PDA

View Full Version : Feudal Foot Knights



ICantSpellDawg
12-10-2002, 18:31
ive played 1 trillion campaigns and i can NEVER EVER build a feudal foot knight i see other factions with them and i can get them as mercs, but no faction seems to be able to make them i dont get it

any ideas?

ICantSpellDawg
12-10-2002, 18:32
by the way - i can make feudal knights

Kraxis
12-10-2002, 18:40
Another one...

Feudal Foot Knights are only available in sieges where you dismount the Feudal Knights...

Chivalric Knights can be dismounted everywhere.

Other factions might get them when they come back, or rebellions might get them too, but those knights can't mount their horses as they don't have any.

Satyr
12-10-2002, 19:26
And why am I getting them in rebel armies when they can't even get built until the high period? I actually reloaded last night (something I never do) because there were so many feudal foot knights in a rebel army that I thought of it as the game cheating. I thought this sort of thing was fixed in the patch?

Daevyll
12-10-2002, 19:39
Mary dear, you wasted a golden opportunity to pick some up for yourself... Rebels are dead cheap to bribe.

Think 'clearance sale', that should appeal to your feminine instincts if nothing else.

Satyr
12-10-2002, 20:01
Listen up shmuck, I don't shop. I am not like any woman you ever met so don't do that female stereotypical crap on me.

And if they had not been 'French' rebel troops I would have bought them, but I am not paying 64,000 florins for any troops.

barocca
12-10-2002, 20:10
MQS,
Feudal Foot are ALL_PERIODS according to the build Prod file,
the rebels can have any unit available as a mercenary, as many rebellions hired merc's, think of the war of the roses, mercenaries fought on both sides,

they can't be built, but they can appear in the mercenary pool, thus they can appear in the rebellion armies,

the ai is quite adept at "bribing" armies,
.matteosartori. is the cheat to view the whole map during SP campaign, just watch as the AI factions gobble up rebel armies...

so the AI is not actually cheating...

RunAway!!
12-10-2002, 20:17
I'm pretty sure mounted feudal knights are available in the early period, it just takes a lot of building to get to them. As far as rebellion hordes go, it has something to do with the type of rebels. I've seen some rebellions with 16 units of peasants, 16 units of hobilars, and some assorted archers; and then I've seen some rebellions whose armies put mine to shame, with lots of knights and good infantry.

Daevyll
12-10-2002, 21:59
Quote[/b] (Mary, Queen of Scots @ Dec. 10 2002,13:01)]Listen up shmuck, I don't shop. I am not like any woman you ever met so don't do that female stereotypical crap on me.

And if they had not been 'French' rebel troops I would have bought them, but I am not paying 64,000 florins for any troops.
rofl, a sense of humor and some relativism are wonderful assets you know.

Also, a tad more creativity wouldnt go amiss. 'Schmuck' just doesnt cut it dear.

cugel
12-10-2002, 23:30
TuffStuffMcGruff: You can't build either feudal footknights or chivalric footknights, they only appear in rebel factions or as a result of crusades. I didn't like this so I modded it. Here are the entries you need to change:

Just use this entry over the feudal footknights entry in your crusader_unit_prod11.txt file (be sure to back-up your original file):

