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  1. #1

    Default Recruitment slot

    Is it possible to reduce recruitment slots of the settlements?

    I would like to have one recruitment slot for any type of cities and castles, apart from cithadels which can have two slots.

    I also would like to ask you, how it will probably affect my game?

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Recruitment slot

    Yes you can. In export_descr_buildings.txt each level of city and castle has an entry for the number of recruitment slots available.

    And as an FYI, there is a Mod Workshop section of the forum for general modding questions http://www.twcenter.net/forums/forumdisplay.php?f=272

    Many more modders hang out there than here in the SS forum.

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

  3. #3

    Default Re: Recruitment slot

    Quote Originally Posted by Caesar Clivus View Post
    Yes you can. In export_descr_buildings.txt each level of city and castle has an entry for the number of recruitment slots available.

    And as an FYI, there is a Mod Workshop section of the forum for general modding questions http://www.twcenter.net/forums/forumdisplay.php?f=272

    Many more modders hang out there than here in the SS forum.
    Thanks mate... But do they answer SS related questions?

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Recruitment slot

    Not as much but this isn't an SS specific question

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

  5. #5

    Default Re: Recruitment slot

    Quote Originally Posted by Caesar Clivus View Post
    Not as much but this isn't an SS specific question
    Cool.... Thanks mate...

  6. #6
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Recruitment slot

    Guys...Excuse my ignorance but what is gained by that????

  7. #7
    delra's Avatar Praepositus
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    Default Re: Recruitment slot

    It is about how many units one can recruit from each city and castle level during one turn.

    For example in citadels you can get 4 new units trained at once while a small town can recruit only 1 during that time.

  8. #8
    Byg's Avatar Read The Manual
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    Default Re: Recruitment slot

    I suppose it would ultimately give a game with fewer, but more critical battles.

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  9. #9
    delra's Avatar Praepositus
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    Default Re: Recruitment slot

    Well. We could consider making recruitment of elites longer than one turn instead, raise all recruitment costs a lot (twice?) also...

  10. #10
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Recruitment slot

    Ok...But wait a minute folks. Couldn't the same results be had by simply NOT recruiting or is that geared toward the AI...:hmmm:

  11. #11

    Default Re: Recruitment slot

    If you reduce the number of recruitment slots, you may want to reduce the number of mercanaries as well. I tink otherwise they would have an unfair advantage.

  12. #12

    Default Re: Recruitment slot

    As benefit of decreasing recruitment slot and (as delra said)increasing number of turns recuired to build, I see as following.
    1. As BYG suggested fewer battles with more crucial consequences. (historically correct)
    2. Increase in importance of merceneraies.(historically correct)
    3. AI won't trash its money and will have more finances for building projects.
    4. AI endless troop creation can be in a way limited. (I think AI should have some kind of advantage even here. If human gets one recruitment slot city, then AI should get 2 slot city etc.)

    If this implemented I agree with delra saying that the unit upkeep should be increased.

  13. #13
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Recruitment slot

    Quote Originally Posted by Emperor VI View Post
    As benefit of decreasing recruitment slot and (as delra said)increasing number of turns recuired to build, I see as following.
    1. As BYG suggested fewer battles with more crucial consequences. (historically correct)
    2. Increase in importance of merceneraies.(historically correct)
    3. AI won't trash its money and will have more finances for building projects.
    4. AI endless troop creation can be in a way limited. (I think AI should have some kind of advantage even here. If human gets one recruitment slot city, then AI should get 2 slot city etc.)

    If this implemented I agree with delra saying that the unit upkeep should be increased.

    & Jackson.....

    Oh okay...thanks guys..

  14. #14
    delra's Avatar Praepositus
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    Default Re: Recruitment slot

    AI doesn't notice it has too many soldiers for their income. AI also never disbands redundant stacks.

    If I saw I'm down to one city and have four full stacks of elites, I'd send them on the offensive right away to grab some land and lose some troops on the way. AI just sits there.

    Maybe my idea is good, but I'm afraid that when we raise costs, instead of helping AI economy, we will crush it even more. :-)

  15. #15

    Default Re: Recruitment slot

    Quote Originally Posted by delra View Post
    AI doesn't notice it has too many soldiers for their income. AI also never disbands redundant stacks.

    If I saw I'm down to one city and have four full stacks of elites, I'd send them on the offensive right away to grab some land and lose some troops on the way. AI just sits there.

    Maybe my idea is good, but I'm afraid that when we raise costs, instead of helping AI economy, we will crush it even more. :-)
    I think money script should help in this case. Anyway reduction of recruitment slot will prevent Ai building soo many troops.

  16. #16

    Default Grote Mandenke event

    In export_descr_buildings.txt I came across with Grote Mandenke event. what is it?

  17. #17
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Grote Mandenke event

    Look in data\text\historic_events.txt for event descriptions.

    And I believe it was a giant storm or something.

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

  18. #18

    Default Re: Grote Mandenke event

    Yea... I checked it and it is really a giant storm in Northern Sea.

    But in export buildings there is such line as below.
    recruitment_slots 2 requires not event_counter grote_mandenke 1
    recruitment_slots 3 requires event_counter grote_mandenke 1

    What do those lines mean?

    It does not make sense to me.

  19. #19
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Grote Mandenke event

    That means that before the Grote Mandenke event, that settlement will have 2 recruitment slots. After the event happens, it'll have 3. That's part of RR.

    And if this is just about recruitment slots, can you please not make a new thread and just post in your other recruitment slot thread. I'll merge the threads.

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

  20. #20

    Default Re: Grote Mandenke event

    Quote Originally Posted by Caesar Clivus View Post
    That means that before the Grote Mandenke event, that settlement will have 2 recruitment slots. After the event happens, it'll have 3. That's part of RR.

    And if this is just about recruitment slots, can you please not make a new thread and just post in your other recruitment slot thread. I'll merge the threads.

    Sorry about the new thread and thanks for the reply...

    But it does not make sense for me. Why after the storm number of recruitment slots increases?

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