the difference between the Tier 1 and Tier 2 buildings in your first post?
    Faction Crown Mod for Stainless Steel 6.1

  8. #8
    Caelifer_1991's Avatar Vicarius
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    Default Re: Increased Costs for Buildings Mod

    Download the file and have a look ^^ but teir 1 = port, teir 2 = shipwright
    teir 1 = roads, teir 2 = paved roads etc
    Not all buildings within the same teir are the same cost, the examples i gave in the first post should give further information regarding the variety. But yeah if you increased the costs by 4 times for some things, the AI will not be able to afford it... it's too much mine is optimum if you want the AI to still be able to produce armies and structures effectively and still provide a challenge. As opposed to triple or quadruple, double is frequent in my mod and the highest teirs as already stated in post 1 are largely unchanged. As in your mod roads and other structures are indeed more expensive which is the cause of the variety however not to anywhere near the extent you made them it seems .
    Last edited by Caelifer_1991; May 25, 2008 at 05:05 PM.

  9. #9

    Default Re: Increased Costs for Buildings Mod

    Thanks Caelifer. I'll try it out and give you some feedback soon.
    Faction Crown Mod for Stainless Steel 6.1

  10. #10
    Caelifer_1991's Avatar Vicarius
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    Default Re: Increased Costs for Buildings Mod

    Lionheart I increased some of the prices of some of the later buildings in the new file, updated the first post ^^ recommend you use that one instead ^^ Havnt actually played much since i made the file, and once i got around to improving my economy past teir 2 structures (spent the first few dozen turns @ war ^^) found i still had loads of money so decided to increase the later ones to an extent as well as the earlier ones. The changes arent too numerous (wanted to change more of them and to a greater extent but decided for the sake of the AI's treasury that it would be best not to) but should still be rather noticable compared with the last version.

    Btw I've been playing on the late campaign, cities are more developed from the start, and as such the AI likely copes better with the mod than on the early campaign, I'm unaware as to how the AI fares on the early one since I've made no early era campaigns at all since making the mod, if you've made an early era one feedback regarding how the AI manages is much appreciated ^^ If it turns out that the AI cant quite manage on the early campaign since so many people seem to prefer it i might try giving the AI more money to compensate in other files and link them too.
    Last edited by Caelifer_1991; May 26, 2008 at 09:07 PM.

  11. #11
    Caelifer_1991's Avatar Vicarius
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    Default Re: Increased Costs for Buildings Mod

    Having found that the AI has indeed been rather short on money I've decided to sharply increase the money it gains per turn, the first post has been updated with the new file.

  12. #12

    Default Re: Caelifer's Mod

    I have a feeling that the answer would be no, but I'll ask anyway. Is it save compatible?

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