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Thread: [Submod] Alternative Battles

  1. #21
    QuintusSertorius's Avatar EBII Hod Carrier
    Artifex

    Join Date
    Feb 2008
    Location
    UK
    Posts
    11,295

    Default Re: [Submod] Alternative Battles

    Code:
    <?xml version="1.0"?>
    <root>
       <recruitment>
          <recruitment_slots uint="1"/>
          <retraining_slots uint="0.9"/>
          <deplenish_pools_with_caps bool="false"/>
          <clear_pools_with_caps bool="false"/>
          <add_initial_with_caps bool="true"/>
          <add_disband_no_caps bool="true"/>
          <force_clamp_to_max bool="false"/>
          <deplenish_multiplier float="0.9"/>
          <deplenish_offset float="-0.2"/>
          <percentage_pool_reduction_lost uint="25"/>
          <percentage_pool_reduction_occupy uint="25"/>
          <percentage_pool_reduction_sack uint="75"/>
          <percentage_pool_reduction_exterminate uint="100"/>
          <max_agents_per_turn uint="1"/>
       </recruitment>
       <religion>
          <max_witches_per_region uint="0"/>
          <max_witches uint="0"/>
          <max_heretics_per_region uint="0"/>
          <max_heretics uint="0"/>
          <max_heretics_conversion_modifier float="0.0"/>
          <max_inquisitors_per_region uint="0"/>
          <max_inquisitors uint="0"/>
          <heretic_conversion_rate_modifier float="0.0000"/>
          <heretic_conversion_rate_offset float="0.000"/>
          <witch_conversion_rate_modifier float="0.0"/>
          <witch_conversion_rate_offset float="0.00"/>
          <inquisitor_conversion_rate_modifier float="0.000"/>
          <inquisitor_conversion_rate_offset float="0.00"/>
          <priest_conversion_rate_modifier float="0.000"/>
          <priest_conversion_rate_offset float="0.000"/>
          <witch_creation_modifier float="0.0"/>
          <heretic_creation_modifier float="0.0"/>
          <inquisitor_creation_modifier float="0.0"/>
          <min_cardinal_piety uint="0"/>
          <convert_to_heretic_base_modifier float="0.0"/>
          <convert_to_heretic_unorthodox_modifier float="0.0"/>
          <inquisitor_turn_start uint="0"/>
          <inquisitor_target_crusades bool="false"/>
    	  <founding_conversion_default_rate float="0.0002"/>
          <neighbour_normalise_weight float="0.00015"/>
          <governor_conversion_rate_offset float="0.0004"/>
          <governor_conversion_rate_modifier float="0.0004"/>
          <spy_conversion_rate_offset float="0.000"/>
          <spy_conversion_rate_modifier float="0.000"/>
          <owner_conversion_default_rate float="0.0002"/>
          <spy_conversion_rate_foreign_modifier float="0.0"/>
       </religion>
       <bribery>
          <bribe_to_family_tree bool="false"/>
          <base_character_chance float="0.4"/>
          <religion_modifier float="0.66"/>
          <combined_attribute_modifier float="0.2"/>
          <briber_attribute_divisor float="3.0"/>
          <bribee_attribute_divisor float="3.0"/>
          <army_size_modifier float="0.035"/>
          <base_settlement_chance float="0.8"/>
          <settlement_loyalty_modifier float="0.01"/>
          <settlement_population_modifier float="0.0001"/>
          <faction_standing_divisor float="10.0"/>
          <max_bribe_chance float="100.0"/>
          <min_bribe_chance float="1.0"/>
          <bribe_chance_modifier float="1.0"/>
       </bribery>
       <family_tree>
          <max_age uint="95"/>
          <max_age_for_marriage_for_male uint="50"/>
          <max_age_for_marriage_for_female uint="40"/>
          <max_age_before_death uint="105"/>
          <max_age_of_child uint="10"/>
          <old_age uint="71"/>
          <age_of_manhood uint = "16"/>
          <daughters_age_of_consent uint = "14"/>
          <daughters_retirement_age uint = "40"/>
          <age_difference_min int = "7"/>
          <age_difference_max int = "15"/>
          <parent_to_child_min_age_diff uint = "12"/>
          <min_adoption_age uint = "16"/>
          <max_adoption_age uint = "40"/>
          <max_age_for_conception uint = "40"/>
          <age_of_manhood_close uint = "14"/>
          <max_number_of_children uint = "4"/>
       </family_tree>
       <diplomacy>
          <max_diplomacy_items uint="8"/>
          <enemies_reject_gifts bool="false"/>
