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  1. #1

    Default limit the amount of mumakils, trolls

    is there a way to do that . all the good factions get their butts kicked after round 120 ??? the trolls and mumakils are just like tanks in the second world war and when i play the good guys i always feel like poland. im german so i know what im talking about. i feel a lot of "weltschmerz" http://www.youtube.com/watch?v=iCc9nyxqR44 (1.11 to 1.38 is what i mean) because of it.

    so if anyone is out there who can help to with my "weltschmerz" that would be great

    (how can i limit the amount of them or do i have to erase them at all)

    tanks ...oh sorry i mean thanks (im a bit drunk)

  2. #2
    Siddyus's Avatar Biarchus
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    Default Re: limit the amount of mumakils, trolls

    Its good as it is. Makes the game challenging and a race against time.

    Anyway, there is a way to weaken them, just go to your TATW data folder, find export_descr_unit.txt, use CTRL+F to find the mumakils and trolls and feel free to edit their stats to your hearts content.

  3. #3

    Default Re: limit the amount of mumakils, trolls

    i already weakend them but it doesnt seem right to me. so i want to limit the amount of these
    ok and im very drunk

  4. #4

    Default Re: limit the amount of mumakils, trolls

    Quote Originally Posted by bismarck 1899 View Post
    i already weakend them but it doesnt seem right to me. so i want to limit the amount of these
    ok and im very drunk
    You sure your drunk or are you a kid pretending to be "cool"?


    Drunk people dont play Medieval. Only the most intelligent silly old duffers do!

  5. #5

    Default Re: limit the amount of mumakils, trolls

    Quote Originally Posted by Russian Gondor View Post
    You sure your drunk or are you a kid pretending to be "cool"?


    Drunk people dont play Medieval. Only the most intelligent silly old duffers do!
    im 28 so guess. i know russian humour is strange but...

    @ISA gunner: exactly my point.

    and to the rest of you. i just hate it to rescue the other good factions.

  6. #6
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    Default Re: limit the amount of mumakils, trolls

    Quote Originally Posted by Sid Burn View Post
    Its good as it is. Makes the game challenging and a race against time.

    Anyway, there is a way to weaken them, just go to your TATW data folder, find export_descr_unit.txt, use CTRL+F to find the mumakils and trolls and feel free to edit their stats to your hearts content.
    I say give ents a shorter recruitment reset.

    The Record of Lodoss War, The Mother of all Epic High Fantasy stories.

  7. #7
    Siddyus's Avatar Biarchus
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    Default Re: limit the amount of mumakils, trolls

    By amount, do you mean the number of members per unit? or unit pool regeneration?

    If you want to edit the number per unit just, go to export_descr_unit.txt and change this number to any lower value you want (in red):

    Spoiler Alert, click show to read: 
    type Mumakil
    dictionary Mumakil ; Mumakil
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade
    soldier Turkish_Archers, 20, 2, 1
    mount elephant_cannon
    mount_effect horse +4, camel +2
    attributes hardy, can_withdraw, can_run_amok, frighten_foot, frighten_mounted, power_charge
    move_speed_mod 0.7
    formation 12, 19, 22, 27, 1, horde
    stat_health 1, 6
    stat_pri 12, 2, mumakil_arrow, 200, 50, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr no
    stat_sec 36, 20, no, 0, 0, melee, melee_simple, piercing, none, 100, 1
    stat_sec_attr ap, area, launching
    stat_pri_armour 5, 4, 0, leather
    stat_sec_armour 27, 21, flesh
    stat_heat 0
    stat_ground 0, 2, -4, -2
    stat_mental 30, disciplined, trained
    stat_charge_dist 60
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 4200, 1500, 200, 200, 4200, 1, 450
    armour_ug_levels 2, 3
    armour_ug_models Elephant_Crew2, Elephant_Crew2_upg
    ownership spain
    era 0 spain
    era 1 spain
    era 2 spain
    recruit_priority_offset 20


    If you want to change the recruitment times to effectively lower the chances of recruiting them, just go to export_descr_buildings.txt and change this value (in blue), mind you you will need to edit the refresh rate of all buildings where you recruit the unit. Also, 0.07 = 14 turns, so the lower the value the more turns it will take for the unit to be refreshed.

    Spoiler Alert, click show to read: 
    earls_stables castle requires factions { milan, spain, } and event_counter huge_city_barracks 1
    {
    convert_to 3
    capability
    {
    recruit_pool "Eldar Cavalry" 1 0.12 2 0 requires factions { egypt, } and region_religion orthodox 60 and not event_counter go_totalrecruitment 1
    recruit_pool "Silvan Horsearchers" 1 0.15 2 0 requires factions { mongols, } and region_religion orthodox 40 and not event_counter go_totalrecruitment 1
    recruit_pool "Southron Lancers" 1 0.15 2 0 requires factions { spain, } and region_religion catholic 25 and not event_counter go_totalrecruitment 1
    recruit_pool "Raiders Cavalry" 1 0.2 2 0 requires factions { spain, } and region_religion catholic 25 and not event_counter go_totalrecruitment 1
    recruit_pool "Beastmaster Cav" 1 0.2 2 0 requires factions { spain, } and hidden_resource desert and not event_counter go_totalrecruitment 1
    recruit_pool "Mumakil" 1 0.07 2 0 requires factions { spain, } and hidden_resource desert and not event_counter go_totalrecruitment 1
    recruit_pool "Serpent Guard" 1 0.2 2 0 requires factions { spain, } and region_religion catholic 70 and not event_counter go_totalrecruitment 1
    recruit_pool "rohan scouts" 1 0.12 2 0 requires factions { milan, } and region_religion northmen 15 and not event_counter go_totalrecruitment 1
    recruit_pool "rohan rider" 1 0.15 2 0 requires factions { milan, } and region_religion northmen 35 and not event_counter go_totalrecruitment 1
    recruit_pool "Rohan Horsearchers" 1 0.2 2 0 requires factions { milan, } and region_religion northmen 35 and not event_counter go_totalrecruitment 1
    recruit_pool "eorlingas" 1 0.25 3 0 requires factions { milan, } and region_religion northmen 70 and not event_counter go_totalrecruitment 1
    recruit_pool "rohirrim" 1 0.2 2 0 requires factions { milan, } and hidden_resource riddermark and not event_counter go_totalrecruitment 1
    recruit_pool "Royal Guard" 1 0.2 2 0 requires factions { milan, } and hidden_resource edoras and not event_counter go_totalrecruitment 1
    recruit_pool "Rohan Heavy Horsearchers" 1 0.25 3 0 requires factions { milan, } and hidden_resource fold and not event_counter go_totalrecruitment 1
    recruit_pool "Dol Amroth Knights" 1 0.2 2 0 requires factions { sicily, } and region_religion numenorian 15 and not event_counter go_totalrecruitment 1
    recruit_pool "Gondor Cavalry" 1 0.2 2 0 requires factions { sicily, } and region_religion numenorian 60 and not event_counter go_totalrecruitment 1
    recruit_pool "Swan Knights" 1 0.15 2 0 requires factions { sicily, } and hidden_resource amroth and not event_counter go_totalrecruitment 1
    recruit_pool "Wargs" 1 0.25 3 0 requires factions { france, } and region_religion catholic 35 and not event_counter go_totalrecruitment 1
    recruit_pool "Goblin Wargs" 1 0.25 3 0 requires factions { hre, portugal, } and region_religion catholic 35 and not event_counter go_totalrecruitment 1
    recruit_pool "Variag Raiders" 1 0.2 2 0 requires factions { venice, } and region_religion catholic 15 and not event_counter go_totalrecruitment 1
    recruit_pool "Mounted Clanguard" 1 0.15 2 0 requires factions { venice, } and region_religion catholic 35 and not event_counter go_totalrecruitment 1
    recruit_pool "aum Rhun Cavalry" 1 0.15 2 0 requires factions { venice, } and region_religion catholic 70 and event_counter go_addunits 1 and not event_counter go_totalrecruitment 1
    recruit_pool "Kataphracts" 1 0.12 2 0 requires factions { venice, } and region_religion catholic 70 and not event_counter go_totalrecruitment 1
    recruit_pool "Dale Yeomen" 1 0.12 2 0 requires factions { scotland, } and region_religion northmen 20 and not event_counter go_totalrecruitment 1
    recruit_pool "Dale Cavalry" 1 0.15 2 0 requires factions { scotland, } and region_religion northmen 40 and not event_counter go_totalrecruitment 1
    recruit_pool "Horseguards" 1 0.2 2 0 requires factions { scotland, } and hidden_resource rhovanion and not event_counter go_totalrecruitment 1
    recruit_pool "Earls" 1 0.08 1 0 requires factions { scotland, } and region_religion northmen 75 and not event_counter go_totalrecruitment 1
    recruit_pool "Arnor Sergeants" 1 0.15 2 0 requires factions { byzantium, turks, } and region_religion numenorian 50 and event_counter union_accepted 1 and not event_counter go_totalrecruitment 1
    recruit_pool "Arnor Knights" 1 0.15 2 0 requires factions { byzantium, turks, } and region_religion numenorian 70 and event_counter union_accepted 1 and not event_counter go_totalrecruitment 1
    recruit_pool "Merchants" 1 0.08 1 0 requires factions { turks, } and region_religion northmen 25 and not event_counter union_accepted 1 and not event_counter go_totalrecruitment 1
    recruit_pool "Greenway Guards" 1 0.15 2 0 requires factions { turks, } and hidden_resource greenway and not event_counter union_accepted 1 and not event_counter go_totalrecruitment 1
    recruit_pool "Mounted Dunedain" 1 0.08 1 0 requires factions { turks, } and hidden_resource dunedain and not event_counter union_accepted 1 and not event_counter go_totalrecruitment 1
    recruit_pool "Dol Amroth Knights" 1 0.2 2 0 requires factions { timurids, } and region_religion numenorian 15 and event_counter coronation 1
    recruit_pool "Gondor Cavalry" 1 0.2 2 0 requires factions { timurids, } and region_religion numenorian 60 and event_counter coronation 1
    Last edited by Siddyus; October 01, 2010 at 11:05 PM.

  8. #8

    Default Re: limit the amount of mumakils, trolls

    thanks. the second should be helpful. i meant the total amount that an evil faction can have. like 3 units of olog-hai in the whole army of modor.

  9. #9

    Default Re: limit the amount of mumakils, trolls

    I believe that the evil armies are scripted to have crazy amounts of beasts in them.

    I once invaded Mordor in turn 18, and as my Gondorian army of Militias and Generals marched across the ash covered plains of Mordor, we were attacked by an army of Uruk Hais and Olog Hais, which shouldn't have been available in at least 40 turns....
    "He who wishes to be the best for his people, must do that which is necessary - and be willing to go to hell for it."

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  10. #10
    mattgoby's Avatar Campidoctor
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    Default Re: limit the amount of mumakils, trolls

    just like tanks in the second world war
    watch saving private ryan it shows just how to improvise and that you dont need heavy units to take down the heaviest.
    "some people say the iraq war is unnessasary, however i disagree its good practise in case one comes along that we need to fight, just in case the germans have another go"-AL MURRAY

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  11. #11
    paradamed's Avatar Praepositus
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    Default Re: limit the amount of mumakils, trolls

    Quote Originally Posted by mattgoby View Post
    watch saving private ryan it shows just how to improvise and that you dont need heavy units to take down the heaviest.
    So where are the sticky bombs for the trolls? Just kidding.

  12. #12
    ISA Gunner's Avatar Campidoctor
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    Default Re: limit the amount of mumakils, trolls

    This should be possible, as in, limiting the amount of units a faction can have at any one time. For example, in the Crusades Kingdoms Campaign you could only build i think it was 1 Constable of Jerusalem. So im guessing it would be possible to limit other units in TATW to a certain amount as it runs on the Kingdoms engine. The only problem is that i have no idea how one would go about doing this.
    [SIGPIC][/SIGPIC]

  13. #13

    Default Re: limit the amount of mumakils, trolls

    They should just make ents a bit easier to get, and available to all good factions. Heck, it isn't like they were really allied to the Elves anyway. But don't weaken the beastly units. They are my favorite part of the game, and the only thing that give the evil factions any chance against human (as opposed to computer) opponents.

  14. #14
    nhinhonhinho's Avatar Domesticus
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    Default Re: limit the amount of mumakils, trolls

    Agree with you. Without beasts units Gondor can steamroll Mordor with just Archers Militia and general

  15. #15

    Default Re: limit the amount of mumakils, trolls

    just hate it to rescue the other good factionsOh, i so agree, it bloody annoying but if you dont, its one less targer the AI aims at so you have too till yr uber powerful...

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