Re: New valour bonus regions
Well they're already scalable. The only non scalable units in the vanilla game are the 20 man Bodyguard units as far as I know. I just put the word scalable in there in case anyone thought I was going to make then non scalable (20 mem no matter what unit size you select). :2thumbsup:
Re: New valour bonus regions
I've been reading (and posting) in a thread in the modding forum and I has got me thinking. The Tavern/Brothel structure is just wrong for the muslim factions. I feel that they need to replaced with a single building and it's upgrades, based around the harem principle, that trains both types of units and ultimately a kind of "muslim princess" that can be married off to your generals and princes to improve loyalty and produce heirs. I think this is possible, though I can't guarantee it yet. This would be better than muslims having princesses, which wouldn't be realistic.
Re: New valour bonus regions
It is possible. Patrick made trainable princesses (he called them Seductresses) for the Muslim factions, which is downloadable from 3D downloads I think.
To save you some time and effort, have an almost finished building stat.
Code:
3 HAREM "Harem1, Harem2, Harem3, Harem4" AGENT_PRODUCER "1300,1500,1700,1900" "6,6,8,10" "{CASTLE},{CASTLE4,HAREM},{CASTLE7,HAREM2},{CASTLE10,HAREM3}" "Office Level 1, Office Level 2, Office Level 3, Office Level 4" "POVERTY_STRICKEN(5), DESPERATE_DEFENCE(30), CATHOLIC_EXPANSIONIST(80), CATHOLIC_NAVAL_EXPANSIONIST(80), CATHOLIC_TRADER(120), CATHOLIC_CRUSADER_TRADER(120), CATHOLIC_EXPANSIONIST_CRUSADER(80), CATHOLIC_DEFENSIVE_CRUSADER(100), POPE(150), CATHOLIC_DEFENSIVE(100), CATHOLIC_ISOLATIONIST(50), ORTHODOX_DEFENSIVE(120), ORTHODOX_EXPANSIONIST(120), ORTHODOX_STAGNANT(200), MUSLIM_PEACEFUL(50), MUSLIM_EXPANSIONIST(100), MUSLIM_DEVOUT(100), BARBARIAN_RAIDER(10), REBELS(100), CLOSE_TO_SUPPORT_LIMIT(0), POVERTY_STRICKEN(7.5), DESPERATE_DEFENCE(45), CATHOLIC_EXPANSIONIST(120), CATHOLIC_NAVAL_EXPANSIONIST(120), CATHOLIC_TRADER(180), CATHOLIC_CRUSADER_TRADER(180), CATHOLIC_EXPANSIONIST_CRUSADER(120), CATHOLIC_DEFENSIVE_CRUSADER(150), POPE(225), CATHOLIC_DEFENSIVE(150), CATHOLIC_ISOLATIONIST(75), ORTHODOX_DEFENSIVE(180), ORTHODOX_EXPANSIONIST(180), ORTHODOX_STAGNANT(300), MUSLIM_PEACEFUL(75), MUSLIM_EXPANSIONIST(150), MUSLIM_DEVOUT(150), BARBARIAN_RAIDER(15), REBELS(150), CLOSE_TO_SUPPORT_LIMIT(0), POVERTY_STRICKEN(11.25), DESPERATE_DEFENCE(67.5), CATHOLIC_EXPANSIONIST(180), CATHOLIC_NAVAL_EXPANSIONIST(180), CATHOLIC_TRADER(270), CATHOLIC_CRUSADER_TRADER(270), CATHOLIC_EXPANSIONIST_CRUSADER(180), CATHOLIC_DEFENSIVE_CRUSADER(225), POPE(337.5), CATHOLIC_DEFENSIVE(225), CATHOLIC_ISOLATIONIST(112.5), ORTHODOX_DEFENSIVE(270), ORTHODOX_EXPANSIONIST(270), ORTHODOX_STAGNANT(450), MUSLIM_PEACEFUL(112.5), MUSLIM_EXPANSIONIST(225), MUSLIM_DEVOUT(225), BARBARIAN_RAIDER(22.5), REBELS(225), CLOSE_TO_SUPPORT_LIMIT(0), POVERTY_STRICKEN(16.875), DESPERATE_DEFENCE(101.25), CATHOLIC_EXPANSIONIST(270), CATHOLIC_NAVAL_EXPANSIONIST(270), CATHOLIC_TRADER(405), CATHOLIC_CRUSADER_TRADER(405), CATHOLIC_EXPANSIONIST_CRUSADER(270), CATHOLIC_DEFENSIVE_CRUSADER(337.5), POPE(506.25), CATHOLIC_DEFENSIVE(337.5), CATHOLIC_ISOLATIONIST(168.75), ORTHODOX_DEFENSIVE(405), ORTHODOX_EXPANSIONIST(405), ORTHODOX_STAGNANT(675), MUSLIM_PEACEFUL(168.75), MUSLIM_EXPANSIONIST(337.5), MUSLIM_DEVOUT(337.5), BARBARIAN_RAIDER(33.75), REBELS(337.5), CLOSE_TO_SUPPORT_LIMIT(0), " NO MUSLIM "{}, {UPGRADE_VALOUR(1)},{UPGRADE_VALOUR(2)}, {UPGRADE_VALOUR(3)}" "1,2,3,4" "10,10,20"
UPDATED: Made them more expensive, longer to build and fiddled with some AI stats.
Re: New valour bonus regions
Quote:
Originally Posted by Caravel
Well they're already scalable. The only non scalable units in the vanilla game are the 20 man Bodyguard units as far as I know. I just put the word scalable in there in case anyone thought I was going to make then non scalable (20 mem no matter what unit size you select). :2thumbsup:
Whoops, my bad. ~:doh: When I posted that, I was (for whatever bizarre reason) subconsciously under the delusion that they were always units of 60 men, regardless of what the unit size was set to. (I know they're not, but that's what I was thinking at the time!) :dunce:
Quote:
Originally Posted by Caravel
I've been reading (and posting) in a thread in the modding forum and I has got me thinking. The Tavern/Brothel structure is just wrong for the muslim factions. I feel that they need to replaced with a single building and it's upgrades, based around the harem principle, that trains both types of units and ultimately a kind of "muslim princess" that can be married off to your generals and princes to improve loyalty and produce heirs. I think this is possible, though I can't guarantee it yet. This would be better than muslims having princesses, which wouldn't be realistic.
Hmm; fascinating. I rather like the concept. Wouldn't that be somewhat unbalanced in favor of the Muslim factions, though (since they would only have to construct one building for Spies/Assassins instead of two)? Or are the costs/build times increased for the Harem to equal things out?
Re: New valour bonus regions
Do you think you could increase the range of longbows. Because as it is Arbalesters have similar (if not almost identical) stats. I find it pretty odd that their range is so pitiful.
Re: New valour bonus regions
Rythmic, thanks for the code. I'll try that later. :2thumbsup:
The longbow range can be extended easily IIRC. What sort of range would we be looking at though?
The Harems would have to cost more to build, probably double at every level, which is the equivalent of building both a brothel and tavern. The "Harem Women" would have to cost quite a lot as well. Probably about 1000 each and take several years to train. *cough*I envy the man that trains them!*cough*
Anyway, this would even it out somewhat as they wouldn't be easily obtainable and you wouldn't be able to spam them. I'm 100% sure that the AI would be able to use them also, in the same way it uses princesses.
Does the AI know how to marry princesses to it's own generals though?
Re: New valour bonus regions
Quote:
Originally Posted by Rythmic
Do you think you could increase the range of longbows. Because as it is Arbalesters have similar (if not almost identical) stats. I find it pretty odd that their range is so pitiful.
That can easily be fixed by just editing them in the missile units .txt-file. I did so myself a few weeks back, so in my game the LBs have longer range, higher accuracy, fire somewhat faster and are much more lethal. I also increased their ammo a little so that they'd continue firing for the same amount of time as regular archers.
This means they're somewhat overpowered, but indeed more realisitc. This makes it much easier when I'm playing as the English, which is a bit of a shame, but make them almost impossible to beat when playing as another faction.
