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Thread: **RELEASED v.1.1**Factions Unit Recruitment Re-work with AOR

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  1. #1
    roman glory's Avatar Libertus
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    Default **RELEASED v.1.1**Factions Unit Recruitment Re-work with AOR

    FURR
    (Faction Unit Recruitment Re-work)

    FEATURES
    -Changed all units recruitment times based on their category
    Foot militia 1 turn
    Scout units 1 turn
    Religious based units 1 turn
    Cavalry militia 2 turn
    Dismounted knights 2/3 turns
    General cavalry 2 turns
    Cavalry knights 3 turns
    Elite units 3/4/5 turns

    -Changed pool maximum and the availability of units
    This was trying to make elite units harder to get with longer times for recruitment

    -Re-added units
    So far i've only added the Dismounted Latinkon

    -Work to do
    A regional based recruitment system for the faction units (finished)
    A regional based auxiliary troops (finished)
    Complete the above points and re-check everything (finished)

    REQUIREMENTS
    This humble sub-mod is made for the use of SS 6.1 with the baiselia ton romaion 1.0 submod.

    SPECIAL THANKS
    -The creators of the TOTAL WAR series
    -The creators of this awesome mod who also let me post my work
    -The entire modding comunity who has been an inspiration for me

    RELEASE DATE
    Finished with the AOR. But i haven't limit the elite troops to less settlements

    INSTALL INSTRUCTIONS
    -Copy export_descr_unit and export_descr_buildings to the Stainless Steel/data folder
    -Copy descr_sm_factions into the Stainless Steel/data/world/campaign/imperial campaign folder
    -Copy export_descr_regions into the Stainless Steel/data/world/campaign/base folder
    -Overwrite the files (you shouldnt have any issues, but always make backups)

    NEWS
    05/05/10 - Ive allready started working in the area of recruitment. So far ive completed the byzantine empire and started with turks. I hope that i have it completed for next week
    07/05/10 - Ive added every hidden_resource to the every settlment and continued with the turks
    10/05/10 - Ive finished the AOR (please, if you note some errors in areas that don't have units please let me know)

    NOTE: I'm a new "modder"(if i can call me that), and i wish to share my work, it may be not much, but any question will be answered and any tip or idea will be welcome.
    Last edited by roman glory; May 10, 2010 at 07:43 AM.

  2. #2
    roman glory's Avatar Libertus
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    Default Re: Complete Factions unit recruitment re-work

    I forgot to say that any idea or feedback of this would be welcomed

  3. #3
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Complete Factions unit recruitment re-work

    Looks most promising. Thank you so much. +Rep

  4. #4
    Gorrrrrn's Avatar Citizen
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    Default Re: Complete Factions unit recruitment re-work

    Look forward to seeing how you handle regional recruitment.

    Have be careful you don't make it too restrictive at lower levels of stables etc.

    Need to ensure that every faction can build at least one unit at every level - even if it isn't appropriate historically.
    (as I'm finding out in my mod.)
    The AI won't build them if they can't recruit anything at that level.
    (and may miss out on more advanced units.)

  5. #5
    roman glory's Avatar Libertus
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    Default Re: Complete Factions unit recruitment re-work

    Don't worry,
    my idea is to make AOR based on lower units to be able to construct in any zone of the faction and lowering the recruit of elite units to some settlments(i.e. Dismounted Latinkon only abailable in Cannakale and Adrianople / Acritae buildable in greece, constantinople and anatolia / cheaper units like peasant units buildable and base infantry all over the world, like considering them like armored peasants and city guards)
    This is to make you and the AI unable to retrain elite troops in every citadel you capture.
    I think that this could make it enjoyable for another player besides me
    ALSO: Im done with some changes i made last night, and i will post them in tomorrow in the first post. And tonight i will start putting my head down on the AOR (if my wife doesnt kill me first for being at the PC too much time lately)

    EDIT: oh, and y forgot: Thanks for the tip

  6. #6
    roman glory's Avatar Libertus
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    Default Re: Complete Factions unit recruitment re-work

    Updated the first post with version 1.0 to download

  7. #7
    roman glory's Avatar Libertus
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    Default Re: **RELEASED**Factions Unit Recruitment Re-work

    This is how the AOR will work:
    I've created two types of hidden resources:
    1)Regional
    Western Europe
    Steppes
    Northern Europe
    Iberia
    Africa
    Anatolia
    Greece
    Baltic
    British Isles

    2)Elite
    A unique elite resource

    With this i divided the troops in 3 categories
    a)Peasant, and basic troops
    this ones will be recruitable in any settlment captured (depending if its castle or city) and will be rectruitable in the first level barrack building, and be only for the faction
    b)Elite troops
    This ones will be recruitable only by the faction owner of the unit, in the top level buildings and in the province with the elite resource(wich surely will be about 3/4 per faction)
    c)Common troops
    This ones are going to be the middle troops like norse swordmen, norse archers, armored sargeants, etc.
    which will be directed by the regional AOR.

    I'm open to listen to new ideas. If so, post it

  8. #8
    roman glory's Avatar Libertus
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    Default Re: **RELEASED v.1.1**Factions Unit Recruitment Re-work with AOR

    Finished with the AOR and it's allready on the first port as v1.1. Any feedback would be appreciated.
    Hope you enjoy it playing as i did working on it

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