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Fantasy Wars Turn-based strategy. Gather an army, upgrade units, study magic spells, participate in castle sieges and assaults to destroy the great Orc Ugraum’s horde.

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  #1  
Old 01-08-2008, 05:07 PM
shinyhalo shinyhalo is offline
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Join Date: Dec 2007
Posts: 12
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Quote:
Originally Posted by Ogre View Post
Looks like you want MovementTypes.xml
Piece of cake to edit. Thanks.


Quote:
Originally Posted by Ogre View Post
Start with the AIPARAMS.xml file. It seems the weights for tacking specific actions are in there.
Thanks for help. I think I got this to work.
I am testing by using New Campaign -Human. The goblin looters in the first village now stay inside the Town even when surrounded by peasants and militia and two covering bowmen units. This will ensure maximal human losses due to the significant defense bonus of the town.

Here is the last edit I made that seemed to trigger the goblins staying instead of moving away. I bumped the i_friendlyStructureBonus bonus to 80 and decreased the CloseEnemiesPenalties to 1, 1, 0

<Retreat>
<!-- ïðîöå*ò çäîðîâüÿ þ*èò* ïðè êîòîðîì åìó ð*çðåøå*î îòñòóï*òü -->
<i_damagedUnitHPPercent>80</i_damagedUnitHPPercent>
<!--áî*óñ*ûå î÷êè ç* **õîæäå*èå âáëèçè äðóæåñòâå**îãî ñòðîå*èÿ-->
<i_friendlyStructureBonus>80</i_friendlyStructureBonus>
<!--áî*óñ*ûå î÷êè ç* **õîæäå*èå âáëèçè äðóæåñòâå**ûõ þ*èòîâ-->
<i_closeFriendsBonus>6</i_closeFriendsBonus>
<!--ì*îæèòåëü áî*óñ*ûõ î÷êîâ ç* ìåñò*îñòü-->
<i_terrainBonusMultiply>2</i_terrainBonusMultiply>
<!--Øòð*ô*ûå î÷êè ç* **õîæäå*èå âð*ãîâ ** ð*ññòîÿ*èè-->
<CloseEnemiesPenalties>
<!--Øòð*ô*ûå î÷êè ç* **õîæäå*èå âð*ãîâ ** ð*ññòîÿ*èè 1 (ñîñåäè*é õåêñ)-->
<i_penalty>1</i_penalty>
<!--Øòð*ô*ûå î÷êè ç* **õîæäå*èå âð*ãîâ ** ð*ññòîÿ*èè 2 (÷åðåç õåêñ)-->
<i_penalty>1</i_penalty>
<!--Øòð*ô*ûå î÷êè ç* **õîæäå*èå âð*ãîâ ** ð*ññòîÿ*èè 3 (÷åðåç äâ* õåêñ*)-->
<i_penalty>0</i_penalty>
</CloseEnemiesPenalties>
<!--Øòð*ô*ûå î÷êè ç* ïëîõóþ ìåñò*îñòü-->
<LandPenalties>
<!-- Øòð*ô*ûå î÷êè ç* **õîæäå*èå â áîëîòå -->
<LandPenalty>
<s_landType>Swamp</s_landType>
<i_penalty>6</i_penalty>
</LandPenalty>
<!-- Øòð*ô*ûå î÷êè ç* **õîæäå*èå â ðåêå -->
<LandPenalty>
<s_landType>River</s_landType>
<i_penalty>6</i_penalty>
</LandPenalty>
</LandPenalties>
</Retreat>
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  #2  
Old 01-08-2008, 06:02 PM
Ogre Ogre is offline
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Posts: 62
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No problem. I am poking around trying to determine what can and cannot be modded.

It seems like all the friendly names are in the LocTable which is most likely compiled in packedloctable.dat file. Those won'tbe easily modded or added to.
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