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  1. #1

    Default Unit build times

    Hi, just posting to see if I can get some help.

    I want to change the unit build times(specifically byzantine ones)

    what file would I need to look in for this?

    Thanks

  2. #2

    Default Re: Unit build times

    Quote Originally Posted by Lu Ying View Post
    Hi, just posting to see if I can get some help.

    I want to change the unit build times(specifically byzantine ones)

    what file would I need to look in for this?

    Thanks
    stat_cost 1, 650, 65, 75, 55, 340, 4, 110 change first number (bold red). One day I might do a BIG re-balance that changes build times on all ELITE units .

  3. #3
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    Default Re: Unit build times

    Quote Originally Posted by Grimblade View Post
    stat_cost 1, 650, 65, 75, 55, 340, 4, 110 change first number (bold red).
    That is the stat for how many turns it takes to build a unit in a settlement. This is found in export_descr_units.txt, in DLV's '\data' folder.

    The downside to having a value higher than 1 is that the player will retrain units but the usually AI will not.

    It will take longer for the AI to recover from a nearly destroyed army than the player.

    The value for how long it takes for a recruit pool to recharge (which makes a unit become available to build) is in export_descr_buildings.txt.

    For each building that can produce troops you will find a line like below for every troop it can produce and at each level of the building.

    recruit_pool "Ducal Sword Infantry" 0 0.5 4 0 requires factions { lit, } and region_religion pagan 60

    The lower you make that bold number the longer it will take for troops to become available. I think It will accept 3 or more digits so you can have '0.01', for example, greatly reducing the amount of that troop type in your games. You could also add another line just for retraining like so:

    recruit_pool "Ducal Sword Infantry" 0 0.01 4 0 requires factions { lit, } and region_religion pagan 60
    recruit_pool "Ducal Sword Infantry" 0 0.8 0.98 0 requires factions { lit, } and region_religion pagan 60

    Here the second line allows a faster buildup (0.8) which never results in a full unit (0.98). So new units will only rarely be available but you will always be able to retrain your 'rare' units as long as they are not more than 98% destroyed.

    But, like I said, the AI will not usually retrain units so the benefit of an extra line for training will only be felt by the player.

    edit: Oops I really should have mentioned that TWCenter has a great forum for questions like this: http://www.twcenter.net/forums/forumdisplay.php?f=276

    You can also search for a tutorial on EDB and EDU and usually you'll find something nice (stuff for RTW usually still applies to M2TW)
    Last edited by Taiji; July 10, 2009 at 06:41 AM.

  4. #4

    Default Re: Unit build times

    Quote Originally Posted by Taiji View Post
    That is the stat for how many turns it takes to build a unit in a settlement. This is found in export_descr_units.txt, in DLV's '\data' folder.

    The downside to having a value higher than 1 is that the player will retrain units but the usually AI will not.

    It will take longer for the AI to recover from a nearly destroyed army than the player.

    The value for how long it takes for a recruit pool to recharge (which makes a unit become available to build) is in export_descr_buildings.txt.

    For each building that can produce troops you will find a line like below for every troop it can produce and at each level of the building.

    recruit_pool "Ducal Sword Infantry" 0 0.5 4 0 requires factions { lit, } and region_religion pagan 60

    The lower you make that bold number the longer it will take for troops to become available. I think It will accept 3 or more digits so you can have '0.01', for example, greatly reducing the amount of that troop type in your games. You could also add another line just for retraining like so:

    recruit_pool "Ducal Sword Infantry" 0 0.01 4 0 requires factions { lit, } and region_religion pagan 60
    recruit_pool "Ducal Sword Infantry" 0 0.8 0.98 0 requires factions { lit, } and region_religion pagan 60

    Here the second line allows a faster buildup (0.8) which never results in a full unit (0.98). So new units will only rarely be available but you will always be able to retrain your 'rare' units as long as they are not more than 98% destroyed.

    But, like I said, the AI will not usually retrain units so the benefit of an extra line for training will only be felt by the player.

    edit: Oops I really should have mentioned that TWCenter has a great forum for questions like this: http://www.twcenter.net/forums/forumdisplay.php?f=276

    You can also search for a tutorial on EDB and EDU and usually you'll find something nice (stuff for RTW usually still applies to M2TW)
    Oh thanks for the input , I haven't been thinking that far ahead. If I would re-balance build times and availability it would be only for monster units (like Gothic Knights, Reiters and my new level 8 mace wielding Lancers) (If A.I would send those in swarms it would not be pretty) and I think those would probably slow late game player more (and force him to combine armies a bit more) .

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