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  1. #1
    Foederatus
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    Default Unit recruitment issue

    Is there a way to modify the availability of units in SS 6.3?

    The reason I ask is that I am moderately annoyed by the very low recruitment rate of certain units (like Light man at arms, mounted knights, byzantine scoutatoi, etc, etc). I'm now in 1160s in my campaigns with Byzantines, HRE and France and, although I have castles, fortresses and large cities, my armies are 90% archers and low quality spearmen, because in a regular castle I can recruit one unit of light man at arms/8 turns, for example. This is way too low for my taste.

    For this recruitment issues I never played with RR, but now I see that some RR effects were implemented in the campaign and I'd like to know if there's a way to turn them off or if there are some game files I can manually edit to have recruitment levels like in SS 6.1 or SS 6.2.

  2. #2

    Default Re: Unit recruitment issue

    go to sub-mod forums, new stuff coming out all the time. try the building recruitment mod maybe.
    can't wait for LAST KINGDOM

  3. #3
    Foederatus
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    Default Re: Unit recruitment issue

    Quote Originally Posted by worldsdead View Post
    go to sub-mod forums, new stuff coming out all the time. try the building recruitment mod maybe.
    Thanks!
    I knew about this mod, but from the respective thread I saw that there are still issues with it working correctly, so I thought there's maybe a way for me to do it manually. Maybe I can use the descr.buildings file from SS 6.1 as a model and just modify/delete the lines limiting recruitment? Is this possible?

    I'm not using RR exactly because I hate militia/spearmen armies. It's probably not realistic, but for me it's simply not entertaining to use almost only these units.
    Seeing that I can choose not to use RR at the start (installation), why are these limitations present in the game anyway?

  4. #4
    newt's Avatar Primicerius
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    Default Re: Unit recruitment issue

    Quote Originally Posted by CristianS View Post
    Thanks!
    I knew about this mod, but from the respective thread I saw that there are still issues with it working correctly, so I thought there's maybe a way for me to do it manually. Maybe I can use the descr.buildings file from SS 6.1 as a model and just modify/delete the lines limiting recruitment? Is this possible?

    I'm not using RR exactly because I hate militia/spearmen armies. It's probably not realistic, but for me it's simply not entertaining to use almost only these units.
    Seeing that I can choose not to use RR at the start (installation), why are these limitations present in the game anyway?

    Disable RR is broken, so you have to keep it on and deal with it, or choose my submod. See sig.

  5. #5

    Default Re: Unit recruitment issue

    RR issues? it is one of the best feature ever created for M2TW!!!

  6. #6
    Siddyus's Avatar Biarchus
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    Default Re: Unit recruitment issue

    Quote Originally Posted by napoleonic View Post
    RR issues? it is one of the best feature ever created for M2TW!!!
    Agreed to that. RR adds more flexibility in the game making it more challenging than ever. I really like finding myself in a situation where I can only field weaker units as I've wasted my stronger ones. Makes me realize that I need to refine my tactics and use my strong units wisely and to its fullest and not just throw em away.

    why are these limitations present in the game anyway?
    I guess to make the game more realistic? I mean, in reality. You cant always field the best in great numbers.
    Last edited by Siddyus; September 03, 2010 at 08:22 AM.

  7. #7
    juvenus's Avatar Campidoctor
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    Default Re: Unit recruitment issue

    wait guys, seriously i've never used rr before. i have no problem if my army isn't composed of the best possible units, after all the point of the game isn't to create the Rolls Royce armies with full stacks of Scholarii and conquer the world with them
    I'm just wondering whether those same rules of the RR apply to AI factions as well? if so, then it's a fair game for me...


  8. #8

    Default Re: Unit recruitment issue

    Same rules for the AI. Some AIs just might have more cash then you but the same unit limitations apply as if a player would control their faction.

  9. #9
    juvenus's Avatar Campidoctor
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    Default Re: Unit recruitment issue

    ok


  10. #10

    Default Re: Unit recruitment issue

    I play Lithuania and I had one army of 4 Lithuanian Noble Infantry, 4 Lithuanian Noble Cavalry, 2 Horse archers, rest - Ducal Axemen and Spearmen.
    Luckily I got a crusade on Vilnius and can put this monster to good use. Otherwise this army would be an instawin against any more usual army. Lith Nobles scare the crap out of the enemy. Axement go for high armor units with their 10 AP attack; spearmen absorb the cav charge and pin them in place.
    Horse archers keep the enemy reforming and charge their axemen so that my army can approach with impunity.

    Several conclusions:
    1. Ducal Spearmen and Axemen are wasted in this army. The Nobles pack such a punch, militia would well be enough as a pinning force. Very historical and logical!
    2. The you need to preserve the Nobles or the whole ARMY loses its combat effectiveness; they are not just "another unit" as in vanilla. It is also historical; kings who would frequently lose lives of nobles in meaningless battles would lose noble support and, subsequently, thrones.
    3. The army costs I don't know how much, but surely a lot. If I truly were a monarch I wold rather build myself a nicer palace...
    4. To assemble a force like that I needed to ferry units from my 4 fortresses accross the empire. Very historical, Lithuania is not supposed to be able to recruit enough men locally (unless its a basketball team ;-) )

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