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  1. #1
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Hardcoded limits

    Hello, I wonder if its possible to bring the "Auto-replenish" system of latest TW games?
    I love RTW's many things but this "Retrain" option is mostly waste of a time especially when you need it for strong units that you can't afford to recruit from any city but only few.

    Or how about allowing to recruit more than one unit, build more than one building at a time?

    Or using "Retrain" option after Marian reforms to convert old units to new ones?
    Rome II, Attila have similar system to that. It's insta-pay-convert there but well idm either way.


    Sorry if there are mods doing these already, I don't have much info of RTW mods sadly as I never used one until recently.
    Last edited by SharpEyed; February 01, 2016 at 04:24 PM.

  2. #2
    Battlefield's Avatar Civis
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    Default Re: Hardcoded limits

    Quote Originally Posted by SharpEyed View Post
    Hello, I wonder if its possible to bring the "Auto-replenish" system of latest TW games?
    I love RTW's many things but this "Retrain" option is mostly waste of a time especially when you need it for strong units that you can't afford to recruit from any city but only few.

    Or how about allowing to recruit more than one unit, build more than one building at a time?

    Or using "Retrain" option after Marian reforms to convert old units to new ones?
    Rome II, Attila have similar system to that. It's insta-pay-convert there but well idm either way.


    Sorry if there are mods doing these already, I don't have much info of RTW mods sadly as I never used one until recently.
    Sorry, but I don't think this is possible within the RTW or MTW 2 engine in my knowledge. None of the script function allows you to replenish a unit.
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  3. #3

    Default Re: Hardcoded limits

    Hi.
    I don't know about bringing "Auto-replenish" system, but it might be useful to you to know that you can replenish one unit with another same unit in same army on campaign map by draging one unit card to another. For example, if you have 5 full (on small scale 20 men i think) units of hastati, and after battle you lose, let's say, 2 men in each unit, you can replenish 4 units with one same unit and have 4 full units and 1 unit of 10 men that needs to be replenished in city. In the same way you can transfer ancillaries between generals.
    You can mod files which will allow you to to recruit more than 1 unit in a turn, and build more than 1 building, or reduce construction time.
    You can mod file that will allow you to recruit pre-Marian units after reform, but i don't think you can convert them to post-Marian units.
    First thing is very helpful to know, but other things change game a lot, and in my opinion reduces challenge and ruins game if not modded properly.

  4. #4
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Hardcoded limits

    Thanks for the answers first of all;

    Quote Originally Posted by StefanS View Post
    Hi.
    I don't know about bringing "Auto-replenish" system, but it might be useful to you to know that you can replenish one unit with another same unit in same army on campaign map by draging one unit card to another. For example, if you have 5 full (on small scale 20 men i think) units of hastati, and after battle you lose, let's say, 2 men in each unit, you can replenish 4 units with one same unit and have 4 full units and 1 unit of 10 men that needs to be replenished in city.
    Which called merging, yes I know you can and all other TW games also have it.

    Quote Originally Posted by StefanS
    In the same way you can transfer ancillaries between generals.
    Yea I didn't know that one before but read on somewhere lately. Imo it's very crucial.

    Quote Originally Posted by StefanS
    You can mod files which will allow you to to recruit more than 1 unit in a turn, and build more than 1 building, or reduce construction time.
    You can mod file that will allow you to recruit pre-Marian units after reform, but i don't think you can convert them to post-Marian units.
    First thing is very helpful to know, but other things change game a lot, and in my opinion reduces challenge and ruins game if not modded properly.
    You're right about challenge stuff;
    They didn't put any limited slot for buildings, so you can build as much as you want, which must be the reason why its "one at a time"
    As well as you don't need a general to make an army and you can recruit from everywhere so maybe you shouldn't be able recruit more than one at a time, on same place.

    But still I think both could be 2 at a time. As it's a bit time killing other way.. Also idk why Agent recruiting (even Diplomat) aren't seperated from military recruiting..
    So do you know which file (or files) it is that I need?

    Nah I don't like to recruit pre-Marian (thou Triarii is always looking badass to me) but its good to know you can.

    - - - -

    Regarding Auto-Replenish; Family members can, so can't you also use that mechanic for others?
    Last edited by SharpEyed; February 05, 2016 at 05:50 PM.

  5. #5

    Default Re: Hardcoded limits

    That is the mechanism of the game, it's different from post Medieval 2 total series. You can also mod that you can recruit post-Marian troops before reform. Just to say, reform is when 1 of the 3 Roman families (not Senate) build imperial palace in Italy.
    Files that you need is: "export_descr_unit", and "export_descr_buildings" in folder where you installed game (Activision-RTW-Data). I think you should have all the explanations on the begining of the text in both files. Auto-replenish consern, maybe someone can tell if that is possible, but I don't think so.

  6. #6
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Hardcoded limits

    I see, no worries
    And, others are possible?

  7. #7
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    Default Re: Hardcoded limits

    Quote Originally Posted by SharpEyed View Post
    I see, no worries
    And, others are possible?
    For the other features, I am not exactly sure although they are unlikely (But I would love to have them in the game). I will let the expert modders answer this question and perhaps prove me wrong.
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  8. #8
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    Default Re: Hardcoded limits

    Are there any limits to the number of "wonders" you can have on the strat_map?

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  9. #9
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    Default Re: Hardcoded limits

    Does this still get updated?

    Some more export_descr_building limits were discovered in this thread (Read
    Suppanut's posts)
    http://www.twcenter.net/forums/showt..._buildings-txt
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  10. #10

    Default Re: Hardcoded limits

    Well... about how to create a new complete system of recruiment in RTW, I have a suggestion...

