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April 06, 2009, 12:36 PM
#1
Combining fishing fleets and trade ports with dockyards?
This is only an idea for a mod as I have next to no knowledge when it comes to modding.
I don't think that I am the only person who finds the idea of "fishing fleet" ports to be silly. I don't think you could find a PORT (we are not talking about some small fishing village) in 18th century that would only FISH, and not have any trade. Ok, it's not all that bad idea - if you know how to balance the port types: the thing is, the AI doesn't know how to balance the port types. I have seen in many games how the AI builts mainly fishing fleets instead of trading ports and dockyards.
Obviously, an enemy armada that consists of merchantmen and sloops is not much of a challenge against a real fleet - so, I am asking, is it possible to mod the game like this: fishing fleets are removed as a port type (from western nations in any case - Native Americans have only one type of port) and their benefits are given to trading ports.
Last edited by vonVince; April 06, 2009 at 09:13 PM.
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April 06, 2009, 02:59 PM
#2
Re: Combining fishing fleets with trade ports?
i definately see your point, that there is no point to fishing ports. They do provide a sometimes much quicker rate for towns to grow and give more food which rises the population ultimately allowing for a bigger tax, but the trade ports provide so much more.
I'll look into it and see if there is possibly a way to remove it.
Edit: found something pretty wuickly, when using the POack File Manager, go to the building_effects_junction file and you will find all of the effects that a major fishery has. simply remove them and give those same benefits to the trade ports. have yet to try this, so make a back-up first if you do it.
Last edited by muffinhead; April 06, 2009 at 03:02 PM.
Big Brother/King Kong is watching.
ATTORNEY: Can you describe the individual?
WITNESS: He was about medium height and had a beard.
ATTORNEY: Was this a male or a female?
WITNESS: Guess.
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April 06, 2009, 03:16 PM
#3
Semisalis
Re: Combining fishing fleets with trade ports?
that will give the fishing port effects to the trade ports... but that won't stop the AI from building the fishing ports...
Instead you could give all the effects to both... i'm not sure how many extra ships a trading port can create... you'd have to do something about that too... as a temporary fix until you can find out how to remove the ability to create fishing ports..
I would think it's not too hard to do, but actually finding out how might take some time.
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April 06, 2009, 04:33 PM
#4
Re: Combining fishing fleets with trade ports?
You can set the required technology for fishing_fleet to be one of the latest technologies so the AI can't build them then.
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April 06, 2009, 05:55 PM
#5
Re: Combining fishing fleets with trade ports?
Do note, though, that there is actually a bunch of factions that need fishing fleets (being their only port type) - the Native American factions, as they have no other port types.
Actually, now that you think of it, why not combine the port types into just one type? One does not have to be a genius to realise that ports were used for multiple purposes; trading, basing fishing ships and building ships. AI factions could now use of their ports without player having to laugh at the AI's unability to balance different port types. Spanish (heavy) first rate, Santísima Trinidad, the world's largest in the world for several years was built in Cuba, a colony. As it is now, tere are little chances for AI controlled Spain (ect) building anything but sloops and brigs in her colonies - but could it be different?
Last edited by vonVince; April 06, 2009 at 09:15 PM.
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