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Thread: Deplenish values in descr_campaign_db.xml

  1. #1

    Default Deplenish values in descr_campaign_db.xml

    Hello,

    does anybody know how the deplenish values in descr_campaign_db.xml file work?

    <deplenish_pools_with_caps bool="true"/>
    <clear_pools_with_caps bool="false"/>
    <add_initial_with_caps bool="true"/>
    <add_disband_no_caps bool="false"/>
    <force_clamp_to_max bool="false"/>
    <deplenish_multiplier float="1.0"/>
    <deplenish_offset float="-10.0"/>

    I was experimented with baregeomod, changed the above values and checked the pool values for mailed_knight in the wooden_castle of Angers.

    The city has a stable and wooden_castle. I changed the lines in the edb as follows:

    stable: recruit_pool "Mailed Knights" 0 5 10 0 requires factions { france, }
    wooden_castle : recruit_pool "Mailed Knights" 0 1.0 2 0 requires factions { france, }

    After one turn I deleted the stable and observed the recruit_pool for the next turns.

    I tried different combinations of <deplenish_pools_with_caps bool="true/false"/>, <clear_pools_with_caps bool="true/false"/>.

    But the pool values never deplenished.
    They only decreased to the maximum pool when I set <force_clamp_to_max bool="true"/>

    Now I am out of ideas.

    Has anybody done some better tests, or understanding how the calculation is supposed to work ? Especially how the calculation is done using the parameters : <deplenish_multiplier float="1.0"/>, <deplenish_offset float="-10.0"/> .


    Best regards

  2. #2

    Default Re: Deplenish values in descr_campaign_db.xml

    The deplenishment happens when the settlement is captured as far as i know

  3. #3

    Default Re: Deplenish values in descr_campaign_db.xml

    Thank you for your reply.

    I think the capture deplenishment ist determined by these values:
    <percentage_pool_reduction_lost uint="10"/>
    <percentage_pool_reduction_occupy uint="20"/>
    <percentage_pool_reduction_sack uint="45"/>
    <percentage_pool_reduction_exterminate uint="100"/>

    depending on capture by rebellion, occupying, sacking or exterminating.

    I thought the other values are for regular campaign turns, but I could be wrong.

  4. #4
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    Default Re: Deplenish values in descr_campaign_db.xml

    I think deplenish is related to the refresh rate of pools, eg how fast a pool refreshes.
    'initial' governs the initial pool when the building is constructed, I presume.
    add_disband true should add the unit count to the pool as long as the unit can be recruited in the settlement I think.

    Just taking educated guesses, would need testing.










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