    It is possible to use the alexander expansion mercenary system like a global recruiment system and use militar buildings to allow loyalty... or combining both systems, making militia or simple units recuitable by the mercenary system and elite units at the city military buildings.

    I think that combining the both systems it can be more realistic. Militia count like the population of the farmers in your province, while the elite units are taken from city proffesional soldiers.

    As well mercenaries can be recruit with an specific buildings in some regions... I have created that building in RTRA III.
    I dont know the limits of the mercenary.txt entries... it has to be explored.

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  11. #11
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    Default Re: Hardcoded limits

    Hehe well such old game still has many secrets to be discovered


    I love RTW in many ways but Recruitment is kinda dumb imo.
    You have one slot, plus you can't recruit a Land unit and an agent at the same time. Or a battle ship, or at least 2 different Units for that matter.


    Quote Originally Posted by Solon de Atenas View Post
    Well... about how to create a new complete system of recruiment in RTW, I have a suggestion...

    It is possible to use the alexander expansion mercenary system like a global recruiment system and use militar buildings to allow loyalty... or combining both systems, making militia or simple units recuitable by the mercenary system and elite units at the city military buildings.

    I think that combining the both systems it can be more realistic. Militia count like the population of the farmers in your province, while the elite units are taken from city proffesional soldiers.

    As well mercenaries can be recruit with an specific buildings in some regions... I have created that building in RTRA III.
    I dont know the limits of the mercenary.txt entries... it has to be explored.
    Hmm so non-Elite units can be 'bought' from anywhere, or they will be Unlocked through buildings still but won't be recruited from Cities.
    This way we can at least separate the Agent recruiting from non-Elite units.

    How about Retraining them thou? And will this Buying effect City population -which it should- ?


    Also, instead of this, can't we make Agents be 'Bought' (as in games post-ETW) and let Units stay as is?
    Last edited by SharpEyed; March 17, 2018 at 01:41 AM.

  12. #12

    Default Re: Hardcoded limits

    RTW recruiment system was updated in others mod by script, specially Rome Surrectum II and much more related with AI improvement.

    I like traditional system, don´t ask me why...

    But my point is that:

    - Agents, Ships and Elite units could be recruited in capital military buildings (taken from city population).
    - Mercenaries, Militia, Elephants, Chariots, Siege, etc could be recruited by ATW mercenary system (not taken from city population).

    In this case, you will never recomplete these units, you only hire more in the avalaible provinces. You only can recomplete Elite and Ships units.

    Even not been the best solution, AI used to hire mercenaries frecuently, so they will raise armies easily but in a controlled way (you can limited the recruitment per region). This system is much better than 0-turn recruiment, that usually produce huge crazy enemy armies until cities are empty...

    In addition, militia and other dont need any specific building, they are only farmers and people of the province "called to arms".

    I think that this make sense and it is manegeable recruitment system that it can be improved by script with other features.

    I hope that this is useful.

    =)

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  13. #13
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Hardcoded limits

    Ok your target is different and I unfortunately not know much about RTW mods.


    So Militia won't require population and let's say that it's fine but how about 'Normal' units that aren't 'Elite' ?

  14. #14

    Default Re: Hardcoded limits

    Every modder define this thing.

    For example, in Sparta, only "Spartiatai Hoplitai" will be recruited on the city while "Perioikoi" or "Heilotai" can be hire in the province...
    The same like "Sacred Band" in Carthage, "Leukaspidai", "Hetairoi", "Argyraspidai", etc.

    But this is only my opinión.

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  15. #15
    20ninescene's Avatar Artifex
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    Default Re: Hardcoded limits

    These should be updated:

    Stat_heat: ? should be Stat_heat: -2 to 5, lower and higher values are ignored. Experimentation
    Terrain modifiers: ? should be Terrain modifiers: -8 to 8, lower and higher values are ignored. Experimentation
    Mount bonus/penalty: ? should be Mount bonus/penalty: -8 to 8, lower and higher values are ignored. Experimentation
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  16. #16
    Suppanut's Avatar Idea-O-Matic
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    Default Re: Hardcoded limits

    Have anyone report about limit 32 bonus lines that could active in one building in one settlement that could activate at the same time? if bonus active more than 32 in single building in settlement at the same time, it would cause ctd.
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  17. #17

    Default Re: Hardcoded limits

    Any upper limit for descr_mount?

  18. #18

    Default Re: Hardcoded limits

    Is the minimum limit of inhabitants per settlement (400) hard-coded?
    And what about the basic farming of the regions?
    Is the indestructibility of some buildings also hard-coded?

  19. #19

    Default Re: Hardcoded limits

    Quote Originally Posted by Unvers View Post
    Is the minimum limit of inhabitants per settlement (400) hard-coded?
    And what about the basic farming of the regions?
    Is the indestructibility of some buildings also hard-coded?
    1. Yes
    2. Zero
    3. Nope, you can change it.

    =)

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  20. #20

    Default Re: Hardcoded limits

    Quote Originally Posted by Solon de Atenas View Post
    1. Yes
    2. Zero
    3. Nope, you can change it.

    =)
    Thanks for the answer, I expressed myself wrong in the second question, I wanted to ask how the farming level of the various regions changed, turning a bit for the game files I found in world / maps / base / descr_regions.txt that there could be what I'm looking for:

    Britannia_Inferior Eburacum
    britons
    Brigantes
    232 41 198
    slaves, lead, dogs, pigs
    5
    5
    I think the first three numbers are the position on the strategic resource map even if the resources are 4 and the numbers 3, the last two are an absolute mystery to me, maybe that's where basic agricultural production is managed?


    Certainly things will already be asked but the topic is great and I have not checked all the posts.

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