Page 1 of 9 123456789 LastLast
Results 1 to 20 of 162

Thread: Real Recruitment 1.0 / Real Combat 1.5 Released

Hybrid View

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

    Default Real Recruitment 1.0 / Real Combat 1.5 Released

    NOTE: THIS SHOULD BE SAVE-GAME COMPATIBLE WITH PREVIOUS RR/RC VERSIONS. It is meant to be the final version before SS 6.0.

    Real Recruitment 1.0
    Introduction
    Real Recruitment ('RR') is an attempt to more accurately simulate the dynamics of recruiting, retention and training during the medieval period covered by the M2TW game. It also includes an ERA system that ensures units are available during the approximately correct historical timeframe. It is integrated with Real Combat 1.5.

    RR divides the units in the game into 9 separate categories, each with different factors that influence unit availability, training time, recruitment cost and upkeep. The 9 categories are: Feudals, Early Professionals, Late Professionals, Urban Professionals, Urban Militias, Locals, Rural Levies, Religious Order and Mercenaries (a list of units by category will be attached).

    Design notes follow. Note that, although they may seem complex, the game can be played in exactly the same manner as normal. The detail is for those who want some background and are interested in what is happening behind the scenes.


    Goals of Real Recruitment
    Realistic Army Composition
    So far there are always one or two unit types that dominate the AI armies and the player is likewise not motivated to use armies, that, at least roughly, resemble those of history, when he can afford an elite army. Typical european armies consisted of a core of knights, ie heavy cavalry with at least the same amount of light cavalry, if not more, a small contigent of heavy infantry (at first mostly noble infantry and itīs amount would increase later on as well) accompanied by conscripted peasants and semi-professional urban militias and, according to the culture, between a fourth and half of the infantry armed with ranged weapons. These armies would be supplemented by a single or two special units (for europeans mounted archers for instance) and an artillery park according to the age, bolstered by some mercenaries. For eastern armies the special units would be the heavy cavalry, while the melee cavalry would be substituted by light and heavy horse archers. In general the amount of cavalry would be higher and the infantry mostly equipped with bows, with only a comparatively small part equipped for melee. RR attempts to create the conditions that encourage realistic army composition.

    Encourage Increased Use of Mercenaries
    In an age where mercenaries played a crucial part in warfare, RR implements a cost and availability structure around most units recruitable by the player such that the use of mercenaries is more desirable, and attempts to make mercenaries useful and necessary without letting them dominate the campaign. The value of mercenaries is closely linked to the availability of the normal unit roster. The more problems we make to recruit regular units of the faction the more valuable mercenaries will become. When military desasters like Crecy left a kindgom with insufficent trained manpower (=reduced replacement rates), when major conflicts exceed the military potential of a state (=balanced pool sizes of recruitable units in settlements) or time is running out (=some units take longer than one turn to train), European rulers frequently relied on bands of mercenaries to wage their wars.

    Historical Accuracy In Regard of the Appearence of Unit Types
    The vanilla recruitment system leads to ahistorical situations, in which units that were quite common at an age are placed at the end of the tech tree or their appearence occurs far before their time. RR attempts to ensure that units appear during the approximately correct historical timeframe.

    Making Military Disasters Have More Impact
    Following on from the above, it can take some time to recruit a capable, large army. If that army is subsequently destroyed it can take some time to recover.

    Trying to Represent the Advantages and Disadvantages of Each Faction's Unit Mix
    Historically, each faction's unit mix had a certain 'flavour'. For example, France relied heavily upon Heavy Cavalry and Nobles and was one of the first to move to a professional force, England her archers, Lithuania had a very 'Early'-style roster with lots of Nobles, Early Professionals and Militia (+ Religious Order), Mongol Forces are largely derived from plains warriors welded into a disciplined force, Middle Eastern factions were less feudal and some had slave units etc. RR attempts to recreate this, and any relevant advantages and disadvantages, by categorising each faction's units appropriately.

