View Full Version : Rant - Brigands : masters of technology.
Kobal2fr
05-25-2007, 13:50
I swear, I'm really getting weary of brigands stacks made up of Chivalric Knights and Noble Swordsmen appearing in 1082. It's a friggin' epidemic, the same happens for ALL factions : Hussite stacks in Germany 10 turns in (when the Hussites rebellion happened in the 14th century), Noble Pikes in England when all you have are peasant bowmen, Polish Nobles and other heavy archers all over Russia as you painfully scrap enough cash for that one more Kazak unit... Brigands ALWAYS seem to have one more tech level than you do, when they're supposed to be at best a rebellious arm of your own army.
The worst thing is : us grogs can't even moan "aaah, you dun't knewn them real MTW days, son", because it was the same back in MTW, with resurgent factions decked in Renaissance plate and Chivalric Sarges popping up in the 10th century...
Thankfully, I've never seen gunpowder stacks spontaneously appearing in feudal Scotland yet. Which leads me to believe that's there's at least some form of control mechanism for rebel army composition somewhere. Which leads to my question : is there some way to control what kind of brigands are going to show up with regards to the era you play in, or some mod out there that does that ? ie : "from 1080 to 1100 : at best peasant Xbows, mailed knights and armored sarges" etc... Numbers or frequency don't really matter to me. It's their tech level that bugs me.
Actually, in the old MTW chivalric rebels/resurgents never appeared before 1205. The reason they appear in M2TW is because the new game has no official Early-to-High transition.
It´s truly annoying to see Hussites or armoured swordsmen rebels, specially all you can do is to greatly overpower them in numbers and wish for the best.
It would be good to have early-high transition as said, more time to build little thingies which are usually forgotten (i probably never build Ballista maker, and if i do i don´t get Catapult maker :embarassed: )
Only thing that prevents us from recruiting ybertroops in early turns is settlement growth...
Kobal2fr
05-25-2007, 14:17
Actually, in the old MTW chivalric rebels/resurgents never appeared before 1205. The reason they appear in M2TW is because the new game has no official Early-to-High transition.
Maybe true for regular brigands, but resurgent factions and loyalists certainly DID come in one-age-later gear, or at least in the bestest of the best gear one could get out of a given age no matter what. For a well known example, dismounted feudal swordsmen were the latest and best tech of the early age, yet you encountered half stacks of them if you rushed too fast and destroyed factions early on, or merely got unlucky with your brigands spawns, even though there wasn't ONE stone keep (nevermind a keep with the relevant blacksmith building) on the whole map.
Actually, in the old MTW chivalric rebels/resurgents never appeared before 1205. The reason they appear in M2TW is because the new game has no official Early-to-High transition.
I´m not sure about rebels, but I have been able to recruit gunpowder units as mercenaries in the early era of MTW.
Thankfully, I've never seen gunpowder stacks spontaneously appearing in feudal Scotland yet. Which leads me to believe that's there's at least some form of control mechanism for rebel army composition somewhere. Which leads to my question : is there some way to control what kind of brigands are going to show up with regards to the era you play in, or some mod out there that does that ? ie : "from 1080 to 1100 : at best peasant Xbows, mailed knights and armored sarges" etc... Numbers or frequency don't really matter to me. It's their tech level that bugs me.
There aren't any gunpwoder units listed for the rebels so they never appear. And no there is no date mechanism as far as i can tell, nor any way to implement one.
LordKhaine
05-25-2007, 14:28
I´m not sure about rebels, but I have been able to recruit gunpowder units as mercenaries in the early era of MTW.
Yeah... that always confused me a little. Another oddity in the merc system in the old MTW was how you'd instantly get top of the range siege engines for recruitment before any faction even had the ability to produce catapults. Because of this I don't think I ever bothered to produce my own siege engines.
gardibolt
05-25-2007, 17:02
Same thing seems to happen with cities that go rebel (but not cities that start off rebel, oddly enough)---they're packed full of DFK, elite cavalry, top flight everything.
Whatever happened to rebel cities staffed with peasantry? And if I can't build these elite troops in this dirtwater town, how come they can?
John_Longarrow
05-25-2007, 17:06
LordKhaine,
The early siege engines is to replicate the "Lag" in military purchases. As you may have noticed no military in the world uses "State of the art" technology because of how long it takes to get through the purchasing and procurement cycle. Just as the top of the line Challenger tank is built with state of the art 1980's techonology, so to are our medieval armies equipted with "Just behind the latest" tech.
This does explain why rebels and mercs get better equiptment than the crown provides. They go out and price for themselves instead of going with the lowest bidder on a government contract.
:cool:
Kobal2fr
05-26-2007, 12:08
There aren't any gunpwoder units listed for the rebels so they never appear. And no there is no date mechanism as far as i can tell, nor any way to implement one.
Hmmm, I remember reading somewhere that crusader mercs weren't available anymore past a certain date (1300 I think) so maybe duplicating whatever lines controls this to the rebel spawns (which must be coded somewhere, since there definitely are "localized" rebels : hussites in germany, longbows in england etc...)
The merc file is coded in a different way to the rebel file, i don't think the lines are transferrable.
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