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Thread: Live Long and Prosper (LLP) 4.0

  1. #21
    Meneth's Avatar I mod, therefore I am
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    Default Re: Live Long and Prosper 1.1.1

    Confirmed not to break the campaign_script.
    It was my Dynamic Siege Upkeep script (now fixed) for me.
    For anyone else, it was probably FTT.

  2. #22
    Alpha Zeke's Avatar Vicarius
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    Default Re: Live Long and Prosper 1.1.1

    T_T
    You could always help me resolve that
    Also, how exactly is it braking aging anyway?

  3. #23
    Meneth's Avatar I mod, therefore I am
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    Default Re: Live Long and Prosper 1.1.1

    Quote Originally Posted by Historydude View Post
    T_T
    You could always help me resolve that
    Also, how exactly is it braking aging anyway?
    Aging is controlled by the campaign_script.
    Your mod breaks the campaign_script. Therefore your mod breaks aging.
    I'll try to help you, just let me download your mod and see if I can find anything wrong with the code.

  4. #24
    Marku's Avatar Domesticus
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    Default Re: Live Long and Prosper 1.1.1

    are you going to make this compatible with byg's mod?

    "It's not always possible to do what we want to do, but it's important to believe in something before you actually do it"

  5. #25
    Meneth's Avatar I mod, therefore I am
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    Default Re: Live Long and Prosper 1.1.1

    Quote Originally Posted by Marku View Post
    are you going to make this compatible with byg's mod?
    They edit the same files.
    It would however, be possible to make a version that overwrites BGR's descr_campaign_db.xml, but that would make Live Long and Prosper un-installable for BGR.

  6. #26
    Meneth's Avatar I mod, therefore I am
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    Default Re: Live Long and Prosper 1.1.1

    Actually, after looking at the BGR descr_campaign_db.xml, it seems characters actually live LONGER there than in my Live Long and Prosper sub-mod, so I don't think a version for BGR is needed

  7. #27

    Default Re: Live Long and Prosper 1.1.1

    Quote Originally Posted by Meneth View Post
    Death age: kings lived VERY long even in medieval times. IIRC, the Roman emperors who WEREN'T assassinated (not all that many ) mostly lived into their 70s and 80s.
    Coming of age: makes it more logical as you can then start education at 12 instead of 14 (you don't HAVE to immediately use them in battle )
    Marrying: not sure about how realistic that is, though
    I am not sure what you consider VERY long times, but here are some of the more famous medieval rulers and their age at death
    Spoiler Alert, click show to read: 

    Saladin:55
    Richard I:42
    William I:59
    Frederick Barbarossa: 68
    Alexander Nevsky: 43
    Nur al-Din: 56
    Philip Augustus: 57
    Edward I: 68
    Alexius Komnenos: 62
    Manuel Komnenos : 61
    Godfrey de Boullion: 40
    Baldwin I: 60
    Osman I: 66
    Mehmet II: 49


    And you may not use the 12 year olds for battle, but whgats to prevent the AI from doing that?



  8. #28
    Alpha Zeke's Avatar Vicarius
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    Default Re: Live Long and Prosper 1.1.1

    The AI needs all the help it gets. Besides, whos going to be the first human player to kill a 12 year old. Thats right, let him rout...

  9. #29
    Meneth's Avatar I mod, therefore I am
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    Default Re: Live Long and Prosper 1.1.1

    Quote Originally Posted by Awellesley View Post
    I am not sure what you consider VERY long times, but here are some of the more famous medieval rulers and their age at death
    Spoiler Alert, click show to read: 

    Saladin:55
    Richard I:42
    William I:59
    Frederick Barbarossa: 68
    Alexander Nevsky: 43
    Nur al-Din: 56
    Philip Augustus: 57
    Edward I: 68
    Alexius Komnenos: 62
    Manuel Komnenos : 61
    Godfrey de Boullion: 40
    Baldwin I: 60
    Osman I: 66
    Mehmet II: 49


    And you may not use the 12 year olds for battle, but whgats to prevent the AI from doing that?
    What I meant by "VERY long" is compared to the general population at the time, which had a life expectancy of about 30 years.
    Most of those lived well into their 60s at least. The Roman emperors must have been more healthy though, they lived longer
    Nothing much prevents the AI from doing anything, though I think it might be set to keep people in settlements a while to get them an education, and it's usually a few turn to reach the battlefield, anyway, so most AI generals will be at least 14 or 15 before getting in an actual battle.

  10. #30

    Default Re: Live Long and Prosper 1.1.1

    Quote Originally Posted by Meneth View Post
    What I meant by "VERY long" is compared to the general population at the time, which had a life expectancy of about 30 years.
    Most of those lived well into their 60s at least. The Roman emperors must have been more healthy though, they lived longer
    Nothing much prevents the AI from doing anything, though I think it might be set to keep people in settlements a while to get them an education, and it's usually a few turn to reach the battlefield, anyway, so most AI generals will be at least 14 or 15 before getting in an actual battle.
    Wait, since when has the AI used the education system?
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  11. #31

    Default Re: Live Long and Prosper 1.1.1

    You can only simulate realism so much when a character can age 5 years simply by moving across Italy. Nice job.

