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Thread: A Guide To settlement_mechanics.xml

  1. #41

    Default Re: A Guide To settlement_mechanics.xml

    Does someone knows where can I mod death toll rate of the soldiers in besieged city? I play TATW MOS where one turn is one month but my soldiers are dieing like one turn is 3 or 6 months. I wanna make that in first 6 months I don't use any soldier to starvation, after that...
    Where can I mod that?

  2. #42
    KEA's Avatar Senator
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    Default Re: A Guide To settlement_mechanics.xml

    Quote Originally Posted by nicsoew View Post
    Where can I mod that?
    Nowhere: it's hardcoded.

  3. #43

    Default Re: A Guide To settlement_mechanics.xml

    Dammit Thnx!

  4. #44

    Default Re: A Guide To settlement_mechanics.xml

    What does SOF Turmoil actually do? How do you make settlement revolts, when order is low enough, actually happen?

  5. #45

    Default Re: A Guide To settlement_mechanics.xml

    Hi, I have one little problem.I sort of can't find that file.In TATW I did, and it is awesome, but in my original M2TW Gold I just can't.I searched in google but I did not find anything.Can someone help my with that?Thanks.
    PS:English is not my first language, sorry for mistakes.

  6. #46

    Default Re: A Guide To settlement_mechanics.xml

    It may be something you have to unpack:
    http://www.twcenter.net/forums/showt...al-2-Total-War

  7. #47
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide To settlement_mechanics.xml

    This unpacking method is a bit more versatile.










  8. #48

    Default Re: A Guide To settlement_mechanics.xml

    Thank you for help,everything is working perfectly.

  9. #49

    Default Re: A Guide To settlement_mechanics.xml

    Hi,anyone know if something like this is in Rome:Total War ?Recently I started to play this and I was curious, so I searched the files but without success.

  10. #50
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide To settlement_mechanics.xml

    Some recent findings related to SOF_Turmoil with regards to scripting turmoil:

    The pip_max value (default 16) is the top that can be scripted, eg if you use a turmoil factor higher then that in the script command (example: add_settlement_turmoil London 20) the excess is simply ignored. Which confirms the initially described function of the value.
    The scripted turmoil turns up as forecast (greyed out) and will take effect in the next round with 5% (at default modifier value) reduced, eg a scripted 100% turmoil (as in above command) starts taking effect in the next turn with 75% (max pip of 16=80%) - every turn reduces the scripted turmoil by 5%, other turmoil (via traits etc) is not affected by this reduction.
    The pip max value can be set pretty high (I tested with 40 in xml and script which resulted in 200% turmoil) and I am not sure what the limit might be.
    Last edited by Gigantus; May 10, 2017 at 03:46 AM. Reason: clarifying value (pip max)










  11. #51

    Default Re: A Guide To settlement_mechanics.xml

    Is it possible to alter the maximum growth rate from 12.5% to say 5%?

  12. #52
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide To settlement_mechanics.xml

    The max rate is limited by the pip_max value of all the SPF entries as far as I know and if my experience in my previous post is anything to go by.










  13. #53

    Default Re: A Guide To settlement_mechanics.xml

    So all the SPF entries combined? excellent Gigantus thanks for the info

  14. #54
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide To settlement_mechanics.xml

    If you want to restrict the overall max effect then you will have to restrict very much all pip_max values - and create pip_max entries where necessary.










  15. #55
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide To settlement_mechanics.xml

    I've got a question on two orders factors: have we learnt more about them?

    - SOF - Triumph - the info in the thread is "This occurs when you capture a crusade target", "Starts at 30% for the turn the capture happens then declines by 5% per turn until it disappears."
    However, I recall having it not in relation to crusade... But I might be wrong.

    - SOF- Glory - I've seen it in one game (here), and a player reports it related to taking Jerusalem. It's quite high (15% order) and doesn't disappear.

    Do we have any more info about them?

    Additinally - if there's somewhere information on the impact of trade (and resources like grain) on the population growth of a settlement, I'd be grateful for a link (or explanation here).
    Last edited by Jurand of Cracow; September 08, 2017 at 11:43 AM.

  16. #56
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    Default Re: A Guide To settlement_mechanics.xml

    The pop growth bonus of the grain trade resource is hard coded (and cumulative) - no detailed info afaik.

    Glory could be hard coded, like the Marian Reform needing a region that is called rome.

    Triumph has a file (descr_triumphs) with this content - which makes me think it is a RTW left over (the file, not the mechanic):

    Code:
    First_to_Britain                5
    First_to_Cyprus                    5
    Hold_Gaul_Iberia_Britain        60
    
    triumph_boundary_1                100
    triumph_boundary_2                200
    triumph_boundary_3                300










  17. #57
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide To settlement_mechanics.xml

    Quote Originally Posted by Gigantus View Post
    The pop growth bonus of the grain trade resource is hard coded (and cumulative) - no detailed info afaik.
    Glory could be hard coded, like the Marian Reform needing a region that is called rome.
    Thanks Gig. Do you know if other resources have any impact on growth?

  18. #58
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    Default Re: A Guide To settlement_mechanics.xml

    Nope, that's the only one. All other resources are trade income only.










  19. #59
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide To settlement_mechanics.xml

    Quote Originally Posted by Gigantus View Post
    Nope, that's the only one. All other resources are trade income only.
    Experience of one player (Alavaria) in the SSHIP doesn't confirm this. He's noticed at least one province without grain and without any import of grain giving that +growth benefit of trade. Among some of his provinces (he's got 179 out of 199) he discerns a following pattern:
    Quote Originally Posted by Alavaria View Post
    a curve increasing by # of items, and adjusted by city level (higher city, less growth), roads (better roads, more growth).

    It might also count exporting the same thing repeatedly (probably not though), but might count having more than one of the same item in a region. I doubt grain in M2TW is special like it was in RTW.
    Last edited by Jurand of Cracow; September 11, 2017 at 01:22 PM.

  20. #60
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    Default Re: A Guide To settlement_mechanics.xml

    It's a pretty simple test: use the same settlement and have one resource there one at a time. Only grain should show an increase. There is a high possibility that the importing settlement also receives a boost to growth.

    Edit: I just checked Alexandria in vanilla and they have pop growth from trade but no grain. Adding max port, sea trade and market increased this from 0.5% to 2%.

    Edit2: I removed all trading resources and there still was a pop growth through trade

    Edit3: Removing the sea trade building (that I earlier set up) eventually removed the pop growth trade

    Edit4: Adding a grain resource brought back the pop growth through (land) trade - the recipient\importing town does not receive a bonus.
    Last edited by Gigantus; September 11, 2017 at 09:53 PM.










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