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  1. #1

    Default Late era starting units

    I played several mini-campaigns in Late era SV, to test some factions. I noticed that every faction starts with some advanced units (i.e Imperial Knights, or Lanze Spezzate). For 1311 that is good, but when you access some city, you notice that no town or castle can recruit any type of advanced units. And you have to wait many turns to build structures to recruit some of them.
    Battles are still made by padded or chainmail troops, this resembles more a Early Era than a Late one.

    What i mean, is that the 1311 campaign seems more a 1200 "High Era" campaign than a Late one. Maybe for a Late Campaign I imagine more a Renaissance one, so 1311 is not a good date to start... uhmm...

    My suggestion is to give at least the capital city or main castle, the capabilty to product advanced units (at least High Era ones), or the risk is that the Late campaign will be very similar to Early one...
    I'm not talking about gunpowder ones, cannons are at disposal from the 4 turn, but some High era troops (like men at arms) must still be present in most battlefields... obviously this is only imho

    Another thing is to add to cities some armorer buildings from the start, for increasing the protection of units will add some realism to battles (the textures will evolve and show troops more advanced)

    What do you think about it?
    Last edited by |Lorre|; June 08, 2007 at 11:16 AM.

  2. #2

    Default Re: Late era starting units

    Quote Originally Posted by |Lorre| View Post
    I played several mini-campaigns in Late era SV, to test some factions. I noticed that every faction starts with some advanced units (i.e Imperial Knights, or Lanze Spezzate). For 1311 that is good, but when you access some city, you notice that no town or castle can recruit any type of advanced units. And you have to wait many turns to build structures to recruit some of them.
    Battles are still made by padded or chainmail troops, this resembles more a Early Era than a Late one.

    What i mean, is that the 1311 campaign seems more a 1200 "High Era" campaign than a Late one. Maybe for a Late Campaign I imagine more a Renaissance one, so 1311 is not a good date to start... uhmm...

    My suggestion is to give at least the capital city or main castle, the capabilty to product advanced units (at least High Era ones), or the risk is that the Late campaign will be very similar to Early one...
    I'm not talking about gunpowder ones, cannons are at disposal from the 4 turn, but some High era troops (like men at arms) must still be present in most battlefields... obviously this is only imho

    Another thing is to add to cities some armorer buildings from the start, for increasing the protection of units will add some realism to battles (the textures will evolve and show troops more advanced)

    What do you think about it?
    These are good suggestions, and I need to do the same for the early campaign due to the new garrison script.

    The renaissance type units won't appear until after 1368, this include halberd militia, pike militia, full plate units, arquebusiers, and musketeers.

    Also in the next version, I have triggered the events from the start, so the units will be available in the first turn.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  3. #3

    Default Re: Late era starting units

    Quote Originally Posted by SicilianVespers View Post
    These are good suggestions, and I need to do the same for the early campaign due to the new garrison script.

    The renaissance type units won't appear until after 1368, this include halberd militia, pike militia, full plate units, arquebusiers, and musketeers.

    Also in the next version, I have triggered the events from the start, so the units will be available in the first turn.
    Ok. So you plan to add some High Era Structures to main provinces?
    And if it's so, will you add only Recruitment Buildings or even Armorer ones?

    And the most important thing to say: weeee waaaaant the paaaaatch!!!!

  4. #4
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    Default Re: Late era starting units

    Quote Originally Posted by |Lorre| View Post
    Ok. So you plan to add some High Era Structures to main provinces?
    And if it's so, will you add only Recruitment Buildings or even Armorer ones?

    And the most important thing to say: weeee waaaaant the paaaaatch!!!!
    ... both campaign start-situations (and other things) get an overhaule with consideration of historical accuracy/realism and gameplay for the next patch ... and it will be improved with the time for next releases.
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  5. #5

    Default Re: Late era starting units

    the late era campaign indeed has to few 'late era' characteristics. some settlements are so small & they grow so slow. this wouldnt that problematic if it wasn't so that almost no factions have advanced recruitment options (as said above). the larger part/each nation of the nations should at least have 1 citadel. for example the byzantines have varangians at the beginning, but no cataphracts?? it took me over a 100 turns to finally get that citadel, and then finally that kings stable & i still dont have dismounted latinkon

    so the mod runs great but the late era feels like an early/era with a few modern armies which are useless after 5 battles cuz you can't replenish them... thats the main issue i guess.
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  6. #6

    Default Re: Late era starting units

    Quote Originally Posted by gaius valerius View Post
    the late era campaign indeed has to few 'late era' characteristics. some settlements are so small & they grow so slow. this wouldnt that problematic if it wasn't so that almost no factions have advanced recruitment options (as said above). the larger part/each nation of the nations should at least have 1 citadel. for example the byzantines have varangians at the beginning, but no cataphracts?? it took me over a 100 turns to finally get that citadel, and then finally that kings stable & i still dont have dismounted latinkon

    so the mod runs great but the late era feels like an early/era with a few modern armies which are useless after 5 battles cuz you can't replenish them... thats the main issue i guess.
    Now that I have a garrison script & more factions to fill out the map, I can go back and address this. The problem was that certain factions would stream roll over the map. The Byzantines are a good example of this. They are supposed to be in a very steep decline, and relying on mercenaries, but in early tests, they just became a powerhouse too easily.

    I am currently revising the early campaign, but the late campaign will get a similar, but less drastic reworking.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  7. #7

    Default Re: Late era starting units

    I am pretty much done with the late era descr_strat.

    Some of the changes:

    - Adrianople is a castle
    - settlement infrastructure has been greatly tweaked
    - Feudal knights & comparable units should be buildable in most settlements from the start
    - Every faction gets at least one Citadel, so Chivalric knights & comparable units will be buildable there.
    - Garrison script
    - Gunpower units added to Aragon and Naples


    It will be a much diffent & harder campaign.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  8. #8

    Default Re: Late era starting units

    Quote Originally Posted by SicilianVespers View Post
    I am pretty much done with the late era descr_strat.

    Some of the changes:

    - Adrianople is a castle
    - settlement infrastructure has been greatly tweaked
    - Feudal knights & comparable units should be buildable in most settlements from the start
    - Every faction gets at least one Citadel, so Chivalric knights & comparable units will be buildable there.
    - Garrison script
    - Gunpower units added to Aragon and Naples
    It will be a much diffent & harder campaign.
    Very nice news! Can't wait to see it coming
    When it's out I will do my best to translate it, if my exams will allow me to do that

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