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?
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?
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.
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.
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.
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.
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.
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.
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 theand 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.
And to prevent the above recruitment pool problem
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.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.
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![]()
no ive once changed the edb before i changed it with kgcm becuase i didnt like the recruitment
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.
And you wouldn't be able to copy/paste because of new units so even that would be a manual process.
RR - making modding almost impossible since 2008.
It would be a massive task honestly.
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.
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