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  1. #1
    MrManFreak's Avatar Libertus
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    Default Movement Points

    Hi,i'm currently playing a mod wich has long distances and in my opinion the movement points aren't enough so i need to know where can i change the movement points and whats the maximum points you can put?

  2. #2

    Default Re: Movement Points

    You have to edit a line in descr_character.txt ( found in your RTW/data folder ). The default value is 80 I guess , here is an example I use in my Julii mod :
    Code:
    This file contains the character profession attributes, the idea being that a 
    ;    character has a certain set of skills and a current profession. The character 
    ;    is represented by his profession: if he is acting as a general, he will get 
    ;    represented as a general of a strat_model dictated by his combat skills.
    ;
    ;    This file gets parsed on application startup but is not otherwise referred to. 
    ;    The data format is thus:
    ;
    ;    ;                        indicates a comment ;-)
    ;                            
    ;    type                    indicates a new character type
    ;
    ;                                must be followed by id name string (phrase)
    ;
    ;    faction                    indicates one or more factions which use the following
    ;                                strat_model descriptions, valid entries are these:
    ;
    ;                                romans_julii, romans_brutii, romans_scipii, macedon, 
    ;                                egypt, seleucid, carthage, parthia, pontus, gauls,  
    ;                                germans, britons, armenia, dacia, greek_cities, numidia,  
    ;                                scythia, spain, thrace, slave
    ;                                
    ;                                if a given faction is not present in a given character 
    ;                                type listing, that faction cannot use characters of that
    ;                                type - so not all factions have access to all character 
    ;                                professions
    ;
    ;    dictionary                specifies dictionary entry for character type name
    ;
    ;                                note that there is one dictionary entry per type per 
    ;                                faction set, allowing different names for the same 
    ;                                character type - ie a diplomat barabarian could be a 
    ;                                'chieftain', while a roman might be a 'legatus'
    ;
    ;    strat_model                model to represent the character on the strategy map
    ;
    ;    battle_model            model to represent the character on the battle map (optional)
    ;    battle_equip            equipment character has on the battle field must be followed by a  weapon type,
    ;                            (not missile weapon type) and armour type
    ;
    ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    starting_action_points    95
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    type            named character
    
    actions            moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, bribe, exchange, building_fort, building_watchtower
    wage_base        200
    
    faction            romans_julii
    dictionary        15
    strat_model        sm_roman_general
    battle_model    roman_general
    battle_equip    gladius, chainmail shirt helmet and rectangular shield
    
    faction            romans_brutii
    dictionary        15
    strat_model        sm_roman_general
    battle_model    roman_general
    battle_equip    gladius, chainmail shirt helmet and rectangular shield
    
    faction            romans_scipii
    dictionary        15
    strat_model        sm_roman_general
    battle_model    roman_general
    battle_equip    gladius, chainmail shirt helmet and rectangular shield
    Increasing this number ( in the line starting_action_points ) to more than 100 will cause the game to become buggy or even CTD , I don't know since I haven't set the value higher than 95 .

  3. #3
    Blatta Optima Maxima's Avatar Vicarius Provinciae
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    Default Re: Movement Points

    Quote Originally Posted by Alast0r View Post
    You have to edit a line in descr_character.txt ( found in your RTW/data folder ). The default value is 80 I guess , here is an example I use in my Julii mod :
    Code:
    This file contains the character profession attributes, the idea being that a 
    ;    character has a certain set of skills and a current profession. The character 
    ;    is represented by his profession: if he is acting as a general, he will get 
    ;    represented as a general of a strat_model dictated by his combat skills.
    ;
    ;    This file gets parsed on application startup but is not otherwise referred to. 
    ;    The data format is thus:
    ;
    ;    ;                        indicates a comment ;-)
    ;                            
    ;    type                    indicates a new character type
    ;
    ;                                must be followed by id name string (phrase)
    ;
    ;    faction                    indicates one or more factions which use the following
    ;                                strat_model descriptions, valid entries are these:
    ;
    ;                                romans_julii, romans_brutii, romans_scipii, macedon, 
    ;                                egypt, seleucid, carthage, parthia, pontus, gauls,  
    ;                                germans, britons, armenia, dacia, greek_cities, numidia,  
    ;                                scythia, spain, thrace, slave
    ;                                
    ;                                if a given faction is not present in a given character 
    ;                                type listing, that faction cannot use characters of that
    ;                                type - so not all factions have access to all character 
    ;                                professions
    ;
    ;    dictionary                specifies dictionary entry for character type name
    ;
    ;                                note that there is one dictionary entry per type per 
    ;                                faction set, allowing different names for the same 
    ;                                character type - ie a diplomat barabarian could be a 
    ;                                'chieftain', while a roman might be a 'legatus'
    ;
    ;    strat_model                model to represent the character on the strategy map
    ;
    ;    battle_model            model to represent the character on the battle map (optional)
    ;    battle_equip            equipment character has on the battle field must be followed by a  weapon type,
    ;                            (not missile weapon type) and armour type
    ;
    ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    starting_action_points    95
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    type            named character
    
    actions            moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, bribe, exchange, building_fort, building_watchtower
    wage_base        200
    
    faction            romans_julii
    dictionary        15
    strat_model        sm_roman_general
    battle_model    roman_general
    battle_equip    gladius, chainmail shirt helmet and rectangular shield
    
    faction            romans_brutii
    dictionary        15
    strat_model        sm_roman_general
    battle_model    roman_general
    battle_equip    gladius, chainmail shirt helmet and rectangular shield
    
    faction            romans_scipii
    dictionary        15
    strat_model        sm_roman_general
    battle_model    roman_general
    battle_equip    gladius, chainmail shirt helmet and rectangular shield
    Increasing this number ( in the line starting_action_points ) to more than 100 will cause the game to become buggy or even CTD , I don't know since I haven't set the value higher than 95 .
    RS has 240. IIRC

  4. #4

    Default Re: Movement Points

    Be aware that by doing this it will increase the next turn time as this affects the pathfinding for AI characters too.

  5. #5
    MrManFreak's Avatar Libertus
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    Default Re: Movement Points

    Quote Originally Posted by Ishan View Post
    Be aware that by doing this it will increase the next turn time as this affects the pathfinding for AI characters too.
    you mean that the ai will only go has far has he could go before the change? that sucks,but i really think that the default movement points are un-realistic,if im not wrong it takes an 1.5 years to get to north italy when you are in south italy.

    btw thanks for the answers.

  6. #6
    Blatta Optima Maxima's Avatar Vicarius Provinciae
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    Default Re: Movement Points

    Quote Originally Posted by MrManFreak View Post
    you mean that the ai will only go has far has he could go before the change? that sucks,but i really think that the default movement points are un-realistic,if im not wrong it takes an 1.5 years to get to north italy when you are in south italy.

    btw thanks for the answers.
    No, but it will do dumb things, like go all over the place.

  7. #7
    MrManFreak's Avatar Libertus
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    Default Re: Movement Points

    he already does that .

  8. #8
    Blatta Optima Maxima's Avatar Vicarius Provinciae
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    Default Re: Movement Points

    Imagine it going in circles chasing another AI army.

  9. #9
    Fireright's Avatar Campidoctor
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    Default Re: Movement Points

    The ship movement points could use a tweak...what are those guys sailing through? 'tweakle'?? Sometimes I reckon its faster to swim.

  10. #10
    MrManFreak's Avatar Libertus
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    Default Re: Movement Points

    well i've discovered that the movement points of this mod are 140 and nothing of that happens the only thing that happens is that the romans can move an army from that small village in italy owned by rebels in vanilla to massilia in 1 turn and i think that the marching times between both is bigger than in vanilla ,but anyway this mod go's from full britain to india(pakistan i think) and when i play in asia the marching times seem huge ,besides with such a big map i think i might get frequent rebellions from distance to capital thing,but i will take your advice and will instead make a 4 turns per year script.

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