I will upload new version soon. You can look at the new units and some info from the first page.
hi Jedi BTW my game is ok now... may i ask you why there is no Templar pikemen and Hospitaller pikemen in game and in EDU? and when will this be included? thanks...
They exist but you have to look into export_units file then edu. Their name in edu is order pikemen.I don't want them separate because their models are the same and you know there is a unit limit.
The new version of submod is ready i will upload it and finally i have added late knights(Mitbruder) to the Teutonic Order. I don't know that unit is historically accurate.Code:type Order Pikemen dictionary Order_Pikemen ; Order Pikemen category infantry class spearmen voice_type Heavy banner faction main_spear banner holy crusade soldier Order_Pikemen, 80, 0, 1.8 officer northern_captain officer northern_captain_early_flag officer northern_captain_early_flag mount_effect horse +2, camel +2 attributes sea_faring, hide_forest, very_hardy, can_withdraw, pike move_speed_mod 0.75 formation 1.2, 1.2, 1.2, 1.2, 10, square, phalanx ; formation 1.2, 0, 2.0, 2.0, 8, square, phalanx stat_health 1, 1 stat_pri 5, 4, no, 0, 0, melee, melee_blade, piercing, spear, 60, 1 stat_pri_attr spear, long_pike stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1 stat_sec_attr no stat_pri_armour 11, 1, 0, metal stat_sec_armour 0, 0, flesh stat_heat 9 stat_ground -2, -3, -1, 0 stat_mental 16, impetuous, highly_trained stat_charge_dist 10 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 800, 300, 100, 75, 800, 4, 210 armour_ug_levels 16, 21, 23, 26 armour_ug_models Order_Pikemen, Order_Pikemen_ug1, Order_Pikemen_ug1, Order_Pikemen_ug1 ownership jerusalem, antioch era 2 jerusalem, antioch recruit_priority_offset 30
Mitbruder:
Dismounted Mitbruder:
ah ok... i have seen it in the EDU... and BTW nice units you have there!... and yup they are historically accurate and they were Associated Knights, nobles who fought under their own coats-of-arms and did not take the monastic vows like teutonic knights but they supported the Order...http://www.legiodraconis.com/print.php?sid=2392
please add some more scpttish units
So, I gave this a shot...
I see the units are rebalanced for longer battles, but I'm curious...why was AP ability removed from every ranged unit that had it? With high difference between attack and defense now, ranged units seem kinda pointless.
Edit: nevermind, solved this.
Last edited by Sar1n; October 05, 2012 at 08:06 PM.
Any future plans or updates that in store for us
Unfortunately.
What type of units units do you want? If i'm not mistaken, you want a gunpowder unit.
Missile units accuracy are rebalanced too. Just try longbowmen or janissary archers. They are more effective than the previous version.
Yep. I started AOR version but i don't know when it will be finished. If you have any advice, please tell.
A little bug reporting concerning this. I'm running this on KGCM 4.3 with your no garrison script and slightly modified EDU (I gave AP back to longbow, javelin, crossbow and gun units), and I got gunpowder message (but not gunpowder itself) way too early, and New World message and unlock (I think, never actually tried going there before the event) at turn 100. Not sure if there are other events misplaced this way.
As Gato said discovering america early is not a bug. You get the gunpowder message early but you can't train gunpowder units with the message. You can train handgunners at 120. turn and arquebusiers at 190. turn. I made these changes because I don't like training all the gunpowder units together.
I'm kinda curious, at what turns are new units available? I'm playing as England, turn 134, and I've noticed that while KGCM adds pikemen to English roster, I don't have them available yet. Since historically pike re-invention happened quite late in medieval era, I suppose they'll become available later...