Results 1 to 15 of 15

Thread: no knights?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Inhuman One's Avatar Comes Limitis
    Join Date
    Jul 2006
    Location
    Netherlands
    Posts
    12,587

    Default no knights?

    Why cant knights be trained? they are not listed as recruiteable under any building. Only order knights under the guilds, but nothing else.

    I disabled real recruitment because I prefer the earlier units myself and like to keep using them late in the game.

    Where are the knights? does this require an event or something? I looked around on the forums but couldnt find anything about this.

  2. #2
    Paladin94610's Avatar Senator
    Join Date
    May 2010
    Location
    A Motte & Bailey
    Posts
    1,035

    Default Re: no knights?

    Disabled Real Recruitment is bugged. Use Real Recruitment or use 'NoWaitingMod for 6.3' submod.
    Unfortunately I am afraid the changes will not be save-compatible and may even break your saves.

    EDIT: Disabling Real Recruitment will make several units disappeared FOREVER.
    Last edited by Paladin94610; November 21, 2010 at 06:33 AM. Reason: Added link to the submod
    Formerly Iberia Auxilia


  3. #3

  4. #4
    Inhuman One's Avatar Comes Limitis
    Join Date
    Jul 2006
    Location
    Netherlands
    Posts
    12,587

    Default Re: no knights?

    I didnt know I required fixes, I figured 6.3 worked as well as the 6.1 version I played years ago.

  5. #5

    Default Re: no knights?

    Quote Originally Posted by gracul View Post


    Stainless Steel 6.3
    a Medieval 2: Kingdoms mod
    (Standalone - does not require previous SS installations)

    Installation:
    Download all the parts (including the setup) into the same folder and run SS6.3.exe.
    DOES NOT REQUIRE PREVIOUS SS INSTALLATIONS!
    If you wish to switch from early to late or viceversa, or change the script features, just run the setup from start menu (SS_setup.exe inside ss folder).
    Remember, that changing features mid-game will make your saves unplayable - until you switch back to the same feature setup as before!

    Mandatory bugfixes are available with additional content/corrections from here as a installer (recommended)
    or here for manual application. Only use the manual method if you have good reason to.
    K
    nown bugs, solutions and posting guidelines to report bugs are located in Bug Reports for 6.3 - read it before posting a bug.

  6. #6
    Inhuman One's Avatar Comes Limitis
    Join Date
    Jul 2006
    Location
    Netherlands
    Posts
    12,587

    Default Re: no knights?

    Thanks for the link, looks like I am stuck with real recruitment for now. I dont like pike and shot armies.

  7. #7

    Default Re: no knights?

    Quote Originally Posted by Inhuman One View Post
    Thanks for the link, looks like I am stuck with real recruitment for now. I dont like pike and shot armies.
    Maybe you should check out the link below. Shot doesn't appear before 1350-1375 in there either.
    Quote Originally Posted by Iberia Auxilia View Post
    Disabled Real Recruitment is bugged. Use Real Recruitment or use 'NoWaitingMod for 6.3' submod.
    Unfortunately I am afraid the changes will not be save-compatible and may even break your saves.

    EDIT: Disabling Real Recruitment will make several units disappeared FOREVER.

  8. #8

    Default Re: no knights?

    Damnit. I didn't see that patch either. I thought 6.3 was the optimal release. I wondered why I was stuck with mounted sergeants and merchant cavalry when I had Zweihanders in my army.

    Just to be sure, I only need to download the 3.3 fixes right? I don't need the submod compilation or?

  9. #9
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: no knights?

    The Compilation is completely optional.
    Additionally it and the Fixes should never be installed together, as that will break things.
    Installing the Compilation on top of the Fixes works fine, but the other way around doesn't.
    The Fixes are integrated into the Compilation.

  10. #10

    Default Re: no knights?

    Roger. So I will get the compilation. All the mods are optional to activate right?

  11. #11
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: no knights?

    There's some features that aren't toggle-able. Those are listed in the Features section. Everything else is toggle-able.

  12. #12

    Default Re: no knights?

    Roger. Thanks for your help For the record: This mod is probably the best mod I've ever played for Medieval 2. It's scary to see how much I find myself siting at that game now. Great job (Y)

  13. #13

    Default Re: no knights?

    Oh damnit. -.- One last question. I installed the compilation + the patch. But now I remembered that I took the campaign - descr_strat as read only because I changed the turns per year. ( In worlds/ Imperial Campaign ). Did this make the compilation corrupt you think?

  14. #14
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: no knights?

    It'll probably work fine.
    Worst case scenario: you'll have to remove the read-only and apply the Compilation again.

  15. #15

    Default Re: no knights?

    Haha. Roger. Thanks for your help Meneth.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •