Ok!! //Replacements rulRecoverHit = 1 // <--- Modded by Numahr (credit to RSR Mod by HanBarca to identify this change) / 1 in Primus Pilus Edition, 2 in Vanilla I'm glad to see my little mod has been incorporated in a bigger project :) It's been a long time since I tested those values, but I think ...
Wouldn't a bias (set local interest) less than 100 mean less interest to actually protect/conquer those places? Isn't the default 100? Same applies for the Theater (100 should be the default), but in that case may have been intentional. Exactly....the main problem with the original campaign is that...
AIGuide_1812 Campaign.inc is a .inc file. It means that it is read only when scenario is generated. That means that your modification are not handle by the engine as your use a already generated scenario ( the original one). You need to modify the .sct file if you want your mod to be used by the en...
This quite simple mod for the 1812 Campaign will give the Russian AI a more historical behavior, focusing it on defending Russia and, if possible, destroying the French forward depots to hamper Napoleon's advance towards Moscow. Installation guide: 1. Save the original AIGuide_1812 Campaign.inc (NCP...
Nope......but in this thread you can find a complete list of the files I've modded; it's quite simple and helps in experimenting a little. BTW, The "Parthian Wars" expansion already includes my value for the terPercCostClearMajorRoad parameter.
Thanks all. I wonder how long it took to build up to level To build a fort, it costs 50k denari in the "decision mode". Although the explanation states it is for "rebuilding walls". Perhaps it is only for rebuilding destroyed forts. I haven't tried the option yet in "decision mode". Looking through...
The enemy army had offensive stance, good recon and probably a better leader. So, before you were able to move away the enemy attacked and maybe routed you, sending your retreat plans to hell
Amphibious landing If you have an enemy army in the region in offensive mode it's probably quite difficult. The loss of cohesion and the time spent debarking troops make the debarker an easy prey City assault I agree, I've changed the sieExtraModifier parameter to make it more difficult Army supply...
Nope (I don't have BOR....yet), but here's the list of the value I've changed: gamelogic.opt terPercCostClearMajorRoad Coefficent or real terrain cost paid to move along major road Old value = 025 New Value = 050 sieExtraModifier Extra modifiier during sieges (positive helps the besieger) Old value ...
I see a couple of values were in the OLD GameLogic.opt but are missing in the new one: cbtLdrCasuDiceSides = 500 // Nb of sides for the casualty dice for rank 1 leaders, at the end of combat (twice as low for rank 2, rank 3 excluded) cbtSkipAssaultFirstRound = 1 // New rule - never allow Assault on ...
I've never tested it exstensively, but the game mechanics allows to intercept an enemy army quite well, if you have a good detection / hide ratio. You need detection - in real terms, that means scouting forces. You need to: - send fast, high detection value forces ahead of you - target the enemy arm...
IMO, putting rules aside, there's too much supply in the AJE vanilla version. You can advance into enemy territory in winter without worring too much about your supply.
This mod changes only a few settings regarding supply, movement and replacement: Lower supply / ammo generation With the standard settings, I never or rarely had any problem with supply - always at full or almost full. The new settings tone down the supply generation, forcing to plan more to stay in...
Changing the variable rulRecoverHit from 2 to 1 implements a more realistic behaviour: units recover losses only when staying for the full turn in an area containing a depot. The hits are always recovered from "stragglers/wounded" and the replacement pool is not going down, but it's better than noth...
I've started a new Marius vs Sulla scenario, using rulSupply = 2 (advanced supply). The game crashes while processing the first turn, with the following error: 16:51:22 (Reporting) Host: Starting AIs. 16:51:22 (Reporting) Host: AI files done. 742 ms 16:51:22 (Reporting) Marius vs Sulla - 87BC -87, F...
Ok, but I think the hits recovering ratio is too high......the net result is that my legions are practically always at full strength.
any way to adjust it changing the game files ?