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July 12th, 2008, 10:13 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Can a mod limit castle construction?
My tactic was to take the province the castle was in, crank up the taxes to 200, pillage, blood hunt, etc. Anything to drive the unrest over 100 so he cant recruit troops there for awhile. Then move on to the next castle. Whats he gonna do? Sink a bunch of gold into rebuilding PD on a castle he cant get units and taxes from?
And it doesnt take much of a force in the back of the main force to keep jumping around the unrest castles to drive the unrest back up and keep it high
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 12th, 2008, 10:55 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Can a mod limit castle construction?
What can he do? He still gets all of his gems, and in the endgame, most of his army is summoned beings(:
Also, to win you need to take provinces, kill him off, and move on to the next nation. However, I am appreciative of all the endgame advice.
But my primary goal is to make the endgame move quicker-something most veteran mp's agree would be a good thing. Less castles would go a long way to achieving that goal. Though it seems another avenue may need to be found since a mod cannot limit castle construction.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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July 13th, 2008, 09:10 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Can a mod limit castle construction?
I think probably some house rule is the only way to go. No adjacent castles, or perhaps each castle may only touch one other castle.
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July 14th, 2008, 07:31 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Can a mod limit castle construction?
As far as modding castles, not doable at the moment, but is in the wishes shortlist. The thing to do would be to change all fort types but a very few to Jervellan Wall for most nations. It is absolutely crap in every aspect and not difficult to breach.
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July 14th, 2008, 10:49 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Can a mod limit castle construction?
I figured something would fit. Thanks Edi.
So if a game started with a mod in place. Even a junkfill mod with two lines (name and icon). Then around turn 100 it could be swapped out with one making all castles into Jervellan Wall.
Can you make all of the castles that can be built by nations into Jervellan Wall without affecting castles that are already built? Would it affect what castles I build in mountain and in forest?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 14th, 2008, 11:04 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Can a mod limit castle construction?
You know you could answer every question you've asked so far by looking at the forts bit in the modding manual.
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July 14th, 2008, 11:15 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Can a mod limit castle construction?
Take a look at the UORMM, Gandalf. That has the fort commands all gathered in a nice, tight section.
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