FeudalFootKnights INFANTRY 275 10 1 0 80 40 1 PREFERRED "CATH_HERETICS(5), CATH_LOYALISTS(15), CATH_REBELS(5), ORTH_HERETICS(5), ORTH_LOYALISTS(15), ORTH_REBELS(5), ORTH_ZEALOTS(5)" "POVERTY_STRICKEN(75.75), DESPERATE_DEFENCE(10.1), CATHOLIC_EXPANSIONIST(121.2), CATHOLIC_NAVAL_EXPANSIONIST(121.2), CATHOLIC_TRADER(101), CATHOLIC_CRUSADER_TRADER(101), CATHOLIC_EXPANSIONIST_CRUSADER(121.2), CATHOLIC_DEFENSIVE_CRUSADER(80.8), POPE(50.5), CATHOLIC_DEFENSIVE(80.8), CATHOLIC_ISOLATIONIST(50.5), ORTHODOX_DEFENSIVE(80.8), ORTHODOX_EXPANSIONIST(121.2), ORTHODOX_STAGNANT(101), MUSLIM_PEACEFUL(101), MUSLIM_EXPANSIONIST(121.2), MUSLIM_DEVOUT(121.2), BARBARIAN_RAIDER(161.6), REBELS(101), CLOSE_TO_SUPPORT_LIMIT(27.27)" "{ROYAL_COURT2, ARMOURER2}" "ATTACKER,STRONG" ALL_PERIODS YES "HEIGHT( 85 ), RADIUS( 25 ), SCALE( 120 ), PROJECTILE_TYPE( NONE ), SAMURAI( YES ), MARCH_SPEED( 6 ), RUN_SPEED( 10 ), CHARGE_SPEED( 11 ), MIN_TURNSPEED( 2 ), MAX_TURNSPEED( 8 ), TURN_TO_MOTION_SPEED( 8 ), MAX_INMOTION_TURN( 96 ), FORMATION_WIDTH_SPACING( 60 ), FORMATION_LENGTH_SPACING( 60 ), ENGAGEMENT_THRESHOLD( 1500 ), CHARGE_BONUS( 3 ), MELEE_BONUS( 5 ), DEFENCE_BONUS( 2 ), ARMOUR_LEVEL( 3 ), HONOUR_LEVEL( 10 ), AMMO( 0 ), FORMATIONS_PREFERRED_NUM_ROWS( 3 )" NO "own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2" "CHAINHLM, YES, YES" "ARAGONESE, BURGUNDIAN, DANISH, ENGLISH, FRENCH, GERMAN_HRE, HUNGARIAN, ITALIAN, NOVGOROD, PAPIST, POLISH, RUSSIAN, SICILIAN, SPANISH, SWISS" "Missile, Shocktroop, Spear, Cavalry" "SKIRMISH(0), ADVANCE_PARTY(1),
OUTFLANKING_FORCE(0), MAIN_BODY(2), HOLD_TERRAIN(1), RESERVE(1), REINFORCEMENT(1), ASSAULT(2), ASSAULT_COVER(0), ASSAULT_COVER_CASTLE_ATTACK(0), COVER(0)" "CATHOLIC, ORTHODOX" 0 LARGE YES 1 NO 0 0 SWORD
You'll note that this adds the building requirement that you have both royal_court2 and armourer2 (but not the horse_breeder2 since footknights don't need horses. Make sure that the tab settings are exact (I can't reproduce them here). I've tested this and it should work fine. Alternatively, you can simply add this code to the feudal knights entry:

FeudalKnights CAVALRY 425 21 1 0 80 40 1 PREFERRED "CATH_BANDITS(2), CATH_HERETICS(5), CATH_LOYALISTS(-15), CATH_REBELS(-20), CATH_ZEALOTS(10), ORTH_HERETICS(10), ORTH_REBELS(5)" "POVERTY_STRICKEN(23.1), DESPERATE_DEFENCE(23.1), CATHOLIC_EXPANSIONIST(277.2), CATHOLIC_NAVAL_EXPANSIONIST(277.2), CATHOLIC_TRADER(231), CATHOLIC_CRUSADER_TRADER(231), CATHOLIC_EXPANSIONIST_CRUSADER(277.2), CATHOLIC_DEFENSIVE_CRUSADER(184.8), POPE(115.5), CATHOLIC_DEFENSIVE(184.8), CATHOLIC_ISOLATIONIST(115.5), ORTHODOX_DEFENSIVE(184.8), ORTHODOX_EXPANSIONIST(277.2), ORTHODOX_STAGNANT(231), MUSLIM_PEACEFUL(231), MUSLIM_EXPANSIONIST(277.2), MUSLIM_DEVOUT(277.2), BARBARIAN_RAIDER(369.6), REBELS(231), CLOSE_TO_SUPPORT_LIMIT(97.02)" "{ROYAL_COURT2, ARMOURER2, HORSE_BREEDER2}" "ATTACKER,AMBUSH,ANTI_MISSILE,CAVALRY" ALL_PERIODS YES "HEIGHT( 125 ), RADIUS( 50 ), SCALE( 138 ), PROJECTILE_TYPE( NONE ), SAMURAI( YES ), MARCH_SPEED( 9 ), RUN_SPEED( 20 ), CHARGE_SPEED( 22 ), MIN_TURNSPEED( 2 ), MAX_TURNSPEED( 8 ), TURN_TO_MOTION_SPEED( 8 ), MAX_INMOTION_TURN( 96 ), FORMATION_WIDTH_SPACING( 115 ), FORMATION_LENGTH_SPACING( 125 ), ENGAGEMENT_THRESHOLD( 2000 ), CHARGE_BONUS( 8 ), MELEE_BONUS( 4 ), DEFENCE_BONUS( 3 ), ARMOUR_LEVEL( 4 ), HONOUR_LEVEL( 10 ), AMMO( 0 ), FORMATIONS_PREFERRED_NUM_ROWS( 4 )" NO "own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2" HORSE "MAILHCAV, YES, YES, LiHorse" ALL_FACTIONS "Missile, Shocktroop, Spear, Cavalry" "SKIRMISH(0), ADVANCE_PARTY(1),
OUTFLANKING_FORCE(1), MAIN_BODY(1), HOLD_TERRAIN(0), RESERVE(1), REINFORCEMENT(1), ASSAULT(2), ASSAULT_COVER(0), ASSAULT_COVER_CASTLE_ATTACK(0), COVER(0)" CATHOLIC 0 UNCONTROLLED CAV YES 1 NO 0 0 "BerberCamel, bedouincamelwarriors" FeudalFootKnights yes SWORD

Note that this is FeudalFootKnights [tab] yes [tab] sword. This lets you dismount the feudal knights before battle. However, I prefer to build footknights because the upkeep cost is cheaper.

If you want to build chivalric footknights here is the mod for that:

ChivalricFootKnights INFANTRY 550 8 1 0 80 40 1 PREFERRED "CATH_HERETICS(5), CATH_LOYALISTS(5), CATH_REBELS(5), ORTH_HERETICS(5), ORTH_LOYALISTS(15), ORTH_REBELS(5), ORTH_ZEALOTS(5)" FRENCH ILE_DE_FRANCE "POVERTY_STRICKEN(19.3), DESPERATE_DEFENCE(193), CATHOLIC_EXPANSIONIST(154.4), CATHOLIC_NAVAL_EXPANSIONIST(154.4), CATHOLIC_TRADER(193), CATHOLIC_CRUSADER_TRADER(193), CATHOLIC_EXPANSIONIST_CRUSADER(154.4), CATHOLIC_DEFENSIVE_CRUSADER(231.6), POPE(289.5), CATHOLIC_DEFENSIVE(231.6), CATHOLIC_ISOLATIONIST(289.5), ORTHODOX_DEFENSIVE(231.6), ORTHODOX_EXPANSIONIST(154.4), ORTHODOX_STAGNANT(193), MUSLIM_PEACEFUL(193), MUSLIM_EXPANSIONIST(154.4), MUSLIM_DEVOUT(154.4), BARBARIAN_RAIDER(77.2), REBELS(193), CLOSE_TO_SUPPORT_LIMIT(106.15)" "{ ROYAL_COURT3, ARMOURER3 }" "DEFENDER, SPEAR, STRONG" "HIGH, LATE" YES "HEIGHT( 85 ), RADIUS( 25 ), SCALE( 120 ), PROJECTILE_TYPE( NONE ), SAMURAI( YES ), MARCH_SPEED( 4 ), RUN_SPEED( 8 ), CHARGE_SPEED( 9 ), MIN_TURNSPEED( 2 ), MAX_TURNSPEED( 8 ), TURN_TO_MOTION_SPEED( 8 ), MAX_INMOTION_TURN( 96 ), FORMATION_WIDTH_SPACING( 60 ), FORMATION_LENGTH_SPACING( 60 ), ENGAGEMENT_THRESHOLD( 1500 ), CHARGE_BONUS( 2 ), MELEE_BONUS( 4 ), DEFENCE_BONUS( 6 ), ARMOUR_LEVEL( 5 ), HONOUR_LEVEL( 10 ), AMMO( 0 ), FORMATIONS_PREFERRED_NUM_ROWS( 3 )" NO "own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2" "PLATES, YES, YES" ALL_FACTIONS "Missile, Shocktroop, Spear, Cavalry" "SKIRMISH(0), ADVANCE_PARTY(1),
OUTFLANKING_FORCE(0), MAIN_BODY(2), HOLD_TERRAIN(1), RESERVE(1), REINFORCEMENT(1), ASSAULT(2), ASSAULT_COVER(0), ASSAULT_COVER_CASTLE_ATTACK(0), COVER(0)" CATHOLIC 0 NONE NO 0.5 YES 3 1 AXE
Note the key language: " "{ ROYAL_COURT3, ARMOURER3 }", thus you'll need a Baronial estate plus the Armourer's guild, but not the HorseBreeder's guild to make them.

