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Thread: Allied forces

  1. #1
    Member Member stupac's Avatar
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    Default Allied forces

    Hey, I just want to tug on your coat about something. I really love the new client ruler system, seems to simulate allied/client/vassal states pretty well, but I have been thinking of one drawback: it takes way too long to establish an allied army or to get auxiliaries contributed from the allied state because you have to build up your MICs. I understand that makes since because of loyalty issues, but doesn't seem to accurately portray reality in certain alliances. For example, in my Romani campaign, after I took Syracuse from Carthage I made it an allied state, but it would be neat if they could field a small allied force to help in the fight for sicily. Or I can see later when I invade africa, if I could get an allied numidian settlement to commit troops in a timely manner. I've also been reading the conquest of gaul, and it seems many times Caesar would subjugate a tribe then place it either under the auspices of another loyal tribe, or would setup a ruler from that tribe that was pro-roman, and they would almost immediately have to start committing troops (often this was prudent since if their warriors were fighting abroad with Caesar, they couldn't start a rebellion at home).

    My suggestion is not to undermine the MIC system, but as cities receive a client ruler, they should also receive a small number of native troops automatically (probably the more professional troops rather than levies I would think, such as a unit of nobles, and a few signature units). These troops can then be either added to the player's army as auxiliaries, left to garrison the city or fight as an allied army, or merely be disbanded if the player so chooses. This would also reduce the need for factional garrisons to be left in an allied city (which seems unrealistic). I don't know how easy this would be to script or if it is even possible, but I think it would provide a good balance if it could be implemented. They would have to be wisely used because they can't be retrained till the MIC level has been built up. Just a thought, what do you guys think?
    Last edited by stupac; 04-26-2008 at 20:51.
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  2. #2
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Allied forces

    That would add to the client ruler script, which people already complain it too big. It could work, but since each faction get different regional units in every region, it would be very difficult to do without tons of work and problems.

    You could always use the "process_cq" cheat to build regional MICs and to roleplay that you allies already have a strong military system capible of contributing allied armies.


  3. #3
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Allied forces

    Or just recruit some mercs, since they're often appropriate anyway.

    What does the process_cq cheat do? Automatically cause something queued to be built?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
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  4. #4
    Member Member stupac's Avatar
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    Default Re: Allied forces

    Quote Originally Posted by MarcusAureliusAntoninus
    That would add to the client ruler script, which people already complain it too big. It could work, but since each faction get different regional units in every region, it would be very difficult to do without tons of work and problems.

    You could always use the "process_cq" cheat to build regional MICs and to roleplay that you allies already have a strong military system capible of contributing allied armies.
    I see Marcus, thanks for the reply. The script hasn't really been a problem for me at least. So each region would probably need to be scripted separately? Understood, yeah would be a ton of work and I understand the team's priority is EB2. Maybe it can be done there. I wonder if it would bare some similarity to garrison scripts, though I understand those are bloated too. I would like to see that as well. Maybe if I can figure out how to work on this I can make a mini mod for those with high end comps that may possibly be able to handle it, though my scripting knowledge is little, but I might get to foolin with it, though knowing me I'll never finish it. Anyways, thanks for your indulgence, just thinking out loud, digitally, so to speak.
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  5. #5
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Allied forces

    Quote Originally Posted by QuintusSertorius
    Or just recruit some mercs, since they're often appropriate anyway.

    What does the process_cq cheat do? Automatically cause something queued to be built?
    Yes, it will build all structures queued up. Just put the cheat and the name of the town (it works with both the internal and external name of the town, so the towns with odd names will usually work with the anglicized version). Example:

    process_cq Arse


  6. #6

    Default Re: Allied forces

    I think it's a good idea as I hate leaving an all too often sizable chunk of my conquering army to look after a "client state" when I often need it for more pressing matters.

    MAAs idea about process_cq is a good one too. Perhaps you could process_cq your way to the relevant MIC, train your required units and then destroy them?
    Only a few seek liberty; the majority seek nothing more than fair masters - Sallust

    A lie told often enough becomes truth - Vladimir Lenin

  7. #7

    Default Re: Allied forces

    If only process_rq Still worked.
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  8. #8

    Default Re: Allied forces

    I love this idea.
    If we keep unit type diversity low (2-3 types in each army ) Client Rulers script should increase size by 15-20% and should not require additional computing power ( so only slowdown will come from increased size of script ).
    I will go and implement this.

    I need your help though please came up with data what units should be spawned in what province (use internal unit names as needed for script so I dont waist time translating them ).
    Last edited by LorDBulA; 04-27-2008 at 07:16.

  9. #9
    Senior Member Senior Member Ibn-Khaldun's Avatar
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    Default Re: Allied forces

    I like this idea ..

    But I think that the troops who will come with the client ruler should be some local mercenaries and not regional units ..
    I really do not think that any locals (noble or not) would join the "puppet rulers" army ...
    Also .. mercenary units would make the scripting a little easier ..
    Last edited by Ibn-Khaldun; 04-27-2008 at 18:46.

  10. #10

    Default Re: Allied forces

    To help things along where I can, I train these allied units in advance.

    For example, most area's share common troops, so as Carthage in southern Iberia, as soon as I moved out to conquer Iberia, I took with me several well trained(upgraded) units of Milites, so that after capturing a settlement, even before installing my Client Ruler, it's correctly garrisoned, and I can move straight on to the next objective.

    I did this in North Africa, Italy, and Greece, and it's cheaper than mercs as the first city captured is the mother to all. If you don't share in advance, any common troop types to make in advance, that is!

  11. #11
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Allied forces

    Quote Originally Posted by Ibn-Khaldun
    I leke this idea ..

    But I think that the troops who will come with the client ruler should be some local mercenaries and not regional units ..
    I really do not think that any locals (noble or not) would join the "puppet rulers" army ...
    Also .. mercenary units would make the scripting a little easier ..
    Why wouldn't they? Most cities (and city-states) in the classical world were inherently unstable and riven with various factions. There'd be supporters clamouring around a "puppet" of a foreign power just the same as any other factional interest. Any change in government has winners as well as losers, and some of those winners would have military power.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
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  12. #12

    Default Re: Allied forces

    Quote Originally Posted by Olaf The Great
    If only process_rq Still worked.
    Process_rq might not work, but process_cq definitely does!
    Last edited by Horst Nordfink; 04-27-2008 at 13:36.
    Only a few seek liberty; the majority seek nothing more than fair masters - Sallust

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  13. #13
    Member Member stupac's Avatar
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    Default Re: Allied forces

    Often times I don't think the settlement would have much of a choice, having its men forced into service as terms of surrender. I'd love to help you, LorDBulA, but unfortunately I had suspected a problem with my recruitment viewer install and uninstalled it before I realized that 1. there was no problem and 2. there is currently no stand alone installer for the 1.1 recruitment viewer. I finally got EB installed and modded as I wish and don't really want to go back through the whole install (nor do I have the space without removing my previous one) just to get the RV back. I'm hoping the 1.1 viewer gets released by itself at some point.

    Edit: I don't suppose some kind soul could take a couple minutes and pack their RV 1.1 install folder into a rar or zip or something and upload it to rapidshare or something? If not I'll have to find time to cleanup my hdd and reinstall 1.1.

