Results 1 to 12 of 12

Thread: AORs?

Hybrid View

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

    Default AORs?

    Hey,

    I've had this mod about a week, and it's very good. However, I don't quite understand the AOR system. I am ERE, and in the castle of Vahka, I cannot build anything at all, though this is in Anatolia. In another city farther East, I can recruit everything (Diyarbakir) And in yet another, I can recruit units not actually available to my faction (saracen militia)

    Whassup with that?


    EDIT: Will hotseat be in 1.1, cause I would enjoy playing with friends/bro.

    Game of the Fates
    Mod of the week on hold -- I've played nearly every RTW mod out there.
    BOYCOTT THE USE OF SMILEYS! (Okay, just once)
    Antiochos VII...last true scion of the Seleucid dynasty...rest in peace, son of Hellas.
    I've returned--please forgive my long absence.

  2. #2

    Default Re: AORs?

    i think i read somewhere else that the AOR works like this:you can only recruit your unit rosters in your own starting regions and outside of that only levies and mercenaries.. :hmmm: but the advantage is that you can recruit the units your conquered regiond has.. maybe war elephants???

  3. #3

    Default Re: AORs?

    For 1.05 you aren't able to recruit anything beyond levies from conquered regions, but that is changing with 1.1, where you will be able to access a handful of local units along with a very limited supply of a native nobility and entourage unit. So in 1.1 the Romans in Diyarbakir would get access to some basic Armenian units.

    I'm afraid the AOR setup for 1.05 is still a bit confusing for me.

  4. #4

    Default Re: AORs?

    Quote Originally Posted by Ahiga View Post

    I'm afraid the AOR setup for 1.05 is still a bit confusing for me.
    That's true, sometime i really wonder i should or should not make war because of the AOR system.
    _____________________________________________________________________________




  5. #5

    Default Re: AORs?

    @ Mr. Cursed

    You are getting no recruitment in Vahka as ERE because "Armenian (Cilicia)AoR" is separate from the reg. Anatolian AoR. I think this had to be done this way so that Armenia could recruit its units (it's their "home" AoR). I've been told that no ERE units in Cilicia (Vahka, Sis, Adana) was due to an oversight that didn't give the ERE any units in Cilician Armenia. It was supposed to be included but wasn't.

    The reason you can recruit in Dyarbekir is because it is in the Syrian AoR, which ERE gets.

    @ Strelac, Ahiga, someone from the BC dev team

    Is there a simple way to mod this in, or is it a long and complicated process? If its just an edit on 1or2 files, I could do it myself if someone tells me how (not a modder, but have done some simple edits-although mostly w/ RTW). I could also (with your permission of course) upload it when finished.

  6. #6

    Default Re: AORs?

    You can edit it in your EDB. You have to delete the hiddenresources. For instance:

    Code:
    	    recruit_pool "ere jav cav"  1   0.5   2  0  requires factions { byzantium, } and hidden_resource w_anatolia or hidden_resource e_anatolia or hidden_resource syria or hidden_resource palestine or hidden_resource georgia or hidden_resource cilicia
    You'd remove all those 'and hidden resource'.

  7. #7

    Default Re: AORs?

    I believe that's all you'd need to do. Add cilicia as a hidden resource. No need to edit any more files. Just do it under any ERE units

  8. #8

    Default Re: AORs?

    sweet, thanks...one more ? then I leave you alone ('tli the next one)

    are EDB changes savegame compatible or do I need to start a new campaign to test if it works?

  9. #9

    Default Re: AORs?

    Both EDB and EDU edits are savegame compatible up to a point.
    • You can't remove an EDU entry or do stuff that like, removes faction access to a EDU entry. But you can edit their attack, defense, costs, formation spacing, and so on and have it be savegame compatible
    • The EDB I am less knowledgeable on, but I believe you can remove recruitment abilities from the EDB and have it remain savegame compatible.

    My suggestion is before editing the EDB, make sure as the Romans you are not building anything. I doubt that would cause a problem, but just in case.

  10. #10

    Default Re: AORs?

    Quote Originally Posted by Ahiga View Post
    Both EDB and EDU edits are savegame compatible up to a point.
    • You can't remove an EDU entry or do stuff that like, removes faction access to a EDU entry. But you can edit their attack, defense, costs, formation spacing, and so on and have it be savegame compatible
    • The EDB I am less knowledgeable on, but I believe you can remove recruitment abilities from the EDB and have it remain savegame compatible.
    My suggestion is before editing the EDB, make sure as the Romans you are not building anything. I doubt that would cause a problem, but just in case.
    Ah, I see thanks.

    no worry about that, since I'm @ war w/ Abbasids, Ayyubids and Kypchaks, the 'ole ERE is pretty broke.

  11. #11

    Default Re: AORs?

    Okay, that clears it up well enough.

    Thanks.

    So, no one answered me...will there be hotseat?

    Game of the Fates
    Mod of the week on hold -- I've played nearly every RTW mod out there.
    BOYCOTT THE USE OF SMILEYS! (Okay, just once)
    Antiochos VII...last true scion of the Seleucid dynasty...rest in peace, son of Hellas.
    I've returned--please forgive my long absence.

Posting Permissions

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