Results 1 to 17 of 17

Thread: Adding Units to Factions discussion

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Adding Units to Factions discussion

    I will be adding the templars and hopitaller to some of the following factions: Spain, Portugal, and HRE. This will include the ability to build the requisite buildings/guilds.

    If there are any units that you think should be added to a certain faction that doesnt have them then let's discuss it or disagree with what I'm doing now.


    Knights Templar: Spain, Portugal (DONE)
    Dismounted Knights Templar: Spain, Portugal (DONE)
    Knights Hospitaller: Spain, Portugal (DONE)
    Dismounted Knights Hospitaller: Spain, Portugal (DONE)
    Teutonic Knights: Hungary (Done)
    Dismounted Teutonic Knights: Hungary (Done)
    Swiss Pikeman: Venice, Milan, Sicily, HRE, England, Spain, Portugal
    can upload the necessary files upon request.
    Last edited by Americanus Supremus; November 19, 2007 at 02:26 AM.

  2. #2
    kepper's Avatar Artifex
    Join Date
    Mar 2007
    Location
    Olhão
    Posts
    3,219

    Default Re: Adding Units to Factions discussion

    Are making planes to make new skin for some unit in the game or just adding unit to faction.Because the new faction´s all the unit´s are just clones it diferecte colores.
    If possibel replease in kingdom of Portugal the mailed knigts for cavaleiros-vilãos.
    <iframe width="480" height="360" src="https://www.kickstarter.com/projects...get/video.html" frameborder="0" scrolling="no"> </iframe>

  3. #3

    Default Re: Adding Units to Factions discussion

    If there are new skins to be added then I can add them, but I dont have any programs or have ever skinned a unit. So basically adding units to factions that dont have them.

    That unit your speaking of, is that someones released work. Or what?

  4. #4
    kepper's Avatar Artifex
    Join Date
    Mar 2007
    Location
    Olhão
    Posts
    3,219

    Default Re: Adding Units to Factions discussion

    The unit is in TLR but for a better historical name Cavaleiros-Vilões is more correct alest in Portugal they most have other name for diferect faction they represent people it money in a region, they have money to buy a horse but dont are knights.
    i have found this:
    The knight-villains were knights assigned for concelho to fight in the troops on behalf of the King Could belong to some social classrooms, but they were always free men. They had that to have the enough goods that they allowed them to possess horse for military rendering of services (the fossado one). With D. Duarte, the sum that the knight-villain would have to possess was fixed in silver landmarks. They had as privilege the exemption of the payment of the yoke of land, if the weapons possessed all (to see cavalry medieval); nalguns concelhos was exempt of retirement; they were not distrained nor cited not to be by the doorman. They had right the "reform" after the 60 years, receiving then "letter from put knight", keeping the same privileges that in service. They were obliged to anúduva, directing the horse the work of the laborers. In the concelhos they are the man-good ones, that they appear in medieval documents and in cuts they represent the popular classroom. After 1385 the power of the knight-villain only diminished with the entrance of the mesteirais in the camarárias assembleias.
    Last edited by kepper; November 15, 2007 at 05:41 PM.
    <iframe width="480" height="360" src="https://www.kickstarter.com/projects...get/video.html" frameborder="0" scrolling="no"> </iframe>

  5. #5

    Default Re: Adding Units to Factions discussion

    Im not sure if you can change the way the name appears for seperate factions that share the same unit. I may be wrong, if someone can point to where or how this can be done, then it will be.

    Side note: Are we at the limit for units or do we know????

  6. #6

    Default Re: Adding Units to Factions discussion

    I hit the max number of units after adding about 10-15 more than those templar/hospitaller/teutonic units...
    I think that you need a create a new unit in the EDU (although you can reuse the old meshes/textures in the battlemodels file), in order to have different names for different factions.

  7. #7

    Default Re: Adding Units to Factions discussion

    Banjeeboy, how you do man? So you think about 25 units total from the max, which will most likely be used with the new factions that plan to be added and our eventual transfer to kingdoms. We could use your help thats for sure. Heck you tought me to this for the most part.

    Keeper, I'm not sure that we should use a spot for a unit that is already in, just to give a different name. Maybe we could edit the text description to acknowledge the differences between the units.

    Any other units people would like to see let me know so I can go ahead and release this little mod.

  8. #8

    Default Re: Adding Units to Factions discussion

    please save them for other factions!!!

    one thing I would like to ask as I don´t really know is, when you say adding a new unit, does it mean you adding one totally new or one from the other factions? I say this because I don´t know if either way counts as a new unit.

    Maybe we can reduce some of the obsolete amount of mercenaries or even some from factions( ie. in my opinion Scotland has too many types of pikemen but could do with some more diferienciated infantery), that way we can leave room for new factions and the changes you guys are talking about.

    Saludos
    y
    Respeto
    -:-
    Greetings
    &
    Respect




    Dominion of the Sword / The Long Road GFX designer / Zuma Team member.
    TLRaced GFX add on for TLR2.0
    www.andresgogo.com

  9. #9

    Default Re: Adding Units to Factions discussion

    I really like how all those different mercenaries add to the flavor of the game, but in order to make room for new units, a few of those could be removed, I think. Hill Rabble mercenaries as an example... a charming unit, but I suppose very few of us use them at all.
    In my personal modding I added a quite unbalanced Byzantine spear garrison unit, just in order to keep the Byzantines in the game a little longer (they always get crushed way too early when I play), but I need some more testing to see if it works out well.
    Oh... and the Swiss Pikemen should be recruitable for more factions... those are one of the most renowned mercenaries historically, and it is a shame that only France (?) can use them.
    Another idea is to rename the Pavise Crossbowmen mercenaries into Genoese Crossbowmen mercenaries, since they probably would be Genoese anyway.

    Good to see you, Americanus!
    Last edited by Banjeeboy; November 16, 2007 at 05:43 AM.

  10. #10

    Default Re: Adding Units to Factions discussion

    Well done, Americanus!

    Maybe add Teutonic Knights to Hungary as well as the HRE? In 1211, Andrew II of Hungary granted the order the district of Burzenland in Transylvania and the Teutonic Knights were instrumental in fighting against the Cumans in the area.

  11. #11
    Irishmafia2020's Avatar Senator
    Join Date
    Dec 2006
    Location
    Navajo Nation, Arizona USA
    Posts
    1,196

    Default Re: Adding Units to Factions discussion

    Keep in mind that it is possible to add mercenaries to all of the national barracks if you so desire to do so. Therefore you could have a primitive faction that consists of only a few original national units, and a large variety of pre-existing mercenaries that are recruited from the barracks system rather than the merc guild. I know that you would have some duplication with the guild, but the added national mercs would be universally recruitable rather than locally, and their stats (price and upkeep) could be modified as well. Additionally you could remove the mercenary from guild recruitment entirely so that it is an exclusive factional unit, and the description could be edited as well. I am just suggesting that the available units (mercenaries) could be applied to building factions without the need to add many more new ones. I built a Lithuanian faction out of mercenary units once, and they behaved like a normal faction would have! Having said all that, there do seem to be too many "region name here" short spear mercenaries... they could all just be called "local mercenary spearmen" and we could clean out about 5 slots by doing that and having only one unit represent all of these different regions...

  12. #12

    Default Re: Adding Units to Factions discussion

    Thats a good idea there Irish and something I thought of as well but never got around to doing anything about. Will take a look at that.

    Banjeeboy, I will take a look at giving the Swiss Pikeman to other factions, in some form or fashion.

  13. #13

    Default Re: Adding Units to Factions discussion

    Excellent idea indeed! Changing the various named short spear mercs to a generic short spear merc would free up a lot of slots. And we could probably do without the hillmen too, without losing too much of the TLR flavor of having distincnt area merc recruiting.

  14. #14

    Default Re: Adding Units to Factions discussion

    I think the muslim areas should be given some love, when it comes to mercenaries.
    The european factions have a heapload of mercenaries, while the muslim have very few in comparison.

  15. #15

    Default Re: Adding Units to Factions discussion

    I agree Banjee, They all seem to have the same units and not a whole lot of fun to play with early imo. So they will definately get more of there mercenary units buildable in the regular barracks. But I would like to add some other units as well. Especially from kingdoms.

    This is another thing I plan on working on a lot more once I get my new rig setup.

  16. #16

    Default Re: Adding Units to Factions discussion

    ride on Americanus!!!

    I believe a bigger diferentiation between nations can happen with just name changes.

    also remember that I ´ve been testing a bit reducin the cost of mercs and giving them higher upkeep. so let me know if you need any of my changes!!

    Saludos
    y
    Respeto
    -:-
    Greetings
    &
    Respect




    Dominion of the Sword / The Long Road GFX designer / Zuma Team member.
    TLRaced GFX add on for TLR2.0
    www.andresgogo.com

  17. #17
    kepper's Avatar Artifex
    Join Date
    Mar 2007
    Location
    Olhão
    Posts
    3,219

    Default Re: Adding Units to Factions discussion

    Americanus Supremus have made any planes for the javelin trows, most of the time the run way before fire just one time, and Portugal as 3 unit of javelin
    for my there too many remove one maybe the Almughavars the can by a exclusive unit to kingdom of Aragão.
    <iframe width="480" height="360" src="https://www.kickstarter.com/projects...get/video.html" frameborder="0" scrolling="no"> </iframe>

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •