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Thread: tip on tinkering with the garrisons?

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  1. #1

    Default tip on tinkering with the garrisons?

    Hi there,
    Checking out the mod and looking to make some minor changes to my own preferences, like toning down the overpowering garrisons.
    I see in the AE_Garrisons_building_level_armed_citizenry_junctions table a number of garrisons for Hellenistic factions, but I also see on the strategic map that the Bithynia garrison contains



    ai_bith_archers

    which is not in the AE_Garrisons_building_level_armed_citizenry_junctions table at all.

    So are the garrisons populated by script directly pulling from armed_citizeny_units_to_unit_groups_junctions_tables or some other way?

    Thanks!

  2. #2

    Default Re: tip on tinkering with the garrisons?

    Sorry, any input from the modders here?
    I think the Rome II DEI garrison size is about right, just want to change this mod for my own preferences.

  3. #3

    Default Re: tip on tinkering with the garrisons?

    Garrisons are populated from armed_citizenry_units_to_unit_groups_junctions. Our garrisons aren't finished yet. The size you see for Rome (both for their settlements and for the Garrison building) is what we were going for. Obviously, the Hellenistic factions are in a completely different situation, with far larger sizes. They will be toned down. If you can spare some of your time, we would happily have you on board.
    Campaign modder for Ancient Empires


  4. #4

    Default Re: tip on tinkering with the garrisons?

    Quote Originally Posted by Sheridan View Post
    Garrisons are populated from armed_citizenry_units_to_unit_groups_junctions. Our garrisons aren't finished yet. The size you see for Rome (both for their settlements and for the Garrison building) is what we were going for. Obviously, the Hellenistic factions are in a completely different situation, with far larger sizes. They will be toned down. If you can spare some of your time, we would happily have you on board.
    Sure, I can share the changes I make! Though have to say that 44K line AE_Garrisons_building_level_armed_citizenry_junctions table is very intimidating, I have only used PFM to make direct changes via personal mod pack, guessing an editor/converter is needed to keep track of so many combinations





    I see now that the garrison units in Bithynia are grouped into capital_bithynia

  5. #5

    Default Re: tip on tinkering with the garrisons?

    Quote Originally Posted by slingerblitz View Post
    Sure, I can share the changes I make! Though have to say that 44K line AE_Garrisons_building_level_armed_citizenry_junctions table is very intimidating, I have only used PFM to make direct changes via personal mod pack, guessing an editor/converter is needed to keep track of so many combinations





    I see now that the garrison units in Bithynia are grouped into capital_bithynia
    I know right

    Would love any help you can offer. If you are in a position where you can dedicate some serious time to this, I'd be happy to extend an invitation to our team communication platform.
    Campaign modder for Ancient Empires


  6. #6

    Default Re: tip on tinkering with the garrisons?

    I don't know about "serious time", just a few hours a week and interest in tweaking different aspects to suit my perception of reality.

    Strangely, after overriding capital_bithynia with a smaller set of units, the garrison in Nicomedia remains at the original full stack. Shouldn't be the case unless there's some scripting involved?

    http://www.mediafire.com/file/iu618f...smod.pack/file

    Take a look and let me know if I missed something?

  7. #7

    Default Re: tip on tinkering with the garrisons?

    Still haven't spotted any script that sets faction relations or garrisons. Those are the two remaining issues I really want to tweak for this mod.

  8. #8

    Default Re: tip on tinkering with the garrisons?

    I wouldn't look for scripts as they aren't used in either case. Relations and garrisons are both in the db
    Campaign modder for Ancient Empires


  9. #9

    Default Re: tip on tinkering with the garrisons?

    Thanks, hmm, something strange going on then.
    - after modding capital_bithynia to have 9 units, the Nicomedia level 1 building hover-over correctly shows the 9 specified garrison units, yet 20 garrison units show up when the garrison preview button is pressed, and if you try to attack the city-
    - are the cultural relations set via AE_cai_personality_cultural_relations_overrides then if not the more typical campaign_cultural_relations table? It's the only other table in pack1 that I could identify having anything to do with relations. So I modded that so that greeks no longer hate greeks etc, but no relations changed in new games.

    In case my custom mod isn't overriding the default AE files correctly, I've even tried deleting the relevant tables from pack1 and importing the modified tables from the custom pack. Still no garrison or relations change being reflected, even though the custom changes to campaign_variables etc are reflected so the customization pack is being read.

    I know the team must be busy with the next update, though from the change logs doesn't look like garrisons or cultural relations are being changed. Would appreciate any pointers! (mediafire linked file updated with the latest custom pack)

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