Does anyone know how to convert settlements to the grassland type?
Does anyone know how to convert settlements to the grassland type?
sorry for asking,
but what are grassland type?
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
Well as of 3.0/3.1 all settlements are devided into 4 categories :grassland , desert ,forest and mountain.
Some factions are limited to having normal recuitement in only one of those types and very slow in the others but other factions have nomal recrutement in two.
For example Gondor,Rohan and Dale can recuit at normal speed in grassland territories and are penalised in the other but Rhun and Harad can recuit at normal speed in desert and grassland territories.This bugs because in my current campaign i can't push down into Harad from the eastern side of Mordor because all settlements are in the desert category and the replenishment speed is as fast as a snail.It also gives an unfair advantage to Rhun and Harad and i think that all other bad factions can recruit at normal speed in grassland settlements.
No they don't ,they have an unfair advantage,Harad and Rhun can recruit at normal speeds in Dale's ,Rohan's and Gondor's territory while the oposite is not true.
The bad guys can recruit at normal speeds in grasslands so don't worry.As far as i know everyone can recruit at normal speeds in grassland.
Last edited by ShockBlast; January 13, 2012 at 12:31 PM.
Might be, but at least OotMM and OoG would be annihilated much faster I think. They certainly have worse replenishment in grasland regions.No they don't ,they have an unfair advantage,Harad and Rhun can recruit at normal speeds in Dale's ,Rohan's and Gondor's territory while the oposite is not true.
Maybe Mordor would suffer some disadvantages as well, can't check at the moment.
The orcs have normal speed in grasland but it seems the elves are limited to only forest.I don't really know if i should add both resources.As far as i know the elves should be very few in numbers and couldn't fight wars with the aims of expanding.
Can i place two typs of resources? I guess it is possible.
Thanks for the fast replys guys.
Last edited by ShockBlast; January 13, 2012 at 12:50 PM.
I checked the descriptions and although I am unsure if "grasland" areas have less productivity than "mountain" areas for orc barracks, the descriptions state that orc barracks are most productive in those two area types. Same for Mordor although I just realised I didn't check the troll cages yet. Maybe someone with a turn 45+ Gundabad/OotMM/Mordor game could answer that one for you.
The switch to all "grasland" would be the most traumatic for the Dwarves I think as their barracks/archeries are best in "mountain" areas.
The easiest way to remove the issue is to simply play with Total Recruitment but I kind of like the barrack events as it allows me to have grizzled veterans of militia and I like to imagine them mocking the new "professional" soldiers for having clean uniforms and unstained shields.
Take a look at descr_strat in data\worlds\maps\campaign\imperial_campaign or similar.
The terrain is a hidden resource that you can adjust there.
You also need to delpete that map.rmv (ending probably wrong) before you start a new campaign.
PS: I don't think that it's a good idea.
Evil factions would have much longer recruitment times and the balance would suffer greatly...
What do you mean?
Do you want them look green?
Or do you want to add the hidden_resource grassland?
Edit:
Is it possible to add all hidden_resources to every region or is there a limit?
I know changing the training restictions would be easier... I am just curious.
Hidden_resources are in descr_regions![]()
Last edited by Emperor of Hell; January 13, 2012 at 12:47 PM.
It will make every unit about 75% more available
Doing so will inevitably result in multiple pools recharging at the same time (EDB unit recruitment times). I made this mistake tweaking SS files. They start overlapping each other if I remember right. You will need to adjust some things, it will be more complex than you readily imagine as I've already been down this nightmarish road adapting MOS. But it's not impossibleBut the EDB has 3 lines for every unit now.
e.g.
Gondor Infantry:
Grasland: .10
Mountain: .05
Desert: 0.025
etc.
Now, if all regions have all the hidden resources (that will work though) you now have all 3 of those pools I mentioned helping each other out. Or rather they will all be going into the same pool. It's going to cause imbalances but not neccacrly problems, the game will play without errors but recruitment will be messed up like Killersmurf said![]()
Can't i modify the Barrack of all races to use one resource to it's fulliest and then give that resource to all regions?
It seems i will have to go through all the units in the game.![]()
Just go into the unit file and increase the replenishment rate for your units in mountains, deserts, and forests. That would have much less drastic impacts overall. It would take a few minutes to make the changes, but there's nothing challenging about it.
Why would you do that? Why would anyone do that? I love the realism of the new recruitment system. One does not simply recruit Eorling Riders in the middle of Mordor.
I can live with that but it ruins the balance when Harad and Rhun can recruit at normal speed in both their native desert lands and graslands while the same is not true for Gondor or Dale.
I can live with Eorling Riders in the middle of Mordor as long as Morder can recruit it's units just as fast in Rohan.
The idea has merit but you need to bear in mind that Mordor would not be able to recruit with ease in Gondor or Rohan because they don't have a large population to begin with,graslands or no graslands , mountains or no montains.
If you want a simulation of realism we all should recruit only from our native provinces,nothing more,nothing less.How can Harad recruit any Southron from Minas Tirith?The city dwellers would grab a robe and some wood armor and start fighting for Harad?![]()
Last edited by ShockBlast; January 13, 2012 at 03:15 PM.
Well put. I agree with you fully but at times the system is against lore (to an extent).
Umbar was home to many Numenorians and by TATW I would guess more of a mixed race. In addition Gondor actually held Umbar for a few centuries so they probably had a community there which they could rely on for levies. By TATW I would hope that climate change had not been so drastic as to make one of the great havens of Numenor into nothing but desert.
The land around Nurn was supposed to be converted into a fief of Gondor or an independent land with the former slaves as its masters in the post-war era so one might assume that section to be able to support some measure of human habitation.
Changing everywhere to everything is probably not an easy idea to implement but a more limited change such as in the borderlands of old Rhovanion/Rhun or the aforementioned areas might be useful. That said I'm not sure there can be X/Y areas but I don't really know how that works.
I read on this forum earlier that unit pools might be linked to culture levels so that might work but again I have no idea how.
Yes, but some the areas need to be multiple resource types. The lands between Dale and Rhun are just to abrupt changing from grassland to desert. I think it would be better if some the lands around the sea was grassland / desert. The fortress in south mirkwood Dol Guldur could be mountain and forest, Cair Andros could have all types making it a vital point to take.