Page 1 of 2 12 LastLast
Results 1 to 20 of 24

Thread: Templars -- badly implemented ?

Hybrid View

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

    Default Templars -- badly implemented ?

    First, gratz and thanks to the team for an overall superb mod. Impossible to ever play vanilla again after this However, I've become increasingly frustrated with how the Templars -- my fav faction -- play. I was hoping 6.0 would address this but it doesn't.

    The bottom line is that, in spite of some pretty spiffy units and historically accurate names, the Templars still play like a regular royal faction, which is all wrong. There shouldn't be any marriages, "biological son" traits, no daughters, etc. It really destroys the immersion to see Templar birth announcements The Templars were a monastic order. Men -- and only men -- joined, gave all their worldly possessions, and dedicated their lives to the order. "Loyalty" should also not be a factor at all since order Grand Masters were chosen by election; to my knowledge, there was never anything resembling a "coup" within the order, or any serious leadership challenges during its entire 2 century history.

    Would it possible, in future versions, to remedy this ? Don't we have the Teutonic Knights to pattern the Templars after ? The Templars are perhaps the coolest, most mystical organization to have existed during the Crusades and it doesn't go them justice to see them represented as just another squabbling royal family.

  2. #2

    Default Re: Templars -- badly implemented ?

    making Templars ultra-loyal is a bit harder, but anyone with a basic idea of making traits could knock up a simple trait given to templar generals upon creation to raise loyalty if thats your cup of tea.

    Opening up descr_sm_factions.txt and changing the "has_family_tree" line for the Templars from "yes" to "teutonic" should make them work as the Teutonic order.

    Marriges are hardcoded though, and even with a Teutonic tree theres nothing to stop you marrying generals (though they should not have children).

    Edit: hm the Teutons themselves dont have a teutonic tree in SS6.0, i'm assuming giving the Templars a teutonic tree still works, SS6.0 uses the kingdoms exe and all, i'm just wondering why the teutons dont have that type of tree, odd, i'l have to fire up a game with them later and look.
    Last edited by Grunn; April 23, 2008 at 06:41 AM.

  3. #3

    Default Re: Templars -- badly implemented ?

    inded u r quite right

  4. #4

    Default Re: Templars -- badly implemented ?

    gapper4
    Excluding Templars from certain traits I can do, but not sure about the no daughters rule as would have to ensure that the faction kept generating new members somehow. You could just allow them to recruit more generals from buildings, but the Ai is unlikely to handle that well.

    :hmmm: Might also redo the education system a bit and create a knightly orders education system designed for Teutons and Templars only.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  5. #5

    Default Re: Templars -- badly implemented ?

    Quote Originally Posted by Quark View Post
    gapper4
    Excluding Templars from certain traits I can do, but not sure about the no daughters rule as would have to ensure that the faction kept generating new members somehow. You could just allow them to recruit more generals from buildings, but the Ai is unlikely to handle that well.

    :hmmm: Might also redo the education system a bit and create a knightly orders education system designed for Teutons and Templars only.
    Thanks for the replies, gents. Quark, I don't pretend to understand much about modding (I'm a bank desk jockey in real life. Don't hate me !) but would it be possible to simply increase the adoption rate and do away with marriages/births entirely ? How is it handled for the Teutonic Knights ?

    Here's a list of changes that I think would really help create a more atmospheric Templar faction;

    - no marriages or births. Increase in generals/administrators handled by either adoption or direct recruitment.

    - loyalty is always at least high. Templar generals are impossible -- or at least extremely expensive -- to bribe. To spice things up, loyalty among generals could take a hit if the Faction Leader starts massacring prisoners

    - Templars can't ally with Muslim factions.

    - Reputation with the Pope is always at least high. Order can't get excommunicated because, well, when that happened in real life they were all put to death (in France at least) and that was the end of the Templars The Templars derived their entire legitimacy from their relationship with the Papacy. Once that's gone, the order essentially ceases to exist.

    - Templars were not allowed to ransom themselves or run from battle. Therefore, Templar units should be not allowed to break in battle, and you shouldn't be able to ransom Templar prisoners.

