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Thread: Questions about Recruitment and Unit Rosters in SS 6.3

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  1. #1

    Icon5 Questions about Recruitment and Unit Rosters in SS 6.3

    So I'm playing HRE, and I'm around turn 40, and the best troops I can recuit are Mounted Sergents form my castles and Halberad militia from my cities When do the actual good troops come in? My best infantry unit is the spear militia, who have a crap attack of around 2 And also, I did a little test to preview the troop trees, and for some reason I could recruit gunpowder units from my cities and gunpowder event is years from happening So far all of my troops are generic and I rely heavily on mercs which cripples my economy I am playing with RR disabled, Early, H/H and Savage AI.
    Last edited by bɑne; August 07, 2010 at 06:33 AM. Reason: topics merged, titles merged.


  2. #2
    Alpha Zeke's Avatar Vicarius
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    Default Re: Quick Question about Recruitment

    Not sure about the gunpowder things... but you will get knights and the such when the platemail is evented around 100 i think?

  3. #3

    Default Re: Quick Question about Recruitment

    Awww damn, 100 turns is pretty far off, its taken me 2 days to get to turn40 with the slow turn times and all This new recruitment system is quite frustrating I'll probably just resort back to 6.2 if things don't get better. Thanks for the help though


  4. #4
    Alpha Zeke's Avatar Vicarius
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    Default Re: Quick Question about Recruitment

    If turn times are your problem, click on my sig, try it out! Also other suggestions are clleaning out your comp (dusting and such), defrag, use less submods from installation.

  5. #5

    Default Re: Quick Question about Recruitment

    Thanks for the heads up I already have your fix installed I'll try getting all this dust from my comp


  6. #6

    Default Re: Quick Question about Recruitment

    although I haven't played any vanilla SS (just came back to m2tw and using RR/RC compilation since beginning)...after reading some posts and threads here, it seems that the RR/RC systems in 6.3 are :

    1. bugged, users still get RR even after they choose not to install it
    2. unknown to users especially those who never used it before
    3. disliked by many and perhaps should be dumped out

  7. #7

    Default Re: Quick Question about Recruitment

    Quote Originally Posted by napoleonic View Post

    1. bugged, users still get RR even after they choose not to install it
    2. unknown to users especially those who never used it before
    3. disliked by many and perhaps should be dumped out
    Totally ing true.


  8. #8
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Quick Question about Recruitment

    Quote Originally Posted by napoleonic View Post
    1. bugged, users still get RR even after they choose not to install it
    2. unknown to users especially those who never used it before
    3. disliked by many and perhaps should be dumped out
    It's optional. No-one is being forced to use RR in 6.3

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  9. #9

    Default Re: Quick Question about Recruitment

    Quote Originally Posted by Caesar Clivus View Post
    It's optional. No-one is being forced to use RR in 6.3
    Well, looking at the "disable RR commands" it appears that while it does disable RR, it also disables all/almost all your heavy cavalry.

    The "disable RR command", according to the scripts file, sets the trigger "event_counter HEAVY_MAIL_ARMOR 1", whereas the "export_descr_buildings" has the entry for "norman cavalry" (the version which has a pool that tops out at "1" and not "0.1") listing the condition "NOT event_counter HEAVY_MAIL_ARMOR 1". Their are several other units this affects.

    Likewise, it sets "event_counter FULL_PLATE_ARMOR 1". And with this, the feudal knights all disappear, as they require "HEAVY_MAIL_ARMOUR 1" but NOT "FULL_PLATE_ARMOUR 1"

    The unit is their under RR, but not their when RR is disabled. This strikes me as a bug.

  10. #10

    Default Re: Quick Question about Recruitment

    Quote Originally Posted by Agelastus View Post
    Well, looking at the "disable RR commands" it appears that while it does disable RR, it also disables all/almost all your heavy cavalry.

