Just applied the two patches.
What is the recruitment limit? I know I exceed it at start of game but how many units can a settlement support? If I were to own Jingbei, Jingnan and Bashu, how many stacks can I have?
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Just applied the two patches.
What is the recruitment limit? I know I exceed it at start of game but how many units can a settlement support? If I were to own Jingbei, Jingnan and Bashu, how many stacks can I have?
Depends on individual settlement size; larger settlements can support more units than smaller settlements.
If you were to own all of those regions, I think you would be at the limit of 10 stacks.
Yay thanks Gig!
Ah damn, the ten stacks the upper limit :S?
Is there any way to edit the amount suppported by settlements / upper limit?
I feel like tinkering a bit with the script so that I can support 50 stacks (100,000 men) with the entirety of China been able to support ~500,000 men whilst still having small cities having small armies
50 stacks gets you back were the AI stack spamming was. You may as well simply delete the complete script part - lines 28091 to 45560. Needs a new campaign to take effect.
I think ill just read through the script to see if I can edit it.
I don't mind AI spamming stacks (major powers) but factions with 1-2 settlements won't be able to field massive stacks in VH campaign dif due to their infinite gold
(Hoping to buff settlements of city size to support 20 units or similar)
What file is the lines 28091 to 45560 in?
campaign_script.txt
Superb patch gentlemen..especially the sprites and battlefield flag bearers! :thumbsup2
Just starting a new Tsao campaign and noticed I could recruit arcuballista (after reading the patch notes.)
When I investigated I notice the patch 2 launcher includes the EDB and an EDU txt as "-new"...meaning they won't overwrite but will be placed alongside and will require either manual editing...or a "hotfix"..so they will overwrite.
Just a heads up
(there is an EDU and EDU new...I've just uploaded both an edited EDB and the EDU minus the -new just to be thorough)
:doh: That was silly of me. The -new files are the current files. I was comparing the previous EDB and EDU and for some reason didn't rename the new files after deleting the old files from the installer.
Simply delete the regular files and then remove the -new extension from those files. I will issue a quickfix for it.
Excellent! im glad this was brought up i was actually just about to post this. Unfortunately i assume this will make my current play-through unusable?
The EDB changes will mess your game up if siege buildings have been build. Not sure about the EDU stuff.
This is off topic but i didnt want to start a new thread for one small suggestion. When i do test plays alot of the time i just auto resolve and iv notice with this mod sometimes the victory or defeat ends up being ridiculous for example i had a general with one command star and 2400 soldiers including, Cavalry, Spearman, Swordsman, and Bows and was attacked by all that remained of lubu's force which was now a rebel faction and the only general left had no command stars and around 2200 troops and after auto-resolve i got a crushing defeat and lost over 2000 of my men and he lost only like 200!! Now i could understand if it was lubu himself but some nobody officer?? No way, Ever. He should have taken way more losses even if i still lost! Can we get a fix for the autoresolve? -
Sidenote- The Ai is way more aggressive then before idk what you did but great job! Yuan clan has already almost taken all of the north from Ghonsun zan and the heinshan and it hasn't been very many turns, and sun clan is doing the same in the south! Well done!
Autoresolve has always been flawed, difficult to fix it. Cavalry and missile units are notorious for weak autoresolve results. It also helps to sort your stacks: infantry first, followed by missile, then cavalry and siege.
The aggressiveness of the AI started when we set all AI settings in descr_strat to default, before that there were blocks that wouldn't attack each other.
Is it unit specific? or unit type specific? because if its type specific you could look into the tables stainless steel use, the auto resolve is pretty fair in that mod.
I believe it's first unit type specific and then unit specific.
A look into their descr_campaign_db file (auto resolve specs are in there) might give insight as to what is different - could you attach it here?
Sure thing here you go. Let me know if this is the correct file.
Yup, that's the one - I'll have a look.
I applied this patch and my save is now crashing whenever i load it.
None of the patches are save game compatible.
Is there any immediate plans for another patch? I don't want to lose my current Liu campaign by updating to the latest one if there's gonna be a new one within a month or 2. Incredible mod btw, blown all my previous favourites out the water!