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  1. #1

    Default Is there a way...

    to eliminate fielding armies costs from this mod ?

    Everything looks great to me except for this function...

    Stat rosa pristina nomine nomina nuda tenemus

  2. #2

    Default Re: Is there a way...

    Open the "campaign_script" file in the "Imperial_campaign" folder with Notepad. Search for Part VII. You can either delete the section and then save the file, or change the amounts to 0 (or whatever else you want them to be).

    I'd recommend saving the original file first in case you screw something up.

    Siculus

  3. #3

    Default Re: Is there a way...

    Thanks !

    Stat rosa pristina nomine nomina nuda tenemus

  4. #4

    Default Re: Is there a way...

    Will editing the script make the game unbalanced? Whats the recommended difficulty without it?

  5. #5

    Default Re: Is there a way...

    Well, I guess that depends on how well you play the game. If you take out the campaign script costs there will be two effects.

    1) The direct effect: you'll have more money.
    2) The indirect effect: you won't have to worry about your deployments, you can loose your spies and assassins all over the place, and you can take your time besieging towns and fortresses without running your treasury down.

    Early on, when your per-turn profit is about F2000 there's a huge financial difference between a Vanilla 9-turn siege at no extra costs and a DlV 9-turn siege at F18,000!

    Siculus

  6. #6
    Civis
    Join Date
    Oct 2006
    Location
    Seattle, WA
    Posts
    110

    Default Re: Is there a way...

    Quote Originally Posted by Glade View Post
    Will editing the script make the game unbalanced? Whats the recommended difficulty without it?
    Repman and DD have said this mod is designed for the vh/vh player to be played on vh/vh. If you are that level of player you will probably find removing the script will re-enable you to stomp all over the ai blitz style. Even with the script by 50 turns in my economy is running real well.

    Not to mention the script really forces you to slow down early and actualy assualt fortifications rather than simply starving out the ai.

  7. #7

    Default Re: Is there a way...

    I tend to strain my resources in the beginning to secure as much neighboring territory as possible so starving out the enemy has never been an option for me. Since i mostly play as France and other cavalry strong factions part of my tactic is to lure out the enemy from the settlement with smaller numbers. When they outnumber out 2 to 1 they usually take the offensive. Makes them much easier to get rid of then to assault them head on and i never have to use heavy artillery and damage the walls. My only problem with DLV is that with having to pay extra for my agents. Since they suck so much that to train one enough to get any tactical use out of them is a test in and of itself. Having a field cost for agents render them mostly useless.

  8. #8

    Default Re: Is there a way...

    @glade
    maybe we change the field costs for the agents alittle bit

    barbieman

    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

  9. #9
    Tiro
    Join Date
    Oct 2006
    Location
    Karlskrona/Sweden
    Posts
    226

    Default Re: Is there a way...

    How does the Inflation script work? If you have over 20000 you loose some money etc?

  10. #10

    Default Re: Is there a way...

    Inflation:


    monitor_event FactionTurnStart FactionIsLocal
    and Treasury > 20000

    console_command add_money -2000

    end_monitor

    monitor_event FactionTurnStart FactionIsLocal
    and Treasury > 50000
    console_command add_money -10000

    end_monitor

    monitor_event FactionTurnStart FactionIsLocal
    and Treasury > 100000
    console_command add_money -30000

    end_monitor

    repman

    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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