Not that this wouldn't make you () happy though
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Not that this wouldn't make you () happy though
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I would be interested in seeing where this "province rebel roster" residesOriginally Posted by noir
The winds that blows -
ask them, which leaf on the tree
will be next to go.
In MedMod IV, the units.txt below all units for all factions, after the last rows dedicated to agents and ships, Wes has two units that are available to all factions and all provinces. These are feudal seargents (second in the game) and peasants.
These two are the ones that most frequently man faction rebellions and re-appearances (particularly the seargents), although as i said from time to time, proper "faction" units (that is designated for a specific faction) also appear.
It seems to me that it is their position in the units.txt that causes this, as many other units are also designated as part of rebel/loyalist groups and in fact have higher values for every rebel group. It is this that i called "province rebel roster", but the term is rather faulty and misleading - apologies for that.(I called it so as these 2 units do not carry faction/province restrictions but (almost) all other have).
Previously the AI would also add plenty of catapults into rebel/loyalist/reappearance stacks, but for that reason i removed the catapult as an available piece and the rebel designation it carried. I think this last bit is a bug and Wes mentioned it as such in the units.txt AFAI remember.
In Samurai warlordsv8, reapperances are mainly manned out of Heavy and Naginata cavalry, some infantry (YS and ND) and some teppo AFAI can tell - i haven't read the file though, so i can't correlate.
Many Thanks
Noir
Last edited by Noir; 05-15-2007 at 11:10.
that theory is interesting,
if it does work we may be able to put a couple of unique units in there for rebellions only
The winds that blows -
ask them, which leaf on the tree
will be next to go.
Well in my case with Murabitin Infantry right up there near the top of the unit prod file with siege equipment, it seems to me that the opposite may be the case. This could explain why my Turks reappearance was full of them, and why rebellions are always full of siege weapons, no matter how much I had altered the rebelling troops mixes. Removing them from rebellions was the only way to fix that. It seems that rebellions work from the unit prod list top downwards?
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“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
The catapult is infact the very first unit. The other artillery though (that follows it) isn't somehow prefered for re-appearances - rebellions in MedMod IV.
Many Thanks
Noir
Last edited by Noir; 05-15-2007 at 13:48.
In the vanilla unit prod file the first unit is Highland Clansmen, followed by all siege equipment in logical sequence then Murabitin Infantry and so on. What is the range of values that can be added here? I have tried negative values down to about -300 and have still seen the 1 unit trebuchet revolts.
“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
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