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  1. #1

    Default Money script...

    How does AI's money script work? If I capture all the enemy cities but two, will AI still be able to create several full stack armies or not? AI's army creation is bounded in any way?

  2. #2
    strife1013's Avatar Campidoctor
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    Default Re: Money script...

    Might help if you let us know what version you are playing and whos AI you are using.


  3. #3

    Default Re: Money script...

    Quote Originally Posted by strife1013 View Post
    Might help if you let us know what version you are playing and whos AI you are using.
    I am playing SS6.1+BGRIII+RR/RC

  4. #4

    Default Re: Money script...

    AFAIK in 6.2RC4, AI has bonus of 500/settlement rather than fixed bonus.

  5. #5

    Default Re: Money script...

    Come on , guys.... It is urgent!!! Fate of the Kingdom of Norway depends on that...

  6. #6

    Default Re: Money script...

    newest rr/rc doesn't have the GIANT army spanwns but still expect 1 or 2 stacks of resistance
    bribery mod compatible with any other mod includes tutorial
    http://www.twcenter.net/forums/showt...26#post4174626

  7. #7
    magraev's Avatar Biarchus
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    Default Re: Money script...

    In basic SS 6.1 you can expect the AI to get around 5000-8000 every turn if it's low on cash (script). So it will keep building and building and building...

  8. #8

    Default Re: Money script...

    Quote Originally Posted by magraev View Post
    In basic SS 6.1 you can expect the AI to get around 5000-8000 every turn if it's low on cash (script). So it will keep building and building and building...
    So it means that AI is bound only by building slot? What about the replenishment rate? AI is affected by that or not?

  9. #9
    magraev's Avatar Biarchus
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    Default Re: Money script...

    I believe it is. At higher difficulty levels there is some spawning of troops too though. Check out the script-file - it's quite easy to understand. It's in the same directory as the descr_strat.

  10. #10

    Default Re: Money script...

    Quote Originally Posted by magraev View Post
    Check out the script-file - it's quite easy to understand. It's in the same directory as the descr_strat.
    That is the first thing which I am going to do, as soon as I arrive home!!!

  11. #11

    Default Re: Money script...

    Quote Originally Posted by magraev View Post
    I believe it is. At higher difficulty levels there is some spawning of troops too though. Check out the script-file - it's quite easy to understand. It's in the same directory as the descr_strat.
    I could not find the script file... Could you tell me exactly where can I find it, please?

  12. #12

    Default Re: Money script...

    According to Rozanov in his "it's the stupid economy" thread, AI gets money if its income dips below a certain level. Is it possible to reduce either the level at which it gets the money or decrease the amount of money which it gets?
    In SS6.2 AI gets fixed sum of money for each of its cities. Is it possible to implement this concept in SS6.1? (please, keep in mind that I have no modding experience.. I can do only simple stuff.)

    PS. I hate seeing one city faction to be able to create as many troops as it desires.
    Last edited by Emperor VI; January 27, 2009 at 07:28 AM.

  13. #13
    delra's Avatar Praepositus
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    Default Re: Money script...

    It has its good sides though. It prevents blobbing and concentration of too much land in hands of one AI faction.

    This way you during your campaign get a more diverse choice of enemies. Imagine HRE conquers Poland, Hungary, France and Denmark in your game and you have to fight them for the rest of your campaign. Wouldn't you prefer there were four factions instead in their place with different rosters?

    I also challenge the statement that size = wealth in this game. Look at Byzantine when they conquer Balkans and have a dozen of wooden castles to convert into cities and upgrade. Or HRE with their s of small towns which need constant investment while they bring almost zero profit.

    I don't know for sure and can't really find data at this moment, but I bet Venetians earned similar amount of cash from their small empire as emperor from his big empire of poverty...

  14. #14
    delra's Avatar Praepositus
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    Default Re: Money script...

    \Medieval II Total War\mods\stainless_Steel_6\data\world\maps\campaign\imperial_campaign\campaign_script.txt

  15. #15

    Default Re: Money script...

    Quote Originally Posted by delra View Post
    \Medieval II Total War\mods\stainless_Steel_6\data\world\maps\campaign\imperial_campaign\campaign_script.txt
    Thanks mate...

    If I make any changes then would it be save compatible?

  16. #16
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Money script...

    Changes to the script are not savegame compatible.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  17. #17

    Default Re: Money script...

    Is it possible to change the script, so AI would get bonus money only if it has at least 3 settlement?

  18. #18
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Money script...

    Yes. As PB said, in the latest 6.2 the AI gets money per settlement rather than a flat cash rate.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  19. #19

    Default Re: Money script...

    Quote Originally Posted by Caesar Clivus View Post
    Yes. As PB said, in the latest 6.2 the AI gets money per settlement rather than a flat cash rate.
    I think that is brilliant idea. But SS6.2 is in beta stage. Do you know how to do it in 6.1?

  20. #20
    Gorrrrrn's Avatar Citizen
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    Default Re: Money script...

    E6

    might be an idea to download the 6.2 patch (latest version) and examine the campaign_script file to see what the new money script looks like. You might be able to cut and paste elements of the 6.2 file into the 6.1 one but not having the 6.2 version in front of me I could be completely wrong there!

    Note the campaign_script is generated in the game on turn 1 and is saved as part of the save game file so any changes you make will be ignored until you start a new game.

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