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Thread: Allowing retraining without allowing recruitment

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  1. #1
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Allowing retraining without allowing recruitment

    Hello.

    I thought I had this figured out, but it seems that it doesn't quite work, so what I would like to know is, how I can make certain units retrainable by a certain building without at the same time making them recruitable by that building.

    Example:
    Crusader sergeants can only be recruited while on crusade and cannot be retrained even when you are on crusade and stopping inside a settlement.

    What I want to do is make every region able to retrain crusader sergeants via a certain building (wall) even when not on crusade, but at the same time not allow the training of crusader sergeants from that building.

    What I did:
    Code:
    large_stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, slave, } 
            {
                capability
                {
                    recruit_pool "Conquistadores"  1   0.4   3  1  requires factions { slave, spain, portugal, }  and hidden_resource america
                    recruit_pool "Papal Guard"  1   0.4   3  0  requires factions { papal_states, } 
                    recruit_pool "Dismounted Conquistadores"  1   0.4   3  1  requires factions { slave, spain, portugal, }  and hidden_resource america
                    recruit_pool "Town Militia"  1   0.2   2  0  requires factions { slave, england, scotland, france, hre, denmark, spain, portugal, } 
                    recruit_pool "Italian Militia"  1   0.1   1  0  requires factions { slave, milan, venice, papal_states, sicily, } 
                    recruit_pool "EE Town Militia"  1   0.1   1  0  requires factions { slave, poland, hungary, } 
                    recruit_pool "SE Town Militia"  1   0.1   1  0  requires factions { slave, byzantium, } 
                    recruit_pool "ME Town Militia"  1   0.1   1  0  requires factions { slave, moors, turks, mongols, timurids, } 
                    recruit_pool "Mongol Horse Archers"  1   0.2   2  0  requires factions { mongols, } 
                    recruit_pool "Crusader Knights"  0   0.000001   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Crusader Sergeants"  0   0.000001   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Great Cross"  0   0.000001   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Flagellants"  0   0.000001   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Pilgrims"  0   0.000001   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Religious Fanatics"  0   0.000001   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Ghazis"  0   0.000001   0.999  0  requires factions { middle_eastern, } 
                    recruit_pool "Mutatawwi'a"  0   0.000001   0.999  0  requires factions { middle_eastern, } 
                    wall_level 3
                    tower_level 1
                    gate_strength 2
                    free_upkeep bonus 5
                    happiness_bonus bonus 2
                    recruitment_slots 3
                }
                material stone
                construction  3 
                cost  4800 
                settlement_min city
                upgrades
                {
                    huge_stone_wall
                }
            }
    Using this, I still cannot retrain them, even when starting a new game (switch works fine btw) and having flagged them properly in the unit file and edited out normans and saxons in the sm_factions file.

    Any pointers?
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  2. #2

    Default Re: Allowing retraining without allowing recruitment

    I think you can make the unit pool not a whole number e.g 0.5. So they never have enough men for a whole unit but can replace losses.
    It's not a map.

  3. #3
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Allowing retraining without allowing recruitment

    Tried that:

    Code:
                    recruit_pool "Crusader Knights"  0.5   0.5   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Crusader Sergeants"  0.5   0.5   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Great Cross"  0.5   0.5   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Flagellants"  0.5   0.5   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Pilgrims"  0.5   0.5   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Religious Fanatics"  0   0.5   0.999  0  requires factions { northern_european, southern_european, poland, hungary, } 
                    recruit_pool "Ghazis"  0.5   0.5   0.999  0  requires factions { middle_eastern, } 
                    recruit_pool "Mutatawwi'a"  0.5   0.5   0.999  0  requires factions { middle_eastern, }
    Unfortunately it is still not working though...
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  4. #4

    Default Re: Allowing retraining without allowing recruitment

    Try giving them a starting and growth of 0.9 as well.

    Have you edited the descr_campaign_db.xml?

    It should work though I've not tested it myself yet. I know with
    <retraining_slots uint="0.5"/>
    it is posible to retrain units when that same unit is not yet available for recruitment.

  5. #5
    Relentless Bughunter Senior Member FactionHeir's Avatar
    Join Date
    Dec 2006
    Location
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    Posts
    8,115

    Default Re: Allowing retraining without allowing recruitment

    The former wouldn't help I think, as I tested for around 20 turns including building the structure.

    The latter I'll have a go at when I get back. Would you recommend descr_recruitment.xml to be changed in line as well?
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  6. #6

    Default Re: Allowing retraining without allowing recruitment

    I'll look into it, the way it seems a unit should be re-trainable if it is 0.9 available. I've not seen descr_recruitment.xml do much of anything, but it's cirtainly worth a try.

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