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  1. #1

    Default Re: Permanent devastation

    Quote Originally Posted by JohnGlave View Post
    You don't need to remove those lines. Simply set the values to 0 like so:


    <fort_devastation_distance uint="0"/>
    <army_devastation_distance uint="0"/>
    <fort_devastation_modifier float="0.0"/>
    <army_devastation_modifier float="0.0"/>

    That will take effect immediately, even in campaigns you've already began. Although devastation which has already happened will remain, new devastation will not appear.
    I've managed to completely eliminate devastation of my game. Apart from doing this, I've modified descr_settlements_mechanics.xml file in line:
    Code:
    		<factor name="SIF_DEVASTATION">
    			<pip_modifier value="1.5"/>
    		</factor>
    Change it to 0 and it will work.

  2. #2
    newt's Avatar Primicerius
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    Default Re: Permanent devastation

    Quote Originally Posted by Bargant View Post
    I've managed to completely eliminate devastation of my game. Apart from doing this, I've modified descr_settlements_mechanics.xml file in line:
    Code:
            <factor name="SIF_DEVASTATION">
                <pip_modifier value="1.5"/>
            </factor>
    Change it to 0 and it will work.
    Yep, already (sort of) mentioned. Welcome to the forums BTW... enjoy your stay!
    http://www.twcenter.net/forums/showt...01#post8323601

  3. #3
    Meneth's Avatar I mod, therefore I am
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    Default Re: Permanent devastation

    I'm not sure if there's a max limit.
    My LLP mod is working fine with 99, and BGR works with 100.
    I'm almost certain the descr_campaign_db.xml changes are save-game compatible.
    I'm not sure if it'll remove already existing devastation, though, but it should prevent new devastation from being created.

  4. #4
    Aemilius Paulus's Avatar Libertus
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    Icon10 Re: Permanent devastation

    Quote Originally Posted by Meneth View Post
    I'm not sure if there's a max limit.
    My LLP mod is working fine with 99, and BGR works with 100.
    I'm almost certain the descr_campaign_db.xml changes are save-game compatible.
    I'm not sure if it'll remove already existing devastation, though, but it should prevent new devastation from being created.
    Splendid

    Just what I need. Yeah, since I am very early on in my campaign, there is no devastation yet. Instead, there is some mysterious bug that prevents it. But I will certainly mod it to make sure it does not happen. And the age too.


    Shoot, is it possible to give more than one rep?

  5. #5
    Meneth's Avatar I mod, therefore I am
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    Default Re: Permanent devastation

    Quote Originally Posted by Aemilius Paulus View Post
    Shoot, is it possible to give more than one rep?
    Sadly, it's not
    And to give to a person again, one has to +rep 5 other people first. Also, one can't +rep the same post twice.

  6. #6

  7. #7
    Aemilius Paulus's Avatar Libertus
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    Icon3 Re: Permanent devastation

    , I just realised that by doing that, I also make the AI characters nearly immortal.


    Oh well, they will not have time to die a peaceful death with my blitzing... I mean, when God gives you Germans (HRE), you make lemona...err, blitzkrieg.

    Still waiting for Novgorod to develop defence in depth.

  8. #8
    Tears of Destiny's Avatar Senator
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    Default Re: Permanent devastation

    Quote Originally Posted by Aemilius Paulus View Post
    , I just realised that by doing that, I also make the AI characters nearly immortal.


    Oh well, they will not have time to die a peaceful death with my blitzing... I mean, when God gives you Germans (HRE), you make lemona...err, blitzkrieg.

    Still waiting for Novgorod to develop defence in depth.
    ISTIVAN FOREVER!

  9. #9
    Aemilius Paulus's Avatar Libertus
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    Icon9 Re: Permanent devastation

    Quote Originally Posted by Tears of Destiny View Post
    ISTIVAN FOREVER!
    Eh?



    Anyhow, I found it odd that three kings died after I implemented my modding of the aging script. Does that mean I failed - I thought the change was supposed to affect everyone in the campaign?

    This is what I did:
    Code:
    <max_age uint="499"/>
            <max_age_for_marriage_for_male uint="100"/>
            <max_age_for_marriage_for_female uint="59"/>
            <max_age_before_death uint="600"/>
    I do not see anything wrong here

  10. #10
    Tears of Destiny's Avatar Senator
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    Default Re: Permanent devastation

    Quote Originally Posted by Aemilius Paulus View Post
    Eh?
    It means that Istivan, the greatest hungarian general of all time, is now Immortal and will never die of old age, forcing you to kill him in battle yourself, or risk him taking over all of the eastern and central world in early period....

    Look up his 100+ page appreciation thread...

  11. #11

  12. #12
    Aemilius Paulus's Avatar Libertus
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    Icon11 Re: Permanent devastation

    Quote Originally Posted by Meneth View Post
    Did you remember to modify the old age value?
    What else is there to do but what I already showed?


    EDIT: Good Lord, I am functionally retarded... Yeah, I see what you mean. I totally forgot to change the 'old_age uint' value, which is the most important one too (who wants their character to die at 55, which is the earliest one can die in vanilla?).
    Last edited by Aemilius Paulus; October 14, 2010 at 04:07 PM.

  13. #13

    Default Re: Permanent devastation

    Hi, I'm new here
    I install ur 2TY mod but devastation don't go, how many ears normally i have to wait???

  14. #14
    Tears of Destiny's Avatar Senator
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    Default Re: Permanent devastation

    Quote Originally Posted by MaxxArg View Post
    Hello, I am new here.
    I installed your 2TY mod but devastation does not go away, how many years will I have to wait?
    Pre-existing never goes away, it simply removes the ability for NEW devastation to be created.

    Forgive me for editing the quote...

  15. #15
    Meneth's Avatar I mod, therefore I am
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    Default Re: Permanent devastation

    No, 2TP doesn't remove devastation. It does, however, remove the aging script which is what's causing devastation to never go away.
    I have no idea how long it takes, I've never really paid much attention to devastation. As long as it's slowly decreasing with no enemy presence in your lands, you know it's working correctly.

  16. #16

    Icon11 Re: Permanent devastation

    The comments and responses on here are all a bit confused. So, what file do i open to change the aging to 1 year every 2 turns? What do i change? Is doing this save compatible or do i have to start yet again? Thanks!

    I keep playing and starting new game after making some changes, to find nother thing i have to change and starting all over again

  17. #17
    newt's Avatar Primicerius
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    Default Re: Permanent devastation

    data\world\maps\campaign\imperial_campaign\descr_strat.txt

    start_date 1100 summer
    end_date 1560 winter
    timescale 1.00
    change it to 0.5

    Then if you want proper aging, open data\world\maps\campaign\imperial_campaign\campaign_script.txt

    delete this
    ;=================== AGEING SCRIPT ======================
    declare_counter season
    declare_counter turn
    set_counter turn 0

    monitor_event FactionTurnEnd FactionType slave
    console_command season winter
    set_counter turn 1
    end_monitor

    monitor_event PreFactionTurnStart I_CompareCounter turn = 1

    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

    set_counter turn 0

    end_monitor
    you need to start a new game, and if you run setup again you'll have to redo these changes.

    edit: remember it will take twice as long for events to happen.

  18. #18

    Icon10 Re: Permanent devastation

    Newt you always seem to be there helping me with my questions before anyone else. +rep! What is also a bonus is the way in which you do it, which i like, the pure answer, no fuss, straight to hte point. Your like my gaurdian angel. Thanks.

    EDIT: I always make sure that timescale is set to 0.5 before starting a campaign.

  19. #19
    newt's Avatar Primicerius
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    Default Re: Permanent devastation

    If you don't want to wait twice as long for events to happen, edit this:
    data\world\maps\campaign\imperial_campaign\descr_events.txt

    and divide the numbers after 'date' by 2
    It wont be historically accurate year wise, but I just ignore that when I do this.

  20. #20
    Ducenarius
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    Default Re: Permanent devastation

    I am using 6.4 and 1TPY
    Cani i have devastation without bugs?






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