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March 25, 2006, 10:02 AM
#1
The descr_sm_factions.txt in 1.3 and beyond
Okay, here's what I'm doing. In the middle of my current 1.3 campaign, I've decided to see how I can fix the expansion bugs in the Romans, and help some of the other factions. Now, when I look in the descr_sm_factions.txt, I see the line prefers_naval_invasions, with a yes or a no at the end (well, I've done a bit of modding, so some say yes). What exactly does this do? Would it be a good idea to enable it for all of the factions, or just some? Thanks for any help
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March 25, 2006, 10:05 AM
#2
Just download 1.5, this fixes the expansion bug of the romans in 1.3.
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March 25, 2006, 10:09 AM
#3
I'd like to download that mod some time in the future, however I don't want to restart my current Scipii campaign, which uses a personal mod that divides all costs and upkeep and upgrades of units by 4...I do not really fancy re-modding expor_descr_units.txt. I think I'd have to do that because the units have been changed between the versions, too. Plus I'm just over 20 years into my VH/H campaign too, and I'm enjoying forging my Roman empire.
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March 25, 2006, 10:10 AM
#4
1.5 is not a mod, it is an official patch. And it would not require that much work for you to do the changes you've made again.
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March 25, 2006, 10:18 AM
#5
Ah, yeah, it is a patch...silly me. Anyhow, I'm happy at the moment with 1.3 in my current campaign, I'm just curious about that prefers_naval_invasions choice...I'd like to set some or all to yes, however I have no idea what it might do (the Spanish have it set to no, and that didn't stop them from attacking Tingi and taking it from Numidia, so I'm wondering what the yes or no choice really does...). Should I set them all to yes and go from there, seeing how it might affect the game? Might be quite interesting. I think it allows empires to expand across to other areas without having to traverse lots of land, just using boats to transport units...just more than usual, anyway.
I will download 1.5 in the summer, and mod the game for a Pontus campaign...I'll have to re-mod the expor_descr_units.txt because I will want them only 1/2 or 2/3 their original costs, and I'll want to mod generals as recruitable, etc. That and, er...what about modding the buildings so all Town buildings take 1 turn, all Large Town buildings take 2 turns, all Minor City buildings take 3 turns, Large City buildings 4 turns (or 5 turns) and Huge City buildings 6 turns? Would that be okay? I know some buildings already take 1 turn in a Town, for example, however others take 2 turns...I mean, would it unbalance the game, or would it make more sense than to throw the construction times all over the place? Perhaps increased costs too (I'd increase the costs by about 1/2 or 1/3 to balance things out).
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March 25, 2006, 10:20 AM
#6
Yes that would be fine, look in export_descr_buildings.txt for building construction times. As far as im aware 1.3 campaign games are compatible in 1.5, the prefers_naval_invasion choice can really mess up ai behaviour.
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March 25, 2006, 10:24 AM
#7
Thanks. I could wrestle with my conscience and say "let a Practice Range take 3 turns...," however, it's painful waiting for the buildings to be constructed. I have actually considered making each Government building take an extra turn to build, and have all other buildings a set amount depending on settlement level (level 1=1 turn construction) and so on.
Er...where can I download the 1.5 patch or 1.6 patch? I have BI, so should I only download the 1.6 patch? I might not download it yet, however I might change my mind. You never know. I heard 1.2 saves are compatible with 1.5.
Last edited by Kaidonni; March 25, 2006 at 10:31 AM.
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