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Old 24-05-2006, 01:09 PM   #131
Frenkieee
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@ Riveros: normally your best soldiers will attack. If you click on an enemy building, you can choose whether you would like to attack with your strongest or your weakest soldiers. It's on strongest by default. But perhaps you're attacking a building nearest to one of your military buildings with weak units. If your building with stronger soldiers is further away, then it's possible that your weaker units attack.

There is a way to swap soldiers. In the military menu, you can choose the strength of soldiers garrisoning your buildings. If you have a guardhouse with a general and a private, and you conquer a building in such a way that your border is extended far enough that you don't need 3 soldiers in that guardhouse anymore, normally the general would stay there. But if you pull the right bar in the military menu all the way to the left, a private will stay.

However, you can't say: in that building I want generals, and in that other building I want privates. If you finish building a military building, a soldier in a storehouse/HQ nearest to that building will occupy it.
                       
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Old 24-05-2006, 01:14 PM   #132
Frenkieee
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@Merri:

I've done some research myself. You can download my excel-sheet here: HERE

I edited the map 'Four Islands' in your map generator, so I can build harbours now. I replaced it with the first mission. I edited the wares and peoples so that it fits normal merchandise. Now I'm ready to play!

The only crappy thing is that I still have that crappy tent instead of a HQ, and I can't choose an other tribe than the Romans. But maybe you know those commands? k:

Btw, you meant .RTX instead of .RTF right?
                       
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Old 24-05-2006, 01:22 PM   #133
Merri
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You can do some kind of control with the military units. In the game, when you open up the main selection window (by pressing M or the icon in the bottom), you'll see a soldier icon on one of the buttons. You can open the military control window from that icon.

Now you have some switches here. The first switch sets how easily soldiers are reqruited from the people you have. I've never had any use for this setting so you can ignore it.

Next you get an interesting setting: it sets the soldier's rank that are preferred to be sent to the military buildings. If you set it to the minimum, you never see better soldiers getting off from your headquarters if you have any privates in the HQ. So new buildings are occupied by the lowest soldiers first. It seems the midpoint is where the best soldiers are preferred over worse soldiers, although if you set it to the maximum, the best soldiers are sent from every storehouse there is before worst soldiers are sent anywhere.

The third switch sets how many defenders are sent out when an attack comes. The setting is at maximum by default, meaning only one soldier remains in the building to defend it.

The fourth switch sets the amount of attackers. It works similar to the defence setting: the higher the bar, the lower amount of soldiers remain in your buildings when you attack. If you set this to the maximum, you can do long attacks but you leave yourself vulnerable.

The last three settings set how much soldiers you have in your military buildings. First you see the inner land setting (white flag). If you set this to the maximum, all buildings in your inner lands get the maximum amount of soldiers (unless you run out of them). The next setting is for midpoint lands, military buildings that are close to a border but not near the edge (a line over the white flag). And then the last setting is for buildings that are in the border in almost direct contact with the enemy lands. It is wise to keep this setting at maximum most of the time.



With this information, you can do some tricks: you can use your inner lands to beef up your soldiers. Build a fortress and a mint together in a somewhat peaceful position, set maximum amount of soldiers to go to your inner land buildings and voilá! you can train your soldiers effectively within your own borders. Once you have four or five generals ready in the fortress, you can move the inner lands switch in the military window to the midpoint (and also make sure the second switch is set to the minimum!), then the best soldiers get out of the buildings. Once the soldiers get off the buildings, you can restore it to the maximum so the worst soldiers go to your inner land buildings for training. Once the buildings are again full of soldiers (or no more soldiers leave the HQ), you can restore the second switch to midpoint so the better soldiers go to the border areas.
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Old 24-05-2006, 01:32 PM   #134
Merri
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Quote:
Originally posted by Frenkieee@May 24 2006, 04:14 PM
@Merri:

I've done some research myself. You can download my excel-sheet here: HERE

I edited the map 'Four Islands' in your map generator, so I can build harbours now. I replaced it with the first mission. I edited the wares and peoples so that it fits normal merchandise. Now I'm ready to play!

The only crappy thing is that I still have that crappy tent instead of a HQ, and I can't choose an other tribe than the Romans. But maybe you know those commands? k:

Btw, you meant .RTX instead of .RTF right?
Yes, I meant RTX, too many file formats out there

I can't read your Excel file. Anyways, I do know the file format pretty well. You can get rid of the tent by removing !GLOBAL_SET_HQ_BOBS 6, 7, 0 - this line sets the objects used for the building (6 = tent, 7 = empty object, 0 = tells there is no "door open" object; if set to something else, it tries to show another object instead when someone gets off the HQ). If you want your people to come out of a wrecked ship, you can set 0, 7, 0 - I got a big "WTF!" from my sister when I did that


Here is some of the information I know. Some of this info matches with the map files as well. Mostly animals have different values in maps and in RTX files.

