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July 28th, 2009, 06:26 PM
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Corporal
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Join Date: Dec 2008
Location: Virginia, United States
Posts: 151
Thanks: 32
Thanked 62 Times in 21 Posts
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Battle Test
I originally made this from a variation of the Game Master mod for Kojusoki. Since it could be useful for others, I decided to make a separate thread for it.
This mod allows for battle testing by creating two nations for each era known as Red Realm and Blue Realm. The game is played hotseat, so you have complete control over both armies. The nations are only separated by one province, which is where all the fighting will go on. There is a saved game included from which you have all spells researched and have only to wish, forge, or summon whatever you want using the implementers provided--essentially you can jump straight into army building.
Once ready, you just send equipped units into battle at province 6 and script them, just like a normal game. You can quickly see results and test whatever you want.
Have a blast.
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July 29th, 2009, 03:23 AM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
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Re: Battle Test
How does it compare to writing a map file by hand to build your armies? Do you know of a way to make such test fights and to specify a level of research for each nation without having to research manually?
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July 29th, 2009, 07:33 AM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
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Re: Battle Test
A debug mod already exists, which does the same thing, without having to have prepared savegames (sorry to say it).
http://forum.shrapnelgames.com/showthread.php?t=36453
I also made a mod that allows you to recruit units to the max (100 per turn) for testing large armies, it's in the same thread.
A mod, that allows to control the level of research, can be easily constructed I think.
Researchers can be modded in three ways:
Magic paths up to 20 (iirc)
8 * 20 = 160 RP
+2 = 162
Researchboost up to 25
187 RP
Magic Scales tested up to 20, don't know what the upper limit is
207 - ???? RP
Which should be a lot more comfortable than researching/building armies via map/modding commands.
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July 29th, 2009, 09:17 AM
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Corporal
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Join Date: Dec 2008
Location: Virginia, United States
Posts: 151
Thanks: 32
Thanked 62 Times in 21 Posts
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Re: Battle Test
Quote:
Originally Posted by Illuminated One
A debug mod already exists, which does the same thing, without having to have prepared savegames (sorry to say it).
http://forum.shrapnelgames.com/showthread.php?t=36453
I also made a mod that allows you to recruit units to the max (100 per turn) for testing large armies, it's in the same thread.
A mod, that allows to control the level of research, can be easily constructed I think.
Researchers can be modded in three ways:
Magic paths up to 20 (iirc)
8 * 20 = 160 RP
+2 = 162
Researchboost up to 25
187 RP
Magic Scales tested up to 20, don't know what the upper limit is
207 - ???? RP
Which should be a lot more comfortable than researching/building armies via map/modding commands.
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Disappointing, but the more I thought about it the more you are right. Could this topic be deleted then?
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July 29th, 2009, 01:53 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Battle Test
I see no reason to delete it. Nothing wrong with having more than one way to skin a cat.
( No cats were harmed in the making of this post.)
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