    LorDBulA: I'm not terribly familiar with scripting, what would be the internal unit name? Would that be like the unit type in the EDU? I.e. hellenistic infantry syracuse hoplite for syracusian hoplites? If so, how would you like lists formatted?

    maybe:
    Code:
    settlement name
    different unit
    same unit
    same unit
    
    settlement name
    different unit
    same unit
    same unit
    E.G.
    Code:
    Syrakousai
    hellenistic infantry syracuse hoplite
    greek missile toxotai
    greek missile toxotai
    greek skirmisher peltastai
    I feel a couple more units than 3 wouldn't be out of line. Also, I know that a garrison script for sieges has been rejected for performance reasons. On a side note, I wonder how difficult it would be to implement in a mini-mod? Maybe just for faction's homeland regions?
    Last edited by stupac; 04-28-2008 at 00:41.
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  14. #14
    Member Member stupac's Avatar
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    Default Re: Allied forces

    Just started poking through the EBBS_SCRIPT. I adjusted this entry for the roman client ruler in lilibeo and tested it (as I had just laid siege to the city in my romani campaign) and it worked great. Created a unit of classic hoplites along with the general. LorDBulA, I think I can help you code this if you want to split up the work, or I can just make lists for you (I'm no historian though). That is, if you are still interested in implementing this.

    Code:
    monitor_event GovernorBuildingCompleted SettlementBuildingFinished = gov4
    and SettlementName Lilibeo
    and FactionType seleucid
    and FactionIsLocal
    and GovernorInResidence
    and Trait Type4Governor < 1
    and Trait ClientRuler < 1
    
    console_command kill_character "CaivsF"
    console_command kill_character "CaivsF"
    
    spawn_army
    faction seleucid
    character CaivsF, named character, command 0, influence 0, management 0, subterfuge 0, age 30, , x 95, y 104
    unit hellenistic general lonchophoroi, soldiers 20 exp 0 armour 0 weapon_lvl 0
    unit hellenistic infantry hoplitai, exp 0 armour 0 weapon_lvl 0
    end
    
    move CaivsF, 94, 104
    
    console_command give_trait "CaivsF" Type4Governor
    
    end_monitor
    Last edited by stupac; 04-28-2008 at 01:18.
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  15. #15

    Default Re: Allied forces

    Quote Originally Posted by Olaf The Great
    If only process_rq Still worked.
    Oh, how I wish.
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  16. #16

    Default Re: Allied forces

    LorDBulA: I'm not terribly familiar with scripting, what would be the internal unit name?
    I see you have already figured it out.


    I'm hoping the 1.1 viewer gets released by itself at some point.
    RV installer can be found in Rome folder\Extras\ folder.

    I think I can help you code this if you want to split up the work
    Right now I try to locate script generator for this peace of code. There should be one unless The_Mark is totaly crazy
    I have no intention to modifie this script by hand.

    I can just make lists for you (I'm no historian though).
    I think we should start from this. If you could gather data about regional units for each province that would be great.
    I am also no historian.

    I was thinking that if we implement this it would be good to increase cost of establishing gov4 to few thousands of mnai.

  17. #17
    Member Member stupac's Avatar
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    Default Re: Allied forces

    Quote Originally Posted by LorDBulA
    RV installer can be found in Rome folder\Extras\ folder.
    Well, don't I feel sheepish, thanks!


    Quote Originally Posted by LorDBulA
    I think we should start from this. If you could gather data about regional units for each province that would be great.
    I am also no historian.
    I can start making lists based on think-so's and using the RV as a guide. I hope that is acceptable. Is the list formatting I had acceptable? If we can save some work in the script generation may as well do it right from the beginning. And how many units should be provided? 2-3 or more? I was thinking at most 4. 4 with a general making 5 is a fine sized allied army I think.

    Quote Originally Posted by LorDBulA
    I was thinking that if we implement this it would be good to increase cost of establishing gov4 to few thousands of mnai.
    Agreed. Even then, a player could potential use this as an exploit to get a few good units for a small investment, but I guess that's the risk you take trusting the player. It's so easy to cheat in RTW anyways.
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  18. #18
    AtB n00b Member chairman's Avatar
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    Default Re: Allied forces

    Hispania:

    Iberian provinces (Gader, Mastia, Baikor, Sucum-Murgi, Arse, Emporion):

    Iberi Milites
    Iberi Scutari
    Iberi Curisi

    Same for the rest of Hispania; except replace Scutari with Caetrati; in Asturia and Cantabria replace Curisi with Cantabrian Cavalry; in Lusitania, Galaecia, Turdulia and Celtiberia replace Curisi with the Shephard Slingers; In Turdetania and Baikor replace Curisi with Iberi Lanceari.

    North Africa:

    Numidian Cavalry
    Numidian Skirmishers

    In Sala, Lixus and Siga replace Skirmishers with Maures; in Tuat, Garama and Lepki replace Skirmishers with Garamantines; in Adrumento, Kirtan and Ippone add Numidian Nobles.

    Transalpine Gaul:

    Lugoae
    Sotaroas
    Neitos

    In Belgae territory replace Lugoae with Batacorii and Sotaroas with Iaosatae.

    Cisalpine Gaul:

    Gaeroas
    Leuce Epos
    Neitos

    In Liguria replace Gaeroas with Gaemile Liguriae and Leuce Epos with Liguriae Epos.

    Italy:

    Rorarii
    Hastati
    Equites Romani

    In Capua and Arpi replace Hastati with Samnitici Milites and Romani with Campanici.

    Magna Graecia (Taras, Rhegion, Messana and Syrakousai):

    Aichmetai Leukanoi
    Hoplitai
    Hippeis Tarantinoi

    In Messana and Syrakousai replace Tarantinoi with Hippeis; in Rhegion replace Hoplitai with Pezoi Brettioi.

    Illyria:

    Illyrioi Paraktioi
    Illyrioi Thureophoroi
    Illyrioi Hippeis

    Alps (Helvetis, Rhaetia and Noricae):

    Kluddacorii
    Noricene Gaecori
    Appea Gaedotos

    Brittania:

    Imannae
    Gaeroas
    Iaosatae

    In Caledryn replace Imannae with Balroae and Gaeroas with Agryn Marca.

    Germania:

    Gaizoz Frije
    Harunautoz
    Ridanz

    Thracia (Chersonesos Thraikia, Odrysai, Thraikia Hypertera and Mikra Skythia)

    Thrakioi Doryphoroi
    Thrakioi Peltastai
    Thraikioi Hippeis

    In Mikra Skythia replace Peltastai with Skythian Foot Archers and Hippeis with Skythian Riders.

    Hellas:

    Hoplitai
    Akontistai
    Hippeis

    In Rhodos replace Akontistai with Rhodian Slingers; in Lydia, Karia and Pamphylia replace Akontistai with Uazali and Hippeis with Asiatikoi Hippakontistai; in Krete replace Hippeis with Toxotai Kretikoi; in Epirus, Makedonia and Thessalia replace Hoplitai with Thureophoroi and Hippeis with Lonchophoroi.

    Nubia:

    Hanatim Kushim
    Aithiopikoi Toxotai
    Aithiopikoi Hippeis

    Aegyptus:

    Machimoi
    Pantadapoi
    Akontistai

    In Kyrenia replace Machimoi with Hoplitai.

    Levent:

    Ioudaioi Taxeis
    Pantadapoi

    In Syria and Koile add Toxotai Syriakoi.

    Arabia:

    Arabian Light Infantry
    Sabean Archers
    Arabian Light Cavalry

    In Gerrha, Homna and Ubar replace Lite Infantry with East Coast Levies.

    Indus:

    Indian Spearmen
    Indian Longbowmen
    Indian Guild Warriors

    This is a good portion of the map and a lot to start you off with. Sorry that I don't have all of this in file format, but I'm more of a historian than a programmer. I hope this helps some. A key thing to remember is that not every faction can train every one of these units in the given province. BTW, these are just the unit types, so you will have to decide how many of each.

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  19. #19

    Default Re: Allied forces

    This is list of cities used by Client Rulers scrip generator.

