to eliminate fielding armies costs from this mod ?
Everything looks great to me except for this function...
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
Will editing the script make the game unbalanced? Whats the recommended difficulty without it?
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
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.
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.
@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
How does the Inflation script work? If you have over 20000 you loose some money etc?
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