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Thread: Navy movement with armies in them

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  1. #1

    Default Navy movement with armies in them

    I'd like to speed up naval movements that are empty or have agents in them, but decrease naval movements that have armies in them. I'm tired of having armies land on my islands without knowing where they came from.

    Also, is it possible to mod naval combat so I don't have to fight the same battle eight or nine times to finally destroy their ship?

  2. #2
    Vegas_Bear's Avatar Biarchus
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    Sep 2005
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    Default Re: Navy movement with armies in them

    The movement points, MP, are determined in this file, descr_character.txt. It is located in the main data folder. Edit the starting_action_points for each character type to suit your needs.

    Ship movements consists of two figures, the MP of the army/agent and the MP of the ship. If an agent or army have less MP than the ship, it will only travel the distance of the army/agent. If the ship has less MP then the army/agent, the ship will only go as far as it MP allow. So for best results, place your army/agent on land next to you fleet, so on the next turn they will be at max MP.

    VB

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