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Thread: Kwarezmians in 6.1

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  1. #1

    Default Kwarezmians in 6.1

    I have restarted my Kwarezmian campaign under 6.1 with BYGIII and Real Recr installed. now I have found out that:

    1) dismounted ghulams/ghulam cavalry are more expensive, have worse stats and can be built only in one tier higher castle than in previous version?
    2) no armoured spearmen?
    3) no persian horse archers, armoured horse archers, noble cavalry?

    I wonder are those changes intentional, or is it a bug?

  2. #2

    Default Re: Kwarezmians in 6.1

    BYGIII and RR change when you can recruit certain units and how much they cost.

    Intentional changes.

  3. #3
    Laetus
    Join Date
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    Default Re: Kwarezmians in 6.1

    That sub-mod is more for hardcore players, but if you want to have fun get rid of it. Vanilla 6.1 has been made hard enough and lost lots of the aspects that made M2 a game have been taken away... Kinda a shame since the new factions and map are so damb cool

  4. #4

    Default Re: Kwarezmians in 6.1

    hmmm without the above mentioned units it makes no sense to play this faction

  5. #5
    nnnm's Avatar Senator
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    Default Re: Kwarezmians in 6.1

    I agree with Belisarus. In BYGIII Dis Ghulams have 11 defense,even less than light swordsmen I think. and when you Install the real recruitment System they in noble swordsmen level, that's no fear, and not Historical



  6. #6
    Byg's Avatar Read The Manual
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    Default Re: Kwarezmians in 6.1

    Quote Originally Posted by Belisarus View Post
    I have restarted my Kwarezmian campaign under 6.1 with BYGIII and Real Recr installed. now I have found out that:

    1) dismounted ghulams/ghulam cavalry are more expensive, have worse stats and can be built only in one tier higher castle than in previous version?
    2) no armoured spearmen?
    3) no persian horse archers, armoured horse archers, noble cavalry?

    I wonder are those changes intentional, or is it a bug?
    Have you read the instructions for those two mods in their title pages? The links are in the ss6.1 patch installer. Otherwise you can find them in the submods section.

    Also there is a vital piece of code missing in the ss6.1 installer version of bgrIII. Do download the fix if you have not done so already. It is in the first page of the bgr thread here:http://www.twcenter.net/forums/showthread.php?t=106060

    Costs/attack/defence are due to real recruitment mod.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  7. #7

    Default Re: Kwarezmians in 6.1

    thanks a lot for your answer Byg :-)

    I did read the instruction and downloaded your fix and restarted the campaign. but even then I could not see any advanced units even in building browser. and that has made me quite nervous :-) the mistake may be on my side. I will try to reinstall again

  8. #8

    Default Re: Kwarezmians in 6.1

    Quote Originally Posted by Belisarus View Post
    I have restarted my Kwarezmian campaign under 6.1 with BYGIII and Real Recr installed. now I have found out that:

    1) dismounted ghulams/ghulam cavalry are more expensive, have worse stats and can be built only in one tier higher castle than in previous version?
    2) no armoured spearmen?
    3) no persian horse archers, armoured horse archers, noble cavalry?

    I wonder are those changes intentional, or is it a bug?
    Not all units are available immediately in RR, units become available over time in a more historical manner.

    1) Ghulams can be built at at the barracks/stables available at a Fortress.
    2) Armored spearmen are available after about 1220. Their armor type became available around this time.
    3)Kwarezmian noble cavalry is availabe from the game start at a castle, fortress or citadel. Armored HA are available from an earl's stables after 1220. Persian HA availabe from a King's stables after about 1275.

    Most of the heavy cavalry available to Kwarezm is Late Professional, meaning it replenishes fast but takes some time to train.

    If units are not yet available, you will not see them in the building browser. Units from other factions are subject to the same phased introduction, ie wester knights wearing partial plate are not available until 1275, and full plate until approx 1370.
    Last edited by Point Blank; May 15, 2008 at 10:00 AM.

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