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December 16th, 2009, 05:26 PM
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Re: The triarii have to rejuvenate! (CBM 1.6)
Quote:
Originally Posted by Foodstamp
Quote:
Originally Posted by fosforo
Quote:
Originally Posted by Foodstamp
Fosforo,
I agree with your take on it, so I changed all my Triarii to #startage 43. That seems to be a sweet spot to get some old age ones but mainly around 48ish in age. I also changed my Censors and Lictors to recruit anywhere and I am probably going to beef the lictor up a little more.
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I did the same thing: 43. My two games was more funny and finally I had the opportunity to use triarii.
I also switched Censor (cost lifted to 50 from modded 30) and Lictor to recruit anywhere. Finally, to rebalance the quantity of troops cap only, I have created a nes site: colosseum (starting and uniqe site) where is possibile to recruit retiarius and gladiator, so they become cap only. Therefore, the colloseum grants 8 gold per turn to simulate in some manner the income effect of the gladiator games.
How can you modify the temple of dead attributes? I had many problems to delete the censor/lictor attributes. Can you post me the #selecnation ... #endslect script.
Thanks, I'm happy to find an other promotive of the "rerjuvenate triarii" group
Fosforo
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I'm at work right now so I will try to tell you from memory:
I created a new site called "Temple of the Vestals"
That site was something like:
#newsite (Blank slot)
#name "Temple of the Vestals"
#path 5
#level 0
#rarity 5
#homemon (Vestal ID number)
#gems 5 5
#end
Then in the nation I did something like:
#addrecunit "censor number (Or lictor, whichever is the unit)
#addreccom "The other guy's ID number"
#clearsites
#startsite "Temple of the Vestals"
#startsite "Temple of the Spheres"
#end
DISCLAIMER: All the code above is completely from memory, so the commands may be wrong, but should be pretty close. You can get the ID number with shift+I with the unit's card selected in game.
I hope that helps  .
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Ok, you've create a new site; I instead moidify the old site Temple of Dead. It seems not more stable because is difficult to overwrite the previuos attributes: if you change the instructions order the game swhos incogruent results like "4 gem production" duplication or hte return of censor though not more contained in the mod file , so probably I'll choose your solution: new site and not modify of existing one. Thanks.
Fosforo
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December 16th, 2009, 03:35 PM
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Re: The triarii have to rejuvenate! (CBM 1.6)
Quote:
Originally Posted by Foodstamp
Fosforo,
I agree with your take on it, so I changed all my Triarii to #startage 43. That seems to be a sweet spot to get some old age ones but mainly around 48ish in age. I also changed my Censors and Lictors to recruit anywhere and I am probably going to beef the lictor up a little more.
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Lictor: probably a nice and realistic addition can be a little unrest bonus.
Fosforo
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December 16th, 2009, 04:30 PM
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Re: The triarii have to rejuvenate! (CBM 1.6)
That would be used more for raiding than anything. Unless you mean reduce unrest.
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December 16th, 2009, 05:30 PM
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Re: The triarii have to rejuvenate! (CBM 1.6)
Quote:
Originally Posted by Sombre
That would be used more for raiding than anything. Unless you mean reduce unrest.
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Surely, I mean reduce of unrest, sorry but my english is originated only from many years of marvel comics reading
Fosforo
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December 16th, 2009, 05:56 PM
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Location: Tennessee USA
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Re: The triarii have to rejuvenate! (CBM 1.6)
You could modify the existing one by pushing the attributes out by making 5 of your own, but I find it much easier and more reliable to just make a new site.
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