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Thread: Can you speed up Recruitment times with BGR IV in SS6.4?

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  1. #1
    Libertus
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    Default Can you speed up Recruitment times with BGR IV in SS6.4?

    Hey so my tittle pretty much sums up my question

    I'm having trouble recruiting professional units in my early era campaign; most of these professional units take 9 to 14 turns to recruit. By saying that I mean the unit will not be available to recruit for that 9-14 period of time; when I can finally recruit them it only takes 1 turn to do so. I'm playing with the default BGR IV that you get when installing ss6.4, eraly era campaign, vh/vh, savage ai and I didn't disable real recruitment.

    I read a previous post saying to go look into my (export_desc_unit) file and look for the (stat_cost) to change it. While browsing through this I noticed that the first number value equaled the recruitment time but it was all set to one; I found that there were 7 numeral values in the script for stat_cost but couldn't tell if one of them was my problem.

    Maybe I need to download BGR IV enhanced? I just previously uninstalled SS in general; I then re-installed and I noticed a big difference between having the default BGR IV and enhanced; however I think the recruitment delima stayed. Any knowledge or light that can be shown will be very much appreciated.
    Last edited by jester204; February 27, 2013 at 02:06 PM.

  2. #2

    Default Re: Can you speed up Recruitment times with BGR IV in SS6.4?

    At the top of the EDU you find a detailed explanation of what everything is, including

    ; stat_cost Number of turns to build,
    ; Cost of unit to construct
    ; Cost of upkeep
    ; Cost of upgrading weapons
    ; Cost of upgrading armour
    ; Cost for custom battles


    To change the replenishment rate of units you have to edit the export_descr_buildings.txt file.

    recruit_pool "abbasid abna spearmen" 1 0.100 1 0 requires factions { moors, }


    Amount of units of that type the pool starts with
    Replenishment rate per turn of that unit
    Maximum size of the pool of units of that type allowed by the building
    Experience that units of that type will start with




    BGR is for experienced players, and it doesn't come as a default. You can choose whether to use it or not.
    Last edited by k/t; December 11, 2013 at 01:01 PM.

  3. #3
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Can you speed up Recruitment times with BGR IV in SS6.4?

    Quote Originally Posted by Gigantus View Post
    Are you talking about actual recruiting time or the time it takes until a new unit is available? The recruiting time is governed by the EDU, the 'refill' time is governed by the EDB.










  4. #4
    Libertus
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    Default Re: Can you speed up Recruitment times with BGR IV in SS6.4?

    Thanks K/T for the explanation. I'm just looking into it and I'm thinking holy ****

    Do I have to go through every line in the script to change all units refill time? or can I change it all within a few sections of the script.
    Or could I get around it if I just disabled real recruitment and changing a few scripts.

  5. #5

    Default Re: Can you speed up Recruitment times with BGR IV in SS6.4?

    Real Recruitment plays some role in the unit pool sizes and replenishment rates, but it also governs when units will become available, as Point Blank wanted units to appear when they appeared historically and disappear when they became obsolete in history. My guess is that disabling RR will not change the pool sizes and replenishment rates - it will merely make all units available from the start.

    To change the replenishment rates you have to edit every line.

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