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Thread: New Script: Each unit recruited draws from local population

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  1. #1

    Default Re: New Script: Each unit recruited draws from local population

    Quote Originally Posted by alreadyded View Post
    GarrisonToPopulationRatio works, I use it a lot. With one or more units garrisoned you can set it so you can't recruit with too low of a population if you set the ratio to the right number maybe. If they have no units garrisoned they might be able to get around it though, not sure. I suppose you could set it up so they need a garrison before recruiting as well to prevent this, not sure though. I lost all my docudemons files so I need to re-download before I can be too much help.

    Update:

    I froze the recruitment when a city population was below 1000 and there was 1 garrison troop with this script. I guess this makes some sense... a city of 1000, has 500 woman, 100 children, probably 400 men with only half actually able to serve...I will have to add the condition:

    monitor_event SettlementTurnStart SettlementName Lake_Evendim
    and GarrisonToPopulationRatio > 0.150
    freeze_recruit_pool Lake_Evendim_Province true
    end_monitor

    The problem obviously is you can't recruit if you need to protect the city... I suppose troops can sit outside the city so it is easily exploitable... I am also having problems getting the settlement to be able to recruit again. I tried:

    monitor_event SettlementTurnStart SettlementName Lake_Evendim
    and GarrisonToPopulationRatio < 0.149
    freeze_recruit_pool Lake_Evendim_Province false
    end_monitor


    I need help with this above monitor to get Lake Evendim to be able to recruit again... the top monitor works but I can't get recruitment back even when the settlement has no garrison...
    Last edited by orclover5; December 20, 2013 at 09:36 PM.

  2. #2

    Default Re: New Script: Each unit recruited draws from local population

    Without knowing anything about scripting:
    I love the idea, but there will be much more work needed then "just" getting the script to work to make it playabe.

    as in one of the first posts stated, elven factions might get problems with their low population (althought i always have highest population of all on my lorien-campaigns at around turn 100 with 2 cities...), so they would need much less units per troop, but better trained.
    this will need some really good balancing, especially on their archers. else a troop of snagas might kill an elite elven troop, just because they don't have enaugh arrows in the air fast enaugh. this just shouldn't happen. so we need somewhat more damage and accuracy on them, or even faster shooting (is that possible without destroying the animation?).

    but the real problem will be the orc factions.
    first, they don't multiply like orcs. that's fine as long as the game works like now, but if you recruit just 4 troops of snagas you might empty most orc towns. and without much higher growth rates they won't recover from it, especially not the AI.
    Also, troll count as "heavy infantry"... but having only 12 units, not 250 like most other orcs. so "unit class" won't work for them.

    And: somewhere in the script you have to check for the faction, can't see it until now. but maybe i just don't understand enaugh of it.
    either this, or all infantry and missile would have to count as 250.
    for in orc armies, everybody hold a "weapon", while in human armies they have supply waggons and all those people who travel behind the army... even more for elite, so that's ok.
    (well, 225 supporter for 25 bodyguard cavallery seems a bit... extrem)
    but trolls? 238 people for... food? o.0
    also, i don't think an elven army has such a big baggage. they are naturelovers after all, stamp with thousand feet and there is no more nature.
    also can't imagine elrond going to a "courtesan" after battle... sure, some smiths and so on, but due to their quality of equipment even less. elven swords are cose to indestructable, at least against those wooden orc shields


    sorry for some inappropriate english.... but i think the thoughts are somewhat clear.
    I really like the idea, and in combination with the dynamic garrison script somewhere else here it would make population a really war-deciding thing.
    don't think the AI will get it right, but must be awsome for multiplayer.

