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Thread: How can I make Resource Forts available ??

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  1. #1

    Default How can I make Resource Forts available ??

    Ok, theres this line in the Data file called "descr_campaign_db.xml"

    Near the bottom, you can see "allow resource_fort" or something and make it true.

    This allows you to build a fort over resources and chunk in all the merchants to make good money.

    Pretty idea that was bugged out.

    So i typed 'true' and I could actually build a fort above resources.

    BUT

    If i put more than one merchant in there, the whole game crashes when I end the turn.

    Any Idea how I can make it work?

  2. #2
    Meneth's Avatar I mod, therefore I am
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    Jul 2010
    Location
    Oslo, Norway
    Posts
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    Default Re: How can I make Resource Forts available ??

    I recommend just using an unit instead. Put an unit on top of the resource, then a bunch of merchants inside the army.

  3. #3

    Default Re: How can I make Resource Forts available ??

    Yeah man, I cant agree more lol

  4. #4
    Paladin94610's Avatar Senator
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    Default Re: How can I make Resource Forts available ??

    Then tweak captain rebellion modifier by making 0.2 to 0.0. So captains don't revolt at all.

    In the descr_campaign_db.xml file
    change this to
    Code:
    <revolt>
            <end_turn_modifier float="1.0"/>
            <excommunicated_modifier float="25"/>
            <new_leader_modifier float="10"/>
            <max_effective_loyalty float="7.0"/>
            <rebel_region_modifier float="2.0"/>
            <shadow_region_modifier float="2.0"/>
            <rebel_border_modifier float="1.1"/>
            <shadow_border_modifier float="1.1"/>
            <num_units_modifier float="1.05"/>
            <captain_modifier float="0.2"/>
            <min_revolt_chance float="0.0"/>
            <max_revolt_chance float="80.0"/>
            <ai_revolt_modifier float="0.05"/>
            <revolt_additional_armies bool="false"/>
            <revolt_crusading_armies bool="false"/>
        </revolt>
    this.
    Code:
    <revolt>
            <end_turn_modifier float="1.0"/>
            <excommunicated_modifier float="25"/>
            <new_leader_modifier float="10"/>
            <max_effective_loyalty float="7.0"/>
            <rebel_region_modifier float="2.0"/>
            <shadow_region_modifier float="2.0"/>
            <rebel_border_modifier float="1.1"/>
            <shadow_border_modifier float="1.1"/>
            <num_units_modifier float="1.05"/>
            <captain_modifier float="0.0"/>
            <min_revolt_chance float="0.0"/>
            <max_revolt_chance float="80.0"/>
            <ai_revolt_modifier float="0.05"/>
            <revolt_additional_armies bool="false"/>
            <revolt_crusading_armies bool="false"/>
        </revolt>
    Formerly Iberia Auxilia


  5. #5
    JorisofHolland's Avatar Primicerius
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    Default Re: How can I make Resource Forts available ??

    If you're fidling with the code anyway, you could just put in resource forts again. I'll look up the exact lines for you.
    Edit: at the end of descr_campaign_db.xml (found in SS6.3\data\) you'll see this (open with notepad):
    Code:
        <misc>
            <allow_resource_forts bool="false"/>
            <fort_devastation_distance uint="20"/>
            <army_devastation_distance uint="20"/>
            <fort_devastation_modifier float="1.0"/>
            <army_devastation_modifier float="1.0"/>
            <allow_enemy_forts bool="true"/>
            <siege_movement_points_modifier float="0.75"/>
            <infantry_movement_points_modifier float="1.00"/>
            <cavalry_movement_points_modifier float="1.25"/>
            <enable_hotseat_messages bool="true"/>
            <enable_unit_accent_overrides bool="true"/>
        </misc>
    Change it to this:
    Code:
        <misc>
            <allow_resource_forts bool="true"/>
            <fort_devastation_distance uint="20"/>
            <army_devastation_distance uint="20"/>
            <fort_devastation_modifier float="1.0"/>
            <army_devastation_modifier float="1.0"/>
            <allow_enemy_forts bool="true"/>
            <siege_movement_points_modifier float="0.75"/>
            <infantry_movement_points_modifier float="1.00"/>
            <cavalry_movement_points_modifier float="1.25"/>
            <enable_hotseat_messages bool="true"/>
            <enable_unit_accent_overrides bool="true"/>
        </misc>
    Save and you're done.
    Last edited by JorisofHolland; December 24, 2010 at 05:24 AM.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

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