View Full Version : VI - confusion regarding valour bonus bldgs
Lord Slapshot
05-22-2003, 17:19
I have a question regarding the VI tech tree. I printed out the pdf, but damn its small.
Anyway, for instance, the royal palace says +1 valour (early units). What exactly are the early units? I can't find it anywhere and I'm too lazy to sit there and experiment. Similarly with some of the other buildings, they say +1 valour but don't really tell you which units get the upgrade. Confusing.
Also, what criteria determine whether or not a province can build the archer/horse upgrade bldgs? It seems almost like its random, in one of my campaigns I could build both upgrades in the same province, later it was sacked. Upon trying to rebuild, I could only build one of the two - and before you ask, yes, I rebuilt every single structure I could. Is this is a bug or is this designed that way?
Does building a pagan (cthlc) shrine help convert the province's pop to paganism (cthlc) or does it just help morale of units built there? Documentation would indicate only the latter but it seems that people assume it does both.
And what use is piety in the VI campaign? Its importance seems to be greatly diminished now that there is no inquisition. Or should I appoint guvs with high piety if I want the province to convert to paganism quicker?
Just to verify - when merging units, it seems like valour and morale are tracked per individual soldier, but it seems like armor/weapon upgrade stats are simply a binary decision (i.e. the destination unit determines the final unit's weapon/armor upgrade). Can anyone verify this?
Thanks ---
Great phreaking game though.
Welcome to the Org, Lord Slapshot http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif . Looks like I beat Gregoshi to it. I can't answer all your questions, but building a shrine does help convert the population. I'm sure someone else will know the answers to your other questions.
ChaosLord
05-22-2003, 17:39
Stables-Horse Farmer-Horse Breeder: Gives bonus to Cavalary troop types like Horsemen, Pictish Cavalary, Mounted Nobles, Royal Bodyguards, and Viking Riders.
Drinking Hall-Mead Hall-Royal Hall: Gives bonus to your factions Infantry troop type. Like Celtic Warriors, Gallowglasses, Highland Clansmen, etc...
Butss, Bowyer, Bowyer Workshop: Gives bonuses to Archers/Pictish Crossbowmen/Welsh Bandits.
Basically, if a unit comes from a chain of buildings that adds valour on upgrades to said building, they are the ones who get the bonus. At least thats how I think it all works, and its how i've seen things work in game.
Are you sure you had rebuilt everything? With the 3 types of forts before an actual Fort, things have gotten kinda confusing. Do you have a save showing where you can't build it?
Piety has become pretty useless, unless you're the Vikings. I don't see much of a reason to bother with relegion as a Catholic faction in the Viking campaign, just occasionaly sending Bishops to the Vikings to convert them.
Yes on this also, at least from what i've seen. I guess the unit they merge into carrys spare weapons/armor, makes sense more or less.
I have been looking at the tech tree, and ChaosLord is correct. Thanks for reminding me http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif .
Cheers
vortex
Lord Slapshot
05-22-2003, 18:19
right - but take the drinking hall - mead hall line of buildings. Say I'm playing vikings. I can't remember which one it is , but say I have the one which allows me to build Viking Landsmenn and (+whatever) valor. It didn't seem like the Landsmenn got the valor bonus. Or is it only the carls/spearmen that get the bonus. That's where my confusion lies - primarily with the infantry and the royal palace threads of upgrades.
The archer/horse ones are pretty self-explanatory. Sorry to make you waste time by stating the obvious. I should have been more specific - which infantry get the bonus with the mead halls and what units get bonuses with the royal palace upgrades.
Shoot - I just deleted all my save game because I just won it. I stopped paying detailed attention since I was rushing to finish the game. Oh well - I'm preparing to try (again) to make this game more challenging. Seems like the Welsh, Picts, or Scots are the way to go.
Also, why is it that when I have a great general die of old age, he is merely replaced with the exact same stats, v&v's, but just with a different name. With all due respect, This is retarded. Is there some way to mod it so that when a general dies, he actually DIES?
Gregoshi
05-22-2003, 21:14
Welcome to the Org Lord Slapshot.
Regarding the generals dying, there was quite a discussion about the immortality of the pre-VI generals. When the brainstorming started on how to do dying generals, there was a group of individuals who lobbied for the result you see in VI, i.e., replaced by a nearly identical general. The reasoning was that the general would have a person or two on his staff that would be grooming as his replacement some day. Naturally these students would learn the command style of the general training them.
I'd like to know if the stats are always the same or do they vary on occasion?
ChaosLord
05-22-2003, 22:55
Ok, just looked again. Since the Royal Palace in the Viking campaign replaces the Mead Hall, it isn't adding another valour. Its just saying it still adds the 1 from the previous upgrade. And it just does it for the faction specific Infantry like Kerns/Gallowglasses or CelticWarriors/etc... Like with the Horse Breeder, the 3rd level upgrade says Valour +2 and adds 2 valour, not 3 for the first upgrade and the second.
It doesn't seem to add to the Royal Bodyguards/Emissaries even though its the building that enables them. I'll have to check if the stables bonus does go to them, but I don't think it does. So yeah, its kind of odd and confusing. As for the generals, there is a way to have them lose some stats when dieing.
Add -green_generals to your shortcut(just add it after the -strictserver line) and they will slowly deteriorate after each death. Requires you to keep an active general unless you want him being half useless in 80 years.
A.Saturnus
05-23-2003, 10:39
And green generals works fine, you won`t see many 8-star generals anymore.
Lord Slapshot
05-26-2003, 19:49
Thanks Gregoshi and everybody else for your help
Will definitely use the -green_generals tag.
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