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  1. #1

    Default simple question

    is there a way to reduce the amount of soldiers that spawn when you besiege a city. the reinforcement script is cool and all since it makes sieges harder but i do find it odd that when i besiege a city that has no walls, buildings (cept for land clearance), and 1 peasent troop get a full stack of troops that range from basic to elite (and the army probably is more numerous then these small backwards villages). Im played the DLV Teutonic Knights 1.2....i think its 1.2
    i dont want to tone it down alot i just want to know if there is a way to make the reinforcement logical. like castle should get a full stack since they are main military sites while villages get a certain amount based on what they can build and population...is that possible?


    Watch some of me replays for RTW http://www.youtube.com/user/TeutonicJoe

  2. #2

    Default Re: simple question

    Yes, in the campaign script (data/world/maps/campaign/imperial campaign/campaign_script.txt). Find the section for garrison script and change it to how you like it. Fair warning though, it's going to take you afew hours as you have to change it for each settlement. I've changed it for every version of DLV sense Repman introduced it and it still takes me between 1 and 2 hours to do it. I'm partial to mostly milita and peasant units in most settlements with the main homeland and great city settlements getting afew more advanced units. Have fun with it... I know I do!


    Kyle

  3. #3

    Default Re: simple question

    Kyle,

    Can you post your campaign_script file so I can use it, I don't have the time to do it myself, is it possible I can use yours with what you've did.

    Thanks

  4. #4

    Default Re: simple question

    @ Kyle

    yah that would be a great help if you could
    what have you set them too in the script?


    Watch some of me replays for RTW http://www.youtube.com/user/TeutonicJoe

  5. #5

    Default Re: simple question

    Sure thing. I'm using the 5.8 open beta 2 right now, so I'm not sure if it'll work with any other version or not. For the garrison script I've got it set to an average of 8 or 9 units for great cities (London, Venice, Paris, etc), 7 for homelands, 4-5 for strong aligned and only 2 or 3 for weak aligned. Mostly it's all militia units afew afew strongers thrown into the higher levels. Great cities will usally have one unit of knights.

    Also in my campaign_script I've been slowing changing the rebels that spawn at the start of the game. I'm not a fan of having huge armies that are made of highly experienced soldiers with great weapons and armor. You'll find that only the generals have good exp, weapon, and armor values. Afew of the armies are shrunk down but most aren't.

    I've also changed the growth balance. This effects what you have to pay for each city and castle. On average I've cut the costs in have so a small city/castle costs only 50 while the biggest will cost only 1000. I've likewise changed the field upkeep costs. Mostly cut in half, so seiging a city won't bankrupt you in one turn!

    The last thing I changed is I removed the spawning armies for the american invasion event (actualy, I even took the event out because, well, I HATE the america's and ignore it in my games). So if you're playing one of the major powers that went to America, don't expect to got a free army there.

    If anyone is interested, I've made lots of other little changes. I've reworked the family trees to the best I can get them historically up to 1180. Afew were left as is though, but it completely changes. Flanders, for example has a king and a queen. No children, but one named general who by default acts as the heir. I've also changed the character movement speeds in the desc_character file. Made changeds to the crown bonuses in the ancillary file, made lots of adjustments to the traits. Added fertility and infertility to alot, added in some missing (logical) chances for bastard children, removed the chivalery/piety for governors and negatives chiv/piety for knights. Sorry Rep, never agreed with this. Gave ireland the ability to recruit generals and still upgrade their stables (might have been an oversight, Ireland can recruit generals with a baron's stable but once you built the next level you couldn't do a general anymore). I also changed the age traits alittle so that there's an 80% chance of the character getting a turnalive point instead of 100. Also changed the age limits. Never really liked that my guys got into middle aged so early, now it hits at 40, with the highest hitting at 75. For the most part 95% of the core DLV is kept in my changes, just made adjustments to what I like.

    Kyle

  6. #6

    Default Re: simple question

    Thanks Kyle,

    Wow! you did a lots of work into it. I would mess up if I'll ever work with it. I'm on 5.8 open_beta 3 now, will use your campaign_scripts to see how it works out with beta3, Never playing America neither so I couldn't careless about what you did to it. But the way you described on what you've done to it sounds more balance to me...about the field costs, rebels, settlements... garrision army. In my England campaign, I gave myself 60,000 florins at the start of the game, raised a small army to attack York, and went into red even before attacking it. That's too unbalance how can you play a game like that.

    Happy new year to you Kyle!

  7. #7

    Default Re: simple question

    Those are interesting changes, Kyle! I'll definitely check those out when I can. I recommend you start a thread in the DLV mini-mods thread and lay everything out there, as well. It'll get more visibility that way and you'll get more feedback

    @messenger42
    There have been almost a half-dozen very helpful threads on getting started with DLV the past 2 months or so. They may be a few pages back, but virtually all of the tips about managing your economy and staying out of the red still apply. There's been so much excitement with DLV lately that I'm not even sure where those threads are anymore :laughing:

  8. #8

    Default Re: simple question

    is there a way to remove the script from the teutonic campaign...it gives you the option of not using the script in 5.0 but that is sadly absent from the kingdoms campaigns..


    Watch some of me replays for RTW http://www.youtube.com/user/TeutonicJoe

  9. #9
    Wartower's Avatar Civis
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    Default Re: simple question

    The DLV Kingdoms was done be DerDrakken, and from what I've read, he has been MIA from these boards for quite some time.

    Wartower

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