    Generally Making the Strategic Part of the Game More Challenging
    Well, I think this is self-explanatory.


    The Categories
    Overview
    Following is an overview of the nine categories in the RR system. Each category is defined by 6 main characteristics.
    Pool Size: The maximum number of available units of this type available for recruitment at any time.
    Replacement Rate: The rate at which new units become available for recruitment and go into the Pool.
    Training Time: Defines when newly-recruited units become available. For most categories, it is the next turn. For Late Professionals and Urban Professionals, it varies by the unit quality and type. Generally, better-quality units, archers and cavalry take longer to train.
    Recruitment Cost: The cost to recruit one unit of this type. Factors influencing Recruitment Cost are:
    • Armor: from Padded to Late Renaissance Plate, more heavily armored units cost more
    • Mount Type: from Pony to Armored Horse, better mounts cost more. Most cavalry units also maintain at least 1 additional fighting mount, though the armor cost is paid for only once
    • Riding Mounts: Mounted and Dismounted versions of those mounted units (eg Dismounted Knights) maintain from 1 to 4 additional cheap riding mounts
    • Weapons: from Spears to Muskets, better and more technologically advanced weapons are more expensive
    • Training Costs: Training costs increase in the following hierarchy: Crossbow < Melee < Javelin < Gun < Archer. Mounted training costs are significantly higher. Training costs for Swords and Polearms are increased. Training costs for 'highly_trained' units are increased.
    Upkeep Cost: The cost to support and pay for this unit for 1 turn. Upkeep costs increase in the following hierarchy: Javelin < Archer < Melee < Crossbow < Gun. One turn's upkeep cost is also paid to the unit during training. Mounted units cost significantly more.
    Special: Any special factors influencing the unit category.
    Recruitment and Upkeep Costs are heavily modified by Real Combat unit class: Peasant < Militia < Average < Superior < Elite.
    Note that all costs are calculated PER MAN and multiplied out by the number of men per unit, to arrive at a final unit cost, eg although it may cost less to recruit an individual spearman than a swordsman, a unit of spearmen may cost more by virtue of being 25% larger.

    Feudals
    Pool Size: Low
    Replacement Rate: Very Low
    Training Time: Next Turn
    Recruitment Cost: Normal
    Upkeep Cost: Doubled
    Special: Limited Free Upkeep in Castles, units often impetuous or of low discipline
    The major and minor nobles, that follow the call to arms by their overlord, the king and bring with them their armed retinues. They serve as part of their tenure agreement and formed the core of the early eraīs armies, but will not die out even at the end of the period given by the game. This category includes almost all of the early, high and late eraīs european heavy cavalry, a large part of the light cavalry and the noble infantry. The giving of tenured land (fief) to the feudal vassal is simulated by the payment of the one-time Recruitment Cost (which could instead in this case be called a tenure agreement). The ongoing obligation of the vassal is simulated by making it a free upkeep unit at the castle. If the vassal/feudal unit ends the year away from castle, it has clearly been in the lord's service that year/turn for a greater period that its nominal obligation, and an upkeep cost of some variety must then be paid. The upkeep costs for Feudal units in such a case are substantial, and capricious feudal nobles were a constant source of headaches to the crown. Note that these units are recruited by the castle, not the barracks or stables. By recruiting at the castle we are simulating the gathering of nobles/landowners seeking tenure from the castle lord. Because the number of Feudal units will be quite limited, their relative importance rises, and the number of Early Professionals, Locals, Urban Militia and Rural Levies will also rise by comparison. NOTE: In the Late Era, the number of free upkeep Feudal units normally supported (Castle 1, Fortress 2, Citadel 3) falls by 1. The feudal system is gradually disappearing.

    Early Professionals
    Pool Size: Low
    Replacement Rate: Low
    Training Time: Next Turn
    Recruitment Cost: All Training and Equipment/Mounts Discounted
    Upkeep Cost: Increased
    Special: Also in it for the loot, but no way (yet) to simulate this
    This category encompasses all those types of men, who live solely by waging war in the pay of either some noble or the crown on the base of contracts for a specific amount of time or a campaign. Although they are full-time soldiers, their regular pay, while of significant size, is often just complementary to them getting a chance to loot and as they are regularly dismissed, after they served their purpose in a specific campaign, they often invest their money in a second base of fortune or have to look for another mission by another employer. This and the relatively easy going recruitement criteria mean that the numbers of professionals in a kingdomīs service are extremely volatile. They represent hard-bitten individuals or small groups of men, who are trying their best to profit from the ongoing feuds and major campaigns of the medieval world, which leads to a surprising high fighting morale, while their discipline and equipment is generally of good to moderate. The more efficient and better equipped units of this category are supposed to be that part of this class that found a regular employment in a nobleīs or the crownīs service. For the first half of the gameīs timeline early professionals are the core of the melee infantry part of an army supplemented by militias, while the noble heavy infantry is either used at critical points or kept in reserve. Sergeant spearmen are a stereotype of this category. The poor Replacement Rate of Early Professionals leads to the result that short and properly prepared campaigns would see a good amount of them, but ad-hoc fights and prolonged campaigns will quickly eat up the reserves of trained men. Note that it is recommended, when using Early Professionals, to disband them in the settlement from where they were hired if they are not immediately needed. This keeps upkeep costs down and they will appear in the Recruiting Pool again next turn. This is a reasonably good abstract simulation of what happened historically. If the dividing line between Early Pros and Mercenaries seems somewhat blurred, that's because it is.

    Late Professionals
    Pool Size: Average
    Replacement Rate: High
    Training Time: Varies
    Recruitment Cost: Increased
    Upkeep Cost: Normal
    Special: Training Time varies based on Unit Type and Quality, higher proportion of disciplined units
    Contrary to their early counterparts late professionals have much clearer dependencies, which come along with the development of the stronger central powers of the medieval states. Instead of being assigned for service for a specific campaign the crown now tended to keep a significant amount of those full-time soldiers in regular pay and founded something similar to a standing army, which encompassed the most reliable (which means loyal to the realmīs gouverment, not well behaving) companies of armed men, whose core stayed the same for a considerable amount of time, even as still a good part them had a fluctuating staff. They have a specially trained officer corps (in which, as a novelty, even some minor nobles make career) and the more advanced states even sport regular recruitment institutions (like the military academy). Their equipment is usually among the best available, as the states wanted to profit from their considerable investment they put into their training and more often used the threat of the power, which they represented, to ensure the loyality of the major nobles of the realm, than in actual battles against foreign powers. Going along with this and the technological development the kings of europe made sure that almost every tactical role on the battlefield (especially that of the heavy cavalry) now could be brought to bear by a class, whose primary dependency was to the crown, instead of local nobles. This is represented by units as Lancers, Demi-Lancers, Pikemen and Arquebusiers, which are all part of this category. Due to the infrastructure and training time required to field units in this category, recruiting cost is increased.

    Urban Professionals
    Pool Size: Average
    Replacement Rate: Average
    Training Time: Varies
    Recruitment Cost: Increased
    Upkeep Cost: Normal
    Special: Training Time varies based on Unit Type and Quality
    Similar to Late Professionals, but the units are recruited and trained in a city.

    Urban Militias
    Pool Size: Average
    Replacement Rate: High
    Training Time: Next Turn
    Recruitment Cost: Equipment/Mounts Discounted
    Upkeep Cost: Increased
    Special: Limited Free Upkeep in Cities, expensive and less morale than regular units when away from them in the field
    Lo and behold, urban units are taken from a regionīs urban centres and often they are paid by them as well, while they are doing their usual service of guarding and patrolling the townsī areas of interest, which is represented by being a free upkeep unit, as long as they are garrisoned in a town. If leaving the townīs limits they are supposed to be that urban centreīs contribution to the kingdomīs war efforts and sequentially have to be paid and provisioned by the crown. This also causes economic dislocation in their home town. While some of them, who were raised in towns of secondary importance, are organized militias, those who are recruited by the more influential population centres often have no other job besides soldiery, as we suppose that such big amounts of population can produce enough income for letting a significant amount of the citizens dedicate their live to secure this income. (And their comparatively high independency towards the realmīs leadership.) Their main characteristic is their relatively good equipment (as there are enough specialist craftsmen in a city), much of which they pay for themselves, while their effectivenes and discipline will proportionally increase with the cityīs political and economical importance, even when still lacking a bit in comparison to true professionals, who live by war (instead to live by keeping the peace). Italian Militias would be a perfect representative of this category.

    Locals
    Pool Size: Average
    Replacement Rate: Average
    Training Time: Next Turn
    Recruitment Cost: Equipment/Mounts Discounted
    Upkeep Cost: Normal
    Special: Discipline typically lower than for trained units
    This group encompasses members of kingdoms which have either a sophisticated system of implementing the rural population into its armed forces (eg Longbowmen) or who have a considerable amount of more warlike population (eg Woodsmen). Locals serve as part of their duty as subjects of the realm and, mostly, are either receiving less pay than other soldiers or none at all, though the time taken for their training and organisation does cause some economic dislocation. There are, of course, also volunteers among this group, but mainly because there is a multtude of reasons why someone lost his livelihood. Their main characteristic is, that they are never full time soldiers, but all their martial prowess is learned as part of their civil live or during the short training they receive before being organized in companies, given officers of regular units (mostly experienced full-time soldiers and only very seldom one of their own people of higher status like village headmen) and shooed in direction of the battlefield. Their quality mainly depends on how warlike their origin is, while their equipment is commonly of low quality, second hand (which means looted) or provided by themselves, which makes them more readily available than other troop categories.

    Rural Levies
    Pool Size: High
    Replacement Rate: High
    Training Time: Next Turn
    Recruitment Cost: Equipment/Mounts Discounted (usually have none)
    Upkeep Cost: Normal
    Special: Very Low Morale
    As can be expected by the name this category summarizes all units that are recruited from the rural population, mostly by drafting them. These units are mostly peasants and have little to no military skill. Against any substantial opposition, they are likely to run away.

    Religious Order
    Pool Size: Varies, but typically Low
    Replacement Rate: Varies, but typically Low
    Training Time: Next Turn
    Recruitment Cost: Normal
    Upkeep Cost: Reduced
    Special: Typically Good Morale
    Members of religious orders, they are called to their tasks. As such, they are fighting for a cause that does not necessarily place payment for their services in such a high priority, and their upkeep is somewhat reduced.

    Mercenaries
    Pool Size: Varies
    Replacement Rate: Varies
    Training Time: Immediate
    Recruitment Cost: Varies, But Usually Reduced (More experienced Mercenaries cost more however)
    Upkeep Cost: At Least Double
    Special: Often (but not always) slightly reduced morale.
    To recruit a mercenary is in almost all cases a cheaper (and certainly more immediate) option that recruiting and training the corresponding faction unit. However, their upkeep (read: pay) is also typically at least double what a regular soldier would receive. Thus, their long-term employment quickly becomes an expensive proposition. To add to this, they are often somewhat averse to risking their lives in combat. Experienced mercenaries will cost somewhat more to hire.


    ERA System
    Real Recruitment varies the availability of all units depending on the current era: Early, High or Late. Aside from whether the unit is available or not, its level of availability can also vary from era to era. For example, some units that are common in the Early Era will become less available in later eras. Changes will be particularly evident for Feudal units.

    Units also become available as a result of technological advances. The set of conditions that govern this are:

    Heavy Mail: available whenever an Armourer is built. This will typically be late in the Early Era and is approximately the correct timeframe.
    Partial Plate/Mail: Early-Mid High Era, about 1275
    Full Plate: Late Era, about 1380
    Gothic Plate: Mid Late Era, about 1450
    Handgun: about 1310
    Arquebus: about 1466, Spanish Arquebus about 1444
    Musket: about 1502
    Pikes, Polearms, Heavy Crossbows: about 1310

    I am indebted for a significant part of the categorisation work in this mod to Konstantin Alexander and Notger.

    RR 1.0 Main changes from previous versions:
    -Increase in crossbow mercenaries available in northern italy
    -Reduction in replacement rate of Late Professionals
    -Most factions can now recruit low numbers of free upkeep militia at castles to act as garrison troops
    -Generals recruitable at fortresses and citadels. Early Generals are Early Pros, Late Generals are Late Pros
    -Sergeant Spearmen and Armored Sergeants available later from lower tiers
    -Some Early Pro swordsmen now available in Early Era from Barracks or better, and available from High Era from Drill Square
    -Some Local category units downgraded to Militia RC quality
    -Reduction in Religious Order replacement rate and availability
    -Increase in recruitment costs of Late and Urban Professionals to reflect training and infrastructure costs
    -Assorted date, pool and balance fixes

    RC 1.5 Main changes from previous versions:
    -Increase in spear defense value by 1
    -Spearmen shield value increased by 2, to reflect close positioning of spearmen while in formation and dynamics of use of spear/shield combo in combat. Spearmen now better balanced
    -Heavy Lance attack value increased by 1
    -Dismounted Polish Nobles now use spear, not light_spear
    -Use of Dave Scarface's recruit_priority_offset values in EDU to improve army composition, thanks to Dave for a great job. These replace previous recruit_priority_offset values
    -Horse armor effect increased by 1, this reverts it to the pre-1.4 value
    -Gothic/Dismounted Gothic Knights set to Feudal category rather than Late Professional
    -Mongol cavalry speed reduced to same as other mounts
    -Latinkon set to Elite
    -'Western European' model heavy cavalry has reduced spacing between horsemen to effect close-order charges.
    -mental stats of some militia quality units further lowered
    -Some militia units, especially early-era types (eg spear militia) slightly downgraded in quality. Militia units overall are now better balanced.
    -1 point penalty to mounted unit armor removed to balance better with more powerful spearmen and 2H weapons from previous updates
    -New attack delay system implemented
    -Couched-lance cavalry get additional +1 charge bonus due to specialised high saddle etc, but -1 defense
    -Some units changed from couched to uncouched lances
    -Handgun slightly reduced in accuracy
    -Increase in javelin range to improve skirmishing behaviour
    -Some tribal cavalry with bows now uses 'horde' formation (thanks Ahiga!)
    -updates to stat_ground values for some units. A full re-do will be done in SS 6.0.
    -increased chance of some artillery types being built
    -all arrows from self bows now +1 damage, eg peasant archer now damage 2, norse archer 3 etc
    -mounted arrow range now 120
    -introduction of large cavalry shield, extra shield value so good vs projectiles, but reduced defense, mostly used by early western cavalry
    -assorted additional stat fixes

    TO INSTALL RR/RC
    Copy the contents of the download's data folder to the Stainless Steel data folder. As always, its safest to back up your current files first!

    **********************************************
    NOTE 1: If you are using Echad's Fix pack, delete export_descr_buildings.txt and rename export_descr_buildings_ECHAD.txt as export_descr_buildings.txt

    NOTE 2: There is a new descr_battle_map_movement_modifiers.txt file included that slightly slows movement rates, use it at your discretion.

    NOTE 3: This should be save-game compatible.
    **********************************************

    Recommended for use with Byg's BGR III mod.
    Last edited by Point Blank; March 01, 2008 at 08:00 AM.

  2. #2
    Indefinitely Banned
    Join Date
    Nov 2007
    Location
    Odessa...
    Posts
    3,429

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    No separate RC? Probably will have to wait until' final 6.0 release, since I don't like KK's choice of applying not whole RC to 6.0 yet...

    KK should at least consider some new stuff as well... Have you PM'ed it to him?

  3. #3

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    No not yet. But I do really intend for this version to be frozen as far as changes to RC go. Its really up to KK, I know he likes to customize things too. The old cost model is OK for non-RR SS 6.0 EDU I think.

    Separate RC could be done easily enough by merging any non-stat_cost lines from the EDU you did with the EDU from this one. The only change outside the EDU is a slight reduction in Hand-gun accuracy in descr_projectile.

    I'm a bit worn out from passes over the EDU at the moment though. Be my guest
    Last edited by Point Blank; February 29, 2008 at 11:30 AM.

  4. #4
    Indefinitely Banned
    Join Date
    Nov 2007
    Location
    Odessa...
    Posts
    3,429

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    Err, some costs do need to be altered - as you lowered HP for 2HP units, and some minor stuff as well... Glad you set Venetian HI as superior, since they must be tough. As to KK - I was about ringing him about new RC available, so he can relax from the CTD-hunting (that was succesfull BTW) and stick to modifying game. =)

    BTW - the recruit priorities require some tweaks - AI seems to wear too much infantry and no siege engines at all... Priority for cavalry and archers should be raised (But I think I raised enought for archers in my 2.00 EDU), as well as for siege stuff.

    P.S. I just use your descr_projectile.txt completely, since you included wolfslayer's changes... Also, aren't the recruitment time and upkeep parts of RR and not RC? Or not? If your free upkeep changes work good, than I'd like to use them - if I remember correctly - free Militias for cities and Feudals for castles?
    Last edited by Echad; February 29, 2008 at 12:08 PM.

  5. #5

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    RR/RC, released in this thread, are integrated. This RC is designed to work with RR, and vice versa. It is not designed to be standalone outside of with RR. Using the EDU in the download without also using the RR EDB is not really appropriate.

    However, the main thing that ties RC to RR is just the stat_cost line in the EDU. The stat_cost line from your Fix Pack EDU is fine, to make a version that doesn't need the RR Buildings file.

    Will take a look at the recruitment priorities etc. I upped the siege engine priorities for this version. It might work a bit differently with RR anyway.

    The costs are for all 1HP units yes. And the free upkeep is Feudals for castles and militia for cities.
    Last edited by Point Blank; February 29, 2008 at 01:15 PM.

  6. #6

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    Thanks for all your hard work PB!! RC/RR is gold! +Rep

    Cheers!


    Wir können nicht das Unmögliche erreichen, wenn es von uns nicht gefordert wird.

  7. #7
    Indefinitely Banned
    Join Date
    Dec 2006
    Posts
    1,640

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    Quote Originally Posted by Point Blank View Post
    -Mongol cavalry speed reduced to same as other mounts
    Out of interest, how do you mod mount speeds? (I know about move_speed_mod).

  8. #8

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    One final change, my apologies. All self bow arrows now +1 damage, eg peasant arrow damage now 2, norse archer 3 etc. Also introduced large cavalry shield, +1 shield so good vs missiles, -1 defense. Mostly used by early western cavalry. Download above updated, hopefully that will be the last change.

  9. #9

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    PB - Updated to this version whilst playing as the Venetians with the older version, so far haven't noticed anything wrong that pops out at me. I've noticed in the past few updates that sometimes the unit card description disappears for me randomly on some units if I pause the battle to read up on something but I think that is on my end. I am tempted to just start a new campaign to see the new changes with a fresh start.

    Even with the changes to order troops I tried to avoid building order houses as the Venetians this time around and wow the campaign is at least 3x times harder than it was with the French. Not only do the Venetians simply have less cities = less chances for guild order houses, but running around with less cheap elites make a huge difference. Fighting on four fronts unlike with the French also changes things. I may bring generals back up to 2hp. Its a little too easy for me to kill enemy generals currently. Holding enemy general with unit and charging from behind with even militia cav can be too devastating to the AI with 1 hp gens. I'll probably do what KK did and reduce numbers and I may also remove the option to recruit gen bodyguards from higher tier stables. The AI fails to recruit them anyways as far as I can tell though its a possibility that they simply haven't invested that far.

