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.
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.
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"
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
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.
Last edited by Meneth; August 11, 2010 at 10:25 AM.
--- Theseus1234
Suum cique (To each their own) -Motto of the Kingdom of Prussia
The Crown of Aragon AAR- The Iberian Supremacy
^Human hubris knows no bounds.
You can only simulate realism so much when a character can age 5 years simply by moving across Italy. Nice job.
"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
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.
Last edited by Meneth; August 12, 2010 at 01:35 PM.
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.
If you change the siege movement to 1.0, it wont work.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>
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.
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.
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.