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October 28th, 2008, 09:35 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Better Independents v2.1
Quote:
Originally Posted by Edi
Quote:
Originally Posted by Loren
Got a big financial problem here: It's not as bad as the militia but it ran my expenses up to 25k/turn (I have Gift of Nature's Bounty up, I could just barely afford it) before I figured it out.
I haven't pinned down the offending unit yet but I suspect it's a knight. I was using an army of seraphs to take some provinces the AI had lost to indie monsters. Seraph = S4 mage = Enslave. I ended up with some of the random event monsters in my army.
I am not sure that that's the only culprit as I'm still at 18k and trying to drown as many pests as I can. (I am at peace in that part of the world, I can't just suicide them against the neighbors.)
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The event militia aren't cost altered. Most chaff indies are. Knights are normal price, but the worst of the three heavy cavalry costs a lot. If you have any non-archer tribals, any light cav, those are bad. Check the mod file to see what's modified, then check all the indies the seraph got for you.
The resource version was made specifically to address astral nations and Enslave Mind so the spell can be used without instant bankruptcy.
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I have confirmed it's not knights. I just drowned one and my support didn't go down. I still haven't found the unit. I'll get the resource-only version of the mod.
???? I would have thought it would be in this thread but I don't see it. Where is it?
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October 29th, 2008, 06:43 AM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
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Re: Better Independents v2.1
Loren,
Go to Llama'a sticky "Map and Mod Browser".
It is a wonderful resource.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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October 29th, 2008, 09:21 AM
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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: Better Independents v2.1
Quote:
Originally Posted by Loren
Quote:
Originally Posted by Edi
Quote:
Originally Posted by Loren
Got a big financial problem here: It's not as bad as the militia but it ran my expenses up to 25k/turn (I have Gift of Nature's Bounty up, I could just barely afford it) before I figured it out.
I haven't pinned down the offending unit yet but I suspect it's a knight. I was using an army of seraphs to take some provinces the AI had lost to indie monsters. Seraph = S4 mage = Enslave. I ended up with some of the random event monsters in my army.
I am not sure that that's the only culprit as I'm still at 18k and trying to drown as many pests as I can. (I am at peace in that part of the world, I can't just suicide them against the neighbors.)
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The event militia aren't cost altered. Most chaff indies are. Knights are normal price, but the worst of the three heavy cavalry costs a lot. If you have any non-archer tribals, any light cav, those are bad. Check the mod file to see what's modified, then check all the indies the seraph got for you.
The resource version was made specifically to address astral nations and Enslave Mind so the spell can be used without instant bankruptcy.
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I have confirmed it's not knights. I just drowned one and my support didn't go down. I still haven't found the unit. I'll get the resource-only version of the mod.
???? I would have thought it would be in this thread but I don't see it. Where is it?
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First post. The attachment there has all three versions of the mod. Or it should, seeing as I just checked and it was fine.
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October 29th, 2008, 01:17 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
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Re: Better Independents v2.1
Quote:
Originally Posted by Edratman
Loren,
Go to Llama'a sticky "Map and Mod Browser".
It is a wonderful resource.
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What should I be looking for?
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October 29th, 2008, 02:01 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
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Thanked 37 Times in 27 Posts
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Re: Better Independents v2.1
As Edi pointed out, the mod is in the very first post of this thread.
Llama's list, which is both maps and mods is accessible also in the very first post of the sticky.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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October 29th, 2008, 10:11 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Better Independents v2.1
Quote:
Originally Posted by Edratman
As Edi pointed out, the mod is in the very first post of this thread.
Llama's list, which is both maps and mods is accessible also in the very first post of the sticky.
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I figured it out now--I was looking for a separate mod, I didn't realize they were all part of the same thing.
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October 30th, 2008, 04:31 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Thanked 695 Times in 267 Posts
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Re: Better Independents v2.1
Quote:
Originally Posted by Loren
Quote:
Originally Posted by Edratman
As Edi pointed out, the mod is in the very first post of this thread.
Llama's list, which is both maps and mods is accessible also in the very first post of the sticky.
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I figured it out now--I was looking for a separate mod, I didn't realize they were all part of the same thing.
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I like packaging things in bundles if they are related.
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November 1st, 2008, 12:59 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
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Thanked 143 Times in 108 Posts
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Re: Better Independents v2.1
Not sure if this has been mentioned before -
I've seen references to the potential problem with the Resource Only version of BI. It occurred to me that if the gold costs were reduced to "1" for all troops effected by the mod, then it wouldn't really hamper the computer very much if it filled up all of its queues with forbidden units.
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November 1st, 2008, 06:53 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Better Independents v2.1
Quote:
Originally Posted by JimMorrison
Not sure if this has been mentioned before -
I've seen references to the potential problem with the Resource Only version of BI. It occurred to me that if the gold costs were reduced to "1" for all troops effected by the mod, then it wouldn't really hamper the computer very much if it filled up all of its queues with forbidden units.
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Then it WOULD fill up those queues with the chaff at every opportunity instead of just sometimes, so no go.
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November 2nd, 2008, 12:01 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
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Thanked 143 Times in 108 Posts
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Re: Better Independents v2.1
That's my point, though. At difficulties above normal, 100g/province is nothing to the AI. The filling of the queues is not a problem in and of itself, it's the gold that is tied up that is the problem. At 1g per unit, the "problem" should effectually disappear.
< shrug > Maybe I'll just give it a test (when I can pry myself away from Fallout to do Dom3 SP), and let you know.....
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