Results 1 to 8 of 8

Thread: Question about adjusting action points in descr_character.txt

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    divyanthj's Avatar Laetus
    Join Date
    May 2008
    Location
    Bangalore
    Posts
    19

    Default Question about adjusting action points in descr_character.txt

    Observe the colored text in this code.



    Code:
    ;    This file contains the character profession attributes, the idea being that a
    ;    character has a certain set of skills and a current profession. The character
    ;    is represented by his profession: if he is acting as a general, he will get
    ;    represented as a general of a strat_model dictated by his combat skills.
    ;
    ;    This file gets parsed on application startup but is not otherwise referred to.
    ;    The data format is thus:
    ;
    ;    ;                        indicates a comment ;-)
    ;
    ;    type                    indicates a new character type
    ;
    ;                                must be followed by id name string (phrase)
    ;
    ;    faction                    indicates one or more factions which use the following
    ;                                strat_model descriptions, valid entries are these:
    ;
    ;                                venice, sicily, milan, denmark,
    ;                                egypt, scotland, aztecs, mongols, turks, france,
    ;                                hre, england, portugal, poland, byzantium, moors,
    ;                                russia, spain, hungary, slave
    ;
    ;                                if a given faction is not present in a given character
    ;                                type listing, that faction cannot use characters of that
    ;                                type - so not all factions have access to all character
    ;                                professions
    ;
    ;    dictionary                specifies dictionary entry for character type name
    ;
    ;                                note that there is one dictionary entry per type per
    ;                                faction set, allowing different names for the same
    ;                                character type - ie a diplomat barabarian could be a
    ;                                'chieftain', while a southern_european might be a 'legatus'
    ;
    ;    strat_model                model to represent the character on the strategy map
    ;
    ;    battle_model            model to represent the character on the battle map (optional)
    ;    battle_equip            equipment character has on the battle field must be followed by a  weapon type,
    ;                            (not missile weapon type) and armour type
    ;
    ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    starting_action_points    200    ; default value for all characters and pathfinding calculations
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    type            named character
    
    actions            moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, bribe, exchange, building_fort, building_watchtower
    wage_base        200
    starting_action_points    800
    
    faction            venice
    dictionary        15
    strat_model        southern_general
    battle_model    Northern_General
    battle_equip    gladius, chainmail shirt helmet and rectangular shield
    
    faction            sicily
    dictionary        15
    strat_model        southern_general
    battle_model    Northern_General
    battle_equip    gladius, chainmail shirt helmet and rectangular shield
    
    faction            milan
    dictionary        15
    strat_model        southern_general
    battle_model    Northern_General
    ....
    ....
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    type            admiral
    
    actions            moving_normal, quick_sail, blockade, disembark, exchange
    wage_base        50
    starting_action_points    1300
    
    faction            venice
    dictionary        15
    strat_model        julii_admiral
    
    faction            sicily
    dictionary        15
    strat_model        brutii_admiral
    
    faction            milan
    dictionary        15
    strat_model        scipii_admiral
    ...
    ...
    
    battle_equip    gladius, chainmail shirt helmet and rectangular shield
    Ok. Here, clearly the default action points (in red) is different from those of "named character" and "admiral" (blue).

    But the movement points in my campaign game seems to be affected only by the text in red. Why is it so?

    I want to increase the action points of all my ships by a great extent but I am unable to do so. All my troops/fleets action points seems to be affected by the text in red alone.

    However, I am able to change movement points of agents though. I can make a spy or a merchant move from one end of the map to the other in 2 turns. But the same is not the case with ships.

    How do I increase the movement points of ships alone?

  2. #2
    divyanthj's Avatar Laetus
    Join Date
    May 2008
    Location
    Bangalore
    Posts
    19

    Default Re: Tutorial-Basic Movement Range Adjustment, Including Troop Units

    Is it possible to add something like

    <naval_movement_points_modifier float="1.5"/>
    or
    <fleet_movement_points_modifier float="1.5"/>??

    I want to increase ships' movement points.

  3. #3
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,751
    Blog Entries
    3

    Default Re: Tutorial-Basic Movement Range Adjustment, Including Troop Units

    Not needed change the movement points of admirals in descr_character.txt as per the OP in the other thread. As to why it doesn't work perhaps you've gone over whatever the maximum allowed value is.
    Last edited by Squid; October 28, 2011 at 10:23 AM.
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  4. #4
    divyanthj's Avatar Laetus
    Join Date
    May 2008
    Location
    Bangalore
    Posts
    19

    Default Re: Question about adjusting action points in descr_character.txt

    Not needed change the movement points of admirals in descr_character.txt as per the OP in the other thread. As to why it doesn't work perhaps you've gone over whatever the maximum allowed value is.
    In my previous installation, I could change the values of action points for admirals alone or named characters alone. Only this time, I'm facing the problem.

    All army/navy movement points seems to be affected by the red text. In this example, I've set starting_action_points as 200. This seems to apply to "Named Characters" , "Generals" and "Admiral" all at once. Speaking of the maximum limit, I believe there is no such thing. If I set the first occurence of "starting_action_points" to 1300, I get to move ALL my military/naval units over long distances.

    PS: I've patched my copy to 1.3 and even installed Kingdoms. I've also unpacked all data files.

    Also, could there be some other file in which you can explicitly mention that you want to alter individual unit types' movement points?

  5. #5

    Default Re: Question about adjusting action points in descr_character.txt

    Have you tried actually moving a character ? I always thought pathfinding affects the green area thingy and how far it reaches, not the actual movement of things ( I could be wrong however) But I have noticed that in some mods you can move further than the green area indicates in a single turn.

    Also are you sure that "admirals" placed by the descr_strat are classified as such and not as "named character" as their entries seem to indicate ?

  6. #6

    Default Re: Question about adjusting action points in descr_character.txt

    Quote Originally Posted by ilmrik View Post
    Have you tried actually moving a character ? I always thought pathfinding affects the green area thingy and how far it reaches, not the actual movement of things ( I could be wrong however) But I have noticed that in some mods you can move further than the green area indicates in a single turn.

    Also are you sure that "admirals" placed by the descr_strat are classified as such and not as "named character" as their entries seem to indicate ?

    yeah ur right, sometimes it doesn't show the total character points and you have to move the character in two goes!


  7. #7
    AJStoner's Avatar Lord of Entropy
    Join Date
    Dec 2010
    Location
    Currently exiled to Florida
    Posts
    1,746

    Default Re: Question about adjusting action points in descr_character.txt

    Quote Originally Posted by dannyxx30 View Post
    yeah ur right, sometimes it doesn't show the total character points and you have to move the character in two goes!
    This is especially true with ships. I gave them long moves in my mod and if they are being send a long way the green area indicator on the map doesn't really cover the full distance they can go.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Question about adjusting action points in descr_character.txt

    There is an automatic cut off at the display of the movement range. Even if you click outside that displayed range your character will move beyond that green limit. As was suggested, try to move an admiral to see the actual range.










Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •