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Thread: Archaon’s Campaigning recruitment System – Development Thread.

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  1. #1

    Default Archaon’s Campaigning recruitment System – Development Thread.

    Archaon’s Campaigning recruitment System
    Development Thread.

    Ideas - Advice - Assistance | All are welcome!
    AI unaffected!

    The AI will gain all the features below unrestricted, keep this in mind, it will be a hard game indeed!

    For the Player, They will be restricted! Restrictions, the reason we mod!

    My mod idea is, have ALL units for the faction available on EVERY tier of Barracks!
    Recruitment will be limited by 'Military points!'.

    Military points are modified and is based on; (not limited to)

    Add points;
    1. Factions battle victories
    2. Settlements taken
    3. Military buildings constructed.
    4. Faction leader traits
    5. If you Destroy factions.
    6. If you declare WAR
    7. Army arrives into enemy lands.
    8. Time in enemy lands.

    Take points;
    1. Battles lost
    2. Settlements lost
    3. Trade/religion/leisure buildings constructed.
    4. Train a unit
    5. Faction leader traits
    6. If you forge alliances
    7. How many units are garrisoned?
    8. Train an agent

    There will be 9 Tiers for the Barracks building.

    Tier 1 - R 0 / P low / M 1 or 2 / X 0
    Tier 2 - R 1 / P +0.2 / M 2 / X 1
    Tier 3 - R 1 / P +0.2 / M 2 or 3 / X 1
    Tier 4 - R 1 / P +0.0 / M 2 or 3 / X 2
    Tier 5 - R 1 / P +0.2 / M 3 / X 2
    Tier 6 - R 2 / P +0.0 / M 3 / X 3
    Tier 7 - R 2 / P +0.2 / M 3 or 4 / X 3
    Tier 8 - R 2 / P +0.2 / M 3 or 4 / X 4
    Tier 9 - R 2 / P +0.2 / M 4 or 5 / X 5

    R = number of units available to recruit on the turn the building is complete
    P = the rate at which the pool replenishes
    M = the maximum number of units in the pool
    X = the experience value of units recruited


    There will also be Peace points, and these will be used for the recruitment of 'defense' units. Similar systems will be used as above, but the above system will have no cross-over into this peace system.
    The lowest quality unit will not be affected by the above system, it will always be available.
    Units used for campaigning will be fairly expensive and high upkeep, where defense units will be fairly cheap with higher upkeep because of 'wages'.

    The concept here is to make the player build up the treasury before launching a campaign against an enemy.
    Defend type units will protect settlements from invasion while you build economy, but as you recruit more you start to switch over to an aggressive player and you will not be able to train more! This is when you'd need to work on training campaigning troops. Keep alliances, build economy, and don’t train too many units. But if you do the opposite you'd need to fully focus on attacking and have the funds to back it up, or start acting like a peaceful trader..

    Remember, if your defend units are taken away, you can’t retrain! So having so many is not a good idea to start an invasion!
    Also when you decide your campaign has gone on long enough, and you start to focus on trade again, your campaigning units will be out fighting and not have the ability to be retrained. Eventually bringing you back into the peaceful trader stance.

    The way recruitment will work, is all units are in each building tier but will only be available to you when you have enough points.

    This will increase AND decrease throughout the entire game, so a one stage you may have all units available to you after a lengthy period
    of war BUT no economy to support the armies.. As the lands you control extend so does your need for larger armies to protect them, and these new lands may not be very economically advantageous for you to continue the huge campaign - you will need to start building up the economy and withdraw your vast armies. In doing so you will loose the advanced soldiers, and over time the knowledge gained from warfare will be diminished. That is the reason you can no longer access the best units, your soldiers who knew the skills to teach the new men are no longer around, either killed, old, or retired. You need to advance the men you have, train them up and get back to the skill level and knowledge to train the best units!

    It always bugged me that you could still access the best units after long periods of peace...

    Well i want to make peace advantageous to prosperity, and make war fueled by this prosperity!



    This is my idea thread, I want suggestions and tips.
    I want to create this for DLV 6.2 - as a Sub-mod!

  2. #2
    DAVIDE's Avatar QVID MELIVS ROMA?
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    Default Re: Archaon’s Campaigning recruitment System – Development Thread.

    it will be even for vanilla game?

  3. #3

    Default Re: Archaon’s Campaigning recruitment System – Development Thread.

    indeed, the scripting is all going to be open to anyone to use in any mod, the scripting itself is going to be based on non specific factors such as Faction actions and Character actions - the only things that i am planing to impact on mod compatibility is the event notifications, and the barracks/recruitment system.

    here is a very early sample of what i am meaning about non specific factors;
    Code:
        monitor_event UnitTrained FactionType FactionIsLocal
        if TrainedUnitCategory infantry
        inc_counter CampaigningPoints 1    
        end_if
        if TrainedUnitCategory cavalry
        inc_counter CampaigningPoints 3    
        end_if
        if TrainedUnitCategory siege
        inc_counter CampaigningPoints 2    
        end_if
        if TrainedUnitClass light
        inc_counter CampaigningPoints 1    
        end_if
        if TrainedUnitClass heavy
        inc_counter CampaigningPoints 3    
        end_if
        if TrainedUnitClass spearmen
        inc_counter CampaigningPoints 3    
        end_if
        if TrainedUnitClass skirmish
        inc_counter CampaigningPoints 2    
        end_if
        if TrainedUnitClass missile
        inc_counter CampaigningPoints 2    
        end_if
        end_monitor
    
        monitor_event CharacterTurnStart CharFactionType CharacterIsLocal
        if InEnemyLands
        random_counter_inc CampaigningPoints 1 3
        if TimeInRegion > 5
        random_counter_inc CampaigningPoints 1 3
        end_if
        end_if
        if IsBesieging
        random_counter_inc CampaigningPoints 1 3
        end_if
        if IsUnderSiege
        inc_counter CampaigningPoints -1
        end_if
        if OnResource
        inc_counter CampaigningPoints -1
        if TradingResource
        inc_counter CampaigningPoints -2
        end_if
        end_if
        end_monitor

  4. #4
    DAVIDE's Avatar QVID MELIVS ROMA?
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    Default Re: Archaon’s Campaigning recruitment System – Development Thread.

    good to know. well done man

  5. #5

    Default Re: Archaon’s Campaigning recruitment System – Development Thread.

    I do not think that player specific activation of recruitement caused by event_counters is working in the edb:

    Example: the counter activates for the next turn and not immediately (so you can't differentiate between AI and player)
    recruit_pool "Lithuanian Skirmishers" 0 0.5 4 0 requires factions { lit, } and region_religion pagan 60 and event_counter militarypoint_event_50_points 1 and event_counter is_not_ai 1
    Example: on this level the counter is activated immediately and you can differentiate between AI and player
    castle castle requires factions { northern_european, middle_eastern, eastern_european, mesoamerican, greek, southern_european, } and event_counter governor_present 1

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  6. #6

    Default Re: Archaon’s Campaigning recruitment System – Development Thread.

    Hi repman, I am very aware, but thank you.

    to unlock recruitment you need to gain points, accumulate.
    The more you war, or prove to be a peaceful trader, will allow you to unlock campaigning troops of better quality, or gaurd/defending type troops.

    historical_event CampaigningPointslvl1 ; 50 pts
    historical_event CampaigningPointslvl2 ; 150 pts
    historical_event CampaigningPointslvl3 ; 300 pts
    historical_event CampaigningPointslvl4 ; 500 pts
    historical_event CampaigningPointslvl5 ; 1000 pts

    ; monitor_event PreFactionTurnStart FactionIsLocal
    ; if I_CompareCounter CampaigningPoints = 50
    ; set_event_counter CampaigningPointslvl1 1
    ; set_counter CampaigningPoints 0
    ; historical_event CampaigningPointslvl1
    ; end_if
    ; if I_CompareCounter CampaigningPoints = 150
    ; set_event_counter CampaigningPointslvl2 1 ; lvl1 still active
    ; set_counter CampaigningPoints 0
    ; historical_event CampaigningPointslvl2
    ; end_if
    ; end_monitor

    EDB;

    requires factions { england, } and event_counter CampaigningPointslvl1 = 1

    As you reach each level, you get an event counter that is used to unlock a set of troop types, the higher the lvl gained the better troops available.

    And they can be taken away again if you are acting like a trader and making alliances, but you will only loose one level of campaigning troops at a time, your counter to get those troops back will be set at 50%, so you dont have to work up all the points again.
    If you continue being peaceful and trading, your campaigning lvl will go right down and as it reaches the lower 2 levels you'll be given defender units. The same in reverse will be done to give better quality defense troops, or take them away.

    remember, the barracks is holding all these units on each level, as the barracks upgrades so does your efficiency and effectiveness to create your armies but without thinking how you are effecting the points system you might just as efficiently prove to be a full campaigner and get your advanced troops faster.

    Once i finish the scripts, i'll write a guide to help people understand what their actions will be to effect each system.

    To allow AI only recruitment i'll be doing this;

    monitor_event FactionTurnStart FactionType england
    and IsFactionAIControlled
    set_event_counter AIengland 1
    terminate_monitor
    end_monitor

    EDB;

    requires factions { england, } and event_counter AIengland = 1

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