Animals
Code:
 * *rtxPolarBear = 0
 * *rtxRabbit = 1
 * *rtxStag = 2
 * *rtxFox = 3
 * *rtxDeer = 4
 * *rtxDeer2 = 5
 * *rtxDuck = 6
 * *rtxDonkey = 7
 * *rtxSheep = 8
Houses
Code:
 * *houseWoodcutter = 0
 * *houseForester = 1
 * *houseStonemason = 2
 * *houseFisher = 3
 * *houseHunter = 4
 * *houseSawmill = 5
 * *houseFarm = 6
 * *housePigFarm = 7
 * *houseDonkeyBreeder = 8
 * *houseSlaughterhouse = 9
 * *houseMill = 10
 * *houseBakery = 11
 * *houseIronSmelter = 12
 * *houseMetalworks = 13
 * *houseArmory = 14
 * *houseMint = 15
 * *houseShipwright = 16
 * *houseBrewery = 17
 * *houseGoldMine = 18
 * *houseIronMine = 19
 * *houseCoalMine = 20
 * *houseGraniteMine = 21
 * *houseStorehouse = 22
 * *houseHarbor = 23
 * *houseHQ = 24
 * *houseBarracks = 25
 * *houseGuardhouse = 26
 * *houseWatchtower = 27
 * *houseForrest = 28
 * *houseLookoutTower = 29
 * *houseWell = 30
 * *houseCatapult = 31
People
Code:
 * *peopleHelper = 0
 * *peopleWoodcutter = 1
 * *peopleFisher = 2
 * *peopleForester = 3
 * *peopleCarpenter = 4
 * *peopleStonemason = 5
 * *peopleHunter = 6
 * *peopleFarmer = 7
 * *peopleMiller = 8
 * *peopleBaker = 9
 * *peopleButcher = 10
 * *peopleMiner = 11
 * *peopleBrewer = 12
 * *peoplePigBreeder = 13
 * *peopleDonkeyBreeder = 14
 * *peopleIronFounder = 15
 * *peopleMinter = 16
 * *peopleMetalworker = 17
 * *peopleArmorer = 18
 * *peopleBuilder = 19
 * *peoplePlaner = 20
 * *peopleGeologist = 21
 * *peoplePrivate = 22
 * *peoplePrivate1stClass = 23
 * *peopleSergeant = 24
 * *peopleOfficer = 25
 * *peopleGeneral = 26
 * *peopleScout = 27
 * *peopleShipwright = 28
 * *peoplePackDonkey = 29
Ware
Code:
 * *wareWood = 0
 * *wareBoards = 1
 * *wareStones = 2
 * *wareMeat = 3
 * *wareGrain = 4
 * *wareFlour = 5
 * *wareFish = 6
 * *wareHam = 7
 * *wareBread = 8
 * *wareWater = 9
 * *wareBeer = 10
 * *wareCoal = 11
 * *wareIronOre = 12
 * *wareGold = 13
 * *wareIron = 14
 * *wareCoins = 15
 * *wareTongs = 16
 * *wareAxe = 17
 * *wareSaw = 18
 * *warePickAxe = 19
 * *wareHammer = 20
 * *wareShovel = 21
 * *wareCrucible = 22
 * *wareRodAndLine = 23
 * *wareScythe = 24
 * *wareCleaver = 25
 * *wareRollingPin = 26
 * *wareBow = 27
 * *wareSword = 28
 * *wareShield = 29
 * *wareBoat = 30
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Old 24-05-2006, 01:37 PM   #135
Frenkieee
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It's me again (maybe I should consider registering )

Ok, I just found out how to get my HQ back. I discovered that \DATA\MISSIONS\MIS_1004.RTX is the file for 'Four Islands', so I copy/pasted [GLOBAL_MAP_SETTINGS] from that .RTX to MIS_0000.RTX. Maybe now there are other players too (don't know if that wasn't the case earlier, I hadn't explored it then).

Ok, now I am really ready to play

I'll let you guys know if it works. If you want the files, just let it know!
                       
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Old 24-05-2006, 01:43 PM   #136
Frenkieee
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Ok, just registered

Thanks for the codes Merri. I found out the people and wares codes myself, these are in the excel-sheet. I put the amounts of different merchandise settings in there too. I think I don't need the buildings and animals (at least, not yet).

Enough already, let's play ball!
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Old 24-05-2006, 07:25 PM   #137
Riveros
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Any tips for passing high sees?? I just seem to run out of troops and gradually my mines run out also... Just end up in a stalemate....
                       
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Old 24-05-2006, 07:49 PM   #138
Merri
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Have you found the island in the south? That's where you can get extra resources you can use to get more soldiers (by making weapons etc.).

Also, build only one harbor per island, that'll make ships more efficient.
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Old 24-05-2006, 10:58 PM   #139
Goodguy3
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hmmm, i have a lot of "house unoccupied" signs here, and noone seems very interested in occupieing them. how do i make more people of one category?
(im in ch.4 of the roman campaign.)
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Hello for my information ration.
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Old 24-05-2006, 11:12 PM   #140
bruno
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Quote:
Originally posted by Goodguy3@May 24 2006, 11:58 PM
hmmm, i have a lot of "house unoccupied" signs here, and noone seems very interested in occupieing them. how do i make more people of one category?
(im in ch.4 of the roman campaign.)
Do you have people to went to the empty house, maybe you don´t have avaiable tools , to the people to go to the houses? k:
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