    Code:
    G&#225;wj&#225;m~Sk&#225;ndz&#225;w&#225;rjoz
    G&#225;wj&#225;m~Got&#225;noz
    G&#225;wj&#225;m~Rugoz
    G&#225;wj&#225;m~Kimbroz
    G&#225;wj&#225;m~H&#225;bukoz
    G&#225;wj&#225;m~Heruskoz
    Arctaunon
    G&#225;wj&#225;m~Silengoz
    G&#225;wj&#225;m~Bastarnoz
    Swebotr&#225;ust&#225;st&#225;mnoz
    Chighu
    Sulek
    Gava-Haomavarga
    Taksashila
    Opiana
    Patala
    Pura
    Alexandropolis
    Kophen
    Baktra
    Alexandreia-Eschate
    Chach
    Gava-Saka
    Gava-Alanna
    Gava-Mazsakata
    Marakanda
    Khiva
    Nisa
    Asaak
    Antiocheia-Margiane
    Alexandreia-Ariana
    Prophthasia
    Karmana
    Persepolis
    Gabai
    Apameia
    Hekatompylos
    Zadrakata
    Ekbatana
    Susa
    Charax
    Seleukeia
    Arbela
    Karkathiokerta
    Edessa
    Antiocheia
    Damaskos
    Bostra
    Palmyra
    Petra
    Babylon
    Carna
    Maryab
    Tamane
    Sabata
    Ubar
    Homna
    Gerrha
    Halikarnassos
    Pergamon
    Nikaia
    Sinope
    Ankyra
    Trapezous
    Ani-Kamah
    Kotais
    Mtskheta
    Kabalaka
    Phraaspa
    Armavir
    Amaseia
    Side
    Tarsos
    Salamis
    Sidon
    Hierosolyma
    Alexandreia
    Memphis
    Diospolis-Megale
    Pselkis
    Hibis
    Ptolemais-Theron
    Axum
    Meroe
    Ammonion
    Paraitonion
    Kyrene
    Augila
    Lepki
    Garama
    Atiqa
    Adrumeto
    Kart-Hadast
    Kirtan
    Ippone
    Siga
    Lixus
    Sala
    Tuat
    Terhazza
    Rhodos
    Kydonia
    Alalia
    Karali
    Lilibeo
    Messana
    Syrakousai
    Bocchoris
    Rhegion
    Taras
    Arpi
    Capua
    Roma
    Arretium
    Ariminum
    Bononia
    Segesta
    Mediolanum
    Patavium
    Gader
    Mastia
    Baikor
    Sucum-Murgi
    Oxtraca
    Ars&#233;
    Numantia
    Tyde
    Pallantia
    Vellika
    Emporion
    Emain-Macha
    Ivernis
    Ynys-Mon
    Attuaca
    Caern-Brigantae
    Ratae
    Ictis
    Camulosadae
    Darioritum
    Lemonum
    Burdigala
    Tolosa
    Massalia
    Gergovia
    Viennos
    Avaricum
    Bibracte
    Cenabum
    Bratosporios
    Vesontio
    Aventicos
    Bagacos
    Vindelicoppidos
    Veldideno
    Iuvavoaeta
    Vindobona
    Eburonum
    Carrodunum
    Lucarottea
    Ak-Ink
    Segestica
    Dalminion
    Singidunum
    Sarmiszegethusa
    Naissos
    Serdike
    Tylis
    Byzantion
    Kallatis
    Buridava
    Epidamnos
    Ambrakia
    Thermon
    Pella
    Demetrias
    Chalkis
    Mytilene
    Athenai
    Korinthos
    Sparte
    Olbia
    Chersonesos
    Pantikapaion
    Tanais
    Uspe
    Gava-Yazyga
    Gava-Roxsalanna
    Gava-Aursa
    Gava-Yugra
    Gava-Thissakata
    Gelonus
    Asod&#225;t
    Seliun-Pilis
    Gordu-Neuriji
    Gintaras-Ostan
    Ascaucalis
    Mazaka
    Sardis
    Ipsos
    Could you prepare list of units for each of this cities (provinces) ?

    It should be written in the same order as cities.
    Every city entry should be separated by "-------" string and you should use
    edu type as unit name.

    For example:

    Code:
    celtic infantry galatiantindanotae, 4
    ------------
    celtic infantry galatiantindanotae, 2
    celtic infantry galatiantindanotae mercenary, 2
    ------------
    I think 4 units is enough, what do you think?

    A key thing to remember is that not every faction can train every one of these units in the given province.
    This doesnt matter, what matters is that each of this units must have faction skin for all factions or be mercenary_unit.

    If you provide list please post it in "code" tag as its more easy to read.
    Last edited by LorDBulA; 04-28-2008 at 17:31.

  20. #20
    Member Member stupac's Avatar
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    Default Re: Allied forces

    Perfect, that's what I needed to know. I'll start on that.

    Another question: Is there any way to rectify the settlement and region names without having to open EB? Because the RV only shows the region name. Possibly they are listed in some file? I remember a good number, but it would save me time if I don't have to alt-tab EB constantly. Plus, I could then work on it when I'm not at home, which is frequent. At least until I get EB to run off my flashdrive. Likewise, is there an easy way to also rectify the unit names? No big deal though, I can make due, just wondering if there are shortcuts that could save time.
    Last edited by stupac; 04-28-2008 at 19:45.
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  21. #21

    Default Re: Allied forces

    Unit names can be found in EB unit documentation. After you select unit you can ask browser to show you source and this will display xml formatted edu entry.

    As for province-city names there where some maps made that would be useful but right now forum search doesnt work so I cant find it.
    In Data/Text/imperial_campaign_regions_and_settlement_names.txt you can find internal settlement and region to external name conversion data.
    Regions and settlements definition can be found in Data\world\maps\base\descr_regions.txt

    Edited:

    I'll start on that.
    Great. Thanks.
    Last edited by LorDBulA; 04-28-2008 at 20:56.

  22. #22
    Member Member stupac's Avatar
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    Default Re: Allied forces

    Great, that really helps. Let me make sure I'm doing this right, here are the first 3:

    Code:
    germanic infantry skandza swaiut, 2
    germanic missile bugimannoz, 1
    germanic cavalry ridoharjoz mercenary, 1
    ------------
    germanic infantry skandza swaiut, 2
    germanic missile bugimannoz, 1
    ------------
    germanic infantry frameharjoz, 2
    germanic missile bugimannoz, 1
    germanic infantry karotovas, 1
    ------------
    So that is for:

    G&#225;wj&#225;m~Sk&#225;ndz&#225;w&#225;rjoz
    G&#225;wj&#225;m~Got&#225;noz
    G&#225;wj&#225;m~Rugoz

    in that order and just continue like so in order? The german settlements I'm a little iffy on whether we should provide armies for them. What are your thoughts? Type 4 governments represent a kind of subjugated alliance, I suppose there is precedent for german-foreign alliances, such as with the Ubii(?) and Julius Caesar. It's unfortunate you have to actually capture the settlement to then make it allied but that's the engine for you. But, for the most part most factions can't recruit much in german territory, unlike many other territories. Should we stick to units that the majority of foreign factions can recruit? Though, I suppose the Swezboz would be the only ones who would probably ever subjugate these regions and they can recruit these units. One more thing, due to the nature of nomad faction's scorched earth tactics, should allied units be received? Or should units be put in for each region and then left to the discretion of the player whether or not to put in a type 4 or another type for proper simulation? When I first thought of this idea, I only really had been thinking about sicily, africa, iberia, gaul, and greece, where it seems pretty realistic. I hadn't really thought too much about these other areas that could potentially be somewhat different. Thoughts?

    Edit: Is it even possible to give a faction units it can't recruit or will this cause problems?
    Last edited by stupac; 04-28-2008 at 23:58.
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  23. #23

    Default Re: Allied forces

    in that order and just continue like so in order?
    Yes.

    But, for the most part most factions can't recruit much in german territory, unlike many other territories. Should we stick to units that the majority of foreign factions can recruit?
    I think the best way to check out what regionals can be recruited in province is to select faction that is most far away from this province.