Hope that helps. These footknighst are valuable because the maintenance requirements are less than 1/2 that for the mounted versions.

ICantSpellDawg
12-10-2002, 23:38
i dont understand the code yet - do i just replace this in the crusade unit file? is that the whole thing?

thanks

ShaiHulud
12-10-2002, 23:43
Daevyll..... You're baiting Mary? That would be juvenile.. and a likely TOS infraction. http://www.totalwar.org/forum/non-cgi/emoticons/argue.gif

LadyAnn
12-10-2002, 23:44
Chauvinism is always an undercurrent and sadly, MP online has seen even worst.

Annie
ps.: "we don't need no ... feminism" -- Paroding a song "The Wall", Pink Floyd

ShadesWolf
12-10-2002, 23:48
Well mary you are scottish. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Enough said http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

I must admit, I do like rebel armies, they can be very useful, especially when they have a good general.

I remember once, I sent a diplomat out east, and got him to buy me an army over by poland. The next turn I was attacked, lost the battle and the provance, but the remaining units got moved back to England. I tell you what those frenchies dont like eastern troops. They were awesome.....

Satyr
12-11-2002, 00:01
Daevyll, so you are a wee schmeckel instead? Yeah, I thought so. I was just being a bit generous so you wouldn't think I was mad at ya.

Pachinko
12-11-2002, 03:30
This is a quote from the MonkeyMan




Quote[/b] ]Everything you ever wanted to know about Foot Knights by A.MonkeyMan(but were afraid to ask, or maybe not I don?t know J)

Foot knights are not available to build in MTW. Foot knights currently only exist in the following circumstances-

1. A Rebel army, particularly faction re-emergences and sometimes catholic rebellions.
2. Gothic, Chivalric, Crusading and non early royal knights can dismount all the time, by right clicking on them in the phase before the battle when you are asked to choose a formation for your army.
3. Other mounted units including early royal knights, feudal knights and in fact any other mounted unit without exception; can dismount as the attacker or defender in a siege situation. Feudal knights and early royals give feudal foot knights, ghulams give Saracen inf., gendarmes give chivalric maa etc. (try a few yourself most give archers, spears or peasants).

Entries do exist on the map to +1 valour foot knight building areas, this is relevant to entries in crusaders_unit_prod11.txt in the MTW directory in program files and possibly links back to a development indecision on the building of foot knights themselves.

Regarding foot knights in history ? foot knights although for the most part less used than as mounted versions are a quite valid unit to exist in medieval warfare. Particularly with the advent of gunpowder and weapons like the billhook, halberd, poleaxe and pike that evened up the contest between heavy cavalry and foot troops foot knights became particularly heavily used and started to outnumber their mounted friends. Examples like the wars of the roses including the battle of Bosworth (1485 where Richard III died) knights were almost exclusively on foot with poleaxes, with a few exceptions. Also the 100 years war saw the English knights on foot by preference. Also to take into consideration is the impracticality of transporting horses over bodies of water (play the Hastings historic battle, most knights are foot mounted despite the Normans bringing as many horses as they no doubt could.

