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  1. #1
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Question about victory condition

    hi men...I'm working on a submod for an italian mod called "BELLUM CRUCIS 6"...my submod change the win condition for each faction (that in the original mod are "hold 70 regions")...i wanto replace the "generical condition" whit a specific series of city and castle specific for each faction...i want that each faction can win the game only by getting some land in particular...an i want to ask you this question:

    -if i do this, will AI (of a faction in particular) try to gain only the city and the castle that i've wrote in his "win condition"????
    BELLUM CRUCIS 7.0 Co-Director
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    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  2. #2

    Default Re: Question about victory condition

    Quote Originally Posted by ragnarock View Post
    hi men...I'm working on a submod for an italian mod called "BELLUM CRUCIS 6"...my submod change the win condition for each faction (that in the original mod are "hold 70 regions")...i wanto replace the "generical condition" whit a specific series of city and castle specific for each faction...i want that each faction can win the game only by getting some land in particular...an i want to ask you this question:

    -if i do this, will AI (of a faction in particular) try to gain only the city and the castle that i've wrote in his "win condition"????
    The file for victory conditions lie in this path:-
    ur mod\data\world\maps\campaign\imperial_campaign\
    And it's name is descr_win_conditions.txt
    To make it only settlement specific do this for eg:-

    egypt
    hold_regions Cairo 30 Constantinople 10 Jerusalem 10 Krak_de_Chevaliers 10 Acre 10
    short_campaign hold_regions
    take_regions 15
    outlive jerusalem

    The above victory conditions tell us that for Egypt to win in long campaign it has to hold Cairo for 30 turns, Constantinople, Jerusalem, Krak_de_Chevaliers & Acre for 10 turns.
    You can change it for the short campaign also.
    Quote Originally Posted by ragnarock View Post
    -if i do this, will AI (of a faction in particular) try to gain only the city and the castle that i've wrote in his "win condition"????
    I'm not sure about how it will affect the AI behavior but i suppose no coz AI behavior in campaign is handled by a file called descr_campaign_ai_db.xml

  3. #3
    konny's Avatar Artifex
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    Default Re: Question about victory condition

    Quote Originally Posted by ragnarock View Post
    -if i do this, will AI (of a faction in particular) try to gain only the city and the castle that i've wrote in his "win condition"????
    For the RTW-engine the answer would definitly be "yes": I had wrote such a set for EB that was in particular aimed to manipulate AI expansion, and it worked like charm. It seems that this not working for the AI in M2TW, but I still need a lot of more testing with that.

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    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: Question about victory condition

    Quote Originally Posted by konny View Post
    For the RTW-engine the answer would definitly be "yes": I had wrote such a set for EB that was in particular aimed to manipulate AI expansion, and it worked like charm. It seems that this not working for the AI in M2TW, but I still need a lot of more testing with that.
    and it works for kingdoms?
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    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  5. #5
    konny's Avatar Artifex
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    Default Re: Question about victory condition

    I have the impression it is not working as it did with RTW, but that's a matter of testing; example:

    Have a faction that is not at war with another faction and that has two or more possible rebel settlements to attack. Give it an army that is strong enough to attack only one of them. Don't have any of these rebel settlemets be part of the VCs. Then have some ten to twenty tests running to see which settlement the AI attacks first.

    It should end up with something like 75% settlement_A and 25% settlement_B. If it is 100% settlement_A make more test runs, if it stays put with _A there is something wrong with the set-up. If it's 50:50, use another faction for testing.

    Now define only settlement_B as a victory condition. Run another ten or twenty tests and see if there is a significant change in AI behaviour. It should change to something like 25% settlement_A and 75% settlement_B; at least that was the case in RTW (or EB).

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  6. #6

    Default Re: Question about victory condition

    Quote Originally Posted by ragnarock View Post
    -if i do this, will AI (of a faction in particular) try to gain only the city and the castle that i've wrote in his "win condition"????
    You can always give loyalty of the settlement to that faction under the descr_regions.txt file in the base folder.

  7. #7
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: Question about victory condition

    Quote Originally Posted by Ishan View Post
    You can always give loyalty of the settlement to that faction under the descr_regions.txt file in the base folder.
    i havn't understand...can you repeat this passage?...sorry but i don't speack english very well...
    BELLUM CRUCIS 7.0 Co-Director
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    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  8. #8

    Default Re: Question about victory condition

    @ragnarock
    In the file called descr_regions.txt there is information about all the settlements in the game.

    Like for eg:-
    Code:
    Inverness_Province
        Inverness
        scotland
        English_Rebels
        20 25 225
        atlantic, explorers_guild
        5
        2
        religions { catholic 90 orthodox 0 islam 0 pagan 5 heretic 5 }
    So here Scotland in blue represents that Inverness will be loyal to the scots

  9. #9
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: Question about victory condition

    ok,i've undertand, but why it can help me?
    BELLUM CRUCIS 7.0 Co-Director
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    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  10. #10

    Default Re: Question about victory condition

    No it just sounds more feasible for what u are trying to achieve here like if u set budapests loyalty to hre then holy roman empire won't have any trouble controlling it.
    And if u use a tough AI then it will surely conquer it from the Hungarians.

  11. #11
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: Question about victory condition

    ok thx...i will try it
    BELLUM CRUCIS 7.0 Co-Director
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    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

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