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  1. #1
    noelfaz's Avatar Foederatus
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    Default 25 turns to train elite units ?

    i've just come back to this mod after a long break and enjoying it like i used to but i find the unit recruitment times to be a tad excessive for my taste
    in principle i understand why it's like that i just find for me that 7 turns to train a new unit of snags is too much for the gameplay i want.
    is there i way to edit the text files in my data folder to reduce it , i've looked myself but there are millions of text and words ? i have found it is possible to change many things and loving it ha .So i hope it is possible

  2. #2
    sanderman2's Avatar Centenarius
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    Default Re: 25 turns to train elite units ?

    7 turns for a snaga??
    @ my place theyre 1...

    Anyways you should go the export_descr_unit file
    You can find it in C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age_3\data


    Now here is the thing you wanna change :

    type Gondor Infantry
    dictionary Gondor_Infantry ; Gondor Infantry
    category infantry ; Quality
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Norse_Swordsmen, 60, 0, 1.2
    officer gondor_captain_early_flag
    officer gondor_captain_early_flag
    mount_effect elephant +2
    attributes sea_faring, hide_forest, can_withdraw, legionary_name, free_upkeep_unit
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 9, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 8, 2, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 0, -2, 0, -2
    stat_mental 14, disciplined, trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 650, 270, 85, 85, 650, 3, 150
    armour_ug_levels 3, 4, 5
    armour_ug_models gondor_infantry, gondor_infantry_ug1, gondor_infantry_ug2
    ownership sicily, timurids
    era 0 sicily
    era 1 sicily
    era 2 sicily
    recruit_priority_offset 10

    The number directly after stat_cost is the the turns you need to recruit it.

  3. #3
    noelfaz's Avatar Foederatus
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    Default Re: 25 turns to train elite units ?

    No i mean after i train one unit i have to wait 7 turns for it to be available again . 7 turns to get a new unit of snags for isengard for example and 20 or more for elite units

  4. #4

    Default Re: 25 turns to train elite units ?

    That's in the EDB. TATW's is particularly complicated to allow for the different faction's productivity levels based on the regional terrain. So it will take editing multiple entries for each level of building. First I would check in your game that this isn't what is causing your grief as it is intentional. Orcs have 100% replenishment in mountains, 75% in grassland, and 50% in desert or forest; better prospects than the good factions.

    But if you still want to change it, go to the data folder he mentioned and find export_descr_building. Scroll down until you find the building which recruits the unit you want to change. Snagas should be in the barracks section.

    Code:
    town_watch city requires factions { sicily, byzantium, milan, scotland, turks, spain, venice, england, france, hre, portugal, egypt, mongols, moors, } 
            {
                convert_to 1
                capability
                {
                    recruit_pool "High Sword"  1   0.12   2  0  requires factions { egypt, }  and region_religion orthodox 33 and hidden_resource forest
    This is an example straight from the file. Find the unit you want. You see the name* there in quotes. There's a bunch of other stuff but all you need is the second number there in red. It shows what portion of a unit replenishes every turn. A value of 1 will have a new unit available very turn, .5 every two turns, the current value of .12 would require ~9 turns.

    *The name given here is required to match the name given in the export_descr_unit file(EDU) and not the one given in game, so be warned, they occasionally vary.

    EDIT: As a general rule, whenever you edit anything you should back up the file you plan to alter, just in case. Hope this helps.
    Last edited by deusvult6; December 23, 2012 at 06:25 AM.
    What's life like if you don't take a chance now and then? ~ Matrim Cauthon

  5. #5

    Default Re: 25 turns to train elite units ?

    What can be add is that the "1" before "0.12" is how many units are available from the start (that is, construction of barracks) and "2" behind "0.12" is how many units can wait in barracks for your recruitment.
    "He that is wounded in the stones, or hath his privy member cut off, shall not enter into the TWCenter" Deuteronomy 23:1

  6. #6
    noelfaz's Avatar Foederatus
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    Default Re: 25 turns to train elite units ?

    deusvult6 - thank you that helps a lot i know the file you mean but it looked like nonsense because it was so unclear but now it is clear thanks guys ! are these changes save game compatible like changing unit stats ?

  7. #7

    Default Re: 25 turns to train elite units ?

    They are save game compatible. Also I think part of your problem is the terrain of the regions.

  8. #8
    noelfaz's Avatar Foederatus
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    Default Re: 25 turns to train elite units ?

    My idea is to only have 3 units per faction that can be trained above normal . Say 1 unit every 2 or 3 turns instead of 1 every 7 or 10 turns . and to change it so the Ai build those units by upping the recruit_priority_offset so they train those units more . That's what i hope anyway . Why would the terrain of the regions make it more difficult ?

  9. #9
    Withwnar's Avatar Script To The Waist
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    Default Re: 25 turns to train elite units ?

    Why would the terrain of the regions make it more difficult ?
    Because Orcs, for example, are more at home in mountains and therefore breed faster. And someone like Rohan would breed slower in mountains because they're men and need wide open spaces for crops etc. That's the idea anyway, so certain factions are 'stronger' in 'native' areas (terrains) and weaker in non-native.

  10. #10
    Dude with the Food's Avatar Campidoctor
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    Default Re: 25 turns to train elite units ?

    I've known this but I never realised it went to 25 turns!!! Until this came up and then weirdly in an OOG campaign I found it took 25 turns for moutain trolls. The next day!
    Spoiler Alert, click show to read: 
    I am me. You are not me. You are you. If I was you, I wouldn't be me.
    If you were me, I'd be sad.But I wouldn't then be me because you'd be me so you wouldn't be me because I wasn't me because you were me but you couldn't be because I'd be a different me. I'd rather be any kind of bird (apart from a goose) than be you because to be you I'd have to not be me which I couldn't do unless someone else was me but then they would be you aswell so there would still be no me. They would be you because I was you so to restore balance you would have to be me and them meaning all three of us would become one continously the same. That would be very bad.


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