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Thread: Looking for variables regarding siege escalation.

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  1. #1

    Default Looking for variables regarding siege escalation.

    I have been fishing through the campaign variables for some time, and I am starting to notice: There is practically nothing on siege escalation in the files I have gone through: Turns until attrition, and the raw amount of damage that siege escalation does to the settlement on map spawn are variables I have yet to see.

    Has anyone found anything on the rate of siege escalation?

  2. #2

    Default Re: Looking for variables regarding siege escalation.

    Do a global search in the Assembly Kit for "escalation." I think most of the variables are in kv_rules and campaign_variables. I'm not sure how much of the battle map stuff is actually determined there, and how much in the actual terrain data though. Some changes might require editing the map data with TEd, but I haven't looked at this in much detail yet.

  3. #3

    Default Re: Looking for variables regarding siege escalation.

    I was simply thinking of editing the campaign map turns rate that it would take for siege escalation to take effect.

    Campaign_Variables has a few that determine how many breaches are guaranteed, and how many towers get smashed by the game automatically when a level of escalation triggers.

    I am starting wondering if it might be tied to one of the settlement variables, rather then being explicitly labeled as siege escalation.

  4. #4

    Default Re: Looking for variables regarding siege escalation.

    Actually, there's something for that in campaign_variables too. The two entries you're looking for are "percent_siege_duration_to_reach_escalation_2_at_max_strength" and "percent_siege_duration_to_reach_escalation_2_at_min_strength." These determine how long (as a percentage of the total siege time) it takes for an army of full strength, or just one unit, to reach escalation level 2.

    By the way, those lines (this one I assume you're looking at: siege_escalation_level_2_wall_breaches_count) don't determine how many breaches are guaranteed, at least not according to their description in the Assembly Kit - but instead are how many breaches are necessary to reach a certain level of siege escalation. From the descriptions, it seems like the level of escalation is triggered when a certain number of breaches occur... and the rate those breaches occur appears to be dependent on the size of the army besieging the city.

  5. #5

    Default Re: Looking for variables regarding siege escalation.

    In my first wave of testing: reducing the Percent_Seige_Duration.... Variables by 20 increased the number of turns needed for breaches to turn up by two on average from the small amount of testing I did.

  6. #6
    LordInvictus's Avatar Semisalis
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    Default Re: Looking for variables regarding siege escalation.

    In kv_rules, it is possible to change the health of walls, buildings, and number of breaches at escalation levels 1 and 2.

  7. #7

    Default Re: Looking for variables regarding siege escalation.

    Alright, that did give me far more control over the siege escalation as well. However, the more I fiddled around with the values, the more I have started to learn that siege escalation is a very.... Likely to skip around.

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