I had a big problem with that file too a while back, just remember to always delete it whenever you create a new resource.Originally Posted by Zaleukos
I had a big problem with that file too a while back, just remember to always delete it whenever you create a new resource.Originally Posted by Zaleukos
Check out Europa Barbarorum for RTW. We use province-specific recruitment exclusively. We have a system of HRs that uniquely identify all 199 regions. If you're interested I'll see if I can dig up a map.
Thanks for the tip, but I think I've achieved the desired effects now:) I've added regional mercs to the city/castle buildings and made various elite units rarer outside the factions heartlands. Havent had the time to see how it affects the AI, but I can hardly imagine that it will come up with worse stacks than in the past, and I am also a fairly casual campaign player.
In all I found this an extremely easy thing to mod compared to some other aspects, the data isnt spread out across a lot of files. Compared to the fuss of giving the scots archer militia or changing the names it's a piece of cake.
Out of "academic" interest, does RTW allow a higher number of hidden resources (than the 64 of MTW2) or did you use a combination of multiple resources to identify each region? :)
I'm thick, didnt realise that EB2 were for MTW2 right away:)
No worries, we're still in the buildup. EB1 is for RTW, EB2 is for M2TW.
RTW had 64 as well. We used a combination - arbitrarily splitting the map into three overall sections (using 3 HRs), then splitting each section into 5 subsections (using 5 HRs), then each subsection in to 16 regions (using 8 HRs - 4 binary "yes" and 4 binary "no"). You'd end up with "EA C y8 n4 y2 y1" which meant "Eastern section, subsection C, region 11." We weren't using many HRs at the time so we could afford to use 16 in this fashion. This meant there would be 6 HRs in each region no matter what, but there wasn't a restriction so we were good to go.
don't worry when I did it they seemed to recruit regional units just like they would recruit normal units. although I did have the HRE spamming flemish pikemen, thats a pain to have to deal withOriginally Posted by Zaleukos
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For me the main pain would be Turks with Armenian cavalry:D
I'm more worried about them suffering from a lack of elite units once they expand outside of their heartlands.:p Now I've set the max unit pool for arbitrarily defined elite units to 1 outside a factions heartlands, but I havent playtested it much. But since the AI seems to max out recruitment on a per turn basis I'd guess this means that I'd run into low grade or mercenary armies outside of a factions heartlands, with the specific units being more of a spice.
blacksnail: I imagined such a system. I've just put a regional layer using the Swedish names of the general area (Italien, Flandern, etc, with about 15 general regions for the faction units and a few specific ones for the merceneries). I dont think I'm going to do anything as ambitious with minor tweaks that only are for my own enjoyment, as I want to spend more time playing the game than modding it:)
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