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Thread: Modding General Capture Rate

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  1. #1

    Default Modding General Capture Rate

    I was wondering if it is possible to modify the likelyhood of a unit being captured during a battle. The reason why I want to make this modification, is because, in the Medieval Era, it was very unlikley for a nobleman, especially a nobleman with significant enough status to be a member of a royal family of a kingdom, to be killed during battle. It was far more likely for the noble to be captured, and then ransomed for a rediculously high price. Therefore, if I can mod the ratio of kill to capture for the general's bodyguard unit, I figure I'll increase the probability that generals will be captured instead of being killed, then the AI will also be more likely to ask for a ransom, because the value of the possible ransom is so high.

    If this is hardcoded and impossible, then I guess that's too bad, but any help would be greatly appreciated, Thanks.

  2. #2
    Pnutmaster's Avatar Dominus Qualitatium
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    Default Re: Modding General Capture Rate

    For some odd reason (probably related to unit HP and vanilla attack/defense ratings), captures were all the more common before I started using mods. Because I know of no text file that mentions captives (aside from the event referenced in trait scripts), I have to regrettably assume it's hardcoded :/

    EDIT: Scratch that. Silly me

    There are two lines in the descr_campaign_db.xml that might influence the chance of capture.
    Line 120: <min_capture_percent float = "10.0"/>
    Line 121: <max_capture_percent float = "35.0"/>
    I'll compare them to their values in vanilla and run some experiments of my own...
    Last edited by Pnutmaster; July 11, 2009 at 05:31 PM.
    Under the patronage and bound to the service of the
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  3. #3

    Default Re: Modding General Capture Rate

    Ah ok, Thanks. Ya... I figure that the reason it was more common in vanilla, was that in vanilla units had much lower morale, and so fled more quickly, and since you are more likely to capture when killing fleeing units, units would be captured more frequently.

    The only other thing I could think of would be to increase the likelihood of a general routing when his unit is low on numbers, but im almost certain that is hard-coded. Oh well...

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