Mod Peasant Levies to cost 1 Population?
Moderator: Slitherine Core
Mod Peasant Levies to cost 1 Population?
I've seen someone mention that doing this should cut down on the AI's neverending peasant human waves, but can't figure out how to do it... I've been playing with the squads.txt file, am assuming that "Peasant Levy" is the "ID 28 InfantryStandard Levy" (seems to have the lowest ranking), but can't find anything that looks remotely like it would cause them to use up a city's population, and have no clue which resources the numbers next to the "cost" line refer to. If anyone can help me out I'd appreciate it, I love this game but the never-ending peasant waves make it a chore halfway through a grand campaign!
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- Master Sergeant - Bf 109E
- Posts: 450
- Joined: Mon Apr 04, 2005 6:12 pm
- Location: Reading, PA, USA
There's a line for each squad type in squads.txt something along the general concept of: Requires_population_unit = 0
Change that to "= 1", and you should be set.
It definitely put a damper on the AI's human waves, and after a while the program even began to build more sensible units, but it definitely hurt the AI's economic capability in the long run too much for my liking.
It was extremely convenient to be able to disband obsolete units in freshly conquered cities to get the population back up and working again.
Change that to "= 1", and you should be set.
It definitely put a damper on the AI's human waves, and after a while the program even began to build more sensible units, but it definitely hurt the AI's economic capability in the long run too much for my liking.
It was extremely convenient to be able to disband obsolete units in freshly conquered cities to get the population back up and working again.
I can't actually find that line in the CoW squads.txt file at all, though it IS in the Gates of Troy one (I tried adding it into CoW with no effect). Would you happen to know which unit in the sqauds.txt file is the peasant levy anyway? I'm beginning to think they aren't in it, I've tried changing values in the only one that I thought could be the peasants to no effect... I'd rather just raise their cost to something astronomical that the AI won't pay than mod them out if possible.honvedseg wrote:There's a line for each squad type in squads.txt something along the general concept of: Requires_population_unit = 0
Change that to "= 1", and you should be set.
It definitely put a damper on the AI's human waves, and after a while the program even began to build more sensible units, but it definitely hurt the AI's economic capability in the long run too much for my liking.
It was extremely convenient to be able to disband obsolete units in freshly conquered cities to get the population back up and working again.
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- Lance Corporal - Panzer IA
- Posts: 13
- Joined: Wed Jun 04, 2008 6:11 pm
For me, it makes the grand campaign boring to the point of being unplayable, having to fight through 3-4 peasant assaults per turn without an autoresolve feature. Having it send units you could actually lose against would at least make it more exciting.Carolus_Rex wrote:why do something like that? let them come with their "human waves". Better peasants than better units.
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- Lance Corporal - Panzer IA
- Posts: 13
- Joined: Wed Jun 04, 2008 6:11 pm