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  1. #1

    Icon1 My SS 6.4 minimod

    Hi guys.
    I'm playing SS for a long long hours. But during this time, I've made a little modyfication that may be in you taste. Play it only VH/any battle dificulty.

    There are 3 main changes:
    1. Economy.
    It's much harder to grow for everyone. King's purses are smaller and the is no script that gives AI money when it has minus. AI turns go much faster , because the are less troops on the map.
    2. Religion
    Religion conversion is 10 times slower. So you can spend some time to assimilate new conquests.
    3. Relations
    More relations defined than in standard SS 6.4 and Christian nations are not so warlike among themselves.

    To use this minimod, just replace this 3 files in you early campaing directory.
    Last edited by certoipus; May 12, 2012 at 02:31 PM.

  2. #2

    Default Re: My SS 6.4 minimod

    Hi certoipus;

    Can you please make a similar mod for the late compain?

    I understand that you modified descr_campaign_db.xml file to reduce religious conversion rates, and descr_strat.txt file for diplomatic conditions and relations. And finally campaign_script.txt to modifie economy, king purses, ai money bonuses etc... Am I right?

    May I ask you for a detailed explanation on which lines did you modified/deleted from the campaign_script.txt ? So that I can mod those lines myself for the late campaign.


    Thanks in advance...
    Last edited by erkanus; May 14, 2012 at 08:03 AM.

  3. #3

    Default Re: My SS 6.4 minimod

    1. Find the section in campaign_script called "G5 Faction Economy Script" and delete that entire section to get rid of giving or taking away money to AI factions based on their treasury.

    2. King's purse is defined in descr_strat. Not campaign_script. For example,
    Spoiler Alert, click show to read: 
    faction denmark, sailor smith
    ai_label catholic
    denari 10000
    denari_kings_purse 1000
    settlement

    The "denari" line is how much money Denmark starts out with. The "denari_kings_purse" is their king's purse.

    3. Yes, starting faction relations are defined in descr_strat. However, if you actually want to change diplomacy, descr_faction_standing is the correct place to do it. Descr_strat can only change starting diplomacy, while descr_faction_standing impacts diplomacy throughout the campaign. Here is the part of descr_faction_standing that defines the relation change of factions with other faction's of the same religion.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger 0085_Update_Religion
    WhenToTest FactionTurnStart

    FactionStanding own_religion normalise 0.8 100

    Increase the 0.8 anywhere up to 1.0 and decrease the 100 if you want to make factions of the same religion like each other more.

    4. I mentioned how to get rid of the artificial modifications of treasuries in point 1. However, there are also many, many economic and other bonuses that the AI receives in EDB. If you want to get rid of those, go to campaign_script and find the section called "Is the AI?".
    Spoiler Alert, click show to read: 
    ;===================== Is the AI? =======================
    monitor_event PreFactionTurnStart FactionIsLocal
    set_event_counter is_the_ai 0
    set_event_counter freeze_recr_pool 0
    set_event_counter citadel_boost 0
    end_monitor

    monitor_event PreFactionTurnStart not FactionIsLocal
    set_event_counter is_the_ai 1
    set_event_counter freeze_recr_pool 0
    set_event_counter citadel_boost 0
    end_monitor

    ;--- AI Citadel check
    monitor_event PreFactionTurnStart IsFactionAIControlled
    and not FactionBuildingExists = citadel
    and I_TurnNumber > 120

    set_event_counter citadel_boost 1
    end_monitor

    Change two of the 1's to 0's. I've bolded them below.
    Spoiler Alert, click show to read: 
    ;===================== Is the AI? =======================
    monitor_event PreFactionTurnStart FactionIsLocal
    set_event_counter is_the_ai 0
    set_event_counter freeze_recr_pool 0
    set_event_counter citadel_boost 0
    end_monitor

    monitor_event PreFactionTurnStart not FactionIsLocal
    set_event_counter is_the_ai 0
    set_event_counter freeze_recr_pool 0
    set_event_counter citadel_boost 0
    end_monitor

    ;--- AI Citadel check
    monitor_event PreFactionTurnStart IsFactionAIControlled
    and not FactionBuildingExists = citadel
    and I_TurnNumber > 120

    set_event_counter citadel_boost 0
    end_monitor
    Last edited by PapaRosario; May 14, 2012 at 08:35 AM.