    I have no idea how difficult any of this is so apologies if I'm asking for the impossible. I'm just thinking that, since the good people who make SS took the time to include Templars, let's try to ensure that this very unique faction is, indeed, not simply another royal dynasty.

  6. #6
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Templars -- badly implemented ?

    Quote Originally Posted by gapper4 View Post
    - Templars were not allowed to ransom themselves or run from battle. Therefore, Templar units should be not allowed to break in battle,
    This would make them overpowered.

    ..and you shouldn't be able to ransom Templar prisoners.
    I wouldn't be at all surprised to learn that this is hardcoded, but a good question is what makes an AI faction decide to pay the ransom or refuse it?

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  7. #7

    Default Re: Templars -- badly implemented ?

    Quote Originally Posted by gapper4 View Post
    - Reputation with the Pope is always at least high. Order can't get excommunicated because, well, when that happened in real life they were all put to death (in France at least) and that was the end of the Templars The Templars derived their entire legitimacy from their relationship with the Papacy. Once that's gone, the order essentially ceases to exist.

    - Templars were not allowed to ransom themselves or run from battle. Therefore, Templar units should be not allowed to break in battle, and you shouldn't be able to ransom Templar prisoners.
    The ransom thing is impossible, the run from battle is possible by setting their morale extremely high but that would give the templars a very unfair advantage if their units cannot be routed. Oh and the rule that templars can't break in battle doesn't mean that it doesn't happen in reality.

    The Pope thing is probably possible to script but it would mean that they can just attack any christian country without getting excommunicated or their papal reputation lowered.

  8. #8

    Default Re: Templars -- badly implemented ?

    Quote Originally Posted by s0meguy View Post
    The ransom thing is impossible, the run from battle is possible by setting their morale extremely high but that would give the templars a very unfair advantage if their units cannot be routed. Oh and the rule that templars can't break in battle doesn't mean that it doesn't happen in reality.

    The Pope thing is probably possible to script but it would mean that they can just attack any christian country without getting excommunicated or their papal reputation lowered.
    Yes, I understand the potential problems but there are possible solutions. The Templars were known to be extremely rich (that's why Philip the Handsome arranged to destroy them; he owed them money and coveted their treasure). Perhaps actual Templar troops would take longer to train, cost a lot, and come in small units, and Templars must therefore recruit lots of mercenaries who can be broken in battle, unlike the Templars themselves (Templars should get serious trade bonuses since they essentially invented banking and letters of credit. Also, their merchants should perhaps get some bonuses). Templars should be thought of essentially as Medieval Spartans. All they did all day was pray and train to fight. They had no purpose in life other than to worship God and protect pilgrims in the Holy Land by fighting heathens. Extremely high morale in battle is a given, as should be loyalty to their faction.

    About attacking Catholic factions, yup, that's an issue but, again, it could be addressed by the simple expedient of requiring the Templars to have a higher standing with the Pope than the faction they're attacking in order to be allowed to attack at all. And there are plenty of Muslim and Orthodox factions in the ME to attack anyway

    Again, I don't mean to critisize all the fantastic work the team has put into SS 6.0. It's just that the Templars were very very unique in a number of ways. Perhaps it's not possible to fulfill all my wishlist but I think that even some tweaks here and there would go a long way to distinguish them from regular factions.

  9. #9

    Default Re: Templars -- badly implemented ?

    Quote Originally Posted by Grunn View Post
    making Templars ultra-loyal is a bit harder, but anyone with a basic idea of making traits could knock up a simple trait given to templar generals upon creation to raise loyalty if thats your cup of tea.

    Opening up descr_sm_factions.txt and changing the "has_family_tree" line for the Templars from "yes" to "teutonic" should make them work as the Teutonic order.

    Marriges are hardcoded though, and even with a Teutonic tree theres nothing to stop you marrying generals (though they should not have children).

    Edit: hm the Teutons themselves dont have a teutonic tree in SS6.0, i'm assuming giving the Templars a teutonic tree still works, SS6.0 uses the kingdoms exe and all, i'm just wondering why the teutons dont have that type of tree, odd, i'l have to fire up a game with them later and look.
    I believe the family trees were added for the Teutons and the Templars because of a bug where the factions couldn't be destroyed without one.

