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May 13th, 2007, 01:57 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: NEW MOD: No Independents
The problem with that is that you can get upwards of 50 militia from events. If each one of those costs 800 gold, the upkeep will wreck the economy.
And even then, it is possible that the AI would make purchasing decisions based on the original values.
I suppose it's worth a try, just so long as I do not change the militia type (monster 30) you can get from unit events. I'll post a modified mod later. Right now I do not have the luxury of time to test how it works, so I would really appreciate it if somebody played a test game or two to see if the gold alteration helps. I'll test enough to see that we don't get "bad mongold" or similar errors.
What we really need is to be able to mod existing poptypes so that we can reassign different units to them. That way it would be easy to disable any necessary units. Especially if you designed a good poptype mod that disables the problem units, then start a game with a blank NI mod where you copy the actual NI mod contents, so the units that appear as indie defenders will be according to vanilla game and then the problem units only get disabled after that.
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May 13th, 2007, 02:38 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: NEW MOD: No Independents
IF the bloody attachments work, this post should contain a new version that replaces rcost 500 with gcost 9000 (10k or bigger is ignored as invalid value but does not crash the game).
EDIT: So, they do NOT work. Again. Just a moment and I'll upload it to my own webspace.
EDIT 2: File uploaded, link in the first post, and for good measure, here as well.
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May 13th, 2007, 10:44 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: NEW MOD: No Independents
I really want to see this mod work right. I think you are going down the right path with your line of thinking and I will try to do what I can to help you get this mod going. As soon as I have some free time, I will download the new version and do some testing for you.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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May 14th, 2007, 01:59 AM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: NEW MOD: No Independents
Looks like there's a 404 on your link, now.
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May 14th, 2007, 02:12 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: NEW MOD: No Independents
It's a good thing we don't have fireaxes hanging on the wall here...
Links fixed. They take you to the directory where the file is, so you can download it that way.
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August 23rd, 2007, 04:45 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: NEW MOD: No Independents
Seems like your mod makes Markatas cost 9000 for Bandar Log. Perhaps they appear both as Bandar Log national and as independents.
Perhaps giving Bandar Log a copy that costs 5 gold would be good.
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August 23rd, 2007, 06:40 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: NEW MOD: No Independents
Damn! I'd forgotten about that. I need to change that back to normal cost, it doesn't matter that much if the indie markatas are available, since they are not too common.
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