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Thread: Conquerable units for SS 4.0

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  1. #1
    M3rcury15's Avatar Libertus
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    Default Conquerable units for SS 4.0

    I am merging this: http://twcenter.net/forums/showthread.php?t=109778 into Stainless Steel 4.0

    The mod creates 3 rival's factions best units for your faction each time if you conquer the rival's nation capital.

    The good news: The merging is going pretty smooth
    The bad news: This mod is not savegame compatible

    Oh by the way Unit List:
    Spoiler Alert, click show to read: 

    England:

    Yeoman Archers
    Retinue Longbowmen
    Armored Swordsmen

    Scotland:

    Noble Pikemen
    Highland Nobles
    Scots Pike militia

    France:

    Aventuriers
    Gendarmes
    Lancers

    HRE:

    Gothic Knights
    Reiter
    Zweihander

    Venice:

    Stradiots
    Venetian Heavy Infantry
    Venetian Archers

    Spain:

    Tercio Pikemen
    Jinetes
    Almughavares

    Portugal:

    Portuguese Arquebusiers
    Aventuros

    Sicily:

    Norman Knights
    Dismounted Norman Knights
    Muslim Archers

    Milan:

    Famiglia Ducale
    Genoese Crossbowmen
    Genoese Crossbow Militia

    Denmark:

    Sword Staff Militia
    Obudshaer
    Dismounted Huscarls
    Norse Axemen

    Poland:

    Hussars
    Dismounted Polish Nobles
    Polish Knights

    Hungary:

    Magyar Cavalry
    Hungarian Nobles

    Byzantium:

    Guard archers/Dismounted Latinkon
    Kataphractoi
    Varangian Guard

    Turks:

    Sipahis
    Janissary musketeers/a
    Janissary Heavy Infantry

    Egypt:

    Royal Mamluks
    Mamluk Archers

    Moors:

    Camel Gunners
    Granadine Lancers
    Berber Spearmen

    Russia:

    Dvor Cavalry
    Berdiche
    Cossack Musketeers

    Knights Templar:

    Knights Templar
    D. Knights Templar
    Templar Guard.

    Aragon:

    Basque Archers
    Aramats
    Almughavars

    Kievan Rus:

    Kievan Palace Guard
    Dismounted Druzhina
    Cossack Gunner

    (If you don't like a unit or want to suggest another unit just post here)

    Screenshots:
    Spoiler Alert, click show to read: 


    Q: Why I created this thread?
    A1: I need a little help from you guys
    A2: And When the mod is complete I can post it here.

    1) I need you guys think of an event's Title and It's description if a nation conquers other nation's Capital
    2) I also need help with the buildings where the conquered units should be recruited
    Last edited by M3rcury15; July 23, 2007 at 12:55 AM.

  2. #2

    Default Re: Conquerable units for SS 4.0

    Well, there is already an event each time a faction's capital falls, so I don't think you need to change that.

    As for the building, I would say have them recruitable in the same level buildings as the original faction, but ONLY in the conquered capital (which I'm assuming can be done through hidden resources).

  3. #3
    M3rcury15's Avatar Libertus
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    Default Re: Conquerable units for SS 4.0

    Yeah i know there is but i wanted to give it a more detailed description that says who conquered who but if people want's to keep it SS way i have no problem with that.

    And if i am not wrong i have to create a new events so that the game knows who conquered, and i don't know if i can make it so that it won't show ingame.

  4. #4
    Wolfcp11's Avatar Senator
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    Default Re: Conquerable units for SS 4.0

    RC compatable?
    "Quotation is a serviceable substitute for wit." -Oscar Wilde

  5. #5

    Default Re: Conquerable units for SS 4.0

    Oh, this is going to be fun!

  6. #6

    Default Re: Conquerable units for SS 4.0

    If you are not into added realism then just ignore this/don't read.
    Spoiler Alert, click show to read: 
    I was almost about to create such a system for my mod when my brother raised a very good question; what if say Egypt conquered the knights templar...how logical would it be that it would be able to create Knights Templar??

    For illustration purposes only: what IF the US conquered Iraq, again, what are the chances they would create muslim units??

    So clearly there are some pitfalls with this system...I'm going to work on this and see if I can come up with something more uhm...realistic.


    @M3rcury15

    Event title:
    A people subdued!

    Event body:
    Good news! Through your unfaltering leadership and brilliant planning our forces have conquered the <faction name> capital. We shall use it as a base of operations to recruit <faction name> units that have been made, in one way or another, loyal to our cause!

    And yes...keep original buildings...good idea.

  7. #7
    M3rcury15's Avatar Libertus
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    Default Re: Conquerable units for SS 4.0

    Quote Originally Posted by ME2_junky View Post
    If you are not into added realism then just ignore this/don't read.
    Spoiler Alert, click show to read: 
    I was almost about to create such a system for my mod when my brother raised a very good question; what if say Egypt conquered the knights templar...how logical would it be that it would be able to create Knights Templar??

    For illustration purposes only: what IF the US conquered Iraq, again, what are the chances they would create muslim units??

    So clearly there are some pitfalls with this system...I'm going to work on this and see if I can come up with something more uhm...realistic.


    @M3rcury15

    Event title:
    A people subdued!

    Event body:
    Good news! Through your unfaltering leadership and brilliant planning our forces have conquered the <faction name> capital. We shall use it as a base of operations to recruit <faction name> units that have been made, in one way or another, loyal to our cause!

    And yes...keep original buildings...good idea.
    Right now yeah I am not doing it for realism. 1.0 will be if you conquer a capital you can just recruit the conquered factions units hopefully i can can implant it so that you can only recruit them in that capital.

    Later patches(As SS evolves so will this) I am going to make it so that you can recruit the units all in the conquered factions lands but you still have to conquer the capital, and i am going to make them slightly weaker(not the original one) and you are recruiting them as slaves like Mike13531 suggested. Because I don't think slaves are willing to fight with another faction which they even don't know

  8. #8

    Default Re: Conquerable units for SS 4.0

    Quote Originally Posted by M3rcury15 View Post
    i am going to make them slightly weaker(not the original one) and you are recruiting them as slaves like Mike13531 suggested. Because I don't think slaves are willing to fight with another faction which they even don't know
    Is it possible to adjust their strength based off of how you dealt with the populous upon conquering them; ie exterminate, enslave or inhabit(or whatever the terms on the scroll are). That the better you treat them the better they will be. Perhaps thru different experience amounts.

    -I say this because for instance rome learned in its early days that after conquering a group that giving the people some rights and not enslaving them would make them much easier to govern and thus use as as soldiers.
    Epictetus: former slave and stoic philosopher

  9. #9
    M3rcury15's Avatar Libertus
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    Default Re: Conquerable units for SS 4.0

    I don't know if it's possible

  10. #10

    Default Re: Conquerable units for SS 4.0

    In the original mod for vanilla, I use relatively simple messages to replace my old nonsensical ones.
    for example
    {SICILY_CONQUERS_PORTUGAL_TITLE}Sicily has conquered Portugal
    {SICILY_CONQUERS_PORTUGAL_BODY}The following units are available: Portuguese Knights and Arquebusiers, Aventuros

    Good job Mercury
    Die ist ein Kinnerhunder und zwei Mackel über und der Bitteschön ist den Wunderhaus sprechensie!
    Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!

  11. #11

    Default Re: Conquerable units for SS 4.0

    Hey, how easy would it be to conquer Bologna and start cranking out Reiter?



  12. #12
    delra's Avatar Praepositus
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    Default Re: Conquerable units for SS 4.0

    @ME2_Junky

    Aren't the Americans recruiting and training locals for police and army in Iraq? Those troops are more like old Iraqi army than US Army. USA don't train marines there and don't build carriers, they recruit what they can quickly and easily add to their force, something like local militia.

  13. #13

    Default Re: Conquerable units for SS 4.0

    Quote Originally Posted by delra View Post
    @ME2_Junky

    Aren't the Americans recruiting and training locals for police and army in Iraq? Those troops are more like old Iraqi army than US Army. USA don't train marines there and don't build carriers, they recruit what they can quickly and easily add to their force, something like local militia.
    By that logic we can allow you to create native militia...not so called "religious freedom fighters"
    (And I have no political inclinations, so please lets not go there. Its used as an example, treat it as such)

    Anyways...does not really matter...

  14. #14

    Default Re: Conquerable units for SS 4.0

    Quote Originally Posted by Poisoner View Post
    Hey, how easy would it be to conquer Bologna and start cranking out Reiter?
    Bologna isn't the HRE's capital, so the system wouldn't work. However, it'd be plenty easy to conquer Milan or Venice (Venice has fallen like 3 times to Milan in my current HRE campaign).

  15. #15

    Default Re: Conquerable units for SS 4.0

    Quote Originally Posted by DrunkNIrishMan View Post
    Bologna isn't the HRE's capital, so the system wouldn't work. However, it'd be plenty easy to conquer Milan or Venice (Venice has fallen like 3 times to Milan in my current HRE campaign).
    oh yeah it isn't



  16. #16

    Default Re: Conquerable units for SS 4.0

    of course they should, if your a christian faction, you can always make muslim slaves into your army, that's how it worked with nubians and mamluks.

    M3cury, THANK YOU BUDDY!! ++REP! What your doing is awesome, thank you again, you don't know how much i appreciate this , also for events, i conquered Venice and no event came out, -_-. It should go like:
    The mighty byzantium soldiers have claimed the capital of Venice!! Will they continue on and destroy the Venice Republic once and for all?? Who will be next in their list of conquest?!

    The brave soldiers of the Great Seljuks have taken control of the mightiest, richest and cultured city - Constantinople! Will they continue their conquest around the Cyprus and seize total control? This does not look good for Christianality as the Muslims are marching into the catholic lands!

    and so on... if you need more i'll be glad to help!

    Poisoner, you probably can't recruit reiters until gunpowder event comes out
    Last edited by Mike13531; July 20, 2007 at 09:54 PM.

    +rep for me if you agree with me , i might give it right back to you

  17. #17

    Default Re: Conquerable units for SS 4.0

    M3rcury15

    First off best of luck with this, it certainly sounds like you're taking the bull by the horns!

    Might I suggest though that where possible you do not modify unitstats. The only reason I say that is that by not doing so you will gain maximum compatibility for your mod

    For example, you may choose to use Darth's/KK's values, and will need to a) keep these uptodate whenever KK modifies them in the future and b) will create incompatibilities with those that use RC

    Likewise if you use RC values whenever KK updates SS, people will be unable to use this mod until a compatible RC version is created.

    Just a thought - just trying to save you a headache in the future

    Shaeff
    30 Mis-spellings of Shaeffer and counting!

  18. #18
    M3rcury15's Avatar Libertus
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    Default Re: Conquerable units for SS 4.0

    Quote Originally Posted by shaeffer View Post
    M3rcury15

    First off best of luck with this, it certainly sounds like you're taking the bull by the horns!

    Might I suggest though that where possible you do not modify unitstats. The only reason I say that is that by not doing so you will gain maximum compatibility for your mod

    For example, you may choose to use Darth's/KK's values, and will need to a) keep these uptodate whenever KK modifies them in the future and b) will create incompatibilities with those that use RC

    Likewise if you use RC values whenever KK updates SS, people will be unable to use this mod until a compatible RC version is created.

    Just a thought - just trying to save you a headache in the future

    Shaeff
    My mod is not compatible with any SS update in the future it only works with 4.0 because it edits those files that are likely to be updated later on.

    And i said that 1.0 will have the same units stats as in the original faction.

    Quote Originally Posted by Mike13531 View Post
    can i ask something tho, the "slaves" will still have the same armor skins right?
    please say yes.. please say yes,
    1.0 will have the same armor skins and I don't know about the future So don't start worrying so soon

  19. #19

    Default Re: Conquerable units for SS 4.0

    can i ask something tho, the "slaves" will still have the same armor skins right?
    please say yes.. please say yes,

    +rep for me if you agree with me , i might give it right back to you

  20. #20

    Default Re: Conquerable units for SS 4.0

    Oh ya, for byzantium, can you control dismounted latinkon as well?

    +rep for me if you agree with me , i might give it right back to you

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