So given this you say ? I want to choose my own rules as to the build ability and use of foot knights. Well here for you is what I know about the modding of such units. Before you start, got to your MTW directory and copy the file crusaders_unit_prod11.txt to a nice safe place. Also do the same for crusader_build_prod13.txt.

1. I want to make feudal knights (or any other unit) dismountable all the time:

Go into crudaders_unit_prod11.txt open it in WordPad (or download a excel version of the files and use as they state in their read me, you can probably get one from www.totalwar.org but be aware that this may fail to work with a patched version of the game)

Search down the entries for the entry for the entry for feudal knights, each entry will probably take two lines and make sure you ignore the entry for feudal foot knights for the time being.

Once you have found it go right to the end (probably on the second line) and you will find the following ?

"BerberCamel, bedouincamelwarriors" FeudalFootKnights SWORD

add in the word YES before sword so you get

"BerberCamel, bedouincamelwarriors" FeudalFootKnightsn YES SWORD

note that this should be separated from the words around it by a TAB.

Now save this and start a game of MTW to test if it works. Note that if you get an error message this normally relates to the correctness of what you entered so either restore your backup version (you remembered to do that right) or go into the file again and amend the spacing between each item you edited, most items should have one tab between them, of the nature that each is an entry in a dataset, and two tabs are required if there is no entry for a particular value so pay careful attention to whats thes before you start.


2. I Want to be able to build Foot Knights as a separate unit because I think I should have the option and it will make the game more fun.

In crusader_unit_prod11.txt find the entry for the relevant foot unit you want to build for example purposes I will edit Chivalric Foot Knights.

Find the entry for ChivalricFootKnights and find the part that looks like-

CLOSE_TO_SUPPORT_LIMIT(108.5)" "DEFENDER, SPEAR, STRONG" "HIGH, LATE" YES "HEIGHT( 85 ),

Between ?Close to support? and ?defender spear?, two tabs after (108.5) (there are three) place the line

"{ ROYAL_COURT3, ARMOURER3 }"

you can do this by typing it as it is here or copying the relevant entry from the mounted knights and removing the need for a horse breeder.

You should have something like this ?

CLOSE_TO_SUPPORT_LIMIT(108.5)" "{ ROYAL_COURT3, ARMOURER3 }" "DEFENDER, SPEAR, STRONG" "HIGH, LATE" YES "HEIGHT( 85 ),

Save the file and test in MTW. Other thing of note that you might want to change are the line

ORTH_ZEALOTS(5)" FRENCH ILE_DE_FRANCE "POVERTY_STRICKEN(17.5),

Relates to the faction that gets a valour bonus for this unit and the region that gets one. This can be changed but note that each province has only one speciality allowed, if two are given the first occurrence in the unit prod file takes precedence.

Also of note is the following at the start of the entry

ChivalricFootKnights INFANTRY 625 8 1 0 80 40 1 PREFERRED

The first number is the cost of a standard unit so 625 (different in patched version I think). The entry 40 is the standard unit size (ignore the 80 it?s nothing to do with it) this number is multiplied by the unit size in your game so huge 40 * 2 = 80 and the cost is hence multiplied by it too. So for example if you wanted units of 60 knights in standerd costing 1000

ChivalricFootKnights INFANTRY 1000 8 1 0 80 60 1 PREFERRED

These would be units of 120 costing 200 in Huge unit sizes.


3. I want to be able to build Gothic knights and foot knights even though I?m the English because we lack a cool high-tech unit.

Ok fine, go into crudader_build_prod13.txt. Find the entry for ROYAL_COURT and go to the part (open it with wordpad and it should be only 1 line long):

ARAGONESE, BURGUNDIAN, DANISH, ENGLISH, FRENCH, GERMAN_HRE, ITALIAN, PAPIST, SICILIAN, SPANISH, SWISS},{ITALIAN, GERMAN_HRE}"

Note that this is the end of the factions that can build each level of the royal_court, with each level having different availabilities, ending in level 4 with only german/hre and Italians. Either copy one of the entries for the lower levels and paste it over the final entry or add in ,ENGLISH. Such that you have:

ARAGONESE, BURGUNDIAN, DANISH, ENGLISH, FRENCH, GERMAN_HRE, ITALIAN, PAPIST, SICILIAN, SPANISH, SWISS},{ITALIAN, GERMAN_HRE, ENGLISH}"

Save this file and close.

