Let talk about roads


I know it sound funny when you research trading or economics that will place roads connected to your cities and outposts, why cant we build/pillage them? The pioneers should be able to make roads.

 

Have anyone made a mod to remove those effects off the techs and allowing pioneers to build roads?

16,705 views 11 replies
Reply #2 Top

Gotta admit, just having the ability to just buy Road Builder's Shovel item is a very nice, simple,  and elegant solution!  Dunno if that's just a treasure drop or if it is available for purchase.  I had no idea that Hellions had that as part of his Black Market Bazaar Mod...

My solution was more complex, but he gets the prize (and my admiration) for a quick an easy solution that should work well!

Awesome work there Hellions!

:thumbsup:   :grin:

 

Reply #3 Top


Hmm not much infos here can help me with my ideas, but i will see if i can make some change here on my own. What i want to do is remove the roads on techs (Trading/Economics) automatically. Then having pioneers to build roads, not sure about having a ability to remove them.

Reply #4 Top

Quoting Redindus, reply 3
What i want to do is remove the roads on techs (Trading/Economics) automatically

I think this happens in TechsAmarian.xml, you find the file in .....\FE Legendary Heroes\data\English\Only-SP

Have a look for this:

<GameModifier>
  <ModType>Player</ModType>
  <Attribute>AbilityBonus</Attribute>
  <StrVal>A_RoadLevel</StrVal>
  <Value>1</Value>
  <Icon>Caravan_Icon.png</Icon>
  <Provides>Roads between Cities</Provides>
</GameModifier>

 

If you remove those lines I presume you won't get roads automatically created. 

Could be wrong though haven't tried.

 

 

 

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Reply #7 Top


I knew what file to alter, but the tech tree kept multipling bonuses or glitch. For example my other mod i made to use populations when you recruit a unit, it will doubled that squad's symbol on the tech tree. When i change the road in that TechsAmarian.xml it started to do wierd glitches again. I manage to remove that ability from Trading/Economics or change road level to "0" it will multiply army size through out the tech tree. Its weird, i havent tried "-1", prob still do the samn thing.

 

For some reasons, the symbol or icon showing in trading/economics on road bonus, just doesnt go away lol.

Reply #9 Top


I have placed it under Documents/my games/LegendaryHeroes/Units, havent tried under Mod Folders yet. The annoying parts is that Steam kept replacing those files that i have deleted or altered, so i had to disabled update from there.

 

Not sure if you understood me correctly about the glitches on Tech Trees. Recruit Mod having one glitch is enough, changing the roads, kept making things worst for Tech Trees.

Reply #11 Top

Quoting Primal_Savage, reply 10

Quoting Redindus, reply 9Not sure if you understood me correctly about the glitches on Tech Trees. Recruit Mod having one glitch is enough, changing the roads, kept making things worst for Tech Trees.

 

As you wish. Was just trying to help.




Deleting this file from your mod should solve your Tech Tree glitches.

CoreUnitGroupingTypes.xml

 

I guess I'm done here.

 

If i delete that file, i wouldnt have realism mod i made. What does it do? When you recruit units, IE: scout of 3 would take 3 population points off the settlement. So i want to keep that and i really enjoy playing that mod.