          <use_balance_owed bool="false"/>
       </diplomacy>
       <missions>
          <null_mission_score float="25.0"/>
       </missions>
       <display>
          <character_selection_radius float="0.3"/>
          <character_selection_height float="1.3"/>
          <character_selection_height_crouching float="1.0"/>
          <diplomacy_scroll_height uint="768"/>
          <recruitment_sort_simple bool="false"/>
          <faction_standing_min float="-1.0"/>
          <faction_standing_max float="1.0"/>
          <use_orig_rebel_faction_models bool="true"/>
          <keep_original_heretic_portraits bool="false"/>
          <alt_sett_order_colours bool="false"/>
          <show_slave_religion bool="false"/>			<!-- Hide slave religion from enemy settlement scrolls. Use remapped faction for slaves own settlement details scroll. -->
          <enable_radar_zoom bool="true"/>
          <hud_tab_text_vert_offset uint="18"/>			<!-- vertical text offset for campaign hud tabs -->
          <show_building_browser_castles bool="true"/>		<!-- are castles shown in the building browser -->
          <separate_games_races bool="true"/>			<!-- use separate games and races settlement icons -->
          <standard_soldier_limit uint="1000"/>			<!-- Used to specify range for amry standards (banners) -->
          <standard_soldier_level_scale uint="50"/>			<!-- Used to scale army size display compared to standard range specified above -->
          <clear_battle_models_on_new_faction bool="false"/> <!-- Are unique battle models cleared when a character changes factions -->
          <chivalry_display_threshold int="1"/>			<!-- What level of chivalry a character needs to have 'chivalry' displayed instead of 'dread' -->
       </display>
       <ransom>
          <captor_release_chance_base float="50.0"/>
          <captor_release_chance_chiv_mod float="1.0"/>
          <captor_ransom_chance_base float="60.0"/>
          <captor_ransom_chance_chiv_mod float="1.0"/>
          <captor_ransom_chance_tm_mod float="10.0"/>
          <captive_ransom_chance_base float="40.0"/>
          <captive_ransom_chance_chiv_mod float="1.0"/>
          <captive_ransom_chance_tm_mod float="-10.0"/>
          <captive_ransom_chance_msm_mod float="10.0"/>
          <captive_ransom_for_slave bool="false"/>
       </ransom>
       <autoresolve>
         <min_capture_percent float = "5.0"/>
         <max_capture_percent float = "35.0"/>
         <lopsided_thresh float = "1.5"/>
         <lopsided_hn_mod float = "2.0"/>
         <separation_missile_add uint = "1"/>
         <naval_sink_modifier float = "5.0"/>
         <naval_sink_offset float = "2.5"/>
         <naval_sink_max float = "80.0"/>
         <sally_att_def_draw_divisor float = "1.25"/><!--sally battles are a draw if attacker lost and (number of attacker troops) > (number of defender troops)/divisor -->
         <use_new_sett_autoresolve bool = "false"/><!--do we use the new settlement autoresolve -->
         <switchable_defence_exposed bool = "false"/><!--can unit switch exposed state during autoresolve -->
         <gate_defence_num_oil_attacks int = "0"/><!--number of gate oil attacks -->
         <gate_defence_strength_oil_base float = "0.0"/><!--gate oil attack strength -->
         <gate_defence_strength_oil_level_modifier float = "0.0"/><!--gate oil attack strength += modifier * oil_level -->
         <gate_defence_num_arrow_attacks int = "0"/><!--number of gate arrow attacks -->
         <gate_defence_strength_arrow_base float = "0.0"/><!--gate arrow attack strength -->
         <gate_defence_strength_arrow_level_modifier float = "0.0"/><!--gate arrow attack strength += modifier * arrow_level -->
         <gate_defence_num_default_attacks int = "0"/><!--number of gate generic advantage attacks -->
         <gate_defence_strength_default_base float = "0.0"/><!--gate generic advantage attack strength -->
         <gate_defence_strength_default_level_modifier float = "0.0"/><!--gate advantage attack strength += modifier * fortification_level -->
         <sett_defence_num_arrow_attacks int = "0"/><!--number of settlement arrow attacks -->
         <sett_defence_strength_arrow_base float = "0.0"/><!--settlement arrow attack strength -->
         <sett_defence_strength_arrow_level_modifier float = "0.0"/><!--sett arrow attack strength += modifier * arrow_level -->
         <sett_defence_num_default_attacks int = "0"/><!--number of sett generic advantage attacks -->
         <sett_defence_strength_default_base float = "0.0"/><!--sett generic advantage attack strength -->
         <sett_defence_strength_default_level_modifier float = "0.0"/><!--sett advantage attack strength += modifier * fortification_level -->
    	 <display_strength_oil float = "0"/><!--additional effective army strength for defending residence with oil -->
         <display_strength_arrow float = "1"/><!--additional effective army strength for defending residence with arrows -->
    	 <display_strength_default float = "1"/><!--additional effective army strength for defending residence with fortification levels -->   
    	</autoresolve>
        <settlement>
          <!--Minimum garrison test  AI only-->
          <num_units_sett_garrison_base int = "3"/>
          <num_units_sett_garrison_level_modifier int = "3"/>
    	  <!--Minimum army test AI only-->
    	  <num_units_sett_army_base int = "18"/>
          <num_units_sett_army_level_modifier int = "18"/>
    	  <sett_num_units_army_base uint = "18"/>
          <num_units_army_level_modifier uint = "18"/>  
    	  <num_units_army uint = "18"/>
    	  <num_units_army uint = "18"/>
    	  <min_num_units_army uint = "18"/>
    	  <min_num_units_army uint = "18"/>
    	  <standard_soldier_limit uint = "18"/>
    	  <min_army_percent float = "90"/>
    	  <army_percent float = "100"/>
    	  <min_num_units uint = "18"/>
    	  <min_units uint = "18"/>
    <!-- <min_garrison_percentage float = "50.0"/>-->
          <sack_money_modifier float = "0.4"/>
          <exterminate_money_modifier float = "0.5"/>
          <chiv_spf_modifier float = "0.0"/>
          <chiv_sof_modifier float = "0.0"/>
          <dread_sof_modifier float = "0.0"/>
          <piety_cor_sif_modifier float = "0.0"/>
          <piety_admin_sif_modifier float = "0.0"/>
          <port_to_port_mp_min float = "0.0"/>
          <port_to_port_mp_max float = "2500.0"/>
          <heresy_unrest_modifier float = "30.0"/>
          <religion_unrest_modifier float = "20.0"/>
          <siege_gear_required_for_city_level string = "huge_city"/>
          <siege_gear_required_for_castle_level string = "moat_and_bailey"/>
          <no_towers_only_for_city_level string = "huge_city"/>
          <no_towers_only_for_castle_level string = "moat_and_bailey"/>
          <min_turn_keep_rebel_garrison int = "1"/>
          <max_turn_keep_rebel_garrison int = "999"/>
          <destroy_empty_forts bool = "false"/>
          <can_build_forts bool="false"/>
          <games_races_cost_modifier float = "0.25"/><!--games and races cost modifier -->
          <alternative_religious_unrest bool = "true"/><!--alternative settlement religious unrest calculations -->
          <alt_rel_allied_modifier float = "0.5"/><!--allied religion cumulative total modifier -->
          <alt_rel_gov_modifier_base float = "1.25"/><!--governors piety religion base modifier -->
          <alt_rel_gov_coefficient float = "-0.2"/><!--governors piety religion coefficient -->
        </settlement>
        <revolt>
            <end_turn_modifier float = "2"/>
            <excommunicated_modifier float = "15"/>
            <new_leader_modifier float = "5"/>
            <max_effective_loyalty float = "10.0"/>
            <rebel_region_modifier float = "2.0"/>
            <shadow_region_modifier float = "0.0"/>
            <rebel_border_modifier float = "1.1"/>
            <shadow_border_modifier float = "1.0"/>
            <num_units_modifier float = "1.0"/>
            <captain_modifier float = "0.01"/><!--chance of captain-led stacks revolting -->
            <min_revolt_chance float = "0.0"/>
            <max_revolt_chance float = "50.0"/>
            <ai_revolt_modifier float = "0.25"/><!--the proportion of the penalties in this section are applied to AI factions -->
            <revolt_additional_armies bool = "false"/>
            <revolt_crusading_armies bool = "false"/>
        </revolt>
       <characters>
          <agents_can_hide bool="false"/>
       </characters>
    <hordes>
        <end_target_faction_bonus int="-300"/>
        <start_target_faction_bonus int="-500"/>
        <farming_level_bonus int="-50"/>
        <shared_target_bonus int="-1000"/>
