Is it possible to have faction specific mercs?
How easy is it to affect merc pools via scripts?
Thanks in advance.
Is it possible to have faction specific mercs?
How easy is it to affect merc pools via scripts?
Thanks in advance.
According to descr_mercenaries.txt you can only assign religions.Code:; pool --> name of mercenary pool ; regions --> list of regions belonging to pool ; unit --> name of mercenary unit ; --> exp X --> experience level of mercenary unit ; --> cost X --> cost to recruit mercenary unit ; --> replenish X - X --> upper and lower bounds on pool replenishment rate ; --> max X --> maximum pool size for unit ; --> initial X --> initial pool size for unit ; --> {optional} start_year X --> year that unit becomes available {0 indicates no set start year} ; --> {optional} end_year X --> last year that unit will be available {0 indicates no set end year} ; --> {optional} religions { A B C } --> list of faction religions unit is available for {no entries indicates available for all religions} ; --> {optional} crusading --> {requires one religion to have been specifed} unit only available to crusading/jihad armies ; --> {optional} events { A B C} --> unit only available after all specified events have occurred, event is a string corresponding to descr_events.txt
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In the alexander expansion of RTW you were able to limit mercenary recruitment to specific faction, I'm guessing that's where the question comes from. I'd be curious if its an unlisted ability that was carried forward.
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You can do it by having a mercenary unit recruitable through the tavern line of buildings, or something of that nature, within a settlement. I don't believe it is possible through ordinary means of mercenary recruitment.
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^ Actually I wanted to decentralise recruitment from citys/castles, because linear progression of troop quality seems odd to me... And i had a few other random ideas to go with this...
Is it possible to add/remove units from merc pools via scripts? Cuz if it is i could refill/empty merc pools at start of each factions turn.
I don't have Alexander, but if you gimmie copy of text it used to limiting ill happily try that...
Last edited by Shaio; November 17, 2009 at 06:17 PM.
Try these:
Identifier: freeze_recruit_pool
Parameters: region_name|region_id|all [true|false]
Description: Stop/start all unit pools replenish/deplenish in specified region or all regions
Sample use: freeze_recruit_pool York_Province true
Identifier: set_recruit_pool
Parameters: region_name|region_id value unit_name
Description: Set specified amount of units to the unit pool of the specified type of unit in the specified region.
Sample use: set_recruit_pool York_Province 5 temp heavy spearmen
Identifier: inc_recruit_pool
Parameters: region_name|region_id value unit_name
Description: Add specified amount of units to the unit pool of the specified type of unit in the specified region.
Sample use: inc_recruit_pool York_Province -2 temp_heavy_spearmen
If it's the same as the EDB you can use events to restrict unit production. If you have an event for each faction's turn then perhaps you can have 'faction specific mercs'.
This creates a counter "england_turn" for the england faction
declare_counter england_turn
monitor_event PreFactionTurnStart FactionType england
set_counter england_turn 1
end_monitor
monitor_event FactionTurnEnd FactionType england
set_counter england_turn 0
end_monitor