Re: New valour bonus regions
Quote:
Originally Posted by Caravel
Does the AI know how to marry princesses to it's own generals though?
Good question. I don't think I've ever seen married generals outside of my own faction, but I could be wrong. :shrug: Still, I have my doubts as to whether the AI makes effective use of princesses.
Re: New valour bonus regions
Quote:
Originally Posted by Martok
Good question. I don't think I've ever seen married generals outside of my own faction, but I could be wrong. :shrug: Still, I have my doubts as to whether the AI makes effective use of princesses.
I've been wondering about this myself. Now I may be wrong about this but I've often, playing as the Danes, been visited by a Novgorod or other faction princess, and an alliance has been formed and the princess either sat there for a few years or moved on. The important point here is that I had unmarried heirs and an unmarried faction leader, yet the AI could chose not to offer marriage in the first place and just use the princess as a free emissary, which is something that the player can't do. Now when the Ai princesses sit there they may suddenly dissappear which may mean they've been assassinated. Also the AI often dumps princesses in a neighbouring province and leaves them there. e.g. the Danes often leave loads of them in Saxony. It seems to me that the AI can decide what it wants to do with it's princesses, but often reaches some kind of an obstacle that prevents it from doing any more. This may be a safeguard to prevent the AI from continuously sending them around the map looking for husbands. I have also never seen a married AI general, and because of this, and the above, I doubt the AI is coded to do it.
Edit: -
I've added the Harems and the Harem Women, and they work. These can be married to generals with no problems, but if married to your own princes can cause the secret incest vice. They can also be sent off to other factions to propose marriage.
I'd also just noticed something I'd completely forgotten about, a relic from MTW 1.0/1.1. The original tavern and brothel. These look islamic for the muslim faction and orthodox for the orthodox, instead of all looking catholic as they do now. If I could get my head around this bif editing I'd have a go at creating a set of bifs for all of the brothels and taverns, and a muslim version, containing both symbols, for the Harem.
Just need to fix the language files for the Harem Women now, and the portraits. For the info pic I may have to use the same as the building as there is no princess info pic (the one in the folder is called princess.bif but is in fact genoese sailors).
Re: New valour bonus regions
Quote:
the one in the folder is called princess.bif but is in fact genoese sailors
NOT something I'd like to try explaining to a Genoese sailor :laugh4:
Re: New valour bonus regions
Quote:
Originally Posted by macsen rufus
NOT something I'd like to try explaining to a Genoese sailor :laugh4:
:laugh4:
Summary updated: Link
There are now a few more things left to do. The Harem womens portraits will probably be the existing princess' ones for now. I may look into finding some others.
- Arabic and Turkish woman's names for the harem women are needed.
- More ideas for catholic homelands are needed, i.e. for Gothic Knights and other specific units. There are certain catholic units that I won't be able to restrict, i.e. feudal sergeants. (Sergeants), these are so widespread that I would have to enter nearly ever province on the map except the deserts. I've tried doing this before with another units and I think that the number of provinces crashed the game.
- Novgorod and the Russians. What to do with them? I'm against adding another real Novgorod faction at present. I'm thinking of leaving them as they are unless anyone comes up with another idea.
- Longbow ranges. What sort of range would be best?
Re: New valour bonus regions
These are my LB stats if it's to any help:
Length: 25
(Freq: 11)
Range: 7500
Velocity: 175
Accuracy: 0.7
Lethality: 0.75
Power: 1
Armour Mod: 0.5
I also edited their ammo to 30 in the "Units file" (can't remember the name, something with crusader though).
Be warned that this makes the LBs (that's all LBs - like Welsh Longbowmen - not just longbowmen) quite imba unless you edit all the other missile units as well, although more realistic. Under all circumstances they should be able to out-reach arbalesters, if even slightly (perhaps only by 500 points, giving them a range of 6500).
I'd be glad to help with the homelands if I only new more exaclty what it was about, it makes feel stupid but I'm not actually sure of what you're talking about~;)
Good work on the mod anyway! ~:cheers:
Re: New valour bonus regions
Quote:
Originally Posted by Innocentius
These are my LB stats if it's to any help:
Length: 25
(Freq: 11)
Range: 7500
Velocity: 175
Accuracy: 0.7
Lethality: 0.75
Power: 1
Armour Mod: 0.5
I can try those stats in the first release and see how it goes.
