ExecChangeRegimePeople

Discuss and post your mods and scenarios here for others to download.

Moderator: Vic

Post Reply
User avatar
Zaratoughda
Posts: 714
Joined: Sat Nov 15, 2008 4:00 pm
Location: NE Pa, USA

ExecChangeRegimePeople

Post by Zaratoughda »

Vic..... mentioning this as an event Exec that... does not exist where I have run into a second occasion (forget what the first one was) where lack of this has put an end to an enhancement.

In this case... IMO my new Usurpers enhancement for ARHS... is working out great. For me, a real challange and when you fight the AI they have considerable forces, typically different from one another if also using the 'peoples' option... and really working well, again IMO.

However... one caveat.... the challange that this setup presents... might be too much for some players.... particularly new ones.

So, I started two new options.... AI Prod x 0.5 and AI Prod x 0.75... and the plan was to decrease the production for each AI for all peoples if one of these two were selected. The event code allows for this.

However, the problem, is in the random games all AI regimes start out with the Universals as their regime people... the same as what the human players start with... and the change in what the production modifier for a given people is, is relative to regime people not the AIs themselves.

So, unless I have missed something here... you can't lower the production level for the AI without lowering it for the human players as well.

So, my enhancement here came to a dead end... and doesn't appear anyway around it.

Ran into this problem before so, am suggesting you might want to add this EXEC... if you get a chance.

Zaratougda
Lunaticus_matrixforum
Posts: 834
Joined: Wed Dec 31, 2008 3:50 pm
Location: Germany

RE: ExecChangeRegimePeople

Post by Lunaticus_matrixforum »

Hi Zaratoughda,
hope you dont mind if I give my personal opinion?
What you could do is to use different people for each regime (by e.g. changing the people of each regime each round via an event or just initially). Then you can change the production of each regime in the current setup with the usual command ExecChangePeopleProdMod.
As an example I am using this in my Random Game Spacemod so that both sides can research a production upgrade which only works for their own side...
Best Regards
User avatar
Zaratoughda
Posts: 714
Joined: Sat Nov 15, 2008 4:00 pm
Location: NE Pa, USA

RE: ExecChangeRegimePeople

Post by Zaratoughda »

No, I don't mind personal opinions <g>.

The problem is there is no way to change the people for a regime... none that I can find anyways... they are all set to be Universals at the start of the random game and there is no way to change that.

Thus the suggested EXEC.

Zaratoughda
Post Reply

Return to “Mods and Scenarios”