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  1. #1
    Mylae's Avatar Memento Mori
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    Default New victory conditions

    I purpose here new victory conditions, that should reflect the historical possession of the factions in time.

    europe in 400
    http://www.euratlas.com/big/big0400.htm
    europe in 500
    http://www.euratlas.com/big/big0500.htm

    so i purpose:
    WRE: reconquest ALL roman possession (hard, huh?)
    ERE: the same
    WRE: the same
    ERR: the same
    R-B: conquest Britain, Ireland and Normandy (easy?)

    Sassanids: conquest Egypt and Turkey territories (old persian possession)

    Berbers: conquest all African provinces and Arabia

    Saxons: mantain a strong possession between river Weser and Oder, conquer Britannia and Frisia (easy?)
    Picti: Conquer all Britain + 5 random territories (easy? not properly...)
    Franks: Conquer all northern part of Gaul + 5 to 10 random territories
    Visigoths: Conquer all Spain and south Gaul + 5 random territories
    Ostrogoths: Conquer Italy and Illyricum & Dalmatia, Rhetia and Noricum
    Burgundians: Conquer Southeastern gaul + 10 to 15 random territories
    Alemanni: Conquer central-eastern gaul (too easy... hm...) + 10 to 15 random territories
    Vandals: Conquer northafrican provinces plus Sardinia, sack (or possess) Rome
    Lombards: Conquer Northern and Central Italy

    Huns: mantain Pannonia and conquer 20 to 25 random territories
    Slavs: conquer 20 to 25 random territories

    and some map...
    Romanobritain in 410
    http://historymedren.about.com/libra...maprombrit.htm

    at the end europe should looks so:
    http://www.friesian.com/images/maps/a530eu.gif

    what do you think?
    Last edited by Mylae; March 31, 2006 at 10:17 AM.
    Extravagant developer of Invasio Barbarorum: Flagellum Dei; Developer of Paeninsula Italica
    Creator of the XV-Century Machiavello Total War Mod (2.0) for M2TW



    Honorabilis Gaius Baltar est mihi patronum.

  2. #2

    Default Re: New victory conditions

    Not historic and realistic: the alone wars that WRE and ERE had were always against rebel of ERE or WRE.
    If it could be possible victory condition should be for ERE to have Italy Africa and South Spain only if not in WRE possession and same condition ( for Tharacia and Egyptum) should be for WRE and british roman.
    Historically the East empire tried to stop the fall of WRE and Honorius did not help the romanbritish cause I could not to help but the Armoricani (roamnbritisch) helped Etius against Attila.
    So I suggest house victory conditions...for roman factions
    .
    Milae, have you texted the negative grow effect of your prostibulum ? In my text I dont see any grow effect.

  3. #3
    Mylae's Avatar Memento Mori
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    Default Re: New victory conditions

    i think i should enlarge the negative growth effect. in few years it became nothing due to positive growth in farming, etc..

    i will add negative growth on churches and other buildings.
    Extravagant developer of Invasio Barbarorum: Flagellum Dei; Developer of Paeninsula Italica
    Creator of the XV-Century Machiavello Total War Mod (2.0) for M2TW



    Honorabilis Gaius Baltar est mihi patronum.

  4. #4

    Default Re: New victory conditions

    In the city detail window I dont see the grow effect meanwhile I see teh happiness effect.
    ( visto che sei italiano ti spiego meglio: ho provato a fare i prostiboli ed a toglierli e non si vede nella finestra dei dettagli della cittą nessun cambiamento nella velocitą di crescita . Prova a fare lo stesso esperimento magari mi son sbagliato io.)

  5. #5
    Mylae's Avatar Memento Mori
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    Default Re: New victory conditions

    strange... i show here the code:
    Code:
    }
    building brothels
    {
        levels postribulum lupanaria 
        {
            postribulum requires factions { roman, } 
            {
                capability
                {
                    happiness_bonus bonus 1
                    population_growth_bonus bonus -2
                }
                construction  2 
                cost  600 
                settlement_min town
                upgrades
                {
                    lupanaria
                }
            }
            lupanaria requires factions { roman, } 
            {
                capability
                {
                    happiness_bonus bonus 2
                    population_growth_bonus bonus -3
                }
                construction  3 
                cost  1600 
                settlement_min large_town
                upgrades
    as you see there's a negative "population_growth_bonus" that is, on the screen, just so. " - .5" and i think is just a - 0.5 so i will try again - when possible - some possible extra effect to gain at least a 3-4% of decrease. then i will reduce the farming growth effect, to reduce growth, because we'll have also the Villa as buildings that produce by farming positive growth.

    ===

    end of the off-topic.

    so, in fact to reconquist ALL roman empire is too much, but nevertheless, ERE should at least try to get Illiricum & Dalmatia and South Italy, as did during time.

    i guess that slav and huns will be in a world a bit different, so they can maybe choose different solutions. they are nomads, so i've put only random territories. If huns are not been erased, slavs in 470 - 480 will appear in hun-owned territory of today russia in the map, so there will be war.
    Extravagant developer of Invasio Barbarorum: Flagellum Dei; Developer of Paeninsula Italica
    Creator of the XV-Century Machiavello Total War Mod (2.0) for M2TW



    Honorabilis Gaius Baltar est mihi patronum.

  6. #6

    Default Re: New victory conditions

    I saw the the code and tried to change it too. But I had the impression that negative numbers dont work in the export building scrypt. Try this text: make a building in teh city then destroy it . Look what changes you see . I saw the happyness loss but not growth changes.

    On the ERE tries to get Illirya and South Italy, they happened always when WRE had no more them. When Maggioranus try to save WRE Ere sent him thousands of veteran men in south italy to help him. The alone time that Ere seemed hostile to western empire was in Stilico's time when ERE sent Goths in Illirycum to stop them to loot the Greece.
    Surely not an ERE invasion.
    I advise you to read a very good history book on that: "Stilicone" of Santo Mazarino published in 1990 by Rizzoli

    Surely to have as victory condition dont let to fall the other empire part or to conquer the hardcore of the lostempire put some interessing startegy for the Romans players ( and make harder to play ERE)
    The other victory conditions seem to me balanced.

    Other thing if we use 4sfy the building costruction time must be longer as in EB

  7. #7
    Ramon Gonzales y Garcia's Avatar Nobleza y Valor
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    Default Re: New victory conditions

    Quote Originally Posted by Ettore
    I saw the the code and tried to change it too. But I had the impression that negative numbers dont work in the export building scrypt. Try this text: make a building in teh city then destroy it . Look what changes you see . I saw the happyness loss but not growth changes.
    negative numbers do not have effect, increasing squalor would probably be the best way to reduce population. This from Dol Guldur's Guide: The Complete EDB Guide (WIP): http://forums.totalwar.org/vb/showthread.php?t=50439
    Code:
    Negative effects...
    population_growth_bonus bonus -5 displayed the expected -2.5 in the building scroll but seemed not to
     affect the settlement population growth indicator on the settlement scroll. The same seems true for 
    law_bonus and happiness_bonus. religious_belief , however, does seem to work in the negative (this 
    needs more testing).
    btw, I think you're trying to say "test" not "text"
    ...Surely not an ERE invasion.
    I tend to agree with Ettore on this, I think victory conditions shouldn't include the other Roman Empire, of course a human player will still do what he/she wants
    Surely to have as victory condition dont let to fall the other empire part
    how to do this?
    Other thing if we use 4sfy the building costruction time must be longer as in EB
    good idea

    Quote Originally Posted by Mylae
    i guess that slav and huns will be in a world a bit different, so they can maybe choose different solutions. they are nomads, so i've put only random territories. If huns are not been erased, slavs in 470 - 480 will appear in hun-owned territory of today russia in the map, so there will be war.
    am now thinking of Provincial campaigns. one for the Huns, another for the Slavs, maybe another for the reconquest of the West (Belisarius).
    btw, can u test if its possible to have so many provinces in victory conditions? if its possible then that will be great
    Last edited by Ramon Gonzales y Garcia; March 31, 2006 at 10:01 PM.
    Ramon Gonzales y Garcia

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  8. #8
    Mylae's Avatar Memento Mori
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    Default Re: New victory conditions

    Quote Originally Posted by Ettore
    I advise you to read a very good history book on that: "Stilicone" of Santo Mazarino published in 1990 by Rizzoli
    ok quando torno in italia lo compro :yes

    if you find conditions balanced, ok, then.
    about the code, on my pc i start with almost all cities in no growth: some of them grow after few turns, others no.
    i will try to experiment a thing: we could 1)enlarge the city level for romans: i mean increase the number of Huge cities,and so increase the buildings number in there; 2) increase the population present in such cities: they will no grow... i take experiment few days ago and rome has negative growth (of -5/8%) for 20 turns whilst i have increased start population to about 450.000, and happiness is about 200%.
    Extravagant developer of Invasio Barbarorum: Flagellum Dei; Developer of Paeninsula Italica
    Creator of the XV-Century Machiavello Total War Mod (2.0) for M2TW



    Honorabilis Gaius Baltar est mihi patronum.

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