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Orko
28 Sep 2008, 18:23
Hello,

I was wondering if anyone knows how to adjust the scale for unit reinforcement cost. What I mean is, if a unit of feudal knights is 50% dead, under patch 1.05 it's 3600 to reinforce them. Under 1.03 it would've used a scaled system for reinforcement (so it may have only cost 1600 or so, I don't remember the exact scaling features). I checked the where to mod what thread, but couldn't find where this information is housed.

Thank You.

Doux
28 Sep 2008, 23:29
Hello,

I was wondering if anyone knows how to adjust the scale for unit reinforcement cost. What I mean is, if a unit of feudal knights is 50% dead, under patch 1.05 it's 3600 to reinforce them. Under 1.03 it would've used a scaled system for reinforcement (so it may have only cost 1600 or so, I don't remember the exact scaling features). I checked the where to mod what thread, but couldn't find where this information is housed.

Thank You.As far as I know it would cost the full price in patch 1.03 already to reinforce a unit. So this is not a change of patch 1.05 then..

Orko
29 Sep 2008, 07:02
I must not have ever played the 1.03 patch for that reason...

So does anyone know how to adjust this?

elvain
29 Sep 2008, 08:30
it has nothing to with patches.

I think you just play as som other kingdom and that's the reason

Doux
29 Sep 2008, 10:54
I must not have ever played the 1.03 patch for that reason...

So does anyone know how to adjust this?If you want to change the base prices, I would look in econst.in2. There's an entry HireMercenary = 1000, don't know if it works though.

Orko
6 Oct 2008, 02:09
I know about adjusting the price for different units, but this isn't what I remember doing...

http://forums.blackseastudios.com/showthread.php?t=134

Hmmmm....

Maybe I was thinking of the 1.02 patch? I don't know...

I can't even find that patch anymore.

elvain
6 Oct 2008, 10:31
well, patch 1.02 doesn't exist. There is only 1.03 and 1.05. 1.02 is the first released version (before the first patch (1.03).

Anyway, so what is the problem? None of the patches adjusted nothing concerning units reinforcing. I mean: reinforcement of your units costs you the same in 1.05 as it cost in 1.02 and 1.03 = nothing have changed.

Only thing you can change is the original cost price.

Orko
7 Oct 2008, 04:13
The problem is I remember playing where it was a scaled reinforcement cost. & I remember purposefully not patching my game because that feature was lost. But that was some time ago, & who knows what tricks my memory are playing on me...

Doux
7 Oct 2008, 20:10
The problem is I remember playing where it was a scaled reinforcement cost. & I remember purposefully not patching my game because that feature was lost. But that was some time ago, & who knows what tricks my memory are playing on me...The only scaling I would know of you could (altough hardly) confuse with, is that of mercenaries.

Orko
12 Oct 2008, 19:41
No, it's not the Merc scaling...

I must just be crazy (stupid psychologists were right...)

Vlad the Impaler
23 Nov 2008, 17:59
Refilling units is really annoying: paying full price even if only one soldier is dead...:rolleyes:

I don't know why there's no simple procedure that could check how many soldiers must be added to refill the unit and next calculate the price.

For example:

Feudal Knights - 3600 (full price) : 10 (numbers of soldiers) = 360 (cost of one men)

so, if two soldiers are dead you're paying 720, if half of the unit is dead you're paying 1800, etc.

Meh...

Mathyas Rex
24 Nov 2008, 21:13
I think vanilla KoH uses this system (don`t remember for sure, because I haven`t played it without patch for a long time). So why was that feature removed with the patch ?

Vlad the Impaler
27 Nov 2008, 17:43
I think vanilla KoH uses this system (don`t remember for sure, because I haven`t played it without patch for a long time). So why was that feature removed with the patch ?
I don't know... I'm playing with the latest patch only, so I can tell nothing about previous versions...


Anyway, the only way to avoid this is to:

- exit the game,
- change the units cost,
- start the game,
- refill them,
- exit the game,
- undo changes in Units.txt,
- start the game.

:bash:

Doux
27 Nov 2008, 17:56
I don't know... I'm playing with the latest patch only, so I can tell nothing about previous versions...


Anyway, the only way to avoid this is to:

- exit the game,
- change the units cost,
- start the game,
- refill them,
- exit the game,
- undo changes in Units.txt,
- start the game.

:bash:Or just pay the full price only when you think it's worth it. This adds a little economic vs. military decision-making.

elvain
27 Nov 2008, 18:19
I don't know... I'm playing with the latest patch only, so I can tell nothing about previous versions...


Anyway, the only way to avoid this is to:

- exit the game,
- change the units cost,
- start the game,
- refill them,
- exit the game,
- undo changes in Units.txt,
- start the game.

:bash:
or simply don't refill the unit after every single lost soldier when you know the marshall will enter a battle pretty soon - even if you lose the entire unit, you can buy it again, don't you?
Or lead the battles yourself and do your best to prevent loses. And if you have healer skill, those minimal loses will recover.

Fides
3 Feb 2009, 06:09
I've been in many situations where a squad was partially decimated to the point where it's effectiveness is diminished but it's not cost worthy to reinforce it back to full strength. It's too bad you can't have the ability to combine a few damaged squads into one that's at full strength.
It's especially frustrating when playing smaller Kingdoms that don't have the same amount of wealth to throw around that the bigger ones have.
Though I don't think it's that bad of an aspect, if you're really bugged about this you could install the raw version of KoH without any patches and try to locate the script that let you reinforce a squad in proportion to how many men needs to be trained.

paulwratt
3 Feb 2009, 10:00
Healer skill is a pre-requisite for hardcore multi-battles, away from "home", its about the only thing that will save you, even when you loose a fight..

Paul

Mathyas Rex
3 Feb 2009, 13:55
My tips are:

1.Never try 2 refill squads if you don't have the resources and 70% of the troop is alive.

2.If you have bigger loses in some squads then others, try to refill only the ones with fewer survivors.

3.Use right troops in right conditions (i.e. don't try to go against an army of cavalry with archers)

4.Try to squeeze in a few heavy mounted units in every army.

5.Use specialized armies in conquering, intercepting, raiding etc.

6.If you lack gold, make a raiding army from ranged cavalry units (horse archers, steppe cavalry, mongols ) and the right skills (strategist, enforcer, endurance, archer master, ballistics and dread). You can refill almost any army after pillaging 10 villages.

Tyrannar
3 Feb 2009, 17:21
My tips are:

1.Never try 2 refill squads if you don't have the resources and 70% of the troop is alive.

2.If you have bigger loses in some squads then others, try to refill only the ones with fewer survivors.

3.Use right troops in right conditions (i.e. don't try to go against an army of cavalry with archers)

4.Try to squeeze in a few heavy mounted units in every army.

5.Use specialized armies in conquering, intercepting, raiding etc.

6.If you lack gold, make a raiding army from ranged cavalry units (horse archers, steppe cavalry, mongols ) and the right skills (strategist, enforcer, endurance, archer master, ballistics and dread). You can refill almost any army after pillaging 10 villages.

My opinion is that this game is very easy even on HARD. And those advices by Mathyas Rex are best advices you can get if you dont have enough money. Also here is what I do:
1. Use cavalry in combination with strategists (bonus on movement speed) and enforcer (plundering bonus)
2. I never conquer a province that i do not need for its resources or special units. And i prolong conquering for as long as i dont have enough money to build building in that province. I pillage instead
3. Take healer and fortifications skills. They reduce your losses and increase opponents losses. Fortify your troops then wait for enemy. By the time they get to you they will suffer heavy casulties and you can take them out more easily

paulwratt
4 Feb 2009, 11:45
double teaming also works a treat

Paul

Dahaka
5 Oct 2009, 21:36
Every province is needed i dont care if the are no any special units or any advantages! it would be nessesary when the enemy has more marshals than you do. Some times and AI flanks my own troops not on battlefield but on the map. And by this way your capital lands is plundering by the enemy. So i think that the better is to push forward and dont let the oportunity to enemys/rebels for intercepting your empire :) at the moment Im used to some strange tactic. 3 pairs 6 marshals one pair includes: 1 marshal with only ranged units archers, balistas, catapultas etc. and another marshal is fulled by meele units and laddermans, with more different general skills the battle is more easier :) and with healing skill you can conquer all Europe with minimum casulties ;) and about mercenaries, i had spoted that when i changed merchants trade income the mercenaries cost was really high! like hiring the same feudal knights from the m.camp cost was 30.000! its cheaper to capture few towns with those units than to hire them which is quite stupid... sorry for my grammar im now typing from my mobile phone ;D