Can someone please tell me which files apart from campaign script and EDB can affect recruit pools for player settlements?
Thanks for any help![]()
Can someone please tell me which files apart from campaign script and EDB can affect recruit pools for player settlements?
Thanks for any help![]()
descr_campaign_db (open with notepad):
Code:<recruitment> <recruitment_slots uint="1"/> <retraining_slots uint="1"/> <deplenish_pools_with_caps bool="false"/> <clear_pools_with_caps bool="false"/> <add_initial_with_caps bool="true"/> <add_disband_no_caps bool="true"/> <force_clamp_to_max bool="false"/> <deplenish_multiplier float="0.9"/> <deplenish_offset float="-0.2"/> <percentage_pool_reduction_lost uint="100"/> <!-- was 10 --> <percentage_pool_reduction_occupy uint="100"/> <!-- was 20 --> <percentage_pool_reduction_sack uint="100"/> <!-- was 45 --> <percentage_pool_reduction_exterminate uint="100"/> <max_agents_per_turn uint="1"/> </recruitment>
Very interesting thankyou! Do you know if any of those settings would be able to boost a recruitment pool? - I'm looking at settlements in DLV that have double or more the recruit pool they have specified in EDB and I'm trying to work out how it's done
Edit:
<deplenish_pools_with_caps bool="false"/>
<clear_pools_with_caps bool="false"/>
Any idea what those 2 refer to?
It's the "with_caps" that turns it into nonsense for me.
Last edited by Taiji; May 19, 2009 at 06:58 AM.
A recruit pool of 6 in EDB:
recruit_pool "Peasants" 0 0.7 6 0 requires factions { england, france, elo, hre, teutons, denmark, spain, portugal, milan, venice, papal_states, flanders, norway, } and region_religion catholic 60
However, somehow all settlements owned by the player since campaign start manage 13:
Attachment 42430
Also if I build 8 guys it no longer says the recruit pool is full, so it's seeing the 6 in edb for certain.
Last edited by Taiji; May 19, 2009 at 07:20 AM.
DLV uses the AoR (Area of Recruitment) system. It can happen that you can recruit a unit as part of your basic unit roster (normal) and then again as a unit in a certain region (AoR). It shouldn't happen, but we are all human.
Example:
You are playing as Hungary and can recruit 6 Eastern Peasants as your basic units. You then have those EPs available again if you hold for instance Budapest. The effects stack, hence you have more units in the pool.
To find the line, simply look for "peasants" again in the EDB. I am sure you will find another entry, this time with a 'hidden_resource' somewhere in the line.
Hmm maybe DLV does use an AOR and that's what is causing this but it's certainly not in the EDB, there is no extra reference to the units concerned.
Any idea which file it might be in? I thought I'd checked campaign script pretty thoroughly but perhaps I am checking for the wrong thing...
edit: I'm probably just confusing things but anyway... I know how to do this recruit pool stuff in campaign script and in there I see 29120 uses of the command 'inc_recruit_pool' but not one of them references a city type settlement and none refer to infantry at all.
I'm utterly lost
BTW what makes you certain that DLV uses an AOR?
Thanks for your help with this Gigantus![]()
Last edited by Taiji; May 19, 2009 at 09:17 AM.
Well if it's not campaign scripted and not in EDB then I guess we both don't know where it is coming from...
Anyone got a clue??? It's really ruining my efforts to control recruitment in DLV![]()
Sure, just download the latest update for my BB stuff (link in sig), campaign script and EDB are included.
Sorry mate, I should have been clearer: the update is there lower down on the first post, it's about 179.1 KB
I really appreciate your taking the time to check this out, Gigantus, thanks!![]()
recruit_pool "Peasants" is in the castle castle level of the core building (line 559) and in all instances of the castle barracks line.
Which means you will have this increased pool only when you have a castle, not at any other level (fortress, citadel etc)
Suggest to comment out the line (559)
I see what you're getting at there, but it doesn't quite make sense to me because the player doesn't have access to any of those recruit pools from the core buildings, they're just for the AI, as the event that they require can't fire for the player. But even if it was somehow broken the combined pools of the AI and the AI/player would would equal less than than what is stated in EDB, 13 seems a very unlikely result of 6+2 for example.
Also, if memory serves correct, these odd pool sizes existed before I created AI only recruiting in the EDB.
OK, thanks for checking EDB, I don't blame you at all, that's one huge campaign_script!
Any ideas what I would be looking for? Is there anything else in there which can increase a recruit pool besides 'inc_recruit_pool'?