Results 1 to 30 of 344

Thread: MTW Pocket Mod: Units, Buildings and Unit Stats

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #10

    Default Re: New valour bonus regions

    Quote Originally Posted by Innocentius
    Totally agree on that part.

    The names of the viking units is a tough one, mainly since there were no viking "units", raids were just composed of men from different social classes. In all honesty, the Viking Carls (or Carl Swordsmen) should be removed as only the very social elite (the cream of the cream) could afford swords, but I guess that'd make the game somewhat out of balance.
    The Thrall unit seem fit. The Landsmenn could perhaps be renamed to Drängar (dräng=singular, drängar=plural). In modern Swedish dräng would be the equivalent of farm-hand actually, but they were a form of elite warriors in the army of their (often local) lord or king.
    Huscarles is another term that does work, however I think that Tegnar (tegn=singular, tegnar=plural) would be somewhat more appropriate. Tegnar were in many ways the same as vassals to the king, who gained land from him, and this land remained in family of the tegn even after his death.
    Huscarl is a term that belongs in the dark ages, the viking adapted the Tegn-system from England, do give the impression of being civilized christians. Tegn itself is in fact only a scandinavian from of the anglo-saxon title "Thegn".
    Some good ideas in there. I'm quite happy to remove the sword bearing Carls, for that reason alone. The Carl Axemen can be renamed simply "Carls". I have read elsewhere that the Huscarls would have carried swords due to their being an elite. I'm not sure as to the accuracy of this though. I like your ideas of using Tegn/Tegnar and Drang/Drangar instead of Huscarle/Huscarles and Landsmann/Landsmenn respectively for those units to better match the period.

    Quote Originally Posted by Martok
    Sorry, I should've worded that better. I was actually referring to a comment you'd made earlier in the thread--you had complained how you often couldn't train Feudal Knights until the Early period was almost over, because of all the infrastructure that was required. I was simply commenting that your changes should help remedy that.
    I understand you perfectly now, sorry!

    Quote Originally Posted by Martok
    Well wouldn't that be more or less what the Mounted Seargents represent? Seems to me they're pretty much one and the same. I'm not sure either, though.
    Probably, though I was thinking that these would be a bit tougher than the Mounted Sergeants, a sort of medium Yeoman Cavalry that depends on the County Militia perhaps.

    Quote Originally Posted by Martok
    Are you looking at lowering the fortification requirement for both buildings, or just one of them?
    Quote Originally Posted by Rythmic
    Couldn't agree more. A Keep to get a tavern! GAH!
    I'm looking at lowering the requirement for both buildings to the fort, removing the requirement of a tavern to build the first brothel, and then I may try to bring the Cunnny Warren building over from VI. Hopefully it will then work exactly as it does in VI.

    -Edit: No sooner said than done. The Taverns, Brothels and their upgrades now depend on the Fort, the Keep, Castle and Citadel. You no longer need the Fortress to build that last type of Brothel/Tavern. They are now both equal in cost, construction time and level. I have also added the "Cunny Warren" as the final upgrade for the Brothel (this was previously absent).
    Last edited by caravel; 11-19-2006 at 13:40.
    “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

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO