Results 1 to 11 of 11

Thread: Balanced EDU and Campaingscript.txts, Help Please!

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    ~Fell~Harlequin~'s Avatar Foederatus
    Join Date
    Jan 2011
    Location
    Asia, Australia
    Posts
    37

    Default Balanced EDU and Campaingscript.txts, Help Please!

    Post your BC 2.02 only export_descr_unit.txt and campaign_script.txt scripts here!

    Please also describe exact changes you made using a colour to highlight the code, and could you give reasons as to why you made these changes in relation to the original script in BC 2.02..

    I for one would greatly appreciate this.

    Maybe link to files you find particularly good around the threads too? But give us an idea of what you think about them in the post as well. Any other details greatly appreciated.

    Also another idea what I call 'Vote Stable'. Pick a script, maybe such as this one and post *Stable* plus details like the faction you are playing and turn/year, and anything that stands out to you during play.

    Currently my confusion and time drainers, although very educational and thanks to all who post, are here - EDU dev- and; here - Campaign script.


    AAR's are great but they are too involved for many to develop I think.

    Doing file comparisons are fine, but players individual experiences are pretty valuable, to me at least. Some of the guys/gals in this subforum have been here for years and definitely have a clue with their opinions.

    .

    Reasons for my posting of this thread-

    Sorry, but just kinda tired chasing files around threads that are very generally described or even no descriptions at all. I haven't got time to load half a dozen scripts and play out campaigns across various factions to find scripts I like, or at least are reassuring of a decent campaign. I thought maybe this format could add some value to the forum.

    So I'm gonna try it out.

    A contributors previous campaign with his/her experience and details already done could be far more helpful and only take 2 mins approx. to make a post.

    And, yeah, my scripting knowledge is very limited.. as is my time in the near future so I need stable scripts to enjoy as fast as I can hahaha.

    Playing Ghorid campaign, I know from reading the forums it's overall for any starting faction kinda camp or blitz, so I blitzed!, but even with decent merchant management, and careful settlement development whilst 'blitziing', I am stuck with over a good third of the entire map conquered and not even budging/bothering to take any further settlements because it seems counter productive to take them for a quick florins fix and then have to reinvest in them, just to support minimal forces on the map in addition to a main army that are fast thinning out, not to mention the fact that NO one will ally at all (I didn't sack 'everyone', even if forced to). So I am a sitting duck to the Seljuks, TKG, Ghaznavids and any Indian faction that cares to fight alongside the Rajputs and, oh yeah, the Abbasids... Well you get the idea... Most of my garrisons are only 1-2 units and I don't adopt unless the General is very good in attributes. I have trade with all factions except the neighbours, which is usual. However they haven't attacked me yet.

    This is a very general overview up to year 1197. The campaign is on easy. I play harder settings after I get used to a faction's abilities and objectives.
    .


    Thanks to anyone who can take an interest and see the value in doing this for others.

    Or if anyone has a simple solution to above dilemas, please post them!

    One last suggestion for the B.C. team who graciously devote their time, if and when you update could you maybe post a file comparison for others to view with some details as to what's changed, why, and goals maybe? This would actually create time, as data would be immediately available to many and guessing and risks greatly reduced.

    Maybe have a team process for doing this?

    I'd seriously appreciate this method.

    Thanks again for a great looking and very immersive mod, hope everything pans out for the better for 2.02.



    .
    Last edited by ~Fell~Harlequin~; January 18, 2011 at 01:31 PM. Reason: Tried to edit title
    Mods for MTWII Ver1.03 that work AND are awesome!
    Unspoken Knight's brilliantly done mod, the way MTWII should have been released... (works with ver 1.03!)
    Custom Campaign Mod 1.02 released
    Border Crescent Install notes, extras, another really great mod:
    BROKEN CRESCENT: Questions and Suggestions

  2. #2
    wudang_clown's Avatar Fire Is Inspirational
    Join Date
    Jan 2009
    Location
    Poland
    Posts
    7,357

    Default Re: Balanced EDU and Campaingscript.txts, Help Please!

    I've read your post and I don't quite understand what is a purpose of this thread.

    If I understand you correctly, you have no willingness and/or time to familiarize yourself with changes made to two specific files: EDU and campaign_script - and you are asking to post here comments concerning those files.

    Well, regarding that campaign_script thread you have linked us to, then there is nothing to understand; that thread is a bug hunting thread, and not a development thread. One posts there if one has encountered a bug.

    Regarding EDU - I think that by "chasing files around threads that are very generally described or even no descriptions at all" you mean updates posted by gamegeek2 in many posts in that thread. However, he always provides a short description of latest changes and he is attaching latest file to the OP, so there is no need to seek through the whole thread, actually.

    You have designated such a wide scope of information you want to be posted here, that it would be a total mess if people have started to post here. That's why users are allowed to create new threads - a single topic exchange of ideas. You want to know something specific about EDU, you post in a thread about EDU, etc.

    I really can't see this thread flourishing, but I may be wrong.

    Besides, this is Tech Help forum and your problem is not technical, I'm moving it to the main forum.

    Under the patronage of m_1512

  3. #3
    gamegeek2's Avatar Centenarius
    Join Date
    Dec 2007
    Location
    Washington, DC
    Posts
    831

    Default Re: Balanced EDU and Campaingscript.txts, Help Please!

    What wudang said. Sometimes I can't remember all the changes in a given update, but remember you can always find the latest one in the OP.

  4. #4
    ~Fell~Harlequin~'s Avatar Foederatus
    Join Date
    Jan 2011
    Location
    Asia, Australia
    Posts
    37

    Default Re: Balanced EDU and Campaingscript.txts, Help Please!

    Hmmm ok it seems the title is a bit misleading about what I am trying to do maybe. Although I was a bit stuck and needed help.

    However I did note a few reasons as to why I need the two most balanced files, with supporting feedback from players would be good.

    Admin could you please change the title to the thread as ...dunno... lol? "A new player's BrokenCrescent 2.02 Research thread"...?

    The idea I had was for people to post their own scripts that they feel are balanced to what they feel is good play. Hopefully giving the bc team some insights to something they may have overlooked, with decent details so any errors or bugs could get tracked down fast. Obviously, this is currently a bit out of my scope.

    This wasn't a criticism thread, it was about :
    1. What are the specific balances or more realistic changes made to each of the above files mentioned, in relation to the original scripts in the installer files?
    2. Does anyone care to post their favourite scripts already developed or modified by themselves and, giving some of their experiences using such script.


    In fact in regards to '1' I will post a comparison for others to see in the next post below. I have to relog I was going to make this quick but I think something like this is needed.


    I am using the campaign script now posted on 281210, after backing up my saves and the original scripts and everything seems well so far. The date of the last update was after the last post about CTD by several days, but their was no post by the op to say anything in relation to the last two posts posted. Not even a quick 'ok! try the latest one then.'

    Maybe, Wudang, you're right, they won't take interest, but even if someone posts, it might be helpful for new players to find info quickly and thereby give good info back to the team that can be worked with.

    And thanks Gamegeek2, I am not sure though because through the threads you posted a link to another battlemodels file as well. Am I supposed to install that one as well as the updated script?

    See? I'm just kinda confused over the whole thing. I know you guys are very acquainted with what you're doing, but maybe for players who only know a few lines of code in the scripts and are only comfortable with clicking installers it can get quite daunting.

    Anyway I'll do it myself, the file comparisons thing, with links to the files posted. And, any relevant info I can find. This is gonna be slow going, maybe I'm being a little too specific, but I like playing stable campaigns up to one hour turns, for me it's like playing chess on a rainy day. I'll post any bugs I find too when I can. But until I work out which scripts do what in the game it could be messy. The only edits to the original post I will make is bolding etc. Tried to change title, looks like I'm stuck with that for a while.

    Really, I swear I am very appreciative of this mod, I just find revisions a bit overwhelming, and maybe I lost a bit of confidence playing campaigns, I noticed I tend to finish new starts of other factions right before the Crusades bug. Yesterday going through the AAR's it seems they drop off early too. Could be time constraints though. And has this been resolved in the 281210 post of a new script? It isn't actually stated. Nor with the posts I made in the bug thread.

    Anyway, I am not too troubled by the Crusade and Mongol scripting bugging the game as long as I have a specific range of years to get through or know the triggers that end them (Which, after much searching, various versions found, but the cause identified and so the years stated for the begin date was actually relevant , the end dates are only triggered by certain events <Which I learnt reading Wudang's posts>...<Something a new player probably wouldn't know>).

    I also noticed that there has been an update to the installer file thread(Last edited by wudang_clown; January 16, 2011 at 06:48 AM. Reason: UPDATE! ). Has the installer file been changed with regard to campaignscript.txt ? If so, is it the one posted on 281210? I ain't installing again unless there have been specific changes across the board and it's unavoidable. Could the specific files added or changed be comparitively posted in a thread alongside the installer one, kind of a modded history of the installer file? If you send me the info I'll gladly do it but I will be away for some time here and there.

    I'm sure that for many installing the installer file, over the previous installer file () could do with a quick step by step. Because from what I've read the best way would be to uninstall it for a clean install, and which folders are needed to be removed for that? Maybe a thread for current 2.02 players that can outline these things?


    So... I am just not going to get too far into that one and concentrate on what I outlined here and there already.

    Just doing this little thread in hopes that it might be useful for others. That's all.

    And, in a way it's good research and learning about the game for me and no doubt for others in the same boat, too.



    .
    Mods for MTWII Ver1.03 that work AND are awesome!
    Unspoken Knight's brilliantly done mod, the way MTWII should have been released... (works with ver 1.03!)
    Custom Campaign Mod 1.02 released
    Border Crescent Install notes, extras, another really great mod:
    BROKEN CRESCENT: Questions and Suggestions

  5. #5
    ~Fell~Harlequin~'s Avatar Foederatus
    Join Date
    Jan 2011
    Location
    Asia, Australia
    Posts
    37

    Default Re: Balanced EDU and Campaingscript.txts, Help Please!

    Wow, this is a bit more difficult than I thought.

    Using Winmerge.org to compare files.


    export_descr_unit.txt

    I compared the original install version and the last updated file:
    Last edited by gamegeek2; January 16, 2011 at 01:13 PM.
    Attached Files
    File Type: txt export_descr_unit.txt (610.1 KB, 9 views)
    http://www.twcenter.net/forums/showthread.php?t=383800


    As a matter of elimination the only entries not changed are the naval side of the game:


    Spoiler Alert, click show to read: 
    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;; MISCELLAENOUS UNITS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    ;;;;;;;;; BOATS ;;;;;;;;;
    
    
    type             baghlah
    dictionary       baghlah      ; Baghlah
    category         ship
    class            light
    voice_type       Light
    soldier          Peasants, 50, 0, 1
    ship             heavy warship
    attributes       no_custom, sea_faring, can_withdraw
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         18, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  0, 22, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 1150, 350, 250, 250, 1150, 4, 280
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        turks, moors, denmark, russia, milan, venice, egypt, spain, hungary, mongols, aztecs, sicily, scotland
    
    type             cog
    dictionary       cog      ; Cog
    category         ship
    class            light
    voice_type       Light
    soldier          Peasants, 20, 0, 1
    ship             light warship
    attributes       no_custom, sea_faring, can_withdraw
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         5, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  0, 8, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 500, 150, 100, 100, 500, 4, 120
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        england, france, scotland, hungary, poland, portugal, spain
    
    
    type             dhow
    dictionary       dhow      ; Dhow
    category         ship
    class            light
    voice_type       Light
    soldier          Peasants, 20, 0, 1
    ship             light warship
    attributes       no_custom, sea_faring, can_withdraw
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         5, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  0, 6, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 470, 150, 100, 100, 470, 4, 110
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        denmark, russia, egypt, turks, spain, milan, venice, scotland, moors, mongols, hungary, sicily, aztecs
    
    
    type             dromon
    dictionary       dromon      ; Dromon
    category         ship
    class            light
    voice_type       Light
    soldier          Peasants, 30, 0, 1
    ship             light warship
    attributes       no_custom, sea_faring, can_withdraw
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         7, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  0, 9, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 600, 150, 100, 100, 600, 4, 150
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        greek
    
    
    type             fire ship
    dictionary       fire_ship      ; Fire Ship
    category         ship
    class            light
    voice_type       Light
    soldier          Peasants, 30, 0, 1
    ship             light warship
    attributes       no_custom, sea_faring, can_withdraw
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         16, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  0, 10, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 700, 200, 150, 150, 700, 4, 170
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        greek
    
    
    type             galley
    dictionary       galley      ; Galley
    category         ship
    class            light
    voice_type       Light
    soldier          Peasants, 20, 0, 1
    ship             light warship
    attributes       sea_faring, can_withdraw
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         8, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  0, 7, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 520, 150, 100, 100, 520, 4, 130
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        france, england, poland, portugal
    
    
    type             war galley
    dictionary       war_galley      ; War Galley
    category         ship
    class            light
    voice_type       Light
    soldier          Peasants, 30, 0, 1
    ship             light warship
    attributes       no_custom, sea_faring, can_withdraw
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         12, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  0, 12, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 700, 200, 150, 150, 700, 4, 170
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        turks, moors, denmark, russia, milan, venice, egypt, spain, hungary, mongols, aztecs, sicily, scotland, greek, france, portugal
    
    
    type             galleass
    dictionary       galleass      ; Galleass
    category         ship
    class            light
    voice_type       Light
    soldier          Peasants, 40, 0, 1
    ship             light warship
    attributes       sea_faring, can_withdraw
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         26, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  0, 20, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      5, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 1150, 275, 200, 200, 1150, 4, 280
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        france
    
    
    type             pirate ship
    dictionary       pirate_ship      ; Pirate Ship
    category         ship
    class            light
    voice_type       Light
    accent         English
    soldier          Peasants, 20, 0, 1
    ship             light warship
    attributes       no_custom, sea_faring, can_withdraw
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         10, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  0, 10, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 570, 150, 100, 100, 570, 4, 140
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        slave
    
    
    type             merc galley
    dictionary       merc_galley      ; Mercenary Galley
    category         ship
    class            light
    voice_type       Light
    accent         Mediterranean
    soldier          Peasants, 20, 0, 1
    ship             light warship
    attributes       no_custom, sea_faring, can_withdraw, mercenary_unit
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         8, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  0, 7, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 520, 180, 100, 100, 520, 4, 130
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        slave
    
    
    type             merc cog
    dictionary       merc_cog      ; Mercenary Cog
    category         ship
    class            light
    voice_type       Light
    accent         English
    soldier          Peasants, 20, 0, 1
    ship             light warship
    attributes       no_custom, sea_faring, can_withdraw, mercenary_unit
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         5, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  0, 8, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 500, 180, 100, 100, 500, 4, 120
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        slave



    Every other entry in export_descr_unit.txt is modified.


    The campaignscript is a bit odd though. I took the script from the installer version I have which is prior to the *Last edited by wudang_clown; January 16, 2011 at 03:04 AM. Reason: UPDATE*

    I attached a copy of the original file, that has the file properties below:
    Modified 05/19/10 the original installer BC2.02 file - campaign_script.txt

    And also attached the updated version found here:

    http://www.twcenter.net/forums/showthread.php?t=317113
    Last edited by GrandViZ; December 28, 2009 at 12:21 AM.


    The second file attachment is the original (campaign_script.txt (166.4 KB, 0 views) ), the first attachment is definitely the updated file (UD-campaign_script.txt (166.4 KB, 0 views)).

    I have downloaded it a few times to be sure. (I had to add UD for update to modify the file, attachment uploader doesn't like same named files. I'll take a screen of the dates if asked.)

    Winmerge.org program says no changes, checked that twice too.

    I'm really confused now, got other things to do and going to enjoy the forum a little before work.

    Hope this might be useful to someone. I'll have another look on the weekend.

    Edit: only comsetic, added Akoulouthoi Light Spearmen missing info pic.


    .
    Last edited by ~Fell~Harlequin~; January 18, 2011 at 04:32 PM. Reason: File Attachment rechecked,pic added
    Mods for MTWII Ver1.03 that work AND are awesome!
    Unspoken Knight's brilliantly done mod, the way MTWII should have been released... (works with ver 1.03!)
    Custom Campaign Mod 1.02 released
    Border Crescent Install notes, extras, another really great mod:
    BROKEN CRESCENT: Questions and Suggestions

  6. #6
    gamegeek2's Avatar Centenarius
    Join Date
    Dec 2007
    Location
    Washington, DC
    Posts
    831

    Default Re: Balanced EDU and Campaingscript.txts, Help Please!

    Did you intend to implement the new EDU or not?

  7. #7
    ~Fell~Harlequin~'s Avatar Foederatus
    Join Date
    Jan 2011
    Location
    Asia, Australia
    Posts
    37

    Default Re: Balanced EDU and Campaingscript.txts, Help Please!

    Quote Originally Posted by gamegeek2 View Post
    Did you intend to implement the new EDU or not?

    I do intend to give it a good go. But over the weekend. From the looks of it it's going to change the gameplay considerably. Might do custom battles unit vs unit and do factions as well.

    I'll add further over the weekend. Really gotta go for the meantime, run out of time.

    Thanks.
    Mods for MTWII Ver1.03 that work AND are awesome!
    Unspoken Knight's brilliantly done mod, the way MTWII should have been released... (works with ver 1.03!)
    Custom Campaign Mod 1.02 released
    Border Crescent Install notes, extras, another really great mod:
    BROKEN CRESCENT: Questions and Suggestions

  8. #8
    gamegeek2's Avatar Centenarius
    Join Date
    Dec 2007
    Location
    Washington, DC
    Posts
    831

    Default Re: Balanced EDU and Campaingscript.txts, Help Please!

    Yes, it does change gameplay considerably. Things are in general more expensive, and cavalry are better balanced (along with a host of other changes, many of which are sweeping).

  9. #9
    ~Fell~Harlequin~'s Avatar Foederatus
    Join Date
    Jan 2011
    Location
    Asia, Australia
    Posts
    37

    Default Re: Balanced EDU and Campaingscript.txts, Help Please!

    Quote Originally Posted by gamegeek2 View Post
    Yes, it does change gameplay considerably. Things are in general more expensive, and cavalry are better balanced (along with a host of other changes, many of which are sweeping).

    Will I be needing this in order to play your review of EDU properly? And if I use that will it bugger my install of the game if I switch it back to the original file?

    As I said I have no time during weekdays now to give it a a good try, I will definitely give it a go over the weekend when I can concentrate on it. Just take a look at the number of commas in my second post to get an idea of how fragmented my attention is during the week if not out visiting clients hahaha!

    And thanks again for all your effort.

    Oh yeah, and got a short tutorial on edumatic somewhere? I really want to learn how to use that tool. And the poster who put that file in your thread to reduce unit costs across the board, do you know if it's posted for public download here at TWC? I think I would like to reduce costs overall by 20% for various issues I'm encountering in gameplay so far.

    Here are a few notes I noticed in my second Armenian campaign, which I initiated to use the apparently modified campaign script which according to winmerge has no modifications...So kinda wasted a few hours there.

    I'll go through my notes and post a few experiences that are recurring, not just with my latest Armenian campaign, with an edit below:

    Diplomats
    Diplomats are forced, with limited funds initially, to basically chase Trade Rights with ALL the other factions as quickly as possible. No time to hang around and negotiate treaties, it's just fully focused on getting trade rights. Gets kinda boring after about 6 campaign starts.

    Merchants
    There is something odd about merchants in this mod. I have had merchants with more skill than their opponents going up against a 30% or lesser chance...? Is this part of the flavour of the game... or? Also, are there any higher paying resources than iron, slaves, silk, silver and gold; like ivory? I haven't encountered any yet.

    Armies (err, 'Army')
    It seems there is no way to have more than one main army. Unlike KoJ runniong around with crusade armies everywhere. There are a few other factors involved I noticed, such as mission rewards focused on giving units for completing missions (Treasury drainers, although useful if you need a quick defense and can handle the debt which assures you will NOT be retraining your fast thinning out main army).

    In addition, any adoptions or even princesses attracting princes, even when pretty decent initially, stat wise (the later ones always seem a bit weaker or disloyalty trait), are a serious nono. They drain treasury very fast no matter if you choose to either camp or blitz. If camping and developing economy, you will be stuck with an underdeveloped territory economy wise and whilst your diplomats are too busy running around getting trade rights instead of having one trying to negotiate an ally just like the AI does as fast as it can, leaving the player open to any intrusion from a nearby faction.

    I am beginning to think the chivalry stat has some great bearing on this mod, which is kinda hard to uphold if you haven't any allies anyway...It is ok to sack rebels on the blitzkrieg, right? Or am I missing something here?

    Rebel pirates are interesting, they move in to try and halter your movement but rarely attack unless they corner you on a coastline.

    One other thing I noticed with troop movement, not sure if this is due to not being ectremely well versed in game mechanics but when I move troops into a city the happiness sometimes gets worse...this normal or to do with the AoR system or...as previously stated?

    That's all for my extensive posting today, gotta go. I really can't post more until weekend as have new work to deal with tonight and must be prepared.

    Would love some help with these points I've noted or at least maybe some clarifications if I have it wrong.

    Thanks.



    .



    .
    Last edited by ~Fell~Harlequin~; January 19, 2011 at 07:11 PM.
    Mods for MTWII Ver1.03 that work AND are awesome!
    Unspoken Knight's brilliantly done mod, the way MTWII should have been released... (works with ver 1.03!)
    Custom Campaign Mod 1.02 released
    Border Crescent Install notes, extras, another really great mod:
    BROKEN CRESCENT: Questions and Suggestions

  10. #10
    gamegeek2's Avatar Centenarius
    Join Date
    Dec 2007
    Location
    Washington, DC
    Posts
    831

    Default Re: Balanced EDU and Campaingscript.txts, Help Please!

    Why do you want to use the EDU-matic, unless you're doing an EDU for a very specific purpose? I can tell you, the EDUmatic I used had hundreds of modifications on it, and after that I made thousands of modifications to the generated stats by hand. It's a long arduous process that's taken me somewhere on the order of at least a hundred hours by now.

    You don't need my custom DMB file; but I recommend it. If you do use it, be sure to back up the original models file. Both of them should work perfectly, and you should be able to switch back and forth if you need to.
    Last edited by gamegeek2; January 20, 2011 at 08:58 AM.

  11. #11
    wudang_clown's Avatar Fire Is Inspirational
    Join Date
    Jan 2009
    Location
    Poland
    Posts
    7,357

    Default Re: Balanced EDU and Campaingscript.txts, Help Please!

    I don't want to sound rude or discourage you from posting, ~Fell~Harlequin~, but in my opinion a major flaw of this thread is that you expect people to dedicate their time to answer on your indeed extensive posts, while most of the info is already here, on the TWC, and all you need to do is use "Search" option.

    If you are tired of chasing things here as you have said then I understand it, believe me, but I think the best thing would be just to take some rest and after a while try again to seek an info on your own.

    It's just that most of TWC'ers, who wanted to get a deeper insight into M2TW mods and moding, started this way - by laborious seeking out an info to understand M2TW mods better. And that's not because people who can answer your questions are malicious, but because they have other things to do here. It's about time - the same thing which keeps you away from researching on your own.

    If you want help, then my advice is - your questions have to be straight and simple, focused on one subject. This thread is imo a kind of a TWC'er diary rather than anything else. If it comes to me, I'd help you, but I don't quite have time to read every expanded post and try to understand what are you really asking about.

    This is of course only my subjective opinion.

    Now, regarding campaign_script date, I assure you that this is not something you should be worried about. There could be few reasons of different dates of two files, but not one of them means a significant change to the script (it could be just a space added mistakenly, and then removed, and the file saved - and we have a new date of modification). I don't remember now what exactly could we change in it in May, but that was surely not a substantial change, and it only proves that this could be a small negligence on our part, because any changes should be noted down in the file's change log (this does not mean that all changes should be published).

    If you want to get a better insight into modding, head here: http://www.twcenter.net/forums/forumdisplay.php?f=273

    And use "Search" button - it's your best friend here.

    Under the patronage of m_1512

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •