View Full Version : What is this in XL MOD : Muster field???
Hi,
Just started an XL High Expert Armenian campaign about a week ago. I noticed a very strange building which I have never seen before. It seems to appears only in Wallachia. May I know if anybody has seen this building before?
https://i28.photobucket.com/albums/c201/sg_digital/muster.jpg
This was one of the building types introduced in VI (for the viking era campaign).
I gather that the tech trees have been shuffled a bit in XL - for example "Forest Clearing" now appears in all periods. I am only in my first XL campaign at present, and have just reached High period, without encountering the muster field....
Peasant Phill
05-11-2007, 08:35
Musterfield was the way to train peasants in VI. You can't train peasants in XL so I suspect that this building has no function there. The fact that it can only be found in Wallachia in a rebel province seems to confirm this.
This is strange. I don't know what kind of troops it can produce.
This is strange. I don't know what kind of troops it can produce.
None in that province and era anyway.
Was it built by the rebels, built by another faction or was it already there when you started the campaign? It may have been added and then removed again, probably by setting it as a rebel only building. It may serve some other purpose for the rebels of course.
None in that province and era anyway.
Was it built by the rebels, built by another faction or was it already there when you started the campaign? It may have been added and then removed again, probably by setting it as a rebel only building. It may serve some other purpose for the rebels of course.
I think it was built by the rebels. There are no special troops when I click on the rebel stack in Wallachia.
Here's your answer:
0 MUSTER_FIELD Muster Field TROOP_PRODUCER 200 2 {CASTLE} muster field [snip] NO 1 {FN_REBEL}
The rebels are allowed to construct Muster Fields in the XL High Period.
Deus ret.
05-13-2007, 13:41
Whatever its purpose may be :laugh4: :inquisitive:
edyzmedieval
05-14-2007, 09:42
Technically, and ironically, a Muster Field in Wallachia is really necessary, if we're talking historically.
seireikhaan
05-15-2007, 05:49
Whatever its purpose may be :laugh4: :inquisitive:
About as useful as a trading post in a province with no trade goods. And yes, I've actually seen that. I tried starting a late, Italian game in VI. The Italians own Cyprus, IIRC, I'm always forgetting which of those islands is which. Anyways, the island starts with a trading post, which ought to be impossible, since the province never at any point in the game has trade goods.
Not impossible, any building can be planted in the startpos file, even a working gold mine where this is no gold. It seems like an oversight or error which are easy to make when modding. It's quite likely that no one reported it, so it was never fixed - getting people to report errors and provide the right info is difficult at the best of times.
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