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Thread: Crusader Unique Units

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  1. #1

    Default Crusader Unique Units

    I noticed this when playing the Crusader States in the KGCM: We start off with the unique units for the different states, but there's no way to retrain them or replace them as they take losses in battle. The Crusades vanilla campaign allowed them to be trained from the highest level barracks and stables, but it had some problems with making them "unique". Some modders solved the problem by having the unit enter the pool once every 20 turns or so.

    Is there some way to make the units at least retrainable so that we can risk using them in battle without suffering irrepairable damage?

  2. #2

    Default Re: Crusader Unique Units

    I believe you answered your own question my young friend by putting them in the edb with very small recruitment rate it will give you just enough of them to replenish rather than build armies of them

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  3. #3

    Default Re: Crusader Unique Units

    Thanks for the info, I just don't know how to do it.

  4. #4

    Default Re: Crusader Unique Units

    open up the EDB file you will easily see the format of how troops are replenished then just select what building you think would be used to replenish said troops and copy an entry already in it changing the name of troop to what you want and make the replenish rate .05 which will give you one unit every 20 rounds.

    That will give you enough to top up units you already own but make it very hard to build any numbers of these . Do make a back up copy of the EDB( export descr building) as any error here will cause the game to crash . Give it a try and if you run into a problem do reply here .

    Good luck

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  5. #5

    Default Re: Crusader Unique Units

    That couldn't have been clearer. It's all patched up now. Thanks!

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