Very good question! I want to fight in the Sahara, too.Originally Posted by GhavGrim
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Very good question! I want to fight in the Sahara, too.Originally Posted by GhavGrim
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This space is for sale. Anybody wanting to advertise little blue pills, pumping body parts or financial services that cost you a fortune may do it here for a small fee instead of packing my mailbox. Thank you.
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Awright, here is the all_can_crusade_mod. This is v2.
Magyarország
@bretwalda and GhavGrim: I found this in MTW modification, hope it will help
unlocking Sahara for VI
I guess you cant use the Sahara as a province because there is sod all there apart from sand! it'd probably have an income of 2 florins or something
Retraining sometimes it's useful.
Sometimes it's worthless.
Retrain your units only when you have an improved armourer, blacksmith......
Ja mata, TosaInu. You will forever be remembered.
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Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.
A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?
Or when you want to replenish a good general's unit.Originally Posted by edyzmedieval
never knew that was possible Graphic ( I played RTW before MTW , in RTW that was not possible)... thanks for the tip though.
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If you have a good general whose unit is depleted but you cannot afford to take him off defence of a frontline province, perhaps because all your other next-best generals are similarly tied down, then the best method is to train a whole fresh unit, move it to his province by the shortest route possible then do the unit-merge trick to transfer troops to make his unit full and the new one depleted.
After that, you can use any leftovers to similarly 'top-up' other nearby units of that type.
Alternatively, units of less than 10 horsemen can make handy scouting units and can even entice the AI to waste some missile ammo trying to get them. Being such a small target and set to a single rank deep, they can actually be quite hard to 'find the range' on.
Unit merge trick:-
Drop the low-tech one (most likely the veteran general) onto the higher tech one so that the whole resultant unit will carry the weapon/armour upgrade.
If you see two units in the menu bar, like they haven't merged properly, don't be alarmed. Where both unit leaders have either a star rating or V&V's (or both), then it will always preserve at least one man from both source units, as he has a 'personality' which needs to be preserved. THis blocks auto-merging and you will have to perform the merge manually.
Left-click on the low-tech one, in the menu bar, drag and drop it on the other. You can repeat this back and forth until the desired result is achieved. (In case I've misremembered this, practice transfers between reduced armoured/unarmoured spears units, for example, to get the drag-drop sequence in the right order).
Incidentally, two units which are both greater than half their normal size won't auto-merge, even without stars or V&V's but you can still transfer troops in this drag-drop way, to get one of full size and one small enough to maybe merge with a third unit that has only light casualties. For instance, you can turn 4 units of spears with 70-odd men each into three full-size units and thus free up a slot in the stack for a full-size unit of some other type, rather than have to wait for it to come on as reinforcements.
Expect to see the valour rating of your veteran unit drop as the 'green' troops lower the unit's average but rest assured that the individual members' previous valour scores are retained, as can be seen in the logfiles for any subsequent battle they fight in.
HTH
EYG
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