    On the note of 2hp troops, I decided to try out Battlefield Assassins and Hashashims after they received increased stats. I have never used these troops frequently so its a little hard to make a judgement on their effectiveness. What role are these guys supposed to have in the RC framework? Being outnumbered seems to have a greater effect in combat imo in RC 1.4 and 1.5 than in 1.3 and both units lack the 2hp they used to have making them sort of odd units to work with in gameplay. I mean they are fantasy units anyway I guess. As a side note, the difference btw the two fantasy units seems a bit too significant. Battlefield assassins have less armor which visually makes sense but also a lower shield rating? Current shield rating is at 3 on par to Hungarian nobles which graphically use the same shield. However Eastern Chiv knights using the same shield graphic have a rating of 6 *shrug*. Meanwhile Hashashim are using a tiny buckler with a shield rating of 4. I'd probably advocate Hashashim to have that shield rating reduced down to 2 similar to many other units that use a buckler. That would probably also bring the two units closer in stats leaving BA @ 8 attk 14 def and Hashashim @ 8 attk 16 def. I wouldn't mind bring the shield rating of BA up some too. As it is they are only sorta effective on taking on spear units because of their low numbers anyway.

    I was interesting in testing Sig's new animations but you mentioned that it severely skewed combat balance. Can you give me a quick idea of what you saw? I suspect 1handers and spears became far too effective since they attack faster and would be boosted the most by the less extraneous animations.

  10. #10

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    I have just started a Venice campaign also. The 1HP or 2HP generals is an ongoing question. I think that for the Late campaign, that I agree with you, they are quite vulnerable especially given the AI's suicidal tendancies. They are better balanced in Early campaign, at least before the 'New Era Begins' even about 1310 and polearms and pikes become more common. In SS 6.0 might just be good to make them 2HP, as KK likes them, so everyone knows what to expect. Let me know how it goes

    Your recommendations for the shields sound good

    Regarding the animations, it wasn't just as simple as one-handers became better overall, it was that different one-handers became better by different amounts than others. Spearmen actually seemed to become weaker. A specific example I can give you, is Venetian Heavy Infantry vs Dismounted Norman Knights. With the new animations, the VHI murdered the DNK, causing losses of 2:1. With the standard anims, the DNK beat the VHI, by about the same ratio, ie the combat results were completely opposite.

  11. #11

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    I'm using 5.1b with Echad's. I installed as directed and tried loading my Turkish Campaign. Unfortunately I can only recruit Turkish Horse Archers, and then only in a couple of settlements. Not even my Islamic Constantinople will allow me to recruit militia, despite having the necessary buildings.

    I suggest this isn't in fact save compatible...

    Nevermind looks good anyway.

  12. #12
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    18,974

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    Just to help!!!
    Paradox...
    What about eastern heavy lancers?
    I am explaining my self...
    Byzantines and muslims head a varity of extrimly heavy horsemen the same time the west had only the chain mailed knights!!!!
    It is not accurate for such a faction ere or a muslim one to wait the europeans to develop such unit and having unlock for theirs too...
    I think you must have a sollution to this issue...
    A good sollution would be the total army reforms(like in the RTW)...to show the opposite directions civilizations had in late medeival times!!!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  13. #13

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    Quote Originally Posted by AnthoniusII View Post
    Just to help!!!
    Paradox...
    What about eastern heavy lancers?
    I am explaining my self...
    Byzantines and muslims head a varity of extrimly heavy horsemen the same time the west had only the chain mailed knights!!!!
    It is not accurate for such a faction ere or a muslim one to wait the europeans to develop such unit and having unlock for theirs too...
    I think you must have a sollution to this issue...
    A good sollution would be the total army reforms(like in the RTW)...to show the opposite directions civilizations had in late medeival times!!!
    As soon as you get to Earl's Stables, as the Byzantines you will have access to Kataphracts, and Ghulams and Mamluks as the Egyptians. Its somewhat of an issue with the starting buildings. If you want the Byzantines etc to have access to their better units, modify their starting position to have a Citadel and Earl's Stables rather than a Fortress.
    Last edited by Point Blank; March 05, 2008 at 10:13 AM.

  14. #14

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    Quote Originally Posted by Theodore View Post
    I'm using 5.1b with Echad's. I installed as directed and tried loading my Turkish Campaign. Unfortunately I can only recruit Turkish Horse Archers, and then only in a couple of settlements. Not even my Islamic Constantinople will allow me to recruit militia, despite having the necessary buildings.

    I suggest this isn't in fact save compatible...

    Nevermind looks good anyway.
    When I say save-game compatible, I mean it will be if you are already using RR and are part-way through a campaign. Otherwise, all the replacement pool values will be for the old buildings file. If you run a turn though, you should see the RR system start to work (I think).
    Last edited by Point Blank; March 05, 2008 at 10:13 AM.

  15. #15
    Indefinitely Banned
    Join Date
    Nov 2007
    Location
    Odessa...
    Posts
    3,429

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    Hi! I heard that there are some units, that are available in EDU, but not entered in EDB - sometimes are available for custom battles, but not recruitable for campaign.

    Some units within Italian factions, some infantry for Spaniards and certain late heavy cavalry units for Egyptians and Turks. Can you fix it, at least when preparing a separate RC for 6.0?

  16. #16

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    There are only a few I think. They were also unavailable in EDB in normal SS. Maybe they won't even be in the EDU in SS 6.0, but I can't check until I see what units are in SS 6.0.

  17. #17
    Indefinitely Banned
    Join Date
    Nov 2007
    Location
    Odessa...
    Posts
    3,429

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    And in vanilla too, AFAIK! It is a waste to not have them in campaign - it gives a unrelistic feel of army composition by Custom Battles as well.

    What about Sibyan Al-Khass and the late Turkish chargers (dun rememba teh namez) and French Noble Knights? And yes - I meant for future reference...

  18. #18

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    The French Noble Knights are in the RR EDB, with their mailed horses I think they are definitely worth having as a good 'bridge' between the Chivalrics with barded horses and the late units like Lancers and Gendarmes The late Turkish chargers, do you mean the Quapukulu? They are in RR EDB also, but the Sibyan Al Khass are not, I guess they could be, though they don't add much to the Egyptian roster, since they already have elite Mamluk mounted archers. The French mounted archers were removed from EDB. To have the English Huscarls in would be a bit ahistorical perhaps?

    Can't think of any others from memory.

  19. #19
    Indefinitely Banned
    Join Date
    Nov 2007
    Location
    Odessa...
    Posts
    3,429

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    French DISMOUNTED Noble Knights... Or Chivalric? But foot ones! Al-Khass should not expand the Egyptian roster, just make it more different, as Egyptians are one of the best cavalry factions. I mean - if they already have strong late units of this kind, it won't disbalance the game anyhow -right?

    Venice had no Feudal Knights, but I added them in Fix Pack EDB, on behalf of Sir Nicholas Altman, who also mentioned the units that the factions start with in Late Era being unavailable for recruiting - Light Men at Arms/Swordsmen for Castile/Aragon as well.

    Also, 100% Sicilians lacked either mounted or dismounted version of some knights, while having the other one.

    P.S. Not Quapukulu, other ones, which have the dismounted, or archer version maybe? Never played as them yet, cannot be sure.

  20. #20

    Default Re: Real Recruitment 1.0 / Real Combat 1.5 Released

    RR EDB has mounted and dismounted noble knights. Venice has Feudals, both mounted and dismounted, aragon has light men at arms and castille has swordsmen I think Sicily is correct too.

    No problem to add Al-Khass, are they in SS 6.0? The Turkish elite archers are Iqt'adar, they are in RR EDB.

Page 1 of 9 123456789 LastLast

Posting Permissions

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