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  1. #1

    Default Modding this

    i love this submod but is there a way to take out the recruitment part out of it ? so the recruit ment part is just like regular ss?

  2. #2

    Default Re: Modding this

    I'm unclear on what exactly you want to remove... if you're really refering to all of the recruitment aspects then you'll mod far longer then you'll play, ctds included if you're new to this.

  3. #3
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Modding this

    Taking out RR would be a huge task. PB has made a LOT of changes to the EDB to implement historic recruitment times. To remove them would take a long time.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  4. #4
    JorisofHolland's Avatar Primicerius
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    Default Re: Modding this

    If you still want to do so, there are probably tutorials on EDB (export_descr_building.txt). Read through a few and you might get it working.
    The most important things would be:
    - Removing the event conditions
    - Increasing the replenishment pools
    - I think that's all, but I'm not certain
    Last edited by JorisofHolland; March 07, 2010 at 08:36 AM.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  5. #5

  6. #6

    Default Re: Modding this

    Quote Originally Posted by Emperor Napolean Bonaparte IX View Post
    thats it?
    Your question makes it sound so simple... thats hundrets of lines of code.

  7. #7
    JorisofHolland's Avatar Primicerius
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    Default Re: Modding this

    Yes. But if you're skilled, it's only a few hours of working. Simply remove all the "and event .... ...." and increase all the replenishment pools by a certain factor (3? 4? I don't know). But then you'll have to change every recruitment pool for every building for every level. So this will still take quite some time.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  8. #8
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Modding this

    Quote Originally Posted by JorisofHolland View Post
    Yes. But if you're skilled, it's only a few hours of working. Simply remove all the "and event .... ...." and increase all the replenishment pools by a certain factor (3? 4? I don't know). But then you'll have to change every recruitment pool for every building for every level. So this will still take quite some time.
    Not only that but RR has multiple recruitment pools for a single unit from the same building that are usually split by events. So you would have to make sure that each unit only has 1 recruit pool line in each building. Then you would have to delete the late era units from the earlier buildings. I would say it could turn out to be more than just a few hours work.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  9. #9

    Default Re: Modding this

    Quote Originally Posted by JorisofHolland View Post
    Yes. But if you're skilled, it's only a few hours of working. Simply remove all the "and event .... ...."
    Without the eventcontrol all units would be buildable at the start then triggering the mechanism that removes "old" units from the building recruitment pool resulting in an instant jump to the final units of the game with some weird remnants remaining. Or if this doesnt work the way I remember he'd be stuck with a few pages to scroll through in his recruitment screen but I thought that array to be limited. Correct me if I am wrong.
    and increase all the replenishment pools by a certain factor (3? 4? I don't know). But then you'll have to change every recruitment pool for every building for every level. So this will still take quite some time.
    0.1 replenishment means 10 turns to full unit if I remember correctly. Not to unbalance the game here you'd have to the somehow add up or guestimate the
    Quote Originally Posted by Caesar Clivus View Post
    multiple recruitment pools for a single unit from the same building that are usually split by events. So you would have to make sure that each unit only has 1 recruit pool line in each building.
    And to prevent the above recruitment pool problem
    you would have to delete the late era units from the earlier buildings. I would say it could turn out to be more than just a few hours work.
    I'd estimate at least a day for that with lots of coffein and I would still expect some nice errors/unbalance to occur. Especially if the edb is as touchy in respect to errors as I remember it to be.

  10. #10
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Modding this

    Quote Originally Posted by bane_tw View Post
    Especially if the edb is as touchy in respect to errors as I remember it to be.
    It is. Miss a space here or there and *poof* non-starting game. It still catches me out every now and again

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  11. #11

    Default Re: Modding this

    Quote Originally Posted by Caesar Clivus View Post
    It is. Miss a space here or there and *poof* non-starting game. It still catches me out every now and again
    I've used notepad++ for this in the past - someone know of a better tool also in respect to this issue?

  12. #12

    Default Re: Modding this

    Yes, I think with a txt-process program or with some search-replace it can be done in a couple hours, but in fact I think it would be quicker to install all the other mods together than to remove RR from the RR/RC compilation

  13. #13

    Default Re: Modding this

    no ive once changed the edb before i changed it with kgcm becuase i didnt like the recruitment

  14. #14

    Default Re: Modding this

    I suggest installing SS and then changing the unit stats to those from the RC file. Of course, then you'd be without the rest of the stuff, like supplies, and...uh...the rest of it all. So you might be stuck with having to undo RR piece by piece.

  15. #15

    Default Re: Modding this

    And you wouldn't be able to copy/paste because of new units so even that would be a manual process.

  16. #16

    Default Re: Modding this

    RR - making modding almost impossible since 2008.

  17. #17

    Default Re: Modding this

    It would be a massive task honestly.

  18. #18

    Default Re: Modding this

    Quote Originally Posted by Point Blank View Post
    It would be a massive task honestly.
    Quote Originally Posted by bane_tw View Post
    Your question makes it sound so simple... thats hundrets of lines of code.
    I'm correcting my earlier statement - its 10642 lines in my outdated version. And after looking at the file forget about my at least 24h+ estimate, too.

  19. #19

    Default Re: Modding this

    i want to do this because the turns take way to long and if it takes 16 turns for another unit of knights to come its kind of hard

    what i want to do is make the recritment faster

  20. #20

    Default Re: Modding this

    Quote Originally Posted by Emperor Napolean Bonaparte IX View Post
    i love this submod but is there a way to take out the recruitment part out of it ? so the recruit ment part is just like regular ss?
    Quote Originally Posted by bane_tw View Post
    I'm unclear on what exactly you want to remove... if you're really refering to all of the recruitment aspects then you'll mod far longer then you'll play, ctds included if you're new to this.
    Quote Originally Posted by Emperor Napolean Bonaparte IX View Post
    i want to do this because the turns take way to long and if it takes 16 turns for another unit of knights to come its kind of hard

    what i want to do is make the recritment faster
    This was actually already talked about in the other topic (Unit!!??) you posted in.
    Please make sure to state exactly what you want to do as you could have gotten this info much sooner.
    Quote Originally Posted by meese View Post
    Um...well, RR changes the recruitment system by making certain units available after a particular period of time. Longbowmen are available after the heavy mail event in 1200 and are phased out (except in England) later on by yeoman then retinue longbowmen.

    You can check yourself via the export_descr_building by looking up the unit then checking the paramters.

    eg. recruit_pool "Longbowmen" 1 0.67 4 0 requires factions { england, } and hidden_resource england and event_counter HEAVY_MAIL_ARMOR 1 and not event_counter new_era_begins 1

    This means you start with 1 in the pool and can get a maximum of 4 at any time (discounting disbanding). Each turn you get 0.67 units (ie. none, but in the secnod turn you'll have one visible in the pool). It requires you to be england and requires the hidden resource england, which basically means the particular castle is located in england, not france etc. It also tells you the heavy mail event is required but this recruitment pool is discontinued after the new era begins event. Another line will probably tell you what happens after the new era begins event.
    About turn time itself there is not much to be done. If you want to know more I propose to search the forum for info on that

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