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Thread: [RS 2.1a-WIP] 1-turn Campaign Reloaded

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  1. #1
    Siegfriedfr's Avatar Semisalis
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    Default [RS 2.1a-WIP] 1-turn Campaign Reloaded

    My older submod for RS2.0 (discontinued)
    [spoiler]- 4 turns per year with adapted "age" traits
    - the barracks chains takes longer and is more expensive to build for a slower paced campaign [2/4/6/8/10/5 treshold, the 5 is for the additional barracks 2 factions have: Sparta and Romans)
    - character movement lowered by 20% to reduce blitz
    - reduced number of scripted armies when invading italy
    - scripted AI armies have a 9% chance to spawn every turn instead of 100%

    - various scripted conditions will break ceasefire between AI factions who love to ally when they should be at war (Romans vs Gallic factions, Pergamum vs Ptolemaioi, Ptolemaio vs Anatolia/caucasus factions)


    UNITS MODIFICATIONS
    - upkeep +10%
    - melee lethality +15%
    - morale -7% [roughly –2 points]
    - all units except generals and powerful Boats/siege take 1 turn to recruit
    - Generals units can only be recruited in starting capital cities; [Seleucid, Carthage, Parthia, Armenia have a wider general’s AoR based on their history or origins (Seleucid/Macedon = Pella, Antioch and seleucia),(Carthage = Carthage and Laodikea), (Parthia: Hyekatompylos, Seleucia), (Armenia = Van, Persepolis)

    MISCELLANEOUS
    - "good commander" trait line is slightly easier to gain (6/12/24 treshold instead of 8/16/32)
    - some faction colours tweaks (no more pink Ptolemaic)
    - assassins effectiveness lowered against family members
    - assassins moved to the last tier of barracks to prevent AI from spamming them
    - fixed missing road links between Persepolis/Susa

  2. #2
    TiFlo's Avatar Semisalis
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    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    That sounds really good. I'll give it a try as soon as I have some more time. Thanks for sharing!

  3. #3

    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    Nice, I really like the philosophy of this mod. I have a question regarding generals being recruitable only in capitals, though. Does that mean the starting capital of your faction, or whatever city that is your current capital?

  4. #4
    Siegfriedfr's Avatar Semisalis
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    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    Quote Originally Posted by Aevarex View Post
    Nice, I really like the philosophy of this mod. I have a question regarding generals being recruitable only in capitals, though. Does that mean the starting capital of your faction, or whatever city that is your current capital?
    The starting capital i know it sounds limited but cant do otherwise AFAIK

  5. #5

    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    Ok, it will be very crippling if you lose it, though

    Btw, any idea why victory conditions in one turn campaign are so weird? A lot of specific settlements are required to win, while in the 0 turn modfoldered campaigns the only specific settlement required is the one of the capital. Also, the number of settlements vary a lot depending on the faction, from 50 to 100... but Sparta, that requires 199 settlements!

  6. #6
    Siegfriedfr's Avatar Semisalis
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    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    Quote Originally Posted by Aevarex View Post
    Ok, it will be very crippling if you lose it, though

    Btw, any idea why victory conditions in one turn campaign are so weird? A lot of specific settlements are required to win, while in the 0 turn modfoldered campaigns the only specific settlement required is the one of the capital. Also, the number of settlements vary a lot depending on the faction, from 50 to 100... but Sparta, that requires 199 settlements!
    Well, even tho loosing your capital as the player is highly unlikely against the AI, you deserved to loose if you do anyway

    Recruiting FM is not very necessary imo; at some point, you're spammed with adoptions, but i admit it's handy. The philosophy of this change is, you can only raise new generals from the nobility of your capital; not very flexible, but i really dislike the possibility to recruit your faction general practically everywhere on the map.

    Didn't look into VC yet, gonna mod this

  7. #7

    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    This looks promising Siegfriedfr.
    Did you look into scripted stacks spawning too often? And speaking of scripted spawning, how about reducing the quality of said rebels. Seldom did you encounter rebels with more experience and better equipment than the regular army I think.

