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  1. #1
    Orko's Avatar Praeses
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    Default Changing mmovement points?

    I want to change movement points for my units and agents, but the tutorial I found was not enough, and I couldn't find the file. So can anyone find another tutorial or explain me how to do it?
    Quote Originally Posted by Marcus Aurelius
    Live a good life. If there are gods and they are just, then they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods, then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones.

  2. #2

    Default Re: Changing mmovement points?

    In the data folder, there is a file named descr_character. There is a line beside each type of character that looks like starting_action_points 140
    Increase this to make them move farther/turn and decrease to make them move shorter.



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    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Changing mmovement points?

    @Orko
    Do we really have to spoon feed you?

    You posted in EE's tutorial (which is very comprehensive) and 8 minutes later you post here. This isn't exactly a chat room where you get answers instantly.

    You couldn't find the file because you never unpacked. You might want to have a look into the basics of modding.










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    Orko's Avatar Praeses
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    Default Re: Changing mmovement points?

    Well, I tried that, didn't work. that's why I am looking for new ones.
    Quote Originally Posted by Marcus Aurelius
    Live a good life. If there are gods and they are just, then they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods, then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones.

  6. #6

    Default Re: Changing mmovement points?

    Quote Originally Posted by orko View Post
    Well, I tried that, didn't work. that's why I am looking for new ones.
    Remember movement points are assigned on begging of the turn so you will have to wait at least one turn to see change.

    Change RED VALUE inside file descr_character.txt inside data folder of your mod

    type named character

    actions moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, bribe, exchange, building_fort, building_watchtower
    wage_base 200
    starting_action_points 140

    then same thing for all other characters you want to alter movement points

    Forget about this line until that is first line with command starting_action_points inside file descr_character.txt UNTIL you changed all others starting_action_points 140 ; default value for all characters and pathfinding calculations
    Only when you are sure all others are working (you tested it in game) only then should you start altering that value (so first make sure starting_action_points for each individual characters are working).

    Also you can alter siege , infantry and cavalry movement modifiers descr_campaign_db.xml

    form values

    <siege_movement_points_modifier float="0.75"/>
    <cavalry_movement_points_modifier float="1.5"/>
    (To something else say instead of siege equipment moving at 75% to it moving at 85% of base unit rate you set in descr_character.txt file under

    type general

    actions moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, exchange
    wage_base 0
    starting_action_points 140
    and remember to add infantry_movement_points_modifier if you need it).

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Changing mmovement points?

    @orko

    Let's start form the beginning, simply answer yes or no:
    1. You want to change the movement range of the strategic map characters (strat chars)
    2. You want to have different movement ranges of cavalry, infantry, siege units on the strat map
    3. You know what this means: file_first = true and where it is used

    Check the responses

    Spoiler Alert, click show to read: 
    1. = Yes: data\descr_characters - look for lines with starting_action_points and change the value after it
    2. = Yes: data\descr_campaign_db.xml (use notepad!) - add these lines to the <misc> entries:
    Code:
    <cavalry_movement_points_modifier float="7.00"/> <!-- movement points modifier for cavalry units -->
    <infantry_movement_points_modifier float="7.00"/> <!-- movement points modifier for infantry units -->
    <siege_movement_points_modifier float="3.75"/> <!-- movement points modifier for siege units -->
    and change the numeric values
    3. = No: this is the entry needed in your CFG file to make the game read your changed files

    The first two were in the tutorial that didn't work for you and the last one is "Modder's Basics"










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