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  1. #1

    Default Are the following possible:

    Are the following possible:

    An ancellary that gives +1 command when leading archers

    A trait that gives -1 command vs rebels

    A building that gives +1 experience to infantry

    A building that gives +1 experience to all troops

    ?

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Are the following possible:

    A trait that gives -1 command vs rebels
    Combat_V_Faction_Slave -1
    Last edited by Gigantus; November 17, 2009 at 10:36 PM.










  3. #3
    EwenCameron's Avatar Semisalis
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    Default Re: Are the following possible:

    There is no VnV (Vices and Virtues) for leading archers, only one for infantry which includes archers.

    An ancellary that gives +1 command when leading archers
    So this goes with a no as far is i know.

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  4. #4
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    Default Re: Are the following possible:

    The buildings, perhaps it's possible and yes.

    By 'perhaps it's possible' I mean you could use 'knight' on the attributes line for all infantry.

    Code:
    attributes       sea_faring, hide_forest, hardy, can_withdraw, knight
    Then give the building the 'heavy_cavalry_bonus bonus 1' capability.

    I haven't tried it but it should work...

    edit:

    I forgot you'd also want to change the text for the upgrade in strat.txt.

    Code:
    {SMT_CAPABILITY_HEAVY_CAVALRY_EXP_BONUS}Experience bonus for infanty recruited:
    Last edited by Taiji; November 20, 2009 at 10:30 AM.

  5. #5
    konny's Avatar Artifex
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    Default Re: Are the following possible:

    For the building:

    Code:
    recruit_pool "Merchant Cavalry Militia"  1   0.7   6  0  requires factions { slave, }
    The last number sets the starting experience for that unit

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  6. #6

    Default Re: Are the following possible:

    re: konny

    No, I mean for ALL units recruited in that territory.

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Are the following possible:

    That you will have to do with counters or hidden_resources

    Merchant Cavalry Militia" 1 0.7 6 0 requires factions { slave, } and hidden_resource region_name










  8. #8
    konny's Avatar Artifex
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    Default Re: Are the following possible:

    Quote Originally Posted by Triumvere View Post
    re: konny

    No, I mean for ALL units recruited in that territory.
    I don't know if building_present works in the recruitment line (I know it didn't in RTW); if so you could add a second line for each unit:

    Code:
    recruit_pool "Merchant Cavalry Militia"  1   0.7   6  0  requires factions { slave, } and not building_present_min_level whatever_building
    recruit_pool "Merchant Cavalry Militia"  1   0.7   6  1  requires factions { slave, } and  building_present_min_level whatever_building
    Otherwise you could use an event_counter, having the script checking whether or not a certain building is present. You would need one event_counter per province, one hidden_ressource per province (the maximum is 64!) and two lines per unit per building per province in EDB to do that.

    With 10 units available from 5 levels of a building in 100 provinces you would need, how much? 10,000 (instead of 50) lines in EDB?

    The eaysest way would be to either have the unit be built upgraded by the upgrade building only (for example the highest level barracks), or make the upgrade building the requirement for the next level of barracks.

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  9. #9
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    Default Re: Are the following possible:

    Quote Originally Posted by Triumvere View Post
    re: konny

    No, I mean for ALL units recruited in that territory.
    Give the building this capability:

    Code:
    recruits_exp_bonus bonus 1
    I left that one as simply 'yes' in my previous response. Sorry about that, I meant to explain both

  10. #10
    konny's Avatar Artifex
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    Default Re: Are the following possible:

    Is this still working? I thought it only worked in RTW.

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  11. #11
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    Default Re: Are the following possible:

    Yes it's working

  12. #12

    Default Re: Are the following possible:

    fantastic!

  13. #13
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    Default Re: Are the following possible:

    You're welcome

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