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  1. #1

    Default Unique units from Crusades

    Anyone knows a way to prevent the AI to get more than 1 of the unique units. I tried to, but had to undo the changes because no one can recruit the Power Center required units anymore after my attempt. I want to try the Muslim factions, but do not want to fight multiple unique units.
    Riddle me this, riddle me that:
    Who was my first commander?
    How many of me are active right now?
    And who drank a Delacourt '27 when received the commandership of me?

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Unique units from Crusades

    The same recruiting rules apply to the AI as they apply for you. What happened?










  3. #3

    Default Re: Unique units from Crusades

    The AI controlled faction can get multiple unique units, I have seen Antioch getting loads of Canon of the Holy Sepulchre. And I have read on the regular forum that if you put your cities under AI control, there is a chance that you will also get additional unique units. I do not want to fight multiple unique units all the time. When I tried to change it in the campaign_script file, I tried to do what I did with the second wave of Norwegian reinforcement, by deleting the ; in front of the names of the unique units. When I started the new game, I realized that no factions can even recruit the units that requires the Power Centers. I did the same thing to the second wave of Norwegian reinforcement scripts, now they have 3 waves and only lose 2 of 3 King's purse increases. Even though I decreased the standard King's purse and increased the 2 deductions, they still have the highest King's purse when any players play the factions, since AI always gets King's purse bonus.
    Riddle me this, riddle me that:
    Who was my first commander?
    How many of me are active right now?
    And who drank a Delacourt '27 when received the commandership of me?

  4. #4
    King Siegfried's Avatar Semisalis
    Join Date
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    Default Re: Unique units from Crusades

    You're probably dealing with the wrong script, from the sound of it. The unique units are dictated entirely by...
    Spoiler Alert, click show to read: 
    ;------------------- RECRUITMENT - UNIQUE UNITS -------------------;

    ;Only one unique unit can exist at a time

    ;Jerusalem
    ;Marshall of the Templars
    ;Constable of Jerusalem

    ;Antioch
    ;Marshall of the Hospitallers
    ;Canons of the Holy Sepulcher

    ;Test if the unit doesn't exist at start of turn
    ;Increment event counter - allows recruitment

    set_event_counter no_templar_marshall 0
    set_event_counter no_jerusalem_constable 0
    set_event_counter no_hospitaller_marshall 0
    set_event_counter no_canon_sepluchre 0

    monitor_event FactionTurnStart FactionType jerusalem
    and I_EventCounter no_templar_marshall == 0
    and not I_UnitExists jerusalem Marshall of the Templars
    add_events
    event counter no_templar_marshall
    date 0
    end_add_events
    end_monitor

    monitor_event FactionTurnStart FactionType jerusalem
    and I_EventCounter no_jerusalem_constable == 0
    and not I_UnitExists jerusalem Constable of Jerusalem
    add_events
    event counter no_jerusalem_constable
    date 0
    end_add_events
    end_monitor

    monitor_event FactionTurnStart FactionType antioch
    and I_EventCounter no_hospitaller_marshall == 0
    and not I_UnitExists antioch Marshall of the Hospitallers
    add_events
    event counter no_hospitaller_marshall
    date 0
    end_add_events
    end_monitor

    monitor_event FactionTurnStart FactionType antioch
    and I_EventCounter no_canon_sepluchre == 0
    and not I_UnitExists antioch Canons of the Holy Sepulcher
    add_events
    event counter no_canon_sepluchre
    date 0
    end_add_events
    end_monitor

    ;Test if the unit exists at start of turn
    ;Decrement event counter - stops recruitment

    monitor_event AddedToTrainingQueue UnitType Marshall of the Templars
    and I_EventCounter no_templar_marshall == 1
    set_event_counter no_templar_marshall 0
    end_monitor

    monitor_event AddedToTrainingQueue UnitType Constable of Jerusalem
    and I_EventCounter no_jerusalem_constable == 1
    set_event_counter no_jerusalem_constable 0
    end_monitor

    monitor_event AddedToTrainingQueue UnitType Marshall of the Hospitallers
    and I_EventCounter no_hospitaller_marshall == 1
    set_event_counter no_hospitaller_marshall 0
    end_monitor

    monitor_event AddedToTrainingQueue UnitType Canons of the Holy Sepulcher
    and I_EventCounter no_canon_sepluchre == 1
    set_event_counter no_canon_sepluchre 0
    end_monitor

    ...and from the looks of it, the script shouldn't affect only AI or humans. Because it deals with counters, it should work fine. If the CPU is getting more unique units, it may be because of the spawning script in the game.

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