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Thread: Armor/weapon upgrades

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    Member Member King of Bavaria's Avatar
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    Default Armor/weapon upgrades

    Hi everyone.

    Two questions about upgrades:

    1.: If an archer unit gets weapon upgrades, will they upgrade their melee weapons, their arrows or both?

    2.: An upgraded unit, that has taken losses, is retrained in a province without armorer/metalsmith. Will the new men have upgrades?
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    Default Re: Armor/weapon upgrades

    Quote Originally Posted by King of Bavaria
    Hi everyone.

    Two questions about upgrades:

    1.: If an archer unit gets weapon upgrades, will they upgrade their melee weapons, their arrows or both?
    It upgrades mêlée weapons only, not bows, crossbows, arbalests or javelins.
    Quote Originally Posted by King of Bavaria
    2.: An upgraded unit, that has taken losses, is retrained in a province without armorer/metalsmith. Will the new men have upgrades?
    I'm pretty sure that the retrained men in the unit won't gain the upgrades, though I'm not 100% sure of this. I believe that is how it works for valour or morale but it may work differently for armour/weapon upgrades.
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    Philosophically Inclined Member CountMRVHS's Avatar
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    Default Re: Armor/weapon upgrades

    I actually think it's not possible to retrain an under-strength, upgraded unit in a province without weapon/armor upgrades. I tried it recently in a VI campaign; I had a half-strength unit of "black" upgrade armored spearmen, and tried to retrain them in a province without iron -- couldn't even do it.

    Of course upgrades work a bit differently in VI as well -- you need iron in a province to make an armory as well as a metalsmith.

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    Member Member Agent Miles's Avatar
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    Default Re: Armor/weapon upgrades

    As Cambyses II posted, I think that it is reasonable to assume that the new recruits won’t have the upgrades. If you merged two partial units, one with upgrades and one without, the now whole unit may show the upgrade icons, but there is no reason to believe that those without somehow magically got them.
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    Needs more flowers Moderator drone's Avatar
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    Default Re: Armor/weapon upgrades

    Quote Originally Posted by Agent Miles
    As Cambyses II posted, I think that it is reasonable to assume that the new recruits won’t have the upgrades. If you merged two partial units, one with upgrades and one without, the now whole unit may show the upgrade icons, but there is no reason to believe that those without somehow magically got them.
    With merging, the combined unit will have the upgrades of the unit you drop into, not the unit you pick up first. And the auto-tidy function will always give you lower tech than what you can do manually.

    Don't know if you can retrain a upgraded unit in an unupgraded province, don't think I've tried it since I always assumed you would just get an unupgraded unit. If you want to game the system, just build a fresh, unupgraded unit, and merge it into the old, upgraded unit. It will refresh the upgraded unit and leave you with reinforcements for another depleted unit.
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    Member Member Agent Miles's Avatar
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    Default Re: Armor/weapon upgrades

    I don’t believe in this something for nothing principle. Why should non-upgraded recruits get the weapons and armor of another partial unit by simply merging the two? It makes no sense. The program still knows which is which.
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    Master of useless knowledge Senior Member Kitten Shooting Champion, Eskiv Champion Ironside's Avatar
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    Default Re: Armor/weapon upgrades

    Quote Originally Posted by drone
    With merging, the combined unit will have the upgrades of the unit you drop into, not the unit you pick up first. And the auto-tidy function will always give you lower tech than what you can do manually.
    Are you certain? Because I know that the auto-tidy function is the reason why low-tech generals ends up with as a 1-man uints, and as the AI never retrains...
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    Needs more flowers Moderator drone's Avatar
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    Default Re: Armor/weapon upgrades

    Quote Originally Posted by Ironside
    Are you certain? Because I know that the auto-tidy function is the reason why low-tech generals ends up with as a 1-man uints, and as the AI never retrains...
    When I have auto-tidy on, it always seems to "screw" me when there are units with different tech levels. It will "pick up" a high tech unit and "drop it" into a low tech unit. Maybe it's just the order they are kept in the stacks.

    Quote Originally Posted by Agent Miles
    I don’t believe in this something for nothing principle. Why should non-upgraded recruits get the weapons and armor of another partial unit by simply merging the two? It makes no sense. The program still knows which is which.
    This was discussed in a thread a while back. The consensus was that there are unit levels for armor, weapon, and morale upgrades, while valour is kept per man. Someone justified it by saying that the unit leader supplies the troops with armor and weapons.

    Not saying it's right or wrong, it just seems to be the way it works. With this knowledge, you can choose to exploit it or not.
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    Default Re: Armor/weapon upgrades

    I believe that, like with merging, the new recruits will get the weapon and armor upgrades of their captain. Morale and valour are something different as they are tracked individually.

    I don't have proof of this but I'm sure someone will test it soon.
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    Default Re: Armor/weapon upgrades

    .
    Why should non-upgraded recruits get the weapons and armor of another partial unit by simply merging the two? It makes no sense.
    it does, if they plunder it from the dead. Armor is expensive, after all, and feudal men-at-arms are already described as wearing armor which is old-fashioned or plundered from the dead. :p
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    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Armor/weapon upgrades

    I was just about to repeat my viewpoint about the unit leader providing the kit, as was common in feudal armies, but Drone's already beaten me to it!

    You can retrain an upgraded unit in an un-upgraded province, so long as the basic troop type is available there. That's why you can add armour in one province, weapons in a second and valour in a third. Once an upgrade is applied it sticks. The one to watch though is valour, as this is tracked man-for-man, retraining a depleted unit in a basic-level building will give you raw recruits (v0). If you retrain in a master-level facility, your new guys will start with v1.
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    Enlightened Despot Member Vladimir's Avatar
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    Default Re: Armor/weapon upgrades

    It has been said that the weapon is by group and armor is by man. Most things are by man except weapon.


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    Default Re: Armor/weapon upgrades

    Speaking of master facilities, how is the facility used determined for units that require more than one type, say something that needs both swordsmith and horsebreeder? Would both need to be master level to get v1?


    EDIT: I just ran a simple test. I threw some bronze armor steppe heavies into some black armour steppe heavies and threw them into a battle then checked the logfiles. They all reported having armour 1 so unless the logfile is misleading me, this seems to suggest that you take armour from your leader.

    Valor however, is tracked man to man.
    Last edited by Maloncanth; 04-25-2007 at 12:42.

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    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Armor/weapon upgrades

    Speaking of master facilities, how is the facility used determined for units that require more than one type, say something that needs both swordsmith and horsebreeder? Would both need to be master level to get v1?
    When two buidlings are required, the valour bonus comes from the one listed first in the unit_prod building requirement column.

    eg if a unit needs bowyer + spearmaker then:

    "{BOWYER, SPEARMAKER}" gives valour bonus on the bowyer line
    "{SPEARMAKER, BOWYER}" gives valour bonus on the spearmaker line
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    Default Re: Armor/weapon upgrades

    Ghulam Cavalry: "{SPEARMAKER3, HORSE_BREEDER3}"
    Mounted Sergeants: "{SPEARMAKER2, HORSE_BREEDER2}"

    Yet they gets their bonuses from the Horse Breeder line. I am wondering if the Horse breeder is the exception to this rule? I remember testing this quite a while back rearranging the order of building types and made some interesting discoveries, I can't remember it now though or where the thread/post was.

    There are very few units that actually make use of a pair of either a swordsmith, bowyer or spearmaker anyway. At the moment only the Futuwwa, "{BOWYER3, SWORDSMITH}", spring to mind.

    Also if units actually require a master level building to build, e.g, {SPEARMAKER4}, they seem to lose the valour bonus from it.
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    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Armor/weapon upgrades

    Yes, Cambyses, I think horsebreeder may be an exception, too - as it produces a different unit type (ie cavalry). I was going by my experience from a mod where I trained camel archers from a musterfield and a bowyer: "{MUSTER_FIELD, BOWYER}" gave no valour bonus (as the musterfield has no upgrades), but "{BOWYER, MUSTER_FIELD}" gave the valour bonuses on the bowyer line as expected. Why I did that, was because I thought it was silly getting camels from a horsebreeder (I don't hold with the theory that "a camel is a horse designed by a committee", rather they are beautiful creatures in their own right )

    And you're also right in that any unit that requires master level facilities will get no valour upgrades, as the valour upgrade will only apply if the unit is trainable from a lower level building.
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    Member Member King of Bavaria's Avatar
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    Default AW: Armor/weapon upgrades

    Thanks everyone for your answers!
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    "Courage which goes against military expediency is stupidity, or, if it is insisted upon by a commander, irresponsibility."

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