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  1. #1

    Default High Eleven Units Recruit Faster

    Im hoping to make the high Eleven units recruit faster but i need know what files to Modify

  2. #2

    Default Re: High Eleven Units Recruit Faster

    Do you want to decrease the time to recruit a unit or the time until the next unit of that time becomes available?

    In the first case you should change the following value in the edu (export_descr_unit.txt):
    Spoiler Alert, click show to read: 
    type Elf Archer
    dictionary Elf_Archer ; Light Elven Archers
    category infantry
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier Elf_Archer, 48, 0, 1
    mount_effect elephant +3
    attributes sea_faring, hide_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.1
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 9, 2, elven_arrow, 170, 35, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr no
    stat_sec 7, 2, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
    stat_sec_attr no
    stat_pri_armour 2, 6, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 1, 0, 2, -1
    stat_mental 10, normal, highly_trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 500, 210, 75, 75, 500, 4, 100
    armour_ug_levels 0, 1
    armour_ug_models Elf_Archer, Elf_Archer_upg
    ownership egypt, mongols
    era 0 egypt, mongols
    era 1 egypt, mongols
    era 2 egypt, mongols
    recruit_priority_offset 0

    This gives the number of turns the unit takes to be trained. As explained with a lot of other stuff at the beginning of the edu.

    If you want to change it, just replaced with any number you want and safe.


    For the second case you should do the following:
    Go to export_descr_buildings.txt in data.
    Then go to all recruitment buildings where you want to change the speed.
    You get a overview over all units of all factions that may be recruited there...

    Spoiler Alert, click show to read: 

    building equestrian
    {
    convert_to c_equestrian
    levels stables knights_stables barons_stables earls_stables kings_stables
    {
    stables castle requires factions { sicily, byzantium, milan, scotland, turks, middle_eastern, france, hre, portugal, greek, }
    {
    convert_to 0
    capability
    {
    recruit_pool "Eldar Cavalry" 0 0.05 1 0 requires factions { egypt, } and region_religion orthodox 60
    recruit_pool "Silvan Horsearchers" 0 0.05 1 0 requires factions { mongols, } and region_religion orthodox 40
    recruit_pool "Dol Amroth Knights" 1 0.15 2 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Southron Lancers" 1 0.2 2 0 requires factions { spain, } and region_religion catholic 25
    recruit_pool "Goblin Wargs" 1 0.08 1 0 requires factions { hre, portugal, } and region_religion catholic 25
    recruit_pool "rohan scouts" 1 0.25 3 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "Variag Raiders" 1 0.2 2 0 requires factions { venice, } and region_religion catholic 15
    recruit_pool "Dale Yeomen" 1 0.15 2 0 requires factions { scotland, } and region_religion northmen 20
    recruit_pool "Arnor Sergeants" 1 0.15 1 0 requires factions { byzantium, turks, } and region_religion numenorian 50 and event_counter union_accepted 1
    recruit_pool "Merchants" 1 0.06 1 0 requires factions { turks, } and region_religion northmen 25 and not event_counter union_accepted 1
    recruit_pool "Dol Amroth Knights" 1 0.2 2 0 requires factions { timurids, } and region_religion numenorian 15 and event_counter coronation 1
    recruit_pool "Gondor Cavalry" 1 0.2 2 0 requires factions { timurids, } and region_religion numenorian 60 and event_counter coronation 1
    ;
    trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
    }
    material wooden
    construction 4
    cost 1200
    settlement_min town
    upgrades
    {
    knights_stables
    }
    }


    The value in red shows how much of the unit will be filled up in one round. For recruitment you need at least one full unit, so divide 1 through the red number to get the number of turns until the next unit is ready (20 turns for Eldar cavalry in this case)

    You can change the value as you want, a higher number means faster availability.

    Remember you must change this value for all high elven units in all buildings if you want to have the effect in any level of building (a bit of work... )


    Apart from that, there is a special modding thread for Medieval 2 and a nice wiki, too.

  3. #3

    Default Re: High Eleven Units Recruit Faster

    thanks

  4. #4
    Trailhog250's Avatar Semisalis
    Join Date
    Dec 2010
    Location
    Alabama, USA
    Posts
    416

    Default Re: High Eleven Units Recruit Faster

    Yes he is right +rep btw

    But do bear in mind, allowing their units to recruit faster will not be very gameplay friendly. If they recruit fast they'll stomp pretty much everyone as they have some very strong units. But, then again it's a mod and all modders see things different if you need some help send me a PM.

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