Hi
Inspired by a request in the StSt forums iīve made "Carl - the Taxman" available for TATW too. Thanks to k/t for his request.
Whatīs that - Carl for Middle-earth?
It will replace the "old" AI-money/economy script with a new one and will give the AI a construction bonus. The AI wonīt be able to recruit new units while being bankrupt and their settlements will be developed all the time. In fact the AI treasury will be frozen at a very low amount so the AI canīt afford new units and the construction costs will be as low so the AI can develop their settlements. The factions will be able to recruit more units as soon as they have enough money/income again.
So - will Carl add some more stack spamming because the buildings are almost for free for the AI?
No - not really. Perhaps the first few turns the AI will spend some more money on units, but with the progress of Your campaign the AI will spend most money on upkeep costs anyway. In the end Carl doesnīt add any money to the AI he just keeps them from going completely bankrupt. You will have more stack spamming with an "usual" add-money-money script which will give the AI endless money and so endless units.
I just read kings_purse here and kings_purse there - thatīs unfair!?
The kings_purse part is just for Carl to know when he has to be "active" - the AI has no benefit of it. So donīt worry.
Orcnose? Youīre kidding me!
This is a small addition which replaces the "old" script for helping the weakened factions. Now this one is highly dynamic and works more than one time a game. It should be much harder to eleminate AI factions with this one. Iīm curious if another AI-faction ever will make that happen.
They donīt get any help if they have more than 5 settlements. If they loose some then they will get help depending on the settlements they have left. Starting with little help and becoming stronger the smaller their faction get.
Installation:
Just copy the extracted data folder into Your TATW folder. The required files will be overwritten and there will be another folder "Carl_backup" to undo the changes if You donīt like it. (You should see it after extraction)
The Files:
For 3.1: Hmm - Choose "Carl for Middle Earth 3.1" - No Orcnose available
For 2.1: Choose either "Carl for Middle earth 2.1" or "Carl with Orcnose 2.1"
For 1.41 RR/RC: Choose the other file. - No Orcnose available, too
Compability:
Itīs not savegame compatible. You will have to start a new game to feel the power of Carl. Itīs compatible with any submod that doesnīt change the campaign_script or the EDB (Add new events, new units, changed buildings, etc. I guess most "bigger" submods will do so - so thereīs unfortunately no compability)
Thanks to anyone who used and supported Carl so far. Thanks in advance to anyone who will unleash him in Middle-earth.
Have fun and a nice day
Credits:
- Minas Moth for providing all the files and data entries i needed
- Hero of the West for the nice and fruitfull discussion about this one
Changelog:
- changed Eriador/Arnor help because under some (in fact just one) circumstances Arnor could end up weaker than Eriador before
- changed the Mordor help a bit to prevent a possible crash