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March 21, 2007, 05:20 PM
#1
Foederatus
Field Script and Attrition
Hey guys. Before I say anything else, I'd like to congratulate the DLV team for creating an awesome mod, the best I've yet played for M2TW. I have a few suggestions for the field script that might improve its effect on the middle to late game however. Since the cost of fielding an army is determined only by the number of participating generals, Ive found it to be suitably prohibitive and balanced toward the beginning of the game but completely inconsequential later on when my coffers begin overflowing from trade.
So I was wondering if it would be possible to instead use the base maintenance cost of each unit as a springboard for determining its cost when operating away from a friendly town. For instance base=x, cost when operating inside friendly territory=1.5x, cost in unfriendly territory=2x, cost during a siege=3x. Thus the cost of fielding an army would be equal to the sum of its units' maintenance cost multiplied by a value determined by its current activities. This would effectively penalize large full stack armies far more than small tactical groups. Further, since the upkeep of late era units costs siginifcantly more than base units, field costs would continue to have a serious impact throughout the game.
Finally, and on an unrelated note, would it be possible for attrition to be implemented in some form? Something along the lines of crusade dersertion but on a much smaller scale. It would simulate losses in enemy territory due to desertion, skirmishes with enemy forces, and disease. Seems like it might be complex to code though.
Anyways, congratulations again on making such a great mod! Keep up the good work!
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March 21, 2007, 06:05 PM
#2
Re: Field Script and Attrition
Field costs proportional to the might of the army is a great idea - it might be hard to implement however.
Also, they could be actually *less* expensive in enemy lands, since armies usually plundered the surrounding countryside for food etc (hence the devestation from them)
-S
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March 21, 2007, 08:27 PM
#3
Civis
Re: Field Script and Attrition
Actually, the mod Anno Domini has an as yet unimplemented field cost script that goes up as the distance from the capital increases. So it can be done. In fact, at one point I experimented successfully using the AD script in DlV, and the DlV script in AD.
I prefer the DlV script because of the increased costs for besieging armies. But I suppose you could mix the two styles so that besieging costs, too, would rise depending on distance from the capital.
I'm sure it can be done.
Siculus
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March 22, 2007, 02:44 PM
#4
Primicerius
Re: Field Script and Attrition
BareBonesWars 8.1 for RTW 1.5
Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
Deus lo Vult DLV 6.2 for MTW II Kingdoms
Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics
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