Hmmm, are the units after the 256th available to be produced in-game? Or are they redundant?
Hmmm, are the units after the 256th available to be produced in-game? Or are they redundant?
#Hillary4prism
BD:TW
Some piously affirm: "The truth is such and such. I know! I see!"
And hold that everything depends upon having the “right” religion.
But when one really knows, one has no need of religion. - Mahavyuha Sutra
Freedom necessarily involves risk. - Alan Watts
Well the units down to No# 156 are Mod specific units, and that is when the standard vanilla in game units begin. From No# 307 to 325 you have the ships, agent's and Spy's, and then the crusade/jihad. I would assume that a lot of those units are not producible as Sherwood Foresters and Pictish Cavalry were not usually found in Spain. However the spy and crusade are probably producible. Does this mean that the total number of enabled units can only be 256? Where does the information for the number 256 come from?Originally Posted by Rythmic
"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stewart Mills
But from the absolute will of an entire people there is no appeal, no redemption, no refuge but treason.
LORD ACTON
Perhaps they're not all available in any particular era at once?
“The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France
"The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis
Well I transferred the unit list from BKB's mod Prod file over to the Reconquista mod's unit Production file and renamed it EARLY_MODDED_CRUSADERS_UNIT_PROD11.TXTOriginally Posted by Cambyses II
A simple COPY from the very beginning of the BKB file down to No# 256 Welsh Bandits (inclusive) and PASTE replacing everything in the Reconquista file down to No# 256 Lithuanian Cavalry (inclusive).
I had to remove all references to FN_SWISS and FN_ITALIAN, or it wouldn't load, but after that it loaded and multiple examples of the Emissary showed up so the BKB list is active as well as unit No# 316 which is the second Emissary entry. The Venetians could build the barque as well, which in entry No# 203 they cannot, but they can in entry No# 308, which would seem to indicate that the ships and agents (No# 307 to No# 325) entries from the original Reconquista file are active.
![]()
"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stewart Mills
But from the absolute will of an entire people there is no appeal, no redemption, no refuge but treason.
LORD ACTON
Damn me...
I tried it, tested it and it seems that ALL non-combat 'units' ignore the limit.
So basically you can have 256 units + I don't know how many freaking mounts, agents, ships, crusades and jihads.
It seems the only factor what matters to count as one of those 256 units is combat capability on the tactical map...
I must congratulate you this discovery, I really am impressed and it really is something, I can assure you.![]()
Well... it seems that PMTW 2.0 will reach 1000 of units after all...![]()
I can't say that this will incorporated into BKB Super Mod but this will be put into Age of Warlords. I've been very busy with work and real life so i haven't had chance to work on it but it will be finished soon i assure you, hopefully with more units after this great find
Well given how many hours of enjoyment I have gotten out of BKB's and other downloaded mod's, if I found something that helps then maybe it counts as partial payback!Originally Posted by cegorach
I tried adding another unit (cavalry) and it seems to default to militia sergeants.
"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stewart Mills
But from the absolute will of an entire people there is no appeal, no redemption, no refuge but treason.
LORD ACTON
I investigated it even further a moment ago.
So I've placed one of units at the beginning of the crusader, replacing Highland Clansmen and added a new one as 257th unit in the file.
I expected everything, but suprisingly it was all right - the new units used its own icons and animations, so did unit nr. 258 at least I thought so.
I've tried the new unit in the campaign and ... it appeared as possible to produce with its own icon and description so I have recruited one and it appeared as... Highland Clansmen...
I believe that any combat unit after 256 will by default be recruited as the first unit in the original crusader unit file.
I am not really interested to try if I change the first unit in the original file to a different one than the Clansmen I will get it as the new default unit - clearly it has no use anyway [EDIT: writing this post I think I have found one, perhaps quite intriguing...] , except in custom ( maybe MP too ?) mode so it is good news to such mods, the bad ones are there will be nothing more in the campaign than 256 combat units.
Anyway it is excellent that we have those non-combat slots to explore now.![]()
Bookmarks