    The "disable RR command", according to the scripts file, sets the trigger "event_counter HEAVY_MAIL_ARMOR 1", whereas the "export_descr_buildings" has the entry for "norman cavalry" (the version which has a pool that tops out at "1" and not "0.1") listing the condition "NOT event_counter HEAVY_MAIL_ARMOR 1". Their are several other units this affects.

    Likewise, it sets "event_counter FULL_PLATE_ARMOR 1". And with this, the feudal knights all disappear, as they require "HEAVY_MAIL_ARMOUR 1" but NOT "FULL_PLATE_ARMOUR 1"

    The unit is their under RR, but not their when RR is disabled. This strikes me as a bug.
    Yes I think Agelastus is right.

    RR carefully balances unit numbers available during any particular year, from any tier, across all barracks types. Some units appear, some disappear. Overall unit numbers available at any tier remain approximately constant (within certain limits defined by the available unit category mix), no matter what year and how many unit types a faction has, to keep recruitment possibilities balanced for all factions. See below HRE Feudal cavalry recruitment, at a Citadel for an example:

    recruit_pool "Mailed Knights" 1 0.1 1 0 requires factions { hre, } and not event_counter HEAVY_MAIL_ARMOR 1
    recruit_pool "German Feudal Knights" 1 0.15 2 0 requires factions { hre, } and not event_counter HEAVY_MAIL_ARMOR 1
    recruit_pool "German Feudal Knights" 1 0.20 3 0 requires factions { hre, } and event_counter HEAVY_MAIL_ARMOR 1 and not event_counter HALF_PLATE_ARMOR 1
    recruit_pool "German Feudal Knights" 1 0.1 1 0 requires factions { hre, } and event_counter HALF_PLATE_ARMOR 1 and not event_counter FULL_PLATE_ARMOR 1
    recruit_pool "Imperial Knights" 1 0.15 2 0 requires factions { hre, } and event_counter HALF_PLATE_ARMOR 1 and not event_counter FULL_PLATE_ARMOR 1
    recruit_pool "Imperial Knights" 1 0.15 2 0 requires factions { hre, } and event_counter FULL_PLATE_ARMOR 1 and not event_counter GOTHIC_ARMOR 1
    recruit_pool "Imperial Knights" 1 0.1 1 0 requires factions { hre, } and event_counter GOTHIC_ARMOR 1 and not event_counter first_watch 1
    recruit_pool "Gothic Knights" 1 0.1 1 0 requires factions { hre, } and event_counter GOTHIC_ARMOR 1 and not event_counter first_watch 1
    recruit_pool "Gothic Knights" 1 0.1 1 0 requires factions { hre, } and event_counter first_watch 1 and not event_counter ADV_MATCHLOCK 1

    If events are set to 1, it will compromise this code.
    Last edited by Point Blank; August 07, 2010 at 12:08 PM.

  11. #11
    Huene's Avatar Aimless Wanderer
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    Default Re: Quick Question about Recruitment

    try this

  12. #12
    strife1013's Avatar Campidoctor
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    Default Unit Rosters in SS 6.3

    Are there units available during custom battles that are not available during the main campaigns or that are just only available in certain eras (i.e. late vs. early)? I am looking at playing the Crusaders State early with Savage AI, disabled R/R, permanent arrows and watchtowers. While looking at the building browsers I have noticed several units are not there as their rosters show in custom battle such as: Temple longbowmen, Templar Crossbowmen, and just about every kind of horseman is missing…. The only ones that are recruitable are mounted sergeants and desert cavalry which are available from stables all the way to baron stables where desert cavalry disappear and even the highest level of stables only have mounted sergeants which aren’t that good. My question is there events as ‘years’ go on that open up your rosters more or am I missing something?
    Thanks 4 any reply.


  13. #13

    Default Re: Unit Rosters in SS 6.3

    Yeah it looks that way. I also noticed not seeing certain units even in late campaign....Templar Longbows are missing, but it shows French archers as buildable in the browser.

    And all the gunpowder units are visible as well. So I am not sure why those units are not there.

    With RR disabled it seems like the building options are messed up.....there are 3 different units listed as arbelest militia in the higher city buildings....and I have no idea why.

  14. #14
    Marcvs Antonivs's Avatar Senator
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    Default Re: Unit Rosters in SS 6.3

    It seems quite strange, and the explanation I got was that those units had to wait for an event to become avaiable, and they wouldn't even show up in the buildings description, but I have seen so many people complaining that I don't really know what's happening. Someone told in some other post that Heavy Cavalry is bugged for all factions if you disable RR+RC... I'm not launcing rumours but that was what I understood.
    Cassius: "Our men at arms have secured the city. We've received representatives from all the best elements. The senate is with us, the knights are with us."
    Brutus:"The pontifs, the urban cohorts, the lictors guild..."
    Antony: "Oh, the lictors guild, very good. Only rally the bakers and the flute players and you can put on a festival."



  15. #15
    strife1013's Avatar Campidoctor
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    Default Re: Unit Rosters in SS 6.3

    Thanks, shadowkiller. It would be nice to get an answer from one of the guys that created 6.3 ;-) hint hint lol.... until than I will wait for an answer before I start my game.

    @ Jamesphillp So that means we have to play with R/R than? Hmmm....


  16. #16
    Marcvs Antonivs's Avatar Senator
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    Default Re: Unit Rosters in SS 6.3

    I guess so, but it's better to wait for someone who created the mod or someone who understands it so we can take conclusions.

    The bad thing is, if that is true, I just uninstalled 6.2 with my greatest Hungary campaign ever and I didn't make a backup of the savegame
    Cassius: "Our men at arms have secured the city. We've received representatives from all the best elements. The senate is with us, the knights are with us."
    Brutus:"The pontifs, the urban cohorts, the lictors guild..."
    Antony: "Oh, the lictors guild, very good. Only rally the bakers and the flute players and you can put on a festival."



  17. #17
    strife1013's Avatar Campidoctor
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    Default Re: Unit Rosters in SS 6.3

    I shall wait than for an answer.....waiting......waiting.....waiting lol


  18. #18
    Marcvs Antonivs's Avatar Senator
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    Default Re: Unit Rosters in SS 6.3

    I don't want to start a 6.3 campaign if recruitment is bugged up... I just want to know if it's an event that fires which enables recruitment and when does it occur. I've modded my own game so characthers age at 0.5 TPY as previous versions and changed turns to 0.5 TPY, I don't know if that has an effect on recruitment and firing such event
    Cassius: "Our men at arms have secured the city. We've received representatives from all the best elements. The senate is with us, the knights are with us."
    Brutus:"The pontifs, the urban cohorts, the lictors guild..."
    Antony: "Oh, the lictors guild, very good. Only rally the bakers and the flute players and you can put on a festival."



  19. #19
    strife1013's Avatar Campidoctor
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    Default Re: Unit Rosters in SS 6.3

    That I wouldn't know, I haven't modded that before. So as it is now character age one year per turn. So you get about 45 turns per leader so to speak? I/m not sure if I like that or not... I'll have to test it out. i read about R/R and see if I want to play with it, I've never really taken a look that mod before.


  20. #20
    Marcvs Antonivs's Avatar Senator
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    Default Re: Unit Rosters in SS 6.3

    Neither did I, but even with RR disabled, we have to wait for that event to fire to get those advanced units, and since there are 3 threads asking the same thing with no good explanation yet, I don't know what's the problem...
    Cassius: "Our men at arms have secured the city. We've received representatives from all the best elements. The senate is with us, the knights are with us."
    Brutus:"The pontifs, the urban cohorts, the lictors guild..."
    Antony: "Oh, the lictors guild, very good. Only rally the bakers and the flute players and you can put on a festival."



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