    Historian - all things Viking Son of absinthia

  8. #8
    Siegfriedfr's Avatar Semisalis
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    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    Quote Originally Posted by Ulfhednin View Post
    This looks promising Siegfriedfr.
    Did you look into scripted stacks spawning too often? And speaking of scripted spawning, how about reducing the quality of said rebels. Seldom did you encounter rebels with more experience and better equipment than the regular army I think.
    Yes i did touch this part. The script handles the quality and spawning location of the scripted armies, but much of the triggers are handled trough traits; those traits as they appeared were basically a 100% chance to spawn an army as soon as you took 1 one of the key cities listed in the trait file.

    I reduced the possibility for the trait to appear on the factionleader from 100% to 20%, even tho im still not sure how the traits reset.

    But i might reverse the way it works, when i understand it better.

  9. #9

    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    Interested and downloading.

  10. #10

    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    liked the idea
    arise! arise riders of theoden!

  11. #11

    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    I'm very interested in seeing how your work will go together with mine.

    I'm approaching testing fase and think I will match it up with your work seeing as I agree with your modifications (the edu will be changed though).
    In particular I will be interested to see how the new building tree growth will match with my very different unit stats. I'm thinking when a unit will be availiable will be based on it's effectiveness.

    Do you have any further plans?

    Historian - all things Viking Son of absinthia

  12. #12
    Siegfriedfr's Avatar Semisalis
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    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    Quote Originally Posted by Ulfhednin View Post
    I'm very interested in seeing how your work will go together with mine.

    I'm approaching testing fase and think I will match it up with your work seeing as I agree with your modifications (the edu will be changed though).
    In particular I will be interested to see how the new building tree growth will match with my very different unit stats. I'm thinking when a unit will be availiable will be based on it's effectiveness.

    Do you have any further plans?
    Gonna fix the following things:
    - 20% upkeep instead of 15%
    - general units incorrectly take 3 turns to recruit, i meant 2 turns
    - i'm revising the money script for the AI

    What i really want to do:
    - add winter reducing campaigning traits
    - add summer traits

    Not sure i'll go on after that, as what i have in mind would be (very) time consuming and judging from the general boards, 1 turn doesn't interest people that much.

  13. #13

    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    How nice.

  14. #14
    Ludicus's Avatar Comes Limitis
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    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    Well done. I really like you mod. Can´t wait for the next release.

  15. #15
    Siegfriedfr's Avatar Semisalis
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    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    Quote Originally Posted by Ludicus View Post
    Well done. I really like you mod. Can´t wait for the next release.
    You'll get one this weekend or before!

  16. #16

    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    How has this affected the number of AI stacks? I'm getting really tired of the AI besieging the same damn cities every turn even though I annihilate the besiegeing armies everytime. Do you think your next release will deal with this issue more?

  17. #17
    Siegfriedfr's Avatar Semisalis
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    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign

    Quote Originally Posted by Reaper200 View Post
    How has this affected the number of AI stacks? I'm getting really tired of the AI besieging the same damn cities every turn even though I annihilate the besiegeing armies everytime. Do you think your next release will deal with this issue more?
    This is 1 turn submod where stack spam isnt an issue, arent you in the wrong thread?



    I'm looking for a solution to most faction "allying" with all their neigbours and remaining idle after some time, then i'll release my first update.

  18. #18

    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign - Version 1.1

    Thanks, maybe I will try it again.

    I did see the age triggers in a file (though I forget which file) I think I can alter those and just put up with any odd traits occurring for now. Fingers crossed for a proper 4tpy script with adjusted traits sometime in the future.


  19. #19

    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign - Ver 1.2

    Siegfriedfr,

    What did you do with the export_descr_advice.txt file? Did you use Mydraals and simply overwrite the RS2 file? Wouldn't doing that miss out parts of their script?

    Or did you simply add the one line that Mydraal added to the file? If so how and where did you add it?

    Thanks for your replies, I am pretty keen to get 4tpy working.


  20. #20
    DarthLazy's Avatar Protector Domesticus
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    Default Re: [RS 2.0] Various Tweaks to the 1-turn campaign - Ver 1.2

    Just want to know if this is Mod foldered to the 1 turn campaign and does not damage the Data folder.
    Quote Originally Posted by Heathen Hammer View Post
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    Sovereignty of Ukraine was recognized by Yeltsin and died with him.

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