        <disbanding_horde_bonus int="-500"/>
        <starting_region_bonus int="300"/>
        <horde_target_resource_bonus int="1000"/>
    </hordes>
       <merchants>
          <base_income_modifier float="0.7"/>
          <trade_bonus_offset float="10.0"/>
       </merchants>
       <agents>
          <denounce_inquisitor_base_chance float="35.0"/>
          <denounce_priest_base_chance float="33.0"/>
          <denounce_attack_modifier float="1.0"/>
          <denounce_defence_modifier float="1.0"/>
          <denounce_chance_min int="5"/>
          <denounce_chance_max int="95"/>
          <denounce_heretic_attemp_modifier float="1.5"/>
          <denounce_character_attemp_modifier float="0.5"/>
          <assassinate_base_chance float="12.5"/>
          <assassinate_attack_modifier float="1.0"/>
          <assassinate_defence_modifier float="1.0"/>
          <assassinate_public_modifier float="1.0"/>
          <assassinate_personal_modifier float="1.0"/>
          <assassinate_counter_spy_modifier float="1.0"/>
          <assassinate_agent_modifier float="2.0"/>
          <assassinate_own_region_modifier float="2.0"/>
          <assassinate_assassinate_attr_modifier float="0.33"/>
          <assassinate_chance_min int="1"/>
          <assassinate_chance_max int="75"/>
          <acquisition_base_chance float="40.0"/>
          <acquisition_level_modifier float="5.0"/>
          <acquisition_attack_trade_rights_modifier float="1.3"/>
          <acquisition_defence_trade_rights_modifier float="0.7"/>
          <acquisition_chance_min int="5"/>
          <acquisition_chance_max int="95"/>
          <inquisitor_crt_heresy_divisor float="1.0"/>
          <inquisitor_crt_pfp_modifier float="0.5"/>
          <inquisitor_crt_pfp_modifier_min float="0.0"/>
          <inquisitor_crt_pfp_modifier_max float="1.0"/>
          <inquisitor_crt_chance_min float="0.0"/>
          <inquisitor_crt_chance_max float="0.1"/>
          <inquisitor_target_leaders bool="false"/>
          <inquisitor_target_heirs bool="false"/>
          <spy_base_chance float="25.0"/>                  <!-- base spying chance -->
          <spy_level_modifier float="0.1"/>                <!-- modifies the amount the subterfuge rating of a spy affects chance of success -->
          <not_spy_level_modifier float="0.5"/>            <!-- modifies the chance of success if spying object not a spy -->
          <spy_public_modifier float="1.0"/>               <!-- inversely modifies the amount the public security aspects of the target affects chance of success -->
          <spy_counter_spy_modifier float="1.0"/>          <!-- inversely modifies the amount the combined subterfuge rating with the target affects chance of success -->
          <spy_distance_modifier float="1.0"/>             <!-- inversely modifies the amount the distance in movement points from the target affects chance of success -->
          <spy_secret_agent_target_modifier float="0.5"/>  <!-- modifies the chance of success if an assassin or spy is travelling with a target army -->
          <spy_sedentary_turns_modifier float="0.2"/>      <!-- modifies the amount of turns a target has been stationary affects chance of success -->
          <spy_alliance_modifier float="1.5"/>             <!-- modifies the chance of success if the target is allied with spy faction -->
          <spy_target_engaged_modifier float="1.0"/>       <!-- modifies the chance of success if target is in engagement, under siege or battle -->
          <spy_in_settlement_modifier float="1.5"/>        <!-- modifies the chance of success if spy in settlement they are spying on -->
          <spy_watchtower_modifier float="2.5"/>           <!-- modifies the chance of success if spying object is a watchtower -->
          <spy_in_own_region_modifier float="2.0"/>        <!-- modifies the chance of success if spy in in their own factions region -->
          <spy_chance_min int="1"/>                        <!-- min clamp for spy chance -->
          <spy_chance_max int="99"/>                       <!-- max clamp for spy chance -->
          <spy_rescale_chance bool="true"/>               <!-- flag to indicate if the final chance is non-linearly rescaled to improve spying chance of success -->
       </agents>
       <crusades>
          <required_jihad_piety int="4"/>
          <max_disband_progress float="20.0"/>
          <near_target_no_disband_distance float="4.0"/>
          <disband_progress_window float="3"/>
          <crusade_called_start_turn float="20"/>
          <jihad_called_start_turn float="20"/>
          <movement_points_modifier float="2.0"/>
       </crusades>
       <ai>
          <!-- PRIEST CONTROLLER -->
          <priest_religion_min float="0.5"/>         <!-- if religion < religion_min then region needs a priest -->
          <priest_religion_max float="0.6"/>         <!-- if religion >= religion_max then a priest can be taken from this region for other missions -->
          <priest_heresey_min float="0.05"/>         <!-- if heresey >= heresey_min then region needs a priest -->
          <priest_heresey_max float="0.3"/>          <!-- if heresey >= heresey_max then region needs a priest with highest priority -->
          <priest_religion_export float="0.5"/>      <!-- if my religion in foreign region < religion_export then then we will export our religion in this region -->
          <priest_max_prod_turns float="5.0"/>       <!-- max distance from a production center to a target region in turns -->
          <!--CAMPAIGN ATTACK -->
          <att_str_modifier float = "0.75"/>            <!-- modifies the effective attackers strength when determining the priority of making attack decision (i.e. att_def_strength_ratio = ((att_str*att_str_modifier)/def_str) -->
          <siege_att_str_modifier float="0.75"/>      <!-- modifies the effective sieging attackers strength when determining the priority of making attack decision -->
          <crusade_att_str_modifier float = "1.0"/><!--modifies the effective crusading sieging attackers strength when determining the priority of making attack decision -->
          <sally_att_str_modifier float="0.75"/>      <!-- modifies the effective sallying attackers strength when determining the priority of making attack decision -->
          <ambush_att_str_modifier float = "1.25"/><!--modifies the effective ambushing attackers strength when determining the priority of making attack decision -->
          <str_limit_weak float = "0.75"/>              <!-- min ideal strength ratio modifier for determining when an army is far too weak for an attack ( att_def_strength_ratio < (ideal_str_ratio*str_limit_weak) ) -->
          <str_limit_strong float = "999.0"/>            <!-- max ideal strength ratio modifier for determining when an army is far too strong for a fair attack ( att_def_strength_ratio > (ideal_str_ratio*str_limit_strong) ) -->
          <merchant_min_survival_acquire int = "75"/><!--the minimum survival chance for a merchant to consider attempting an acquisition -->
       </ai>
       <misc>
          <allow_resource_forts bool="true"/>       <!-- do we allow forts and watchtowers to be built on resource locations -->
          <fort_devastation_distance uint="20"/>     <!-- maximum movement point extents for determining devastation tile targets for forts -->
          <army_devastation_distance uint="20"/>     <!-- maximum movement point extents for determining devastation tile targets for field armies -->
          <fort_devastation_modifier float="2.0"/>   <!-- num devastated tiles modifier for forts -->
          <army_devastation_modifier float="1.0"/>   <!-- num devastated tiles modifier for field armies -->
          <allow_enemy_forts bool="true"/>          <!-- do we allow forts to be built in enemy regions -->
          <siege_movement_points_modifier float="1.0"/>  <!-- movement points modifier for siege units -->
          <cavalry_movement_points_modifier float="1.75"/> <!-- movement points modifier for cavalry units -->
          <enable_hotseat_messages bool="true"/>          <!-- do we allow hotseat messages to be send between human players -->
    	  <enable_banana_republic_cheat bool="true"/>
    	  <build_points_modifier float="0.1"/>
    	  <garrison_strength int = "0.1"/>
          <enable_unit_accent_overrides bool="true"/>	<!-- do we use unit db accent overrides for campaign unit selection -->
       </misc>
    </root>

  2. #22
    Foederatus
    Join Date
    Nov 2014
    Location
    Massalia
    Posts
    44

    Default Re: [Submod] Alternative Battles

    Thanks a lot Quintus !

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