Results 1 to 9 of 9

Thread: Artillery and adoptions.

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Civis
    Join Date
    Nov 2009
    Location
    Australia
    Posts
    139

    Default Artillery and adoptions.

    First, is there a way to disable adoption events for the player but not the AI?

    Second, which governs each unit type's (cavalry, infantry siege) movement rate on the strat map?

  2. #2

    Default Re: Artillery and adoptions.

    Quote Originally Posted by Nergui View Post
    First, is there a way to disable adoption events for the player but not the AI?
    I think the adoption triggers are in the EDCT file change them to AI only. But i can't recall more on this.

    Quote Originally Posted by Nergui View Post
    Second, which governs each unit type's (cavalry, infantry siege) movement rate on the strat map?
    descr_character.txt file

  3. #3
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: Artillery and adoptions.

    As far as adoptions, I just decline them.

  4. #4
    Moon's Avatar Centenarius
    Join Date
    Oct 2008
    Location
    The dark side
    Posts
    878

    Default Re: Artillery and adoptions.

    There is also the descr_campaign_db.xml, add this to the <misc> section or copy it if yours hasn't got one. Change the red highlighted part to match the infantry highlighted in blue and they will move as far as infantry units on the strat_map.

    <misc>
    <cavalry_movement_points_modifier float="2.00"/> <!-- movementpoints modifier for cavalry units -->
    <infantry_movement_points_modifier float="1.00"/> <!-- movement points modifier for infantry units -->
    <siege_movement_points_modifier float="0.75"/> <!-- movement points modifier for siege units -->
    </misc>
    </root>

  5. #5
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Artillery and adoptions.

    Quote Originally Posted by Moon View Post
    There is also the descr_campaign_db.xml, add this to the <misc> section or copy it if yours hasn't got one. Change the red highlighted part to match the infantry highlighted in blue and they will move as far as infantry units on the strat_map.

    <misc>
    <cavalry_movement_points_modifier float="2.00"/> <!-- movementpoints modifier for cavalry units -->
    <infantry_movement_points_modifier float="1.00"/> <!-- movement points modifier for infantry units -->
    <siege_movement_points_modifier float="0.75"/> <!-- movement points modifier for siege units -->
    </misc>
    </root>
    It would be unnoticeable if you set it to '1.00', like in that example, but that setting in red doesn't really exist.

    Inf use default and there are modifiers for cav and arty, there is no modifier for inf.

  6. #6
    Civis
    Join Date
    Nov 2009
    Location
    Australia
    Posts
    139

    Default Re: Artillery and adoptions.

    Thank-you Moon, that is precisely what I was after.

    Taiji, would I just put these entries?

    Code:
       <misc>
          <cavalry_movement_points_modifier float="2.00"/>
          <siege_movement_points_modifier float="1.00"/>
       </misc>
    Is there also a modifier which governs whether a baby will be a boy or a girl?

    I should explain why. My last campaign ended due to lack of family. The starting four sons all got married and each had four children (5 boys, 11 non-princess girls). The only marriage was beween my heir and a spanish princess who was one of those rare non-bar wench ones. Then nothing. No marriages, no births, no MOTH events, nothing. It was only when the original four sons started dying off and the 11 non-princess daughters started retiring before I started getting births and marriage/adoption offers.
    Last edited by Nergui; August 14, 2010 at 08:02 AM.

  7. #7

    Default Re: Artillery and adoptions.

    Quote Originally Posted by irishron View Post
    As far as adoptions, I just decline them.
    I think you can also disable the Yes button, meaning that you'll be forced to click decline. However, the UI for the screen will be there.

    You can edit the Pop up to show what you want.

    I discovered this a while ago, but cannot remember off the top of my head how I did it.

    Basically, I had disabled adoptions totally (by removing "general unit" from the EDU. However, I still got the adoption pop up, and accepting it would force the general to spawn, but without a bodyguard, died instantly, and it showed the death animation, not very good I can say.

    However, I removed the yes from the pop up, leaving only the "no", meaning that as a player you wouldn't see the animation. AI generals would still automatically say "yes" as is their want, but they would die on spawning, so no issues there, as the player wouldn't see it. Next thing to do was to change the UI to something more relevant.

    I deleted the character information box, and the trait list, and instead replaced the text with a short passage about how there are border skirmishes, and then you click "dismiss". Problem solved. This works for adoption and Man of the Hour adoption.
    Last edited by Vaz; August 15, 2010 at 12:19 PM.

    [ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
    My turban brings all the muslims to the yard and they're like العنصرية ش

  8. #8
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Artillery and adoptions.

    Yes those are the actual settings, they will already be there. If you find one for inf, you can remove it, or leave it, it makes no difference.

    Babies being boys or girls has something to do with the ratio of family members to provinces. If you already have enough boys to govern then you get girls, at least I think that's how it works. There's no settings for adjusting this aspect of the family tree's mechanics, that I know of.

    Typically I think people just make princesses retire sooner, in an effort to help balance this ratio. You can do that in descr_campaign_db.xml.

  9. #9
    Amon Amarth 930's Avatar Artifex
    Join Date
    Nov 2008
    Location
    Germany, North-Rhine Westphalia
    Posts
    466

    Default Re: Artillery and adoptions.

    First, is there a way to disable adoption events for the player but not the AI?
    As far as I know this is impossible.
    Even though you set in the descr_campaign_db impossible settings like this:
    <min_adoption_age uint="1000"/>
    <max_adoption_age uint="0"/>

    You will get Adoption offers. I have tried it a couple of days ago, because I want completely deactivated the Adoption-System, but it donīt work.

    Third Age Member (Fellowship-Scripter)
    Under the Patronage of MasterBigAb

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •