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  #1  
Old March 2nd, 2005, 02:00 PM
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Default Re: Fixing PD?

Pythium with improved prov. defence:

#modname "Pythium Defence"
#description "This mod improves the provincial defence of the nation Pythium. This mod might work.




This mod was put together by Janne Joensuu, known in Shrapnel Games' forum by the name of Endoperez"
#version 001

#selectnation 2 -nation number, with abysia 0, atlantis 1... machaka 16
#defcom1 "Theurg" -base def commander
#defunit1 685 -first def unit, Alae Legionnaire
#defmult1 10 -defmult1 / 10 * pd = number of defunit1
#defcom2 "Arch Theurg" -commander on pd 20
#defunit2 688 -units gotten from pd 20 upwards, Triarius
#defmult2 20 -defmult2 / 10 * (pd-19) = number of defunit2
#end

They get 2 triarii for each point of prov. def. after 20 as it costs lots of gold. The second unit is triarii, because I think they are troops that have already retired and are given land in conquered provinces. If you wanted them to be units recruited and paid just for provincial defence, they could be hastati or principes.

ANYONE can easily mod the province defence. However, the modder should remember to try to follow the general guidelines - Pythium should have weaker prov. def., so maybe only Velites and Alae Legionaires & Theurg Initiates and Theurgs, while Jotunheim might have defmult1 15 Jotun Militia and Jotun Javelinists as second troops.

The problems:

Themes' pd cannot be modded to differ from that of base nation (Ulm/Black Forest, Broken Empire/Ashen Empire, Pangaea/New Era...)

Beating prov.def. of weak Astral nations would be easy with an S3+Skullcap mage teleporting around and scripted to [Magic Duel, Magic Duel, Magic Duel, Cast Spells].
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  #2  
Old March 2nd, 2005, 02:20 PM
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Default Re: Fixing PD?

Does Pythium really need 20 gold Arch Theurgs in their province defense? Since an Arch Theurg is Capitol only, however, i feel it's a poor commander choice thematically. IF that's the way it goes though, you could give Man Tuatha/Crones/Knights of Avalon, Abysia could have Demonbred (although with blood nations, they'd be less useful without blood slaves). How much is too much though? Upping all of the province defenses makes bigger castles viable, but at some point the cost-efficiency optimization makes them so useful that it's more important to max out PD than to make a castle there or station mobile forces in the province's vicinity for additional protection and it reduces the value of ranged summons. Adjusting DOM-2 appears to me as a similar conundrum to passing laws in a real nation -- everytime you "fix" one thing, you "break" something else.
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Old March 2nd, 2005, 03:58 PM
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Default Re: Fixing PD?

Quote:
Endoperez said:
This mod might work.
..
#selectnation 2 -nation number, with abysia 0, atlantis 1... machaka 16
#defcom1 "Theurg" -base def commander
#defunit1 685 -first def unit, Alae Legionnaire
#defmult1 10 -defmult1 / 10 * pd = number of defunit1
#defcom2 "Arch Theurg" -commander on pd 20
#defunit2 688 -units gotten from pd 20 upwards, Triarius
#defmult2 20 -defmult2 / 10 * (pd-19) = number of defunit2

Does this actually work?

Last time I tried to mod the PD of a nation, it turned out that it wouldn't work unless I used the (how is it called?) .. commmand that erases all nations buildable troops, so I had to put the whole lot in again "by hand".
And IIRC there was some issue with the defmult as well, can't remember exactly what it was. something about the numbers/level, of which only some worked, and others not...
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  #4  
Old March 2nd, 2005, 05:11 PM
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Default Re: Fixing PD?

I tried it, could recruit troops as Pythium and my home was defended by Alae L. and Triarius. I changed them to be from Pythian, nor Ermorian, legions but that shouldn't have broken anything. I haven't tested if the numbers of defmult1/2 actually work.

Besides, I have a bunch of mods in which the national troops have already been put in by hand... So if you want to mod PD, you can mod it through my Nation Replacement mods.
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