    There are quite a few germans units that can be used by everyone like:
    Gaizofulkom Frijot
    Dugunithiz

    Is it even possible to give a faction units it can't recruit or will this cause problems?
    Its possible. But you should only put units that:
    1. Have all factions in ownership section
    2. Are mercenary units

    If unit in not a mercenary and doesnt have faction in ownership this means it doesnt have texture for this faction and if you try to play with this unit on battlefield as this faction the game will crash.

    Or should units be put in for each region and then left to the discretion of the player whether or not to put in a type 4 or another type for proper simulation?
    Lets keep unit spawning only for gov4 to not burden EBBS with additional scripts.

  24. #24

    Default Re: Allied forces

    Would it make sense to only enable this feature when you peacefully occupy a settlement (or at least to disable it when you exterminate the populace), as a disgruntled (or dead) population would be unlikely to provide you with free troops, presumably?
    Last edited by I Am Herenow; 04-29-2008 at 18:46.

  25. #25
    Member Member stupac's Avatar
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    Default Re: Allied forces

    Alright, I'll have to redo those 3 entries then, but now I know. I'll keep on it.

    Quote Originally Posted by I Am Herenow
    Would it make sense to only enable this feature when you peacefully occupy a settlement (or at least to disable it when you exterminate the populace), as a disgruntled (or dead) population would be unlikely to provide you with free troops, presumably?
    That would be neat, but I don't know how possible that would be. It wouldn't seem historical to sack a city you are presumably "liberating" and making your "ally." I roleplay it personally, I only occupy a settlement I plan on building a type 4 in.
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  26. #26

    Default Re: Allied forces

    Well, precisely, so troops should only appear if you just occupy a settlement.

    Perhaps this could be linked to taxes, too (i.e. low taxes = more troops/happier people), although that might only be an MII thing (I know that FMs can gain Chivalry by living in settlements with low taxes and Dread for living in those with high taxes [NB for RP, read "...for setting low/high taxes"]).

  27. #27

    Default Re: Allied forces

    Would it make sense to only enable this feature when you peacefully occupy a settlement (or at least to disable it when you exterminate the populace), as a disgruntled (or dead) population would be unlikely to provide you with free troops, presumably?
    I dont think its possible to implement this.

  28. #28
    Member Member stupac's Avatar
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    Default Re: Allied forces

    Ok, just wanted to update and ask a quick question. I've gotten all the way down through alexandropolis, here's what I got so far:

    Code:
    germanic infantry frameharjoz, 2
    germanic cavalry ridoharjoz mercenary, 1
    germanic infantry sahsnotoz, 1
    ------------
    germanic infantry frameharjoz, 2
    germanic cavalry ridoharjoz mercenary, 1
    germanic infantry sahsnotoz, 1
    ------------
    germanic infantry frameharjoz, 2
    germanic infantry karotovas, 1
    germanic cavalry ridoharjoz mercenary, 1
    ------------
    germanic infantry frameharjoz, 2
    germanic cavalry ridoharjoz mercenary, 1
    germanic infantry sahsnotoz, 1
    ------------
    germanic infantry frameharjoz, 2
    germanic cavalry ridoharjoz mercenary, 1
    germanic infantry sahsnotoz, 1
    ------------
    germanic infantry sahsnotoz, 1
    germanic infantry frameharjoz, 2
    germanic cavalry ridoharjoz mercenary, 1
    ------------
    germanic infantry chatti spearmen, 2
    germanic infantry sahsnotoz, 1
    germanic cavalry ridoharjoz mercenary, 1
    ------------
    germanic infantry sahsnotoz, 1
    germanic infantry frameharjoz, 2
    germanic cavalry ridoharjoz mercenary, 1
    ------------
    germanic cavalry ridoharjoz mercenary, 1
    germanic infantry frameharjoz, 2
    dacian skirmisher komatai, 1
    ------------
    germanic infantry frameharjoz, 2
    germanic cavalry ridoharjoz mercenary, 1
    germanic infantry sahsnotoz, 1
    ------------
    steppe missile subeshi, 2
    steppe missile cavalry yuezhi horse archer, 2
    ------------
    steppe missile subeshi, 2
    steppe missile cavalry yuezhi horse archer, 2
    ------------
    eastern infantry kavakaza kofyaren, 2
    steppe missile subeshi, 2
    ------------
    greek infantry taxeis hoplitai, 1
    eastern missile indian longbowmen, 2
    hellenistic infantry pantodapoi, 1
    ------------
    hellenistic infantry pantodapoi, 2
    eastern missile indian longbowmen, 2
    ------------
    hellenistic infantry pantodapoi, 2
    eastern missile indian longbowmen, 2
    ------------
    eastern skirmisher cavalry harauvatish asabara, 1
    eastern missile thanvare payahdag, 1
    eastern infantry nizag gund, 2
    ------------
    eastern skirmisher cavalry harauvatish asabara, 1
    eastern missile thanvare payahdag, 1
    eastern infantry nizag gund, 2
    ------------
    I've now been sticking to mercenaries or units recruitable by all factions. As rules of thumb, I've been including 4 units: 2 infantry, 1 skirmisher, 1 calvary, all non-elite. Of course, many regions I have not followed this, such as steppe regions, which so far I've just included 2 foot archers, 2 horse archers. Some areas will obviously provide better armies than others, due to what is recruitable there. Since I could not find a skirmisher unit available to all factions for the German territories, I inserted a unit of swordsmen in their place, though that makes them more valuable for type 4's than others. Not altogether ahistorical considering germans were used frequently as mercenaries and had many capable warriors.

    A question: I cannot for the life of me find the EDU entry for the Persian Archer/Spearmen (N&#195;&#174;zag&#195;&#162;n-&#195;&#174; &#195;Šr&#195;&#162;nshahr) unit. I've had difficulty finding many of the others, rectifying the names in the RV, documentation, and edu, but I eventually got them, but this one is eluding me. Can anyone tell me the EDU name for this unit?

    Edit: also can't find entry for Heavy Persian Archers (Thanvar&#195;&#170; P&#195;&#162;rsig) either.
    Last edited by stupac; 05-04-2008 at 01:51.
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  29. #29
    Member Member stupac's Avatar
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    Default Re: Allied forces

    Another 2 things while I'm thinking. What about regions where most factions can't recruit anything (except mercenary generals)? For example, Saka_Yabgu has no regionals for any settled factions. Would it be appropriate to maybe give them some foot archers and yeuzhi horse archers?

    Also, LorDBulA, should this thread be moved maybe to the unofficial mod projects sub forum?
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  30. #30

    Default Re: Allied forces

    I think the unit you are looking for is eastern missile eransahr arshtbara.
    The easiest way to find unit names is to use EB documentations (take note that search is case sensitive ) since unit name there has both native and english name (in this example I just make a search for Persian Archer ).
    Just type in part of the unit name in search box and choose proper unit from the list. Now choose choose to view source in your browser (in context menu after right clicking the page ) and copy name from <full_name> element.

    Another 2 things while I'm thinking. What about regions where most factions can't recruit anything (except mercenary generals)?
    Lets just grab some unit from regions that sorround this province. There are only few provinces that dont have regional troops for everybody.

    Edit: also can't find entry for Heavy Persian Archers (Thanvarê Pârsig) either.
    Again no problem to find it using documentations under Heavy Persian Archers

    steppe missile hallatamtithanvare

    Everythng looks good, great work. Maybe you could add settlement name in separation lines (if you want).
    I will be looking for '-' char anyway so you could add settlement name after this char to make it easier to work with (its just random comment, do it only if you want to ).

    Also, LorDBulA, should this thread be moved maybe to the unofficial mod projects sub forum?
    Yep. If any moderator reads this please move it to Unofficial mod section.

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