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May 7th, 2007, 06:27 PM
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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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Thanked 695 Times in 267 Posts
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Re: NEW MOD: No Independents
Found the problem. Apparently the game does not like overly large resource costs for units. 1000 was far too high and so was 800, so I knocked it back to 500, which was the value I originally used. It works with that one.
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May 7th, 2007, 06:29 PM
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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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Thanked 695 Times in 267 Posts
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Re: NEW MOD: No Independents
Hmm, must have tested with 900 accidentally. In any case, fixed. Thanks for helping troubleshoot it, Foodstamp. I was sort of in a hurry to get that out and getting interrupted every 5 minutes tonight did not help my concentration. Sorry for any inconvenience to those who had problems.
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May 7th, 2007, 06:36 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: NEW MOD: No Independents
NP at all, glad I could help. This idea was worth the little time trouble shooting to get to use. Nice job thinking outside the box when it comes to helping the AI.
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May 8th, 2007, 01:48 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: NEW MOD: No Independents
So far I really like it. I hadn't realized how annoyingly stressful the provinces full of militia were. I notice that Atavi are still recruitable, and perhaps I'll use a Chieftain to lead my Umbrals. Much as I like the NI maps, it's nice to have the option to recruit the non-boring commanders.
(Of course the Atavi are still there because of Bandar Log, but if I really wanted to I could #copystats Bandar Log's version and change the resource cost on the poptype one. Maybe I will later. Agartha shouldn't really have access to shortbows with decent precision, or worse yet Sticks and Stones with Strength of Giants--worse than longbows.  )
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 8th, 2007, 01:57 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Thanked 106 Times in 71 Posts
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Re: NEW MOD: No Independents
I have been playing a pretty massive game as well with this mod. Here are my observations so far.
The AI builds less units, but atleast the units it build are useful. I think the AI gave me a harder time before, because he would hit me on so many fronts.
Now the attacks are normally concentrated in a few armies instead of a gazillion militia forces taking provinces left and right with me having to chase them down all over the map, one province behind them the whole time
It may be my imagination, but it seems like my load times have gone way down now that the AI has to use it's forts to produce units. I am at a point in my current game with around 35 nations on a medium sized map where the turn loading would reach a point where I would call it quits. With this mod, the turn processing seems fairly reasonable, and I think it is because the AI does not have to figure out what to do with all those trash units.
I like the mod, I will probably use it for now on in my single player games, or atleast until someone comes up with a more elegant solution to the junk indies and the AIs <3 for them.
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May 8th, 2007, 02:34 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: NEW MOD: No Independents
Thanks for the comments, guys!
The reason it decreases hosting time for turns is directly related to the number of units that have been recruited in the game. Each one of those units takes up memory, requires appropriate calculations in battle etc, which slows the game down. That's why the hard limit for units that can be on the map at the same time was only tripled from Dom2 instead of being maxed out. Maxed out, it would bring any system, no matter how top of the line, to its knees.
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May 8th, 2007, 03:07 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: NEW MOD: No Independents
I like it. I still prefer the NI maps, partly because I like non-site indy mages being absent.
This mod has a big advantage over NI maps in the respect that it can be used with random maps.
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