Now go into crusader_unit_prod11.txt and find the entries for gothic knights and gothic foot knights (make these work as noted in no.2 first remembering they require level 4 buildings) and find the line(s)

"FULLPLAR, YES, YES" "GERMAN_HRE, ITALIAN" "Missile, Shocktroop, Spear, Cavalry"

and either replace with ALL_FACTIONS (without "s) or add in as before ,ENGLISH.

Save this file and test.

Please not that the simple modding of this game is really quite easy with some patience. Merely of - decide what you want to do, find something that exhibits this behaviour and make an educated guess as to what in the relevant files causes it to do this where the thing you want to change does not.

Well that?s that for now, please tell me if there?s anything wrong with what I have written or if I have forgotten something.

Knight_Yellow
12-11-2002, 03:34
Hmm i only got 1 thing to say about posts witch include hundreds of lines of game code...

Ignorance is bliss http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Katasaki Hirojima
12-11-2002, 05:02
Y'know, the smell of testosterone stinks. Let mary alone, and certainly don't stereotype her. I'v the utmost respect for a girl who can pick up the sword and play Medieval:Total War. That being because they have to put up with remarks like the ones above. I really can't stand remarks like those, they irk me. I guess it just bothers me that my half of the race has to continually make an @$$ of itself, bringing me down with it. http://www.totalwar.org/forum/non-cgi/emoticons/pissed.gif

Ah well, I don't want to end this post on a hard note so I'll just say Kudos to Mary, an I don't blame you for buying off the Feudal knights. The cost of an army gos up expotentially with the quality of the units present in it.

pdoan8
12-11-2002, 05:35
I think that the reason that the Devs have foot knights in the game is to avoid the circumstance where AI can't decide whether to dismount their knights or not. And maybe to reflex the fact that rebels don't have enough money to buy horses for all of their knights.

Spetulhu
12-11-2002, 07:40
It`s still rather irritating when
a) there`s a rebellion in a province that can`t even build militia since you`ve burned every building they had. http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif
and
b) the rebel troops are oodles of Feudal Knights, mounted and foot versions, even if the poor sods that owned that place never had the capacity to build them. http://www.totalwar.org/forum/non-cgi/emoticons/angry.gif
and of course
c) you can`t build them either even if you`ve been building every turn since the start of the game http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif

Daevyll
12-11-2002, 11:04
To clear the air a bit...

When you've been married for 8 years, as I have, you tend to forget that not all women all over the world have got a sense of humor like my wife has, and can both take and give back little pokes without being insulted or insecure about it.

I still see nothing wrong with my remark, it may have been 'playful' but certainly not disrespectful. However if it has been taken as such then I apologize most profoundly.

maroule
12-11-2002, 13:33
hey marie, I like your style
I'd like to see more girls around, as well, i've been trying to convert my girlfriend to strategy games for years with absolutely no success whatsoever. Once I showed her Age of Empires and she got horrified I would kill peasants. Why would I want to do that, she asked rightly. I had no smart answer to that, so stopped my efforts.

Daevyll's remark was not that bad, but it's a good thing he apologised. We seem to be turning in a mature forum, which is good...

LovelyHaji
12-11-2002, 14:01
re: killing peasants, why? - you should have told her "for a laugh". And death would probably make their lives less miserable anyway. "i am Lord Of The Manor and all your orifices belong to me"

maroule
12-11-2002, 14:52
I never argue with a person that can withdraw sex away from me

LovelyHaji
12-11-2002, 15:34
You wouldn't be arguing, you'd be explaining. Like when you gently explain why women can't park. (because their brains are full of fluffy thoughts about hair and make-up).

DIsclaimer: LovelyHaji is not a qualified Relationship COuncellor and his advice should in no way be followed or paid any attention. By reading this disclaimer you agree that you will not pursue LovelyHaji for damages caused by said advice.