  3. #3

    Default Re: New Script: Each unit recruited draws from local population

    Quote Originally Posted by Terrorgnom View Post
    Without knowing anything about scripting:
    I love the idea, but there will be much more work needed then "just" getting the script to work to make it playabe.

    as in one of the first posts stated, elven factions might get problems with their low population (althought i always have highest population of all on my lorien-campaigns at around turn 100 with 2 cities...), so they would need much less units per troop, but better trained.
    this will need some really good balancing, especially on their archers. else a troop of snagas might kill an elite elven troop, just because they don't have enaugh arrows in the air fast enaugh. this just shouldn't happen. so we need somewhat more damage and accuracy on them, or even faster shooting (is that possible without destroying the animation?).

    but the real problem will be the orc factions.
    first, they don't multiply like orcs. that's fine as long as the game works like now, but if you recruit just 4 troops of snagas you might empty most orc towns. and without much higher growth rates they won't recover from it, especially not the AI.
    Also, troll count as "heavy infantry"... but having only 12 units, not 250 like most other orcs. so "unit class" won't work for them.

    And: somewhere in the script you have to check for the faction, can't see it until now. but maybe i just don't understand enaugh of it.
    either this, or all infantry and missile would have to count as 250.
    for in orc armies, everybody hold a "weapon", while in human armies they have supply waggons and all those people who travel behind the army... even more for elite, so that's ok.
    (well, 225 supporter for 25 bodyguard cavallery seems a bit... extrem)
    but trolls? 238 people for... food? o.0
    also, i don't think an elven army has such a big baggage. they are naturelovers after all, stamp with thousand feet and there is no more nature.
    also can't imagine elrond going to a "courtesan" after battle... sure, some smiths and so on, but due to their quality of equipment even less. elven swords are cose to indestructable, at least against those wooden orc shields


    sorry for some inappropriate english.... but i think the thoughts are somewhat clear.
    I really like the idea, and in combination with the dynamic garrison script somewhere else here it would make population a really war-deciding thing.
    don't think the AI will get it right, but must be awsome for multiplayer.

    1. Only the tier one elves will be included in the script
    2. The orc band, scouts, rabble, snaga will not be included in the script as they are innumerable and do not take up resources per say
    3. The script will only be completed if I can figure out a way to freeze recruitment, the method I have come up with may not be worth it as it requires a garrison and is easily exploitable and you are punished for filling your city with troops.... in my opinion there is a reason this script hasn't been instituted in major mods for m2tw, the EDB is a simpler way to manage recruitment pools and punish for low population growth... even if it is a little forced and unrealistic.

  4. #4
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    Default Re: New Script: Each unit recruited draws from local population

    What condition would be used if the region was to get a population boost if a certain structure was built?

  5. #5
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    Default Re: New Script: Each unit recruited draws from local population

    Orcie could you answer my question? Would be much obliged.

  6. #6

    Default Re: New Script: Each unit recruited draws from local population

    Quote Originally Posted by Tankbustaz View Post
    Orcie could you answer my question? Would be much obliged.

    Let me preface by saying I have 2 weeks of scripting experience so I will LIKELY be wrong....

    1. Download this guide.... it gives you basically everything you need to know to do any possible script... the problem is we never really know exactly what is possible or practical....http://www.twcenter.net/forums/showt...Docudemons-4-0

    2. You want a condition that does a check to see if a building exists in our faction... so I found

    FactionBuildingExists >= governors_house... in the conditions area of the guide....you will then look for a console command that adds money...add_money faction does this....


    monitor_event FactionTurnStart FactionType turks
    and FactionIsLocal
    and FactionBuildingExists > = Merchant_Bank
    add_money 10000

    try this out...search in the guide for more efficient examples and look on the web for examples of similar scripts... like when mods tie anything to a building in the campaign script... I am sorry if I disappointed you... I have no scripting experience and am just learning. Maybe an expert will show and help you. Also you can ask this question in the modding questions section on the front page of the TATW section of TWC.




    Last edited by orclover5; December 21, 2013 at 07:00 PM.

  7. #7

    Default Re: New Script: Each unit recruited draws from local population

    Are there any mods which use this script?

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