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Thread: Tying the money script into campaign difficulty

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  1. #1
    Lusted's Avatar Look to the stars
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    Default Tying the money script into campaign difficulty

    Okay as i've said in several threads im going to be reintroducing a smaller version of the money script in 2.4, but i had a brilliant idea of it.

    The plan is to edit the decrease in faction standing on hard and very hard so very hard is now like vanilla hard, and hard is like vanilla medium. Then to show the increase in difficulty i will limit the money script to hard and very hard difficulties, and different levels so the ai gets more on very hard than on hard. So on hard the ai will get an extra 1500 per settlement per turn, and on very hard the ai will get an extra 3000 per settlement per turn.

    Of course i've got to test that this works first, but it should.
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  2. #2

    Default Re: Tying the money script into campaign difficulty

    lusted, I have an idea that might reduce the need for the money script in klinks new warmachine vs economy thread. watcha think?

  3. #3
    Lusted's Avatar Look to the stars
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    Default Re: Tying the money script into campaign difficulty

    lusted, I have an idea that might reduce the need for the money script in klinks new warmachine vs economy thread. watcha think?
    The whole point of the money script is to give the ai a boost the player doesn't have, and the changes you propose would give bot hplayer and ai the improvements.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  4. #4

    Default Re: Tying the money script into campaign difficulty

    Lusted I think that would be a much better solution to the one CA come up with for the campaign difficulty. Faction standing drops for no apparent reason with all AI factions per turn just makes for really dumb campaigns imo. Giving the AI more money each turn instead makes a lot more sense. Because it actually helps the AI to put up a better fight without ruining campaign diplomacy. Also there is some "forced attacking" in the descr_campaign_ai_db.xml, if you are at peace for so many turns.

    Have you thought about introducing a garrison script into your mod at some point as well? Quite a few mods have got one now and Ive been using one myself lately, with some very good results. I think it really improves the game a lot and makes it more challenging.

  5. #5
    Lusted's Avatar Look to the stars
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    Default Re: Tying the money script into campaign difficulty

    Have you thought about introducing a garrison script into your mod at some point as well? Quite a few mods have got one now and Ive been using one myself lately, with some very good results. I think it really improves the game a lot and makes it more challenging.
    No i don't like garrison scripts.
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  6. #6

    Default Re: Tying the money script into campaign difficulty

    Quote Originally Posted by Lusted View Post
    No i don't like garrison scripts.
    it makes LTC for me, without it its too easy due to the AI's inability to garrison anywhere other than its capital.

  7. #7
    Queen Annes Revenge's Avatar Ordinarius
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    Default Re: Tying the money script into campaign difficulty

    i agree lusted, great idea. when i tried VH with LTC 2.3 i was attacked by denmark, milan, venice, sicily, and hungary within 15 turns. relations with all other factions (except the pope) were very poor. could be fun, but i at least wanted to fight them with units other than militia.

  8. #8

    Default Re: Tying the money script into campaign difficulty

    Yeah, I used to be against a garrison script, but since playing my last campaign with one, I'd never again go back to not using one. Siege battles are truly epic when there's a suitable garrison. Klink's script is really good and is human vs AI only.

    One thing you need to do with a garrison script however, is increase the ratio the AI uses to decide whether to sally or not. Otherwise the increase in troops just makes the AI sally each time and then lose the settlement that way when it would be better off staying behind the walls.

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