Trying to make War of the Roses Revamp
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Here I go again. I want to make certain units able to be captured. I made it work in AgeWorld, but now I can't find the command in the xml or the tool properties. Somewhere it says "can be captured" but where? Also wondering how much trouble it would be to change the map from saying Roman Invasion of Britain 43 AD?
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@ted-self Somebody? Anybody please help?
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@wc_sumpton I'm not getting it. What I am trying to do is like the wooly mammoths in age of tribes, he would fight you if you attacked him when he was with other units, but when he was the only unit left he would stop fighting and join you. He was captured. Also if he was alone in a territory you could just capture him without a fight. That's the way I am trying to make the KingHenry unit work, he needs to be captured. Also 8 other units just like him.
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Do have this map?
The Pact of Steel map, as it includes Pact of Steel (PoS2) (in High Quality)
It includes hundreds of lines of very helpful comments.Like
<!-- isInfrastructure values: means a unit does not participate in combat, and they will be captured if the attacker is successful -->From what you describe I think you need this line for King Henry.
<option name="isInfrastructure" value="true"/> -
@thedog Thanks, I will try that. I'm also wondering how to disband a unit?
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@ted-self Now I don't know what I have screwed up. The xml editor seems to be telling me that I have a unterminated end tag at </attachmentList> but I am sure it is at the right spot. Here is the xml file. https://drive.google.com/file/d/1cNdGSOpFJhme9iTNDRMh8q3XjG0x05SD/view?usp=sharing
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There is no end tag, </attachment> for "unitAttachment" BeaufortR at line 1152, to separate it from "unitAttachment" cathedral at line 1159.
Cheers...
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@wc_sumpton Thanks, it was telling me the error was somewhere else, you really have a good eye. I think I can play test now.
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@ted-self I think it is actually ready to play. Thanks to everyone who helped, I do appreciate it. I welcome suggestions as to how to make the game better. https://drive.google.com/file/d/1XvbjrKAqCkfc_4qxJE8tWwSVMhhB58ej/view?usp=sharing
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In my maps, nothing should cost 2pu, as they will just get spamed, by the AI.
So I would increase the cost of all the cheaper units by +1pu..
I personally really like an upkeep cost of 1pu per unit. As s flat rate it is not very realistic, but it does the job and it auto limits unit stacks. (In my test game 427 Skirmishers in 1 territory is not realistic)Every unit could have this line for upkeep.
<option name="createsResourcesList" value="-1:PUs"/>.
Bireme should be renamed to Cog.
To get rid of the Tech table on the Players tab, you need this;
<!-- below removes the Tech grid on the Players tab & no tech properties defined -->
<technology>
</technology>**It goes between **</production> & <attachmentList>
</production>
<!-- ======================================= TECHNOLOGY ======================================= -->
<!-- below removes the Tech grid on the Players tab & no tech properties defined -->
<technology>
</technology><attachmentList>
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@thedog Wow, thanks, I am going to try to make version 1.1 with plagues (the original Kingmaker by Avalon Hill had plagues) and I will include your suggestions.
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@ted-self I still need that command about unit can be disbanded.
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There is no command/easy way to disband/delete/remove a unit. The quickest way is to suicide against an enemy.
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@thedog But an army that knows it is cornered and about to be wiped out would want to execute the royal so the other faction can't capture him/her. I suppose if there is no other way a human player could go to edit mode and just remove said royal. Also I suppose it is impossible to change the map from saying Roman Invasion? Also I'm not sure if I ever got the victory points thing right. I would like to tell the xml that a noble can win by controlling 6 of the 8 victory cities. Anyhow I made all those changes you suggested and did a couple of other things like removing some of the fodder at the beginning. (16 skirmishers gone.) The only thing I have not tried to tackle is introducing plague. But I am going to upload a new zip in a couple of minutes and I will post the link here.
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@ted-self Here it is, new and improved. https://drive.google.com/file/d/1XvbjrKAqCkfc_4qxJE8tWwSVMhhB58ej/view?usp=sharing
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@ted-self Also just put in a land bridge between Lindsey and Berwick because it is ridiculous for the only way to get from Scotland to England was through Graham. Also fixed another missing connection.
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@ted-self Hi everyone. I am trying to make victory cities work. Is this the command to use? "Projection of power: control 6 out of 8 victory cities (conquer 5): ? If so where does it go? What else needs to be done? I am still playtesting trying to achieve early balance. Talbot is in the most vulnerable position, he can quickly be surrounded by 3 or 4 other nobles.
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@ted-self Here is a sample of victory code from LHTR.
<property name="Projection of Power" value="false" editable="true"> <boolean/> </property> <property name="Axis Projection of Power VCs" value="8" editable="false"> <number min="8" max="12"/> </property> <property name="Allies Projection of Power VCs" value="8" editable="false"> <number min="8" max="12"/> </property> <property name="Honorable Surrender" value="true" editable="true"> <boolean/> </property> <property name="Axis Honorable Victory VCs" value="10" editable="false"> <number min="8" max="12"/> </property> <property name="Allies Honorable Victory VCs" value="10" editable="false"> <number min="8" max="12"/> </property> <property name="Total Victory" value="false" editable="true"> <boolean/> </property> <property name="Axis Total Victory VCs" value="12" editable="false"> <number min="8" max="12"/> </property> <property name="Allies Total Victory VCs" value="12" editable="false"> <number min="8" max="12"/> </property>
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@rogercooper Thanks for that. I am still working on this game, it might have a free for all version and a white vs red rose version. Also thinking of removing skirmishers because I am sick of fighting fodder.