  12. #32
    Meneth's Avatar I mod, therefore I am
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    Default Re: Live Long and Prosper 1.1.1

    Quote Originally Posted by Theseus1234 View Post
    Wait, since when has the AI used the education system?
    I've seen the AI leave characters in settlements.
    If those characters are still young enough to be educated, the AI is in a way using the education system.

  13. #33
    Epzilon's Avatar Libertus
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    Default Re: Live Long and Prosper 1.1.1

    "I can now confirm that this will only apply for a new campaign, as my characters are still coming of age at 14, not 12, but it won't break your save-game."

    I have limited knowledge to modding and such, but as I understand this quote, you can't play a campaign and then add this script and continue with a save game and the changes would be in place? :o

  14. #34
    Meneth's Avatar I mod, therefore I am
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    Default Re: Live Long and Prosper 1.1.1

    Quote Originally Posted by Epzilon View Post
    "I can now confirm that this will only apply for a new campaign, as my characters are still coming of age at 14, not 12, but it won't break your save-game."

    I have limited knowledge to modding and such, but as I understand this quote, you can't play a campaign and then add this script and continue with a save game and the changes would be in place? :o
    The changes apply to already on-going campaigns.
    Some files are loaded on re-load, some only on campaign-start.
    descr_campaign_db.xml is apparently loaded on re-load, therefore it applies to your saves, too.

  15. #35
    newt's Avatar Primicerius
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    Default Re: Live Long and Prosper 1.1.1

    Quote Originally Posted by Meneth View Post
    The changes apply to already on-going campaigns.
    Some files are loaded on re-load, some only on campaign-start.
    descr_campaign_db.xml is apparently loaded on re-load, therefore it applies to your saves, too.
    Not true. If you modify movement points, they wont take effect unless you start a new campaign

  16. #36
    Meneth's Avatar I mod, therefore I am
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    Default Re: Live Long and Prosper 1.1.1

    Quote Originally Posted by newt View Post
    Not true. If you modify movement points, they wont take effect unless you start a new campaign
    Aren't movement points in some other file?
    Anyway, it worked for me, more than once.
    Once, I was using a broken version (/ instead of \ in the file-path), when I corrected it, my characters started to come of age at 12 instead of 14.
    Another time, I applied it halfway through my game, and once again, my characters started coming of age at 12 instead of 14.

  17. #37
    newt's Avatar Primicerius
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    Default Re: Live Long and Prosper 1.1.1

    Descr_character.txt has the base value for movement points. With descr_campaign_db.xml you can modify that base number for certain units.

    I don't know about the age thing, but modifying movement only works at the start of a new campaign.

    Code:
    <misc>
            <allow_resource_forts bool="false"/>
            <fort_devastation_distance uint="20"/>
            <army_devastation_distance uint="20"/>
            <fort_devastation_modifier float="1.0"/>
            <army_devastation_modifier float="1.0"/>
            <allow_enemy_forts bool="true"/>
            <siege_movement_points_modifier float="0.75"/>
            <infantry_movement_points_modifier float="1.00"/>
            <cavalry_movement_points_modifier float="1.25"/>
            <enable_hotseat_messages bool="true"/>
            <enable_unit_accent_overrides bool="true"/>
        </misc>
    If you change the siege movement to 1.0, it wont work.

  18. #38
    gord96's Avatar Domesticus
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    Default Re: Live Long and Prosper 1.1.1

    Quote Originally Posted by Strikor View Post
    You can only simulate realism so much when a character can age 5 years simply by moving across Italy. Nice job.
    very true. complaining about age in a game where it takes 3 years for an army to get from Sicily to Rome is silly. because the aging is so whacked in MTW2 I dont even think of my kings and generals in terms of their age, but stages of their life. coming of age to 29 years they are young men, 30-49 years they are middle aged, 50+ years they are old men. from an RP standpoint it's the only way I can tolerate the aging in the game.

  19. #39
    preachercheeze's Avatar Biarchus
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    Default Re: Live Long and Prosper 1.1.1

    can't you do something that makes all generals between the age of 12 and 16 have 0 movementpoints... that way, they are "stuck in school" until mature enough... that way, the can come of age at the age of 7, helping them more to gain the trait of Heir if the FL dies....

    actually... come to think of it.... if you make the character come of age at the age of 1 (or 0 if possible) and make the movement points as 0 until 16, then one can do a ancillary that "crowns" the next heir after the current heir becomes FL... the new ancillary will give +10 authority which gives the greatest chance of becoming next in line for heir...

    the code might be something like this:

    if_newborn=sonOfHeir then GiveAncillary nextcrown

    or a transferrable such that the FL gets in the second turn (along with Privy Seal and such)...
    Last edited by preachercheeze; August 15, 2010 at 11:44 AM.

  20. #40
    newt's Avatar Primicerius
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    Default Re: Live Long and Prosper 1.1.1

    If your military minded general comes of age in a city, he wont get the proper education because you can't move him to a castle.

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