Era imersion

RpX

Chieftain
Joined
Mar 13, 2024
Messages
23
Hi, Tx for the superb work on keeping this game alive, Its been years since I last played it but recently I had an urge to replay it and found the "we are the people" mod to be a must.
I usually go nuts at the start of a game and go on to explore the entire map which I quite like but after doing so, a part of the game reaches game over for me. To counter this could we have a max range from colonies and maybe boats that units could be away from and/or a loss of hp when they get beyond that limit (so that found units need to get to a boat or colonies fast)??? Like this the sense of discovery would be more meaningful and slower! All Units could have a base range and then mounted got increased range and specialists in wilderness like scouts/rangers etc got an extra range.
I don't know anything about programming so I don't know the difficulty of implementing this 😕
 
I also think that having entire continent revealed by mid-1600s is pretty unrealistic... It should be basically impossible untill like year 1800, but I think that would require unit supplies - which (any type of unit maintenance) is big no-no in philosophy of mod creators.

Maybe all non-scout/military units should be unable to reveal new territory, except for ships. Military units (we already start with dragoons) together with ships could be the only ones that can go into wilderness.

Or another idea - units that are outside any cultural borders could lose 10% health/turn, and scouts and natives would not be affected by that... (but I imagine AI could get destroyed by that and making it understand this rule well would be hard too)

I don't hope it will be passed, but just added some alternative ideas how it could work and wanted to say - I also feel a bit unhappy with so rapid exploration. I think limiting units to "x" squares from settlement seems more realistic than my ideas.
 
Last edited:
Yeah I thought on the supplies idea too but didn't mention it because I figured it would be harder to implement, didn't even knew about it being a big no no, and the hp loss idea...uhm yeah if it messes with AI that much better keep it simple and go with the range mechanics 👀
 
The new movement system that Ray worked on slows down exploration as a side effect. I believe the code is in the mod but it is not enabled by default. A search of the forums should show you how to turn that on so you can give it a try.
 
  • Like
Reactions: RpX
It's not easy to enable. From what I've read on discord you need to recompile DLL after changing xml. (I tried just changing xml and can confirm it won't change it)

The variable is in GlobalDefinesAlt.xml in "assets/xml" folder of mod and is called USE_CLASSIC_MOVEMENT_SYSTEM.

By default it has two "1"s I changed one of each to 0 , then I changed both and it won't make new movement system.
<!-- Movement System -->
<Define>
<DefineName>USE_CLASSIC_MOVEMENT_SYSTEM</DefineName>
<iDefineIntVal>0</iDefineIntVal>
<bAlwaysHardcoded>0</bAlwaysHardcoded>
</Define>

In my game I just removed any "double movement" and reduced cost of movement from promotions. To balance it out scouts are equal in speed to dragoons and after explorer promotion can have 4 movement points. (which is still less than 3 MP but with lower terrain mv cost, but really fast on plains. And I like it as that)
 
  • Like
Reactions: RpX
I think expansion in general feels extremely fast. I've been playing the PTSD modmod for this and it helps contain things a bit (you don't have unlimited access to goods from Europe/Africa/Port Royale.) It's just extremely easy to snowball in the game but I imagine it's an extremely complex issue to solve. I know they're working on fixes so my hats off to the team for taking on that challenge lol
 
  • Like
Reactions: RpX
I think expansion in general feels extremely fast. I've been playing the PTSD modmod for this and it helps contain things a bit (you don't have unlimited access to goods from Europe/Africa/Port Royale.) It's just extremely easy to snowball in the game but I imagine it's an extremely complex issue to solve. I know they're working on fixes so my hats off to the team for taking on that challenge lol
Oh just checked that PTSD mod and it seems interesting, gonna try it. Tx!
 
Top Bottom