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  1. #1

    Default devastation?

    Is there any way to repair devastation? There hasn't been a fight near Galway for nearly 40-50 turns, but there's still devastation left.

  2. #2

    Default Re: devastation?

    It is supposed to repair over time but it doesn't always. I know there are some hidden traits of generals which increase it and maybe rebels can increase it as well? So if there is a hidden stack of rebels somewhere in the territory. That said I have experienced devastation which doesn't go away either. It seems only happens when it is really heavy devastation -800 or more goes to -600 and stays there for 100 turns or more.

  3. #3

    Default Re: devastation?

    Did they make the repair rate slower in 6.3? I didn't remember it taking this long; my loss of income from devastation was around ~550 at turn 30; at turn 105 its down to 384. That seems insanely slow.

  4. #4

    Default Re: devastation?

    Not sure if will work in SS 6.3 but I would usually just build forts on top of it

  5. #5
    strife1013's Avatar Campidoctor
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    Default Re: devastation?

    Quote Originally Posted by RabidSheepLegion View Post
    Not sure if will work in SS 6.3 but I would usually just build forts on top of it
    Does that work? you build a fort on top of it and it goes away?


  6. #6

    Default Re: devastation?

    Quote Originally Posted by strife1013 View Post
    Does that work? you build a fort on top of it and it goes away?
    Not really sure for Stainless Steel, but it seemed to go away quicker on Vanilla M2TW, espeically with a garriosn.... Maybe there is a bonus for repairing land if you have an army of your own in it?

  7. #7
    Gorrrrrn's Avatar Citizen
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    Default Re: devastation?

    Ceasar Clivus has suggested that the ageing script may be responsible for the long time it takes for devastation to clear.

    I did a quick test in my mod -which has elementary 2 turns per year - and can show these two shots of devastation around Zhytomir - for turns 32 and 42

    Attachment 105166

    Attachment 105167

    what I can't see from this is the economic costs

  8. #8

    Default Re: devastation?

    Quote Originally Posted by Rozanov View Post
    Ceasar Clivus has suggested that the ageing script may be responsible for the long time it takes for devastation to clear.

    I did a quick test in my mod -which has elementary 2 turns per year - and can show these two shots of devastation around Zhytomir - for turns 32 and 42

    Attachment 105166

    Attachment 105167

    what I can't see from this is the economic costs
    So your mod fixed the problem? Does it just disable the aging script? How could I replicate it?

  9. #9
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: devastation?

    Quote Originally Posted by HeavyTwenty View Post
    So your mod fixed the problem? Does it just disable the aging script? How could I replicate it?
    Delete the aging script from campaign_script.txt in SS6.3\data\world\maps\campaign\imperial_campaign. The section you need to delete is well marked so you'll find it ok. This isn't savegame compatible btw so you'll have to start a new game to see any difference.

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  10. #10
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    Default Re: devastation?

    Quote Originally Posted by Rozanov View Post
    Ceasar Clivus has suggested that the ageing script may be responsible for the long time it takes for devastation to clear.

    I did a quick test in my mod -which has elementary 2 turns per year - and can show these two shots of devastation around Zhytomir - for turns 32 and 42

    Attachment 105166

    Attachment 105167

    what I can't see from this is the economic costs
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  11. #11

    Default Re: devastation?

    I deleted the aging script in my campaign script because I play 4 turns per year and I can say I haven't noticed any problems with devastation.
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  12. #12
    Gorrrrrn's Avatar Citizen
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    Default Re: devastation?

    so far my mod just has 0.50 years per turn (in descr_strat) and disabled ageing script.

    need to see how it effects a settlement's economy.
    I know I had Eikundarsund besieged by scots army for a turn (and then they took it!)
    I retook a couple of turns later - and there was about 40-50 things of devastation after about 8 - 10 turns - with it decreasing further on the next turn.

  13. #13

    Default Re: devastation?

    Devastation confirmed fixed

    Thank you for the help. Lol, I ordered Napoleon Total War because I figured the bug fix wouldn't be out for at least a month.

  14. #14
    strife1013's Avatar Campidoctor
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    Default Re: devastation?

    What else does the aging script effect besides devastation?


  15. #15
    Gorrrrrn's Avatar Citizen
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    Default Re: devastation?

    Here's the ageing script from the early era campaign script:

    ;=================== AGEING SCRIPT ======================
    ;declare_counter season
    ;monitor_event PreFactionTurnStart FactionIsLocal
    ; inc_counter season 1
    ; if I_CompareCounter season == 1
    ; console_command season summer
    ; end_if;
    ;
    ; if I_CompareCounter season == 2
    ; console_command season winter
    ; set_counter season 0
    ; end_if
    ;end_monitor
    ;
    ;monitor_event FactionTurnEnd FactionType slave
    ; console_command season winter
    ;end_monitor
    I'll let those more conversant in decoding tell us exactly what that does, I can guess but may be wrong.

  16. #16
    strife1013's Avatar Campidoctor
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    Default Re: devastation?

    Hmmm I wonder what in the code causes that....that is so strange, I hope it can be fixed. I guess one could compare it from SS 6.2 to this one and see what the issue is.


  17. #17
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    Default Re: devastation?

    I think the code messes up with the "natural flow" of time by forcing a winter every two turns... the turning of age for Generals seems to happen when the winter switches to summer... I am not sure about this, but maybe devastation is connected by this in some way... eg. devastation disappears during summers?

  18. #18
    Gorrrrrn's Avatar Citizen
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    Default Re: devastation?

    can't say for sure but I suspect that the amount of devastation reduces so much per season / turn.
    if you mess with that it might not get the trigger to reduce - or get in less frequently?

  19. #19
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: devastation?

    preachercheeze is correct. Devastation is linked to the season as is aging. That's why the aging script changes the flow of the seasons to get the correct rate of aging.

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  20. #20
    aduellist's Avatar Push the button Max!
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    Default Re: devastation?

    The question in my mind is whether it is the end of one season or the start of another that is the trigger. Aging occurs at the end of winter or beginning of summer. Devastation decrease occurs at the end of summer or beginning of winter. Never got to play around with that enough to determine exactly which. If it's "end of" then an aging script for proper aging in, say, 4tpy should result in more rapid reduction of devastation. If "beginning of" then no difference. At any rate, my "solution" is simply to disable devastation in descr_campaign_db.xml. No devastation, no issue.
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