Dresden, that's both human and AI players no matter what, correct?
HEY ALL, I just tested in_all_your_provinces scope and it works GREAT with the food!
Dresden, that's both human and AI players no matter what, correct?
HEY ALL, I just tested in_all_your_provinces scope and it works GREAT with the food!
Yes, the effects_bundles_to_effects_junctions table addition of rom_building_gdp_subsistence_faction_capital_hidden will apply to both the AI and the player, but its the only way to increase income for specific factions vs. all AI factions, as far as I know.
And again, in_all_your_provinces WILL work, but it will increase as the factions province count increases, and decrease in the same fashion. Just something to keep in mind.
Well, if figured it out correctly, it should be possible at least (although I don't know wheter or how well it works)
Try (in campaign_difficulty_handicaps_tables):
rom_tech_military_management_upkeep:cost
rom_tech_civil_economy_tax_mod
usw.
I don't know if you'd have to raise or lower the values, just make sure that the column "human" has "false" (or is disabled, if you use the checkboxes). Would be interested myself, if this thing works as intended.
He only wants to add it to specific AI factions, not all of them, which makes this just a little more difficult to achieve.
I can't see this being achieved through db editing in a single mod. You would almost certainly have to script such an effect to achieve the desired result.
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
campaign_difficulty_handicaps_tables are for all factions - human, or ai. Scripting is a good idea - but i never tryed it...
Oh, OK.That makes things complicated, indeed. I agree that db editing won't do that most likely; but I haven't seen any possibilities to do scripting as extended as it was in times of MEII, where such a script wouldn't have been a serious matter. If someone found out how to do major scripting changes, we could also modify the civil war event, which I've found requested by several people.
All the lua files are scripts. The major one is scripting.lua in the main_rome directory (data_rome2->campaigns), and it calls on lua files found in both data packs. The difficulty with scripting lies with getting to the correct context for your action and/or what actions you can take from the current context.
In this example, you could make use of the pre-defined "OnFactionTurnStart" function, check if player_faction matches any of the boosted factions, and if so apply the inverse effects to the player. The problem being, I'm not entirely sure how to apply said effects to a faction.
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
So, the original way of making this mod (Campaign difficulties tables) seems to be no longer working in patch 7 beta. Something CA did has broken that way of giving the AI extra food.
Which is pretty disappointing since there are starting factions still beginning with starvation.
Has anyone else gotten this to work with patch 7?
Yes, they changed one effect in effect_bundles_to_effects_junctions_tables, Food reserves were replaced by rom_payload_food - so replace food reserves with rom_payload_food in campaign_difficulty_handicap_effects_tables and all should be working fine again.
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Updated the OP with the correct effect definition, and added an image as an example.