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Thread: [Experimental] Hard recruitment mod

  1. #1
    dmboss's Avatar Tiro
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    Icon5 [Experimental] Hard recruitment mod

    Hey fellow Attila players!


    What I present to you today is an experiment. I have an idea. How many of you can throw a pila (or could at the distance of at least two meters) or successfully shoot a bow? And how many of you would be capable of holding 10 kilo heavy shield for at least 15 minutes? How many of you would swing hands all around like a cat in a fight?

    It does take some time to learn and for muscles to develop, doesn't it?

    So why in the hell would anyone give that car-like pricey hamata to a nobody with only a month of training? (And let's be honest, no country until the modern times ever had training so effective like Romans in times early empire.)


    So here's the thing.

    I made a simple mod that multiplies every unit's recruitment time by 4. Yes, some units can even remain in training for 2 years! So to balance that I also raised all recruitment slots by multiplying by 4 and also every building's upgrades' effects (when a new building adds +1 recruitment slot, now it does +4).

    That's not all yet. Becausse of what I did, the mercenary usefullness went up through the roof. I don't need to remind you that mercenaries were the bulk of the Carthaginian army for centuries because of their fast recruitability.


    Summary:

    All units (including naval) have recruitment times multiplied by 4.

    All regions have 4 times the default recruitment slots.

    All building effects which add slots have been also multiplied by 4.





    11th March Update: I moved this mod to this thread.




    So now it's up to you. I humbly ask for a couple of minutes of your time to test it and give feedback. This mod is not yet made finished, but in case it turns popular I don't see why I wouldn't make a series of versions compatible with your mod of choce (Radious, DEI, FOTE and so on).


    - dmboss
    Last edited by dmboss; March 10, 2015 at 07:34 PM.

  2. #2
    Chris P. Bacon's Avatar Semisalis
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    Default Re: [Experimental] Hard recruitment mod

    This is a really cool idea! Is it compatible with a mod that removes the upgrade system?

    EDIT: Any idea how this will affect the AI in campaign?

  3. #3
    dmboss's Avatar Tiro
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    Default Re: [Experimental] Hard recruitment mod

    Quote Originally Posted by Chris P. Bacon View Post
    This is a really cool idea! Is it compatible with a mod that removes the upgrade system?

    EDIT: Any idea how this will affect the AI in campaign?
    Hmm, you mean unit upgrade system right? I guess it is.

    EDIT: I'm trying it now, it seems it kinda prevents AI from stack spamming. All round the AI handles it without any noticeable issues.
    Last edited by dmboss; March 07, 2015 at 06:46 PM.

  4. #4
    Chris P. Bacon's Avatar Semisalis
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    Default Re: [Experimental] Hard recruitment mod

    Good to hear, seems like a great way to stop the stack spam from Sassanid puppet states.

  5. #5
    dmboss's Avatar Tiro
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    Default Re: [Experimental] Hard recruitment mod

    Quote Originally Posted by Chris P. Bacon View Post
    Good to hear, seems like a great way to stop the stack spam from Sassanid puppet states.
    Playing as WRE I must say eventhough it's such a little tweak, the results are very pleasing. I don't know why, but it reminds me of Medieval 2

  6. #6
    dmboss's Avatar Tiro
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    Default Re: [Experimental] Hard recruitment mod

    I just paid for entire army, 2 turns were remaining to finish recruiting, butsome barbarians attacked me and the money is gone Yup, it adds a need for a littlebit of tactics

  7. #7
    dmboss's Avatar Tiro
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    Default Re: [Experimental] Hard recruitment mod

    Update: I'm 30 turns in the WRE campaign and it really makes a difference. The game seems definitelly more strategic. I'm currently playing with Radious Total Mod and it seems like a new game to me.

  8. #8

    Default Re: [Experimental] Hard recruitment mod

    Hi, I downloaded the mod file and start a new campaign. I play as Eastern Romans. I'm on turn 22 right now. It's awesome! No way you can recruit quickly a few units and defend, you must use mercenaries! Looks very real. I have to recruit army inside my empire so no one attacks before they are recruited! I really like this way and I really think this mod should be allready in the Attila game from CA. I Love you man!

  9. #9
    Chris P. Bacon's Avatar Semisalis
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    Default Re: [Experimental] Hard recruitment mod

    Is this save game compatible?

  10. #10

    Default Re: [Experimental] Hard recruitment mod

    Quote Originally Posted by Chris P. Bacon View Post
    Is this save game compatible?
    I think yes!

  11. #11
    dmboss's Avatar Tiro
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    Default Re: [Experimental] Hard recruitment mod

    Quote Originally Posted by Chris P. Bacon View Post
    Is this save game compatible?

    It should be for it doesn't change startpos or something. One thing though, I just made it for vanilla, so the will definitelly be some issues with other mods. I had to make it compatible with Radious Total War for myself, but if you think it's worthy, I will make it compatible with the major mods so more people can play it.

  12. #12
    Julio-Claudian's Avatar Senator
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    Default Re: [Experimental] Hard recruitment mod

    Good idea. Especially for 12tpy.
    I'll give it a try.


    Would this be compatible with the army scale mod?
    Last edited by Julio-Claudian; March 08, 2015 at 11:45 AM.

  13. #13
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Experimental] Hard recruitment mod

    Looks very interesting idea boss...

    Cheers...

  14. #14
    dmboss's Avatar Tiro
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    Default Re: [Experimental] Hard recruitment mod

    Quote Originally Posted by Julio-Claudian View Post
    Good idea. Especially for 12tpy.
    I'll give it a try.


    Would this be compatible with the army scale mod?
    Not yet. Seems I'm not the only one excited about this mod so will make it compatible with Radious, Radious Units, AUM, DEI, FOTE and Army Buff for now.

    Write me if you think of another mod.

  15. #15
    Zikko's Avatar Tiro
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    Default Re: [Experimental] Hard recruitment mod

    What if the armies recruited in the game are already seasoned warriors? The one turn recruit time is for them to muster at the same place.

  16. #16
    dmboss's Avatar Tiro
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    Default Re: [Experimental] Hard recruitment mod

    Quote Originally Posted by Zikko View Post
    What if the armies recruited in the game are already seasoned warriors? The one turn recruit time is for them to muster at the same place.
    Even seasoned warriors need to train as a team and keep their skills sharp. (not to mention equipment and organisation)

  17. #17

    Default Re: [Experimental] Hard recruitment mod

    Wow, great idea, and as mentioned before, especially for 12tpy. Thanks!
    Quote Originally Posted by dmboss View Post
    Not yet. Seems I'm not the only one excited about this mod so will make it compatible with Radious, Radious Units, AUM, DEI, FOTE and Army Buff for now.

    Write me if you think of another mod.
    Double thanks! I'm mid-campaign with Radious units, and then was planning to go for FOTE/DEI

  18. #18

    Default Re: [Experimental] Hard recruitment mod

    This seems interesting, will test it out as well!

  19. #19

    Default Re: [Experimental] Hard recruitment mod

    Great mod! i changed mine to
    tier1 units 2-3
    tier2 units 4-6
    tier3 units 7-15 turn

  20. #20
    dmboss's Avatar Tiro
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    Default Re: [Experimental] Hard recruitment mod

    Quote Originally Posted by lamenam View Post
    Great mod! i changed mine to
    tier1 units 2-3
    tier2 units 4-6
    tier3 units 7-15 turn
    Good idea to divide them according to their tier status.

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