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March 23rd, 2007, 10:36 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Aran and Silent Seas without recruitable indies
Well the title pretty much says it all. The file attached contains two map files that should be put into the map subfolder as normal.
I did this partly to see if it improved the AI (it does seem to have a little bit, but I haven't made extensive tests) and partly because I was sick of nations that supposedly lack cheap troops or archers or whatever getting them after a couple of turns conquering. You can still get strange indy stuff via sites, mercenaries etc
I've played a couple of games and IMHO it's more fun fighting a genuine marignon army than 3 marignon casters, 3 men at arms and 300 assorted light infantry and indy archers. I suggest you give it a quick go and see what you think.
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March 23rd, 2007, 12:12 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Aran and Silent Seas without recruitable indie
Interesting concept. I'm glad I found out how to disable indies.
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March 23rd, 2007, 12:26 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: Aran and Silent Seas without recruitable indie
THANK YOU!
#poptype 89 means no recruits but random defenders? I wish I had known about this a lot earlier. *Sigh* So many wasted hours spent on editing maps and making mods...
I guess this means I'm going to have to come up with another award graphic for you now?
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March 23rd, 2007, 12:48 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Aran and Silent Seas without recruitable indie
Any poptype above 87 will result in no recruitables.
The way it works is that on game creation, defenders are randomly assigned according to the radnomly determined poptype. THEN, map file is parsed, and #poptype commands overwrite the random poptype but defenders stay.
There was a thread a couple of months ago around the time the Magic Site DB came out where map scripting was discussed and I posted it there. Looks like you missed it then.
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March 23rd, 2007, 12:50 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Aran and Silent Seas without recruitable indie
Hahah. It was Edi who originally pointed this out, I just applied it to a couple of the maps.
So all thanks go to Edi ;]
I'm starting to think no recruitable indies is basically more fun in SP. I keep expecting to run into some huge problem with it, but so far,.. well as I said fighting AI armies actually made of their national units is refreshing.
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March 23rd, 2007, 02:18 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: Aran and Silent Seas without recruitable indie
Yep, seems I missed that discussion back then.
This one's for you Edi.
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March 24th, 2007, 12:43 PM
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Private
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Join Date: Mar 2007
Location: France
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Re: Aran and Silent Seas without recruitable indie
Hum, didn't saw the original post, but this concept could be used to do a victory points maps with a capital for most indies and of course the magic sites would be more valuables.
Hard to balance imo but surely very refreshing.
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March 24th, 2007, 02:33 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Aran and Silent Seas without recruitable indie
Thanks, Wauthan!
The original topic where this came out.
The actual post. The discussion following that could be useful to someone.
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March 24th, 2007, 04:24 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: Aran and Silent Seas without recruitable indie
Since Sombre already did all the "gruntwork" it was pretty easy to make recruitless versions of all the maps. I've attached NI versions of Edi's edits of the Cradle of Dominion and Parganos, to save a bit of time for the rest of you.
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