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Thread: Knights and MAA ... few , more powerful and expensive ?

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  1. #1

    Default Re: Knights and MAA ... few , more powerful and expensive ?

    just go into export_buildings and change the recrutment pool from 5 4 to like 3 1 or something, go into export_units and change the knights hitpoints from 1 to 2 or 3. u can also lower the number of knights from 60 to 20. I totaly agree that you the armies should be mostly comprised of militia and sergeants, with less cavalry and knights. By changing the recrutement pool to 3 1, that would allow only 1 knight per (specific building). so if u have 2 castles with a barracks in each, you can now only have 2 dismounted feudal knights across your entire army.

    ps. i also love when your city has no cavalry and spear/town militia as defence. When the enimy attacks with 10 units cavalry, couple militia and the rest are knights.

  2. #2
    Senior Member Senior Member Carl's Avatar
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    Default Re: Knights and MAA ... few , more powerful and expensive ?

    so if u have 2 castles with a barracks in each, you can now only have 2 dismounted feudal knights across your entire army.
    WRONG, that just means the pool size can never be higher than 1 which means that you can never recruit more than one unit of knights per turn. Their is NO provishion anywhere in the game that prevents you building an entire army of knights. The only possibbile limitation is upkeep.
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  3. #3
    Megas Domestikos Member AnthoniusII's Avatar
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    Default Re: Knights and MAA ... few , more powerful and expensive ?

    Quote Originally Posted by Carl
    WRONG, that just means the pool size can never be higher than 1 which means that you can never recruit more than one unit of knights per turn. Their is NO provishion anywhere in the game that prevents you building an entire army of knights. The only possibbile limitation is upkeep.
    That's why we do this discation!!!!We said that in a realistic mod you couldn't have armies full of ellite troops... Unit limitation means exactly that you can recruit a knight unit cavalry and a dismount one per castle.They represant the castle's owner personal guard.Sergeants and men at arms are the main body of his army...If someone does not seek for realistic version of the game he should see other mods aveluable!!!

  4. #4
    Senior Member Senior Member Carl's Avatar
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    Default Re: Knights and MAA ... few , more powerful and expensive ?

    That's why we do this discation!!!!We said that in a realistic mod you couldn't have armies full of ellite troops... Unit limitation means exactly that you can recruit a knight unit cavalry and a dismount one per castle.They represant the castle's owner personal guard.Sergeants and men at arms are the main body of his army...If someone does not seek for realistic version of the game he should see other mods aveluable!!!
    My point is their is NO method in the code that I know of that CAN put that kind of limitation in place, the best you can do is raise upkeep really high and hope total income is high enough for you to have 1 unit per castle, but not so high you can have more than one unit per castle.

    Their is no way you can code things so that if the player has 2 castles he can only have 2 units of knights. He can have as many as he can afford, the onl;y thing you can do is make more than 2 unaffordable, and that isn't really practical due to income variance from region to region. In addittion ach province also represents more than one castle so their would natruaklly be a LOT more than just 1 unit of knights per province strictly speaking. Hell even 20 units of Knights in vanillia at Huge unit size are a fraction the total number of avalibile knights in most large medivial battles.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  5. #5
    Experimental Archaeologist Member Russ Mitchell's Avatar
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    Default Re: Knights and MAA ... few , more powerful and expensive ?

    If CA really does fix the "charges don't fail" bug against skirmishing/moving infantry, this will become MUCH less of a problem, as it will force players to adopt actual medieval tactics.
    Ngata tsukelan mokwisipiak!

  6. #6

    Default Re: Knights and MAA ... few , more powerful and expensive ?

    Intersting ideas, but would certainly be a challenge to implement. In addition to the recruit cost and upkeep, there is also the refresh rate for recruiting. This is were you vary how many turns until the next unit is available. We have some other ways to help influence army composition, but we will have to see how things play out as we move towards beta.
    Medieval 2: Total Realism Development Team
    Coding & Scripting Lead

  7. #7
    Member Member Boyar Karhunkynsi's Avatar
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    Default Re: Knights and MAA ... few , more powerful and expensive ?

    One silly thing in the vanilla M2TW is that a Boyar Sons' regiment, regardless of if they have gold chevrons, are still "Boyar Sons'", can't we see unit evolution?

    There should be an option to change an inferior unit into a superior unit when it reaches a certain veterancy.

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    M2TW is too easy; even on VH/VH.
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