View Full Version : Swordsmiths
Seven.the.Hun
05-30-2004, 09:23
can someone crash course me on swordsmith effects, especially on trade, i dont recall gory details
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motorhead
05-30-2004, 10:51
sword buildings have no effect on trade at all. master swordsmith will give +1V bonus _most_ units that require just a sword building to build.
son of spam
05-31-2004, 03:16
In medmod don't they give you +1 discipline? Or is that for Master Horse Breeder?
ummm, discipline isn't related to trade.
I think you are right although I'm not that sure.
in regular VI, +1 valour for some units that require swordsmith.
I don't think any mod has the swordsmith causing an effect on trade though.
Degtyarev14.5
06-02-2004, 13:56
I know where this is coming from: the building description panels
Swordsmith:
Swords are among the most basic of all infantry weapons, but skilled workmanship is required to produce battle-worthy blades, beyond that of an everyday metalworker. A swordsmith allows the training of many basic infantry units and is also needed (along with stables of some kind) for basic cavalry forces.
Swordsmiths Workshop:
As skills come to fruition, the quality of weapons supplied to troops naturally rises. The speed at which new blades can be made also improves, allowing the arming and training of new types of soldier, although sometimes these new forces require the services provided by other craftsmen and buildings.
Swordsmiths Guild:
The move to guild status usually comes about when craftsmen realise that they can be a profitable monopoly. They also police their own ranks and drive the less competent men out of the trade. The quality of products rises, and so does the demand, to the benefit of trade and unit production.
Master Swordsmith:
A master swordsmith only produces the very best blades, often for only the most discerning of customers, who willingly pay the high prices his skills and quality command. The presence of a master swordsmith grants a weapon quality bonus to any unit trained here, and improves income from trade.
Sorry mate, but these are blatant lies.
A.
cutepuppy
06-02-2004, 18:14
Quote[/b] (katank @ May 31 2004,04:21)]I don't think any mod has the swordsmith causing an effect on trade though.
My mod, which is not fully developped yet (and never will be, I think), gives a basic income to swordsmiths and metalsmiths. It's more like mine income than trade, but it's better than nothing.
I changed it when i read the descriptions for swordsmith.
Swordsmith allows building of Feudal men-At-Arms, handy wee units, good in a tough spot and alll orund fighters. Swordsmiths workshop allwos Chivalric men at arms, tougher, a bit slower but in some campaigns they form backbone of a hard army. There are some special units given by swordsmith, like Gallowglass and Byzantine Infantry, check tech tree to see what I mean.
actually they also produce things like various axemen like ghazis, huscarles, etc. and also hybrids like futuwwas but are usually only partial reqs for those.
Seven.the.Hun
06-22-2004, 09:42
that building description stuff, when in campaign...some of them say they improve trade marginally or some such nonsense, is it true?
i havent checked yet and i dont think i saw it in the mtw economical thread???
Only the trading post, merchants and the port add to trade income for a given chain of ships.
(and events that give you new trading good obviously).
Seven.the.Hun
06-24-2004, 08:44
gracias...xiphias http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif
I guess the developers planed to have an economic improve but it did'nt worked(or they just forgot) and when they made the patch they forgot to fix that, so we left with our selfs, some lies and no trade profit
Alexander the Pretty Good
06-25-2004, 03:26
Quote[/b] ]I guess the developers planed to have an economic improve but it did'nt worked(or they just forgot) and when they made the patch they forgot to fix that, so we left with our selfs, some lies and no trade profit
There are a lot of things like that in MTW. Things that look like the developers had more ideas than they could implement or that they just decided they didn't like. A lot of those things are cool, because they are usually more like real life.
Maybe RTW will do some of the things that show up in the MTW description parchments that don't really exist. It would be nice and more realistic, in my opinion.
Seven.the.Hun
06-25-2004, 10:45
anyone tried adding in a profit that is generated by some of these buildings in the building files???
If you mean modding so it will work properly then
Quote[/b] ]My mod, which is not fully developed yet (and never will be, I think), gives a basic income to swordsmiths and metalsmiths - quote from cutepuppy
and if you are talking about one that is ready then no such thing yet, i just past over the mods list.
Medieval Assassin
06-25-2004, 18:52
Quote[/b] (Seven.the.Hun @ June 25 2004,04:45)]anyone tried adding in a profit that is generated by some of these buildings in the building files???
Yup yup, I added 10 florins to each of the building (metal smith, Armourer...)
Just open Building_Production File on the Gnome editer find the row with the building and under where it says
Income from this building add what you want...
I also made it so Tavrens, Towngaurds (it says the people do work) and some other places generate some income (10-15 florins a year)
Chimpyang
06-25-2004, 19:21
Do hybrids get +2 valour from having 2 master (whatevers)?
Inuyasha12
06-25-2004, 20:04
I highly doubt that.
wich sucks http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Seven.the.Hun
06-28-2004, 06:54
it would be intimidating if the hybrid unit did get bonus from more than one dojo/trainer
Alexander the Pretty Good
06-28-2004, 17:38
Quote[/b] ]Do hybrids get +2 valour from having 2 master (whatevers)?
99% sure they do not. Just think, if Gothic knights (who require Baronial Estates (+1), Master Horse Breeder (+1) and Master armorer) trained in Saxony (+1) would accumulate +3 valor http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif
That would make them monsters on the battle field, capable of running into a brick wall and making it route
FORTUNATELY, units can only accrue 1 extra valor from buildings and 1 from provinces (for a maximum of a strong but not overwhelming 2 valor). I don't know why the buildings don't all count for more valor unless CA put a cap on it (one really smart thing they did with VI).
I think gothics won't get +2 valour in Saxony they get +1 nope nothing in the buildings for them
Alexander the Pretty Good
06-28-2004, 17:57
Really? Hmmmm.... Well, bad example. Ok, here's what I'm going to do... go back into my post and substitute Gothic Knights with... um... Janissary Infantry. They could get +1 valor from the sword building (guild-level is requirement, +1, from master), +1 valor from Master Bowry (requirement), and +1 valor from province that excells at making them (don't know if there IS a province like that, might be in the mideast somewhere). Yeah.
If I'm making this up, then, well, the answer is, no you can't get +2 valor from buildings alone. At least, you better not be able to.
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well if you require a master to build you don't get a bonus afaik
Alexander the Pretty Good
06-28-2004, 21:36
Well, then I'm just making it all up. http://www.totalwar.org/forum/non-cgi/emoticons/gc-blush.gif
But I think I read somewhere else about this subject, and there was an example of a unit that would have extra valor or something.
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Apologies to all for screwing up http://www.totalwar.org/forum/non-cgi/emoticons/gc-blush.gif
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