Quote:
Originally Posted by Innocentius
I also edited their ammo to 30 in the "Units file" (can't remember the name, something with crusader though).
crusaders_unit_prod11.txt
Quote:
Originally Posted by Innocentius
Be warned that this makes the LBs (that's all LBs - like Welsh Longbowmen - not just longbowmen) quite imba unless you edit all the other missile units as well, although more realistic. Under all circumstances they should be able to out-reach arbalesters, if even slightly (perhaps only by 500 points, giving them a range of 6500).
The welsh longbowmen won't be an issue as the mod is for vanilla MTW/Vi and not XL. :2thumbsup:
Quote:
Originally Posted by Innocentius
I'd be glad to help with the homelands if I only new more exaclty what it was about, it makes feel stupid but I'm not actually sure of what you're talking about~;)
The homelands are basically the provinces where units can be trained. Examples of exisiting homelands would be Scotland for the highland Clansmen or the desert provinces for the Bedouin camels. I am proposing to extend this and add homelands for most other units. I have done this for many units already. If you look towards the bottom of the summary you can see them.
Quote:
Originally Posted by Innocentius
Good work on the mod anyway! ~:cheers:
:bow:
Re: New valour bonus regions
Innocentius, you think thats uber. I have them at 9000 Range and Armour mod 0.35. I never play as the English anywho so all it does is hamper my expansion.
Re: New valour bonus regions
Hehe, although the range has no really positive effect unless you alter the Velocity to something similar (like 190). I have tried to edit them to Accuracy: 1 and Lethality: 0.99. Let's just say that wasn't even funny. It was just bloody.
MTW Pocket Mod: Units, Buildings and Unit Stats
As I had mentioned in another thread. I was planning a review of all crossbow units as follows:
Crossbows:
All Periods
All Factions
Arbalests:
High/Late Era
Catholic and Orthodox
Pavise Crossbows:
Late Era
Catholic (excluding Danes, Hungarians and Poles)
Pavise Arbalests:
Late Era
Catholic (excluding Danes, Hungarians and Poles)
Mounted Crossbows:
All Periods
Holy Roman Empire, Hungarians, Italians, Burgundian, Swiss, Polish, Russian, Novgorod.
Mounted Crossbows are unchanged, I've placed them there for consistency, and also I was wondering if anyone had any more historical data as to when and where they were used? At present they've been placed in a geographical area stretching from the German and Italian provinces, eastwards into Russia.
Also I've been looking at some of the influence factors that makes the AI train certain troops, specifically siege weapons. For those familiar with the crusaders file, I'm referring to columns 15 and 18 in particular.
With some tweaks here and with some other stat changes, i may be able to achieve the following:
1) Reduce the number of ballistas trained by the AI
2) Increase the units size of Al-Muwahhidun Infantry to 100 and cause the AI to use them as a spear unit, not a flanker. This would effectively make them a better version of Feudal Sergeants with higher honour and a stronger charge.
More homelands:
1) Nubian Spearmen could be unassigned from the Almoravid/Almohad/Marinid faction and they would keep the Al-Muwahhidun Infantry as their one and only spear unit (except square shield spearmen) throughout the campaign. The Moorish dynasties had pretty much nothing to do with Nubia historically so Nubian Spearmen belong moreso to the Egyptians anyway. The Nubians would have been only trainable in Egypt, though for gameplay reasons they could be also available in Cyrenacia and the Sinai. I feel that the Nubians should in fact be a hybrid spear/javelin unit. I'm not entirely sure how to do this however, as it involves changing their animations. I'm not sure if the sprite used for the abyssinnians and nubians has the javelin throwing animation frames, I doubt it.
2) Abysinnian Guards would only be available in Egypt and Arabia.
Also I've noticed that the Byzantine are still surging through Europe like an unstoppable war machine. The addition of Armoured Spearmen greatly appreciated obviously... though the real issue is the many starred Kataphraktoi princes of course.