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November 9th, 2004, 06:04 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
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Disabling sages?
I have no idea about modding, but is it difficult to make a mod that disables independent sages et al?
The pseudo-standard MP setting "Magic Sites 50" shifts the game balance towards magic nations and summons, and I think that the main reason for magic sites 50 is an increased chance for sages for everyone (besides weakening blood-nations and clam hoarders, which I still have not experienced as problematic on small maps). So I would like to disable those mighty researchers to ensure a fair research for everyone and play a game with normal research, but magic sites 40 or even less...
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November 9th, 2004, 06:46 AM
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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: Disabling sages?
You could make a mod that clears the special abilities from the sage (namely research bonus), so they would revert to mages with one random magic and 3 RP. They'd still be useful as single path item forgers (namely astral, water, nature and fire items) and would be useful as researchers for some nations (R'lyeh, Vanheim).
As far as I know, you can't mod sites, so there is no way to disable libraries and other sites where sages can be recruited (Citadel of the Lore Masters, Sages Guild, The Council of Sages). Sages guild is uncommon, the other two sites are rare. Therefore the only option is the unit nerf described above. It also makes the very common libraries fairly useless.
Edi
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November 9th, 2004, 07:12 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: Disabling sages?
That sounds good, so I guess I will take a closer look at modding.
Is it possible to reduce the research bonus instead of disabling it entirely?
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November 9th, 2004, 07:38 AM
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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: Disabling sages?
Yes. See the modding documentation. Relevant commands are iirc #clearspec and #researchbonus <nbr> or something like that.
Edi
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November 9th, 2004, 08:15 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: Disabling sages?
So the mod file would look like this:
#modname "<name>"
#description "<piece of text>"
-- #icon “<image.tga>”
#Version 0.01
#domVersion 2.14
#selectmonster 478
#clearspec
#researchbonus <value>
-- sage has <value>=4
#end
But if #clearspec doesn't work for clearing the research bonus, you'll have to use #clear instead and rebuild the 'monster', setting all values from strength to leadership. Don't have the time to test it now.
By the way, why not simply start a MP game with "non-standard" settings? I for myself prefer around 12 prov./player, indies 7..9, sites 40 or less and very difficult research atm. . Makes for a much more interesting game IMHO.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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November 9th, 2004, 01:18 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
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Re: Disabling sages?
It worked, atleast for me. In fact, you don't even need #clearspec as the new #researchbonus replaces the old one. It isn't a big difference, though...
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