  10. #10

    Default Re: Templars -- badly implemented ?

    Quote Originally Posted by IceBeast View Post
    I believe the family trees were added for the Teutons and the Templars because of a bug where the factions couldn't be destroyed without one.
    Teutons do not have a family tree in SS6.0, but they dont have a "teutonic" family tree either, just struck me as odd that did

  11. #11
    republic_bohemia's Avatar Decanus
    Join Date
    Dec 2006
    Location
    Sarasota county,Florida
    Posts
    518

    Default Re: Templars -- badly implemented ?

    .

  12. #12

    Default Re: Templars -- badly implemented ?

    Quote Originally Posted by republic_bohemia View Post
    .
    lol

  13. #13

    Default Re: Templars -- badly implemented ?

    interesting idea, never thought of it that way.

    Wouldn't it be cool if generals or family members from the catholic nations turn Templar if they become fanatic enough about their beliefs? Make them turn to the Templars, like a priest becomes a heretic. That would rock!



  14. #14

    Default Re: Templars -- badly implemented ?

    Don't forget to add scottish outoftheirassfirethrowers.

    Seriosly though. I see one valid point and it is that of the family tree.
    The rest is a bit wishful thinking. Non routing units? I'm sure the templars too have had their fair share of run for your lives.
    They close my modication thread DWWTW ='( please help evryone.

  15. #15

    Default Re: Templars -- badly implemented ?

    Quote Originally Posted by nodey View Post
    Non routing units? I'm sure the templars too have had their fair share of run for your lives.

    HERETIC!!!!! BURN YOU WITCH!!!



  16. #16

    Default Re: Templars -- badly implemented ?

    i have an idea, though i doubt it would be possible but hear me out cause im an ideas man.
    Would it be possible so that everytime someone constructs a guild for the templars (france, hre, england, etc) the templars would automatically get money to represent the power they had in other kingdoms? In real life the templars got paid to help out factons (Castile, France, etc). So wouldn't the construction of their guild in another faction's city/castle represent them being asked for help and the templars would automatically get money for that?

    just an idea.
    If it were also possible to give a specific amount of money to the templars for everytime another faction recruits them from their guild would be even better
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  17. #17

    Default Re: Templars -- badly implemented ?

    You could create a counter for the number of templar guild buildings in the world, and increase the money of the faction based on this. However what I am seeing is alot of plus points and not many minus points to balance as this is meant to be one of the hardest factions to play.

    Stopping the faction allying with islamic factions is doable, the adoption rate is not as it is hard coded to the number of charcters/settlements ratio.

    What you really want is a militant orders Ai label, some unique buildings and traits, and an increase in costs of main units, perhaps with a unit pool limit.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  18. #18

    Default Re: Templars -- badly implemented ?

    Well if the templar faction is run by the AI then they already have the get money for guilds built going on, it is call a money script if the AI got more for those building it would unbalance them. but for the human player it would be interesting but in later stages it make them overpowered

    thats just my opinion

  19. #19

    Default Re: Templars -- badly implemented ?

    In the export_descr_unit.txt file, there is a line for each unit called stat_mental, like so:

    stat_mental 11, impetuous, highly_trained


    Add this ", lock_morale" to the end to get:

    stat_mental 11, impetuous, highly_trained, lock_morale


    There. Instant un-routable units. Their morale never changes. They will never break or run away. Ever. Enjoy.
    Now just pray I don't lose my patience and break all your Templar fanboyism with harsh history and reality. But once I'm done with the longbow, sky's the limit I suppose.


  20. #20
    Naked Emperor's Avatar Centenarius
    Join Date
    Mar 2005
    Location
    Norway
    Posts
    828

    Default Re: Templars -- badly implemented ?

    Quote Originally Posted by Sher Khan View Post
    Now just pray I don't lose my patience and break all your Templar fanboyism with harsh history and reality. But once I'm done with the longbow, sky's the limit I suppose.

    Slap the silly fanboyism out of the longbow fan...now that's a wishful thinking
    No battleplan ever survives contact with the enemy
    - Field Marshall Helmuth Carl Bernard von Moltke -

    ____________________________________________________________

Page 1 of 2 12 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
  •