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Thread: Pirate Fix

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  1. #1

    Default Pirate Fix

    I noticed a lot of pirates showing up randomly all over the map which drives me nuts. I looked at the export_descr_buildings file and noticed the hidden resource is present in the file but is nowhere listed in the descr_regions file. This is understandable in a release of this magnitude. The attached rar file has an updated descr_regions file which will prevent pirates from cropping up in the smaller lakes but will still allow them to appear in the largest lakes and all salt water seas.

    Here are a few screenshots illustrating the pirate issue:
    Spoiler Alert, click show to read: 

    The file should be placed in the Program Files\Sega\Medieval II Total War\mods\EBII\data\world\maps\base folder. I do not believe it is save game compatible.
    Attached Files Attached Files

  2. #2
    Moon's Avatar Centenarius
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    Default Re: Pirate Fix

    There are other ways of destroying the pirates.

    Quote Originally Posted by Gigantus View Post
    As far as I know only the hidden_resource prevents spawning, deep ocean setting in map_ground_type doesn't prevent it if slave ships have the ocean_going capability.
    I usually exterminate pirate ships on a regular basis by using a custom attribute in the EDU and using the kill_unit command:
    Code:
        ; === Sink the Pirates ===
         ; pirate ships will spawn in lakes, even with ground types set to high seas.
         ; using the attribute 'pirate_ship' in EDU will get those ships sunk every 10 rounds
         
         declare_counter pirates
         monitor_event FactionTurnStart FactionIsLocal
             and I_TurnNumber > 10
             inc_counter pirates 1
             
             if I_CompareCounter pirates > 9
                 destroy_units slave pirate_ship
                 set_counter pirates 0
             end_if
         end_monitor

  3. #3

    Default Re: Pirate Fix

    I was not aware of this method.

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