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Thread: Why does a modded EDU reset to the original EDU?

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  1. #1

    Default Why does a modded EDU reset to the original EDU?

    I've modded MTW2 but not really modded RTW very much. When I alter the unit costs in the EDU; rename the original EDU = export_descr_unit_old.txt, then my new EDU = export_descr_unit, then I would expect to see it in game. Instead there's no change, and no wonder, my altered EDU is gone.

    Does EB run a script to create an EDU if it sees changes?

  2. #2

    Default Re: Why does a modded EDU reset to the original EDU?

    Because if you're using the Trivial Script, then it overwrites the one in EB\SP edu backup. Same goes map.rwm.

  3. #3

    Default Re: Why does a modded EDU reset to the original EDU?

    Quote Originally Posted by QuintusSertorius View Post
    Because if you're using the Trivial Script, then it overwrites the one in EB\SP edu backup. Same goes map.rwm.
    Well, I play a ton of custom battles, but never multiplayer. After googling it, one post mentions, "use the "EB Play" shortcut in the RTW-folder to start EB," if you're not wanting to use the Trivial Script. How do you do that?
    I'm using the EB Single Player shortcut in my RTW folder to start the game, so it shouldn't utilize the Trivial Script, right?

    Trying to adjust the costs of units to make it scaled based upon the EDB costs for buildings, so quartering the cost of units and upkeep. Altered the EDCT so high treasury doesn't matter with Corruption traits until you conquer at least five settlements and then have 50000. Then gave every kingdom 100K in the descr_strat so they have cashflow to build infrastruture. Many like Carthage have over five settlements needing walls and they're expensive.

    Doing all that will result in the AI not having to disband veteran units, can have a cushion for many turns so they can build infrastructure, train units, and create new soldiers too.

    Otherwise the AI isn't very smart, has to juggle a lot of things in the first 25 turns to stay alive and pay their bills. And then the situation is nothing like the 1st and 2nd Punic Wars. Carthage seems very stable, with only the Greeks utilizing the extra cash to attack the Macedonian capitol. I doubt it works out for them.

    The goal is to boost the economy enough that Carthage can maintain a high enough navy and units, and the Romans can make their way to conquering Southern Italty to Rhegion, such that it's natural for the Romans to cross into Sicily and touch off the war. But as the EDU and descr_strat are currently configured, that isn't going to happen very well.

    It probably means far more prebuilt infrastructure so the economies are better for kingdoms all around (so boosting the traits to compensate for those governor's building them), have the walls already built, plus the above, and so making it very easy in turn #1 for kingdoms to maintain larger starting armies. Then the 1st Punic War touching off on schedule.

    Since the mercs are so expensive, but the AI has a huge amount of cash, then it makes sense to limit the first year(the start_year command) that the mercs appear, so that the AI doesn't waste money on expensive mercs, but builds their own units instead.
    Last edited by RubiconDecision; July 12, 2014 at 05:47 AM.

  4. #4

    Default Re: Why does a modded EDU reset to the original EDU?

    There's a really, really simple solution if you want to use a modified EDU: put it in the backup folder for either multiplayer (MP) or single player (SP). Then whichever one you play, it will overwrite the EDU being used with that one.

    On disbanding, I don't think the AI ever disbands. Same as it rarely (if ever) retrains.

  5. #5

    Default Re: Why does a modded EDU reset to the original EDU?

    Quote Originally Posted by QuintusSertorius View Post
    There's a really, really simple solution if you want to use a modified EDU: put it in the backup folder for either multiplayer (MP) or single player (SP). Then whichever one you play, it will overwrite the EDU being used with that one.

    On disbanding, I don't think the AI ever disbands. Same as it rarely (if ever) retrains.
    Thanks! That is easier that what I was going to do. I wasn't sure if EB would run without the Trivial Script, so I was researching if I could run EB without it and changing the command in the icon to run RTW somehow to call the EB mod.

    I stopped playing RTW a long time ago, and have played MTW2 since it came out. It's too bad the same mod commands won't always work, as you apparently can't issue a start year for the mercs, but you can set the initial to zero, and hopefully the AI since it has so much starting cash won't purchase any until it really needs it later.

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