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.
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.
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.
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.
Not sure if will work in SS 6.3 but I would usually just build forts on top of it![]()
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
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.
Oh, for Heaven's sake, now you're being deliberately stupid.
Dr. Sheldon Cooper
Wudang why did you close the thread? Because you can't find a source refuting mine? LoL how's the quest to ban me going?
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.
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.
Here's the ageing script from the early era campaign script:
I'll let those more conversant in decoding tell us exactly what that does, I can guess but may be wrong.;=================== 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 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?
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?
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.
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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