On Manhunter Control [Fun Solution Inside]

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Quixote

Sergeant
Many people I have found concern themselves with there never being enough manhunters early in the game.
Yet I have found after almost 3,000 ingame days, there are too much!  :facepalm:

It has become a dreadful technical problem for me. There are so many manhunters in my game, and SO much memory is being used, my game is like a constipated dinosaur taking a long calradian crap. Not everything is easy in the year 1265!
Every five seconds of travel, or ~wait here for some time~s, I will get 5 seconds of game-freeze in return.
Traveling across the realm is a nightmare.

So I decided to start running some cute tests....
BTW Specifically, for every manhunter spawn point, there are at least 20 manhunter parties patrolling....each one 70-150 men. EACH. There are about a half-dozen or so spawnpoints per biome.
Here's what I've been working on:
1) Reset bandit lairs. With the hope that bandits will spawn in an uncontrolled area on the map, mass up enough to overcome manhunters....then I will drive the bandits like cattle around my realm, killing all the manhunters. wahahaha....
2) Use savegame editor to turn manhunters into an enemy faction. This is failing so far cos I'm still learning the program.
3) Use savegame editor to simply eliminate all manhunters. This is doable but harder than I expected.
4) See below

Who knows.
Thought I would start a thread on manhunter control, to kind of record my progress, and see how others have dealt with this problem
...if at all....
 
Log #2: How about not remove every bandit lair one by one? Waaaay too time consuming...Why not an easy...

FUN SOLUTION
Fixed manhunter control... now all manhunters fight for control over an area :smile:
0EtXfcz.png
(you can see how bad the tracking problem is on the map. I had Over 50k tracks in the savegame file!)

How? Go to save editor, simply go to FACTIONS, and give manhunters a negative relation for themselves.

I am happy with this solution, and it's kind of Roleplayable. It's a fun way to keep the memory-hogging manhunter pop in check  :shifty:
 
:lol:

I love how the game can go crazy like that. And that the community has ingenious ways of dealing with it.
 
That would be in the module_factions.py file I guess

插入代码块:
  ("manhunters","Manhunters", 0, 0.5,[("outlaws",-0.6),("player_faction",0.1)], []),

Two newbie questions, from a guy who knows how te rebuild the Floris mod but has no experience in modding:
  • what is the difference if I set this value from 0.5 to -0.1, -0.5, -0.6 or -1.0 ? Does it improve the likelyhood that they will fight each other ?
  • Do I have to restart a game for this to take effect?

An alternative would be to modify the module_triggers.py I guess and make manhunters spawn less frequently, and change the value in the following snippet from 5.7 to, say, 30, but it does not help if there are already too many manhunters in game.

插入代码块:
 (5.7, 0, 0.0, 
  [
	##Floris MTT begin
	(try_begin),
		(eq, "$troop_trees", troop_trees_0),
		(store_num_parties_of_template, reg2, "pt_manhunters"),    
	(else_try),
		(eq, "$troop_trees", troop_trees_1),
		(store_num_parties_of_template, reg2, "pt_manhunters_r"),  
	(else_try),
		(eq, "$troop_trees", troop_trees_2),
		(store_num_parties_of_template, reg2, "pt_manhunters_e"),  
	(try_end),
	##Floris MTT end
    (store_num_parties_of_template, reg2, "pt_manhunters"),    
    (lt, reg2, 4)
  ],
  [
    (set_spawn_radius, 1),
    (store_add, ":p_town_22_plus_one", "p_town_22", 1),
    (store_random_in_range, ":selected_town", "p_town_1", ":p_town_22_plus_one"),
	##Floris MTT begin
	(try_begin),
		(eq, "$troop_trees", troop_trees_0),
		(spawn_around_party, ":selected_town", "pt_manhunters"),
	(else_try),
		(eq, "$troop_trees", troop_trees_1),
		(spawn_around_party, ":selected_town", "pt_manhunters_r"),
	(else_try),
		(eq, "$troop_trees", troop_trees_2),
		(spawn_around_party, ":selected_town", "pt_manhunters_e"),
	(try_end),
	##Floris MTT end
 
My favoured solution is just give myself the option to attack manhunters and eradicate the pest:
( from topic 168958.0 )

in module_dialogues.py
插入代码块:
  [party_tpl|pt_manhunters,"start", [(eq,"$talk_context",tc_party_encounter)], "Hey, you there! You seen any outlaws around here?", "manhunter_talk_b",[]],
  ##Floris MTT begin
  [party_tpl|pt_manhunters_r ,"start", [(eq,"$talk_context",tc_party_encounter)], "Hey, you there! You seen any outlaws around here?", "manhunter_talk_b",[]],
  [party_tpl|pt_manhunters_e,"start", [(eq,"$talk_context",tc_party_encounter)], "Hey, you there! You seen any outlaws around here?", "manhunter_talk_b",[]],
  ##Floris MTT end
  [anyone|plyr,"manhunter_talk_b", [], "Yes, they went this way about an hour ago.", "manhunter_talk_b1",[]], ##Floris MTT - was party_tpl|pt_manhunters
  [anyone,"manhunter_talk_b1", [], "I knew it! Come on, lads, lets go get these bastards! Thanks a lot, friend.", "close_window",[(assign, "$g_leave_encounter",1)]],##Floris MTT - was party_tpl|pt_manhunters
  [anyone|plyr,"manhunter_talk_b", [], "No, haven't seen any outlaws lately.", "manhunter_talk_b2",[]], ##Floris MTT - was party_tpl|pt_manhunters
  [anyone,"manhunter_talk_b2", [], "Bah. They're holed up in this country like rats, but we'll smoke them out yet. Sooner or later.", "close_window",[(assign, "$g_leave_encounter",1)]],##Floris MTT - was party_tpl|pt_manhunters
 [anyone|plyr,"manhunter_talk_b", [], "Kiss my arse.", "manhunter_talk_b3",[]],
[anyone,"manhunter_talk_b3", [], "How dare you! Prepare to die.", "close_window",
[[encounter_attack]]],
 
I changed that spawn rate value thing from 5.7 to 30, and I also made them hostile to eachother. Let's hope I didn't nerf them too hard.
 
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