The Great Apple
Big Cheese
UPDATED: 28/12/05
NOTE: This is the first time I ever coded something proper in python, and the code is well below my current standard. I may update this mod in the future if people request it.
I've never really liked how you, the player, gets to decide which promotions a unit gets - it seems somehow wrong that you can determine how battles in the field determine how a unit gains expereince. I also didn't like the way you could hang onto your promotions until you wanted to use them.
This mod takes that aspect out of the game. It's up to you to decide if that's a good thing or a bad thing - I just thought it would be a cool mod to make! As this mod does take something from the game, I would recommend it go alongside that adds something to the game, to keep the overall level of tactics and complexity roughly the same... but it's your choice!
Instead of the player deciding which promotions a unit get, it is instead decided by looking at what the unit has done in the past. If a unit, for example, has defeated an archery unit, it will be more likely to get the Cover promotion, giving it a bonus against archery units.
If you open up DynExp.py with a text editor, you will notice a few values near the start of the file. Which values they are should be quite clear. Changing these values will make the mod perform differently.
I hope you enjoy it!
NOTE: This mod has not been tested with 1.52. The code is also pretty shabby, and needs a facelift. This may cause slowdowns at later levels. It's also not very flexible.
Release notes:
Version 0.1:
*Initial Release
*Makes promotions based on events in the unit's history
Version 0.2:
*Many many bugfixes. The mod now works better.
Version 0.3:
*More bugfixes.
*Tweaked some values
Compatability:
This mod will not work with any mod that changes the names of promotions. Nor will it work with any mods that add promotions, change what units combat types can get which promotions, or fiddle around with the promotions prequesites.
To do:
*Work out some sort of event to make drill promotion more likely. At the moment it is rather crudely done as half the chance you'll get a combat promotion)
*Work out how to add "bombard" points when a unit bombards. At the moment the Accuracy promotion is done like the Drill promotion
*Add some more options to change the way promotions are allocated:- maybe give experience from more events except combat? I'm not sure what other events I should use though!
*Make the mod more compatable with other mods.
*Tweak the likelyhood of promotions - some come too often some not enough.
*Increase chances for units to get promotions based on inbuild game bonuses (archers more likely to get City Garrison, for example)
I welcome any comments or suggestions. If you find any bugs, I welcome reports of them as well.
I'm particularily interested in how people find the balancing of the promotions (if a promotion comes up too often or not enough).
NOTE: This is the first time I ever coded something proper in python, and the code is well below my current standard. I may update this mod in the future if people request it.
I've never really liked how you, the player, gets to decide which promotions a unit gets - it seems somehow wrong that you can determine how battles in the field determine how a unit gains expereince. I also didn't like the way you could hang onto your promotions until you wanted to use them.
This mod takes that aspect out of the game. It's up to you to decide if that's a good thing or a bad thing - I just thought it would be a cool mod to make! As this mod does take something from the game, I would recommend it go alongside that adds something to the game, to keep the overall level of tactics and complexity roughly the same... but it's your choice!
Instead of the player deciding which promotions a unit get, it is instead decided by looking at what the unit has done in the past. If a unit, for example, has defeated an archery unit, it will be more likely to get the Cover promotion, giving it a bonus against archery units.
If you open up DynExp.py with a text editor, you will notice a few values near the start of the file. Which values they are should be quite clear. Changing these values will make the mod perform differently.
I hope you enjoy it!
NOTE: This mod has not been tested with 1.52. The code is also pretty shabby, and needs a facelift. This may cause slowdowns at later levels. It's also not very flexible.
Release notes:
Spoiler Release Notes :
Version 0.1:
*Initial Release
*Makes promotions based on events in the unit's history
Version 0.2:
*Many many bugfixes. The mod now works better.
Version 0.3:
*More bugfixes.
*Tweaked some values
Compatability:
This mod will not work with any mod that changes the names of promotions. Nor will it work with any mods that add promotions, change what units combat types can get which promotions, or fiddle around with the promotions prequesites.
To do:
*Work out some sort of event to make drill promotion more likely. At the moment it is rather crudely done as half the chance you'll get a combat promotion)
*Work out how to add "bombard" points when a unit bombards. At the moment the Accuracy promotion is done like the Drill promotion
*Add some more options to change the way promotions are allocated:- maybe give experience from more events except combat? I'm not sure what other events I should use though!
*Make the mod more compatable with other mods.
*Tweak the likelyhood of promotions - some come too often some not enough.
*Increase chances for units to get promotions based on inbuild game bonuses (archers more likely to get City Garrison, for example)
I welcome any comments or suggestions. If you find any bugs, I welcome reports of them as well.
I'm particularily interested in how people find the balancing of the promotions (if a promotion comes up too often or not enough).