  4. #4

    Default Re: My SS 6.4 minimod

    That was quite helpfull
    I will study those codes as soon as possible.
    Thank you so much

  5. #5

    Default Re: My SS 6.4 minimod

    erkanus - sorry, I can't make this mini mod for late campaign, because I never play it.
    This mod is an effect of 100h hours playing the early camp

    PapaRasario, can you explain more:
    "Increase the 0.8 anywhere up to 1.0 and decrease the 100 if you want to make factions of the same religion like each other more."
    Give some examples. I want to experiment with it, as SS 7.0 is not ready still....

  6. #6

    Default Re: My SS 6.4 minimod

    All relations in this game are based off a scale from -1.0 to 1.0. -1.0 is the worst possible relations you can have with another faction. 1.0 is the best possible relations you can have with another faction.

    Descr_strat defines the relations between factions at the beginning of the game. Descr_faction standing defines how the relations will change over the course of a campaign. It keeps track of two different types of numbers. The first is your global standing (i.e. trustworthy, dubious, reliable, etc.) and the other is your relations with other factions. These numbers are both on a scale from -1.0 to 1.0.

    There are two different types of changes to your relations and global standing within descr_faction_standing. Here's an example that contains one of each.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger 0079_F_Trade_Agreement
    WhenToTest FactionTradeAgreementMade

    FactionStanding target_faction 0.05
    FactionStanding target_allies normalise 0.6 50

    FactionStanding target_faction 0.05
    This part will just add 0.05 to your relations with a certain faction. So if it was 0.1 before you get the trade agreement, it will be 0.15 after the trade agreement.

    FactionStanding target_allies normalise 0.6 50
    This part is a little more tricky. It has two numbers. The 0.6 is called the target and the 50 is called the divisor. What it does is take your current reputation and moves it towards the target by (1/divisor)%. So in the example above, if your starting relation was 0.1, this would be the calculation that happens:
    0.1 + (0.6 - 0.1)/50 = 0.11

    I'll give you one other example just because it's a little confusing. Let's say instead that your starting relation was -0.4, the target is still 0.6, and the divisor is still 50. The calculation would be -0.4 + (0.6 - (-0.4))/50 = -0.38

    So you can see with normalization, the further away you are from your target, the bigger the change will be. A positive normalization will have a bigger effect if you have bad relations with a faction than if you have good relations with that faction. A negative normalization will have a bigger effect if you have good relations with a faction than if you have bad relations with that faction.

    Those were both dealing with faction relations. The first line dealt with the faction that you got a trade agreement with. The second line dealt with the allies of the faction that you got the trade agreement with. Besides relations, there is also global standing. Here's an example of global standing.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger 0101_sack_settlement_decrease_global
    WhenToTest SackSettlement

    FactionStanding global -0.01

    What this means is that your global standing will go down by -0.01 each time you sack a settlement. And as I mentioned before, global standing is on a scale from -1.0 to 1.0.

    That's all the major stuff within descr_faction_standing. Everything else is pretty self-explanatory. Let me know if you have any other questions about it.

  7. #7

    Default Re: My SS 6.4 minimod

    Campaign_script is not save game compatible. My general rule of thumb is that anything within the world folder or any of its subfolders is not save game compatible, and anything outside of it is. I'm not sure if that's 100% true, but it has been for me with what I've changed.

  8. #8

    Default Re: My SS 6.4 minimod

    certoipus can you please clarify path where I need to place those 3 files, all I found is folder 'early' but there is no such files (I understand old files should be renamed to something to be able to revert changes) so I don't really understand what exactly to do .
    Thank you in advance, Shtopor.

  9. #9

    Default Re: My SS 6.4 minimod

    Shtopor,
    descr_strat: ...\MTW2\mods\SS6.3\data\campaign\early\world\maps\campaign\imperial_campaign
    and ...\MTW2\mods\SS6.3\data\world\maps\campaign\imperial_campaign

    campaign_script: ...\MTW2\mods\SS6.3\data\world\maps\campaign\imperial_campaign

    descr_campaign_db: ...\MTW2\mods\SS6.3\data

  10. #10

    Default Re: My SS 6.4 minimod

    Thank you, will give it a try, as in 6.4 thee is too much money floating around to the point that I run 5 full stack armies, upgrading all cities constantly, have not a single merchant (to make it harder) and still have around 200K to spare. Really pathetic. Don't know what others are so excited about SS6.4.
    Will report in a week or two as I will be away.
    Thank you again, Shtopor.

  11. #11

    Default Re: My SS 6.4 minimod

    hehe, I've experienced the same, so I've made this minimod.

    Try to play Norway (VH of course), it's almost impossible
    Kiev Rus are also very challenging.

  12. #12

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