Results 1 to 7 of 7

Thread: Sally out

  1. #1

    Default Sally out

    Hey, does anyone know if DEI + Cultural Tensio + Alternative economy (Dardo version 2) + AoH disables sally out? I was getting alot of AI sallying out playing just normal DEI no submods a few weeks ago, and now they are never doing it.

    cheers

  2. #2
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
    Join Date
    Nov 2010
    Location
    The United Europe, currently residing in Norway
    Posts
    1,642

    Default Re: Sally out

    No, none of these mods changes anything related to sallying out. Not sure if Dresden maybe changed the probability of AI sallying out in the latest update, but I don't think so. It must be just a random occurance then unless you are using some other mod that affects it.

  3. #3

    Default Re: Sally out

    Alternative Economy might affect it somewhat due to the attrition changes, but I'm not sure on that.

  4. #4

    Default Re: Sally out

    The AI sallying out of un walled cities really irritates me. Just stay put, give yourself a chance.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  5. #5

    Default Re: Sally out

    Thanks Seleukos et al. Yeah no idea what was/is causing it. I finally got a sally out on a minor settlement, but it was some 60+ turns in, I changed nothing in my mod lineup. And only have submods for DEI specifically. I even checked through each mod, and only the main part 1 mod has a DB entry for it, and it looks fine (sally out chance 70%). So no idea what could be lowering the odds.

    In other matters, if I wanted to change the population category of a unit, where might I look in PFM?

  6. #6
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
    Join Date
    Nov 2010
    Location
    The United Europe, currently residing in Norway
    Posts
    1,642

    Default Re: Sally out

    You have to look into DeI pack 1, script/_lib/manpower/units.lua

    It look like this;

    Code:
    ["inv_iol_nuragic_ambushers"] = { 3, 175, 175 },
    ["inv_iol_nuragic_shield_wall"] = { 2, 200, 200 },
    ["inv_iol_nuragic_runners"] = { 3, 300, 300 },
    So first you need to localise your unit's code name, then the first value, from what I remember, is the unit population class, the second it how much pop it costs and the third how much pop it returns to the pool once disbanded.

  7. #7

    Default Re: Sally out

    Quote Originally Posted by ~Seleukos.I.Nikator~ View Post
    You have to look into DeI pack 1, script/_lib/manpower/units.lua

    It look like this;

    Code:
    ["inv_iol_nuragic_ambushers"] = { 3, 175, 175 },
    ["inv_iol_nuragic_shield_wall"] = { 2, 200, 200 },
    ["inv_iol_nuragic_runners"] = { 3, 300, 300 },
    So first you need to localise your unit's code name, then the first value, from what I remember, is the unit population class, the second it how much pop it costs and the third how much pop it returns to the pool once disbanded.
    I like you.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •