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  1. #1

    Default Faction-unique units

    When i play custom battles in SS I always get to choose some awesome units for each faction, and there are many unique ones. like the english have billmen, the french and genoese have volgiers, the HRE has halberds, scots have pikes, norse have swordstaffs, ect. also there are some unique ranged units, like longbowmen for the english and prussian archers for the HRE.

    yet when i play a campaign none of these cool options seem to be available, its all just basically spear militia/seargent spearmen/armoured seargents/light swordsmen, as well as mounted seargents/mailed knights, and then peasant archers and crossbow militia in cities. none of the factions unique units seem to be there. what is up with this?

    and please dont tell me (historically thats how the armies were) because im fine with a little less historocity if it gives me a few more unique units to tinker around with and adds differences between factions, and this is coming from someone who loves history.

    theres plenty more to list from other factions but it would make this post very long. so whats up with it?
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  2. #2
    delra's Avatar Praepositus
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    Default Re: Faction-unique units

    It's one of SS features. You need to build up your castle (it takes time) before you may recruit unique units.

    Being able to recruit elite units "from walls" was one of the worst vanilla things. This way you could have had stacks of Vardariotai as Byzantine before you even had a stables in any of your castle. It was dumb, unrealistic and made the game stupidly easy. That's why it was changed to something more realistic (bigger castle -> better facilities -> better troops). Now elite units appear when and where they should and I like it this way much more.

    So don't worry and just play 50 more turns.

  3. #3

    Default Re: Faction-unique units

    well more like 150 more turns since I use PP 3.0

    thanks!
    More like pretty girls are like EA, you give more and more money, but dont get it back in quality
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  4. #4
    sabaku_no_gaara's Avatar Indefinitely Banned
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    Default Re: Faction-unique units

    It's not that great, for instance by the time you get those Norway elite axe guys or those twohanders, the world has advanced to gunpowder allready and they become obsolete, same with the elite archer/horse archery units.

    By the time you can recuit them, cannons and guns are the way to go. Why would anyone recruit horse archers or any outdated melee unit when can have 6 cannons and the rest musketeers? (who are horribly underpowered by the way, but that is a vanilla problem too)

    Maybe the gunpowder event should come later like somewhere in the 1400's That way the Elites might actually be used

    The elites I use are the Tercio's and the musketeers

  5. #5
    Barser's Avatar Senator
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    Default Re: Faction-unique units

    I guess you guys use real recruitment.

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  6. #6
    delra's Avatar Praepositus
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    Default Re: Faction-unique units

    Well, if you install something called "Real Recruitment" and expect to be able to recruit gothic knights in early 13th century, I have no answer to you... The mod seems to be so controversial that it was made optional. Your choice if you like it or not. I do.

  7. #7
    sabaku_no_gaara's Avatar Indefinitely Banned
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    Default Re: Faction-unique units

    I don't have "real recruitment"

    I'm just saying, maybe Gunpowder should come later. Or just be removed.

    Somehow Gunpowder doesn't seem right in a game that features knights and the word "medieval" I know they had gunpowder at some point, and there's teh renaisance wich is in the time frame. But still. Maybe they should add an option of 1 turn is 1 month instead of 1 year. That way our toops aren't obsolete by the time we build 3 standing armies for invasion and defense purposes

  8. #8

    Default Re: Faction-unique units

    You can get a good many of the unique units before elite guns come into play. For example, as Kiev now I've gotten up to Armory and King's Stables, and handgun's haven't even been invented yet. Of course, I go for a chivalry build so that helps a bit in getting citadels faster.

  9. #9
    delra's Avatar Praepositus
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    Default Re: Faction-unique units

    Quote Originally Posted by sabaku_no_gaara View Post
    I don't have "real recruitment"

    I'm just saying, maybe Gunpowder should come later. Or just be removed.

    Somehow Gunpowder doesn't seem right in a game that features knights and the word "medieval" I know they had gunpowder at some point, and there's teh renaisance wich is in the time frame. But still. Maybe they should add an option of 1 turn is 1 month instead of 1 year. That way our toops aren't obsolete by the time we build 3 standing armies for invasion and defense purposes
    Now your talkin'. Something I whine about for at least a year. Broken Crescent is such a happy mod without gunpowder units! Let's get rid of it, change the end date and add more turns per year.

  10. #10
    thdot44's Avatar Tiro
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    Default Re: Faction-unique units

    I rarely come across an AI army that has gunpowder units, or cannons etc...
    besides i wouldn't really call melee obsolete when the gunpowder event happens, i would take a lownbowmen over handgunners, or catapult over cannon, I dont think gunpowder units really have a huge effect on the game.

  11. #11
    sabaku_no_gaara's Avatar Indefinitely Banned
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    Default Re: Faction-unique units

    6 Basiliks and 10 Musketeer units are a pretty sure victory usually, and it looks ugly when there's knightly guys in your army when you have cannons and musketeers

  12. #12
    thdot44's Avatar Tiro
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    Default Re: Faction-unique units

    i agree with that, arquebusiers or how ever its spelt, do look a tad different than from gothic knights. and if your talking about you using an army of 6 basiliks and 10 musketeers, than yea it would prob be pretty easy to kill the AI, or most likely rout them. i know its hard to have those units and just not use them, so you just remove the gunpowder event in the scrpit and you wont have to worry about making the choice.

    although it would be nice for someone to take all the gunpowder units and use the extra slots for some unique faction units.

  13. #13

    Default Re: Faction-unique units

    well yes i do use RR, i didnt know it did that.

    with RR when can i expect to get faction-specific units, if at all?
    More like pretty girls are like EA, you give more and more money, but dont get it back in quality
    - Thatguy

  14. #14

    Default Re: Faction-unique units

    Quote Originally Posted by jman47 View Post
    well yes i do use RR, i didnt know it did that.

    with RR when can i expect to get faction-specific units, if at all?
    Fortress, when you build an armorer, is when the first unique units start showing up for some factions. Citadel and higher level barracks/stables/ranges unlock more uniques usually. Some units are enabled at certain dates.

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