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Thread: For those who feel that castles take too long to grow.

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  1. #1
    mattttb's Avatar Civis
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    Default For those who feel that castles take too long to grow.

    Very simple solution to the problem!

    Go into the 'export_descr_buildings' text file in your 'data' folder, scroll down to where it says:

    Spoiler Alert, click show to read: 
    castle castle requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    wall_level 2
    tower_level 1
    gate_strength 1
    gate_defences 2
    free_upkeep bonus 3
    recruitment_slots 3
    population_growth_bonus bonus x
    recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1
    happiness_bonus bonus 3 requires event_counter is_the_ai 1
    law_bonus bonus 4 requires event_counter is_the_ai 1
    trade_base_income_bonus bonus 5 requires event_counter is_the_ai 1
    retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
    ; population_growth_bonus bonus 1 requires event_counter is_the_ai 1


    This is data for the castle walls. Add in the line "population_growth_bonus bonus x" just below where it says "recruitment_slots", changing "x" to whatever you like. This will add a population growth bonus to the castle wall building.

    If you do this for every level of a castle (in a decreasing increment I would suggest to balance out farming improvements), then you can make it so that all castles receive a population growth bonus.

    Hopefully now you can upgrade a castle to its next stage before turn 150!

  2. #2

    Default Re: For those who feel that castles take too long to grow.

    Is this saved game compatible?

  3. #3
    Yarrum's Avatar Ducenarius
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    Default Re: For those who feel that castles take too long to grow.

    It should be.

  4. #4
    mattttb's Avatar Civis
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    Default Re: For those who feel that castles take too long to grow.

    yes it is completely save game compatible, any editing you do in a text file is save game compatible. You can even have TATW open - just make the changes in the files, save them, close TATW, open it again, and the changes will be there

    and yes I'm fully aware that making these changes may have unforseen side-effects in the late game, it's only a suggestion for those who dont like waiting until the end of a game to be able to upgrade some Motte & Baileys!

  5. #5
    Striker's Avatar Semisalis
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    Default Re: For those who feel that castles take too long to grow.

    Don't you have to delete an map.rwm kind of file like in RTW?

  6. #6
    mattttb's Avatar Civis
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    Default Re: For those who feel that castles take too long to grow.

    nope.

    I think what you were talking about is when you're changing faction names and banners, just fiddling with "export_descr_building" or "export_descr_unit" and the like doesnt require any editing of files except the ones you want to change.

    Try it right now! I've edited my building file because I didnt feel that upgrading trade buildings actually gave an advantage, owing to their massive costs and little improvement, so I tweaked their stats by continually loading up TATW and checking the effects of the changes in game, closing TATW, revising the stats, and repeating until I was satisfied.
    Last edited by mattttb; January 22, 2011 at 05:42 PM.

  7. #7
    Striker's Avatar Semisalis
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    Default Re: For those who feel that castles take too long to grow.

    Basically, In RTW when you made changes to the game that are save-game compatible you had to delete an file called map.rwm, if you don't do that the changes were not shown in the current campaign you're playing.

    Sorry if it didn't made sense, brazillian here

  8. #8
    mattttb's Avatar Civis
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    Default Re: For those who feel that castles take too long to grow.

    I know what you're referring to, in M2TW you only have to do that when you change files that affect the campaign map I think

  9. #9
    Striker's Avatar Semisalis
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    Default Re: For those who feel that castles take too long to grow.

    Then I'm ready to have castles at a decent size before I finish the campaign

  10. #10
    mattttb's Avatar Civis
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    Default Re: For those who feel that castles take too long to grow.

    glad to be of service!

  11. #11

    Default Re: For those who feel that castles take too long to grow.

    Hey there, I have been meaning to apply this change for a while now to a new campaign. I have been tinkering with the numbers a bit, and the x variable doesnt seem to directly impact the percentage increase. After adjusting it to 50, my wooden castles registered a 12.5% growth on the first turn. Am I right in guessing that this is actually a simple addition of people each turn based on the variable? That could make things simpler, will have to test if new levels of castles add to the total sum (an additional 50 per say) rather than altering it. Im shooting for a relatively similiar progression pace in terms of castles to cities; ie castles to large town - minor cities, and fortresses to Large Cities. Anyone have a personal setup that might go along these lines? What did you put your bonuses as?

  12. #12

    Default Re: For those who feel that castles take too long to grow.

    couldn't you in theory Add_population x y

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