
April 5th, 2004, 10:52 AM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
Posts: 744
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Map moding question
Quote:
Originally posted by Peter Ebbesen:
#independents value
value = 1,...,9
Undocumented in the mapmodding doc as far as I remember, but a search for keywords in the .exe turned it up and it works. Check the Nasty Edition mapfile in case I have made a typo in the above.
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Great, thanks Peter. Aye, coudn't find reference to this command in mapmoding.doc as well.
So do you think that the end result for my game would be the same (but of course your solution is more elegant) as with the changes that I've made with .map file for oraniawar as I've described below? I am asking because I am on turn 10 already, and I would prefer not to restart, unless the changes that I've made lead to some unexpected results.
Brief description from my post below:
Basicly all I did was:
1. changed oraniawar scenario into map
2. removed Ermor provinces
3. removed victory points
4. put "forced Niefelhem" theme for Jotuns
5. selected 1 as number starting provinces, despite the fact that me (and I hope everybidy else) still get 5 province with 2 castles each as the result, just as I wanted to.
6. And of course set indep strength just as I wanted it to be - 7 (based upon things that I've read on this forum I got an impressiion that this would give Impossible AIs on large map such as Orania the best fighting chance vs human player(btw is it indeed so from your experience?)
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