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What I have done - 3/16/2014 1:19:52 AM   
Numdydar

 

Posts: 3211
Joined: 2/13/2004
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As others have noted, the game is pretty much un-winable as the CP on Balanced or higher against the AI. This is due to the AI moving all the small garrisions arond like shock troops that were added in the last patch.

So what I did was to edit the Units LUA so that all of these have 0 movement. In other words made them static. What a difference that has made.

The downside (of course there is always a downside to an easy fix ) is that you cannot disband them and they will block you from putting better troops in a city until they die. But to me the game works much better so it is a small price to pay to actually not lose by 1915
Post #: 1
RE: What I have done - 3/16/2014 4:50:14 PM   
Lecivius


Posts: 4845
Joined: 8/5/2007
From: Denver
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How do you edit this? I found this game impossible as a newb against the AI. The ability to attack, move & repair in the same turn was just a bit to much. It would be nice to put some sort of limiter on this.

(in reply to Numdydar)
Post #: 2
RE: What I have done - 3/16/2014 5:52:34 PM   
Fred Sanford

 

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Joined: 9/22/2013
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It's not unwinnable as CP. Did it my second try on balanced.

(in reply to Lecivius)
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RE: What I have done - 3/16/2014 8:02:19 PM   
Numdydar

 

Posts: 3211
Joined: 2/13/2004
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quote:

ORIGINAL: Lecivius

How do you edit this? I found this game impossible as a newb against the AI. The ability to attack, move & repair in the same turn was just a bit to much. It would be nice to put some sort of limiter on this.


Find the Units.LUA file under Data/Scripts and open with Notepad. Near the bottom you will find the stats for Smallgarrision. Just change the value for MP from 1 to 0 and they can no longer move . This only takes effect in a new game btw.

(in reply to Lecivius)
Post #: 4
RE: What I have done - 3/16/2014 8:03:14 PM   
Numdydar

 

Posts: 3211
Joined: 2/13/2004
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quote:

ORIGINAL: Fred Sanford

It's not unwinnable as CP. Did it my second try on balanced.


Using the latest patch? As that has made a massive difference.

(in reply to Fred Sanford)
Post #: 5
RE: What I have done - 3/16/2014 9:46:56 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline

quote:

ORIGINAL: Numdydar


quote:

ORIGINAL: Lecivius

How do you edit this? I found this game impossible as a newb against the AI. The ability to attack, move & repair in the same turn was just a bit to much. It would be nice to put some sort of limiter on this.


Find the Units.LUA file under Data/Scripts and open with Notepad. Near the bottom you will find the stats for Smallgarrision. Just change the value for MP from 1 to 0 and they can no longer move . This only takes effect in a new game btw.


Hi you can check out the original design for the new small garrison here.

http://www.matrixgames.com/forums/tm.asp?m=3414201&mpage=1&key=

The problem is not with the small garrison,its how the AI now uses them,they were never intended to be anything, but City defenders.

_____________________________

Make it so!

(in reply to Numdydar)
Post #: 6
RE: What I have done - 3/16/2014 10:00:55 PM   
Fred Sanford

 

Posts: 91
Joined: 9/22/2013
Status: offline
yes 1.4.2
quote:

ORIGINAL: Numdydar


quote:

ORIGINAL: Fred Sanford

It's not unwinnable as CP. Did it my second try on balanced.


Using the latest patch? As that has made a massive difference.


(in reply to Numdydar)
Post #: 7
RE: What I have done - 3/17/2014 12:16:54 AM   
Tomokatu


Posts: 488
Joined: 2/27/2006
Status: offline
kirk23 advised
quote:

The problem is not with the small garrison,its how the AI now uses them,they were never intended to be anything, but City defenders.



Should I assume that the same change is to be made to unit ID=23 "arabsmallgarrison"? (I did, anyway but I have a saved original copy, of course)


_____________________________

For every action, there is an equal and opposite malfunction

(in reply to Fred Sanford)
Post #: 8
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