I have a problem with Effect MovementPoints script commandand Deus lo Vult 6.1 mod for Kingdoms. Since Taiji and me seem to be like last few people doing script changes for DLV at the moment and present on forums (and Taiji is doing unit changes almost exclusively
) I have nowhere to ask but here so sorry in advance.
DLV 6.1 is mod for M2TW Kingdoms so it should supposedly support values for MovementPoints higher then 20 (which is + 100% of base movement points if I read it correctly on this forum) or "stacking" of movement points bonus over 20 (say Blessed_With_Vigor gives you 20 , Young gives you 20 and Famous_Racer gives you 15 so that should be 55 - or 275% provided no negative traits or effects affecting movement points BONUS). But no matter how HARD I TRYit doesn't seem to have any affect over 20 (100%) despite if I set it to single trait over 20 or combination of traits over 20. On the other hand negative effects seem to stack much more then - 20 or can be a single effect over - 20 and still affect character with positive movement bonus. But what is interesting is if I make it so the winter gives you Effect MovementPoints -50 (negative) and Famous_Racer gives you Effect MovementPoints 150 (positive) and trait Middle_Aged Effect MovementPoints 3 (positive) and I test it with just those 3 traits (1 negative and 2 positives) it gives same effect as…YOU GUESSED IT same as having just single positive Effect MovementPoints 20 or any combination that would give you total of +100% movement.
Now I know of other ways to change movements for Family Characters(just interested in Generals and Governors for now) like changing starting_action_points in descr_character.txt to higher value or increasing <cavalry_movement_points_modifier float= ... in descr_campaign_db.xml and I even tried all these effects with increasing starting_action_points 13000 ; default value for all characters and path finding (FROM 130 to 13000) and STILL CAN'T get bloody Effect MovementPoints to give you an effective increase higher then 100% starting action points that is equivalent to value of 20 (I of course always tested it with new turn since I know movement is calculated on start of each turn and again tested EVERYTHING with campaign restart
).
I am also looking for finding a way around troops slowing down ships. Ships in DLV already have high movement points but loading them with troops (and of course worst of all are siege equipment units) will make transporting from Jerusalem port to South America a logistical nightmare (like 20 turns just to get there I think). If I increase <siege_movement_points_modifier float="0.75"/> to higher value (from descr_campaign_db.xml ) OR increase type
general
.
.
.
starting_action_points 120 in descr_character.txt it affects their movement OUTSIDE of ships also and I want them to affect ship movement speeds only (or affect only little both of course while keeping ship speedsas high or even higher then they already are).
And finally last topic.
Since DLV has winter and summer turns you get strange effect during winters that cavalry units are faster then most of your generals and sometimes siege equipment is faster then your old generals (both during winter only of course). In other words regular units move at the same speed during the winter as they do during the summer and I want them to be slower during the winter. Any ideas how to do this?(I know I have a ways of making it so the family Generals are always faster then units but I am not asking about this).






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