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  1. #1
    Berdiche Knyaz's Avatar Biarchus
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    Default New Units?

    I think it would be cool to see the Knights of St. Lazarus be in this game

    -Berdiche Knyaz
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    http://www.twcenter.net/forums/showthread.php?t=224197

  2. #2
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: New Units?

    Um... No more KoJ units...

    Under the patronage of m_1512

  3. #3

    Default Re: New Units?

    Well I think he,Berdiche Knyaz, means the Knights of Kievan Russ, as Saint Lazarus was an Orthodox (pravoslavniy) saint, and this unit could be used ether for Byzantium or maybe the new factions is needed, the Russ, so they could show those Kipchaks the devil:-)

  4. #4
    Civis
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    Default Re: New Units?

    The Makurian faction need urgently other new units. It is the worst faction regarding competitive units.
    "A people with no history is a people with no future" - Nicolae Iorga

  5. #5
    Orthanner's Avatar Miles
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    Default Re: New Units?

    Quote Originally Posted by vityazb View Post
    Well I think he,Berdiche Knyaz, means the Knights of Kievan Russ, as Saint Lazarus was an Orthodox (pravoslavniy) saint, and this unit could be used ether for Byzantium or maybe the new factions is needed, the Russ, so they could show those Kipchaks the devil:-)
    The Russ would be cool. They could make both Byzantine Empire and Kypchaks (and later even the Mongols) feel uncomfortable.
    RTR VII Team member/Sarmatae archaeologist

  6. #6

    Default Re: New Units?

    Exactly, and in general it would be more historically accurate.
    regards!

  7. #7
    Jaytee's Avatar Miles
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    Default Re: New Units?

    More Makurian units, and better designed.

  8. #8

    Default Re: New Units?

    Quote Originally Posted by Jaytee View Post
    More Makurian units, and better designed.
    What? Makurian units are beautiful IMO.

  9. #9
    Jaytee's Avatar Miles
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    Default Re: New Units?

    Really?? I think they seem to have been one half-arsed. Compared to some of the other units whoch are spectacular in design and detail they seem bland.

  10. #10

    Default Re: New Units?

    Quote Originally Posted by Jaytee View Post
    Really?? I think they seem to have been one half-arsed. Compared to some of the other units whoch are spectacular in design and detail they seem bland.
    I wouldn't say bland but I understand what you mean. Gotta love the Champions though - 20 with no upgrades managed to take on 120 Khurasani Heavy Spearmen, and win.

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  11. #11

    Default Re: New Units?

    KOJ has more than enough units


  12. #12
    The Noble Lord's Avatar Holy Arab Nation
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    Default Re: New Units?

    Quote Originally Posted by Shadowfax View Post
    KOJ has more than enough units
    Couldn't agree more. Other factions need more units and not KoJ.
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  13. #13
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: New Units?

    The grass is always greener on the other side of the fence.

    Besides, the question concerns new units. And there will be no more new units for KoJ, because they already have 31 of them. It's the most of all factions. We will either remove some of them (only if there's a need) or rework them. Or both...

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  14. #14

    Default Re: New Units?

    Quote Originally Posted by wudang_clown View Post
    The grass is always greener on the other side of the fence.

    Besides, the question concerns new units. And there will be no more new units for KoJ, because they already have 31 of them. It's the most of all factions. We will either remove some of them (only if there's a need) or rework them. Or both...

    NOOOOO pls dont do that !!!! KoJ is soo cool .It has to stay intact,when it concerns the units.
    Son of the now supersilly walking MasterBigAb/戦国無双



  15. #15
    Jaytee's Avatar Miles
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    Default Re: New Units?

    I would hate for the KOJ to fiddled with. (Not that type of fiddling, dirty!)

  16. #16

    Default Re: New Units?

    What is the unit cap? And is there a unit cap at all? I was under the impression that in MTW II this cap was much higher then in RTW, so the number of units shouldn't really matter, the more the merrier, but I guess the focus would be better to work out all factions to have a suitable roster, everything else after that is just... extra
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  17. #17

    Default Re: New Units?

    Quote Originally Posted by gaius valerius View Post
    What is the unit cap? And is there a unit cap at all? I was under the impression that in MTW II this cap was much higher then in RTW, so the number of units shouldn't really matter, the more the merrier, but I guess the focus would be better to work out all factions to have a suitable roster, everything else after that is just... extra
    If im not mistaken there is a cap of 500 units and there is no legal way to mod it . Even if you mod it ,it might result in (more) crashes.
    Son of the now supersilly walking MasterBigAb/戦国無双



  18. #18

    Default Re: New Units?

    I d like to ask the BC team to give some intel on their formula/equation calculating the recruitment costs.
    What variables did you use, it'd be a hell of a help to know it...
    It's easy to figure that the ratio for recruitment/upkeep which is about 2.272/1
    how do you come up with a recruitment cost of
    e.g. 1141 for a unit with the following details?

    soldier ere_elite_varangian_axemen, 30, 0, 1.0
    attributes sea_faring, hide_forest, hardy, can_withdraw, frighten_foot
    formation 2, 2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 21, 5, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.33
    stat_pri_attr ap
    stat_sec 7, 2, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1
    stat_sec_attr ap
    stat_pri_armour 9, 20, 2, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground -2, -3, -2, -1
    stat_mental 16, disciplined, untrained
    Last edited by caesarion; February 11, 2010 at 03:05 AM.

  19. #19

    Default Re: New Units?

    The cumans are no have more units and no real unit roaster so rusichi is godd and please my friend upload cumans!!!

  20. #20

    Default Re: New Units?

    Maybe 3 or 4 spawn units of the Varangian Guard for ERE at the beginning? Would be realistic if it is not a regular recruitable unit.

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