Results 1 to 3 of 3

Thread: Removing units from the mod

Hybrid View

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

    Default Removing units from the mod

    How can I completely remove Sergeant Swordsmen and Mailed Foot Knights from this mod:hmmm:? The mod is excellent except for the fact that in my campaigns the AI just loves to spam these guys.

  2. #2

    Default Re: Removing units from the mod

    The easiest way is to either take them out completely in the building queues of the edb or reduce the unit/turn refill rate there.

    For example:

    ...drill_square castle...

    recruit_pool "Sergeant Swordsmen" 1 0.5 4 0 requires factions { england, france, milan, venice, papal_states, sicily, } and region_religion catholic 60

    which means start with 1 unit after the building is build, get another one every 2 turns to a max of 4 units and they start with 0 exp. If you change the 0.5 value to 0.25 they'd need 4 turns (2 years). If the AI can't recruit them so often the army composition will change, maybe to something you like more.

    Or you could remove the whole line and the possibility to recruit them at all. Better to put a ; in front of it in case you want them back later.

    Under the benevolent guidance of jimkatalanos

  3. #3

    Default Re: Removing units from the mod

    I'll think it over and then change it up. Thanks a bunch .

Posting Permissions

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