I think I would make a general change about archery, I'm thinking they are too weak in term of atk so I'll change it a little. May be some references will help me to compare each type of ranged weapons.
One thing I have in mind is to add the armor piercing property for all the gunpowder weapons, I mean they definitively worn that property.
So the weapons below will have AP and their ranged atk will range between 10 to 20.
Hand gunner:
10 ATK.
arquebusier:
Mounted 12 ATK
Arquebusier: 15 ATK
Spanish arquebusier: 16 ATK
Jannisary arquebusier: 16 ATK
musketeer:
Jannisary: 20 ATK
Musketeer: 18 ATK
Cossack: 19 ATK
Calivermen:
12 ATK but I'll increase the reload rate for the facility of use and be lighter.
Mounted version: 10 ATK and same as above.
Pistolier: 8 ATK
Reiter: 10 ATK
Camel gunner: 12 ATK
I would like to add arquebusier and musketeer for the muslims factions which is kinda obvious.
And one other thing that I found a waste of units is the "Late" version of several units and that includes some gunpowder units. I'm thinking of merging them unless there a really good reason to let them stay.
Seeing as SS uses RealCombat which uses real life data to determine unit values, what data are you basing those values off of?
Cant find a link but I uploaded it
RealCombat 1.8 Guide.pdf
Here's the final Norse roster, Norway will have further infantry compared to Denmark but his neighbor will possesses more cavalry.
I've only show the new units, the general units (crossbow, pike militia, gendarme, etc.) are also added
Norway:
General's bodyguard: Hirdsmen
Feudal:
Lendsmenn (Lendsmenn,lendsmenn, norse_swordsmen ug2, hirdsmen)
Chivalric knights/dismounted
Dismounted feudal knights
Barrack
Huskarlar: elite late professional two-handed axemen. (Huskarlar, norse_axemen, norse_axemen_ug1)
Atgeirmenn: Superior early professional using a predecessor of the halberd, ( Ðigriøxmenn, Huskarlar, norse_axemen_ug1)
Gestir: superior early professional javelin thrower/ 1-handed axe and shield (drengar, Ðigriøxmenn, Huskarlar)
Skjöldborgsmenn: average early professional spearmen (skjoldborgsmenn, Atgeirmenn, Ðigriøxmenn)
Drengar: average local, fighting with an axe and shield (drengar, Atgeirmenn)
Militia:
Landevearnmenn: militia tier 2, spearmen, (skjoldborgsmenn, hirdmenn)
Leidangr: militia tier 1, spearmen/javelin, (scanians, drengar)
Sverdstafs Landvarnarmenn:militia tier 3, sword-staff.(skjoldborgsmenn, hirdmenn, sword_staff_militia, sword_staff_militia ug1)
Archery:
Veiðimenn: average local archer (norse_archer, norse_archer ug1)
langbogmenn: superior early professional longbowmen (langbogmenn, drengar, Atgeirmenn)
Stable:
svenner: average early professional light cavalry
Denmark:
General's bodyguard: General's bodyguard
Feudal:
Lendsmenn (Lendsmenn,lendsmenn, norse_swordsmen ug2, hirdsmen)
Feudal knights/dismounted
chivalric knights/dismounted
Barrack
Huskarlar: elite late professional two-handed axemen. (Huskarlar, norse_axemen, norse_axemen_ug1)
Skjöldborgsmenn: average early professional spearmen (skjoldborgsmenn, Atgeirmenn, Ðigriøxmenn)
Drengar: average local, fighting with an axe and shield (drengar, Atgeirmenn)
Archery:
Veiðimenn: average local archer (norse_archer, norse_archer ug1)
langbogmenn: superior early professional longbowmen (langbogmenn, drengar, Atgeirmenn)
Stable:
svenner: average early professional light cavalry
Militia:
Landevearnmenn: militia tier 2, spearmen, (skjoldborgsmenn, hirdmenn)
Leidangr: militia tier 1, spearmen/javelin, (scanians, drengar)
Sverdstafs Landvarnarmenn:militia tier 3, sword-staff.(skjoldborgsmenn, hirdmenn, sword_staff_militia, sword_staff_militia ug1)
Halberd militia
Units removed/change:
viking raider
norse archer: rename Veiðimenn
Viking Landsmenn renamed to Landsmenn
Mounted huscarl removed
huscarl removed
viking huscarl axemen renamed huskarlar
archer removed
peasant infantry removed
Here's the final Scottish roster, again, I didn't write the general units that every european factions have.
Bodyguard: Noble's retinue
Feudal:
Clansmen's chieftains: The highlander nobles
Feudal knights/dismounted feudal knights: Later on, fewer availability of mounted feudal knights, higher proportion of dismounted version
Militia:
Scottish spearmen: militia spearmen, less defense but better morale and offense
Scot pike militia: use the highlander pikemen
Barrack:
Scottish Clansmen: Highlander, increased stats
Clansmen skirmisher: Using the Deisi Javelinmen, can hide everywhere, really good stamina but poor in melee
Galloglaich: added
Scottish Pikemen: professional pikemen, very offensive pikemen.
halberd men-at-arm: added
halberdier: added
Light men-at-arm: added
Dismounted Men-at-arm: added
Archery:
Scottish Longbowmen: I give them longbow for obvious reasons, professional but less than England, similar to yeomen archer.
Stables:
Hobelar: an increase of stats
Men-at-arm: added
Tell me what have you done with the Military Orders?
The Templar's Order
The Hospittaler's Order
The Santiago's Order
The Teutonic's Order
The Montesa's Order
The Calatrava's Order
The Alcantara's Order
The Avis Order
The Military Order of Christ
The Order of Saint Lazarus
The Order of the Holy Sepulchre
The Order of the Brothers of the Sword
The Order of the Knights of the Tau
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You only want the Holy Land (Crusades time in the middles east)?
If so here:
The Templar's Order
The Hospittaler's Order
The Teutonic's Order
The Order of Saint Lazarus
The Order of the Holy Sepulchre
In the Iberia, Here:
The Templar's Order (Portugal, Castille and Leon and Aragon)
The Hospittaler's Order (Portugal, Castille and Leon)
The Order of Santiago(Portugal, Castille and Leon)
The Order of Montesa (Aragon, after the supression of the Templar's order in 1314, they replace the templar's order and many templars brother's become member's of the Montesa Order)
The Order of Calatrava (Castille and Leon and Aragon)
The Order of Alcantara (Castille and Leon)
The Order of Avis (Portugal)
The Military Order of Christ (Portugal, after the supression of the Templar's order in 1314, they replace the templar's order and many templars brother's become member's of the Military Order of Christ)
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Swagger has stopped work on his Outremer mod and kindly donated all the materials he assembled for the mod to the TWC community
(do rep him for that)
http://www.twcenter.net/forums/showt...11#post8714811
there's a lot of bits and pieces people may find a use for in there.
Hm, there's no exact error, I guess you've just made an error in the symbol counts. In the model.db file, there's a specific number in the beginning of each line. It's the number of the symbols in the line. Check them all twice or even more.
EDIT: Check out the thread, especially posts 6,7,8
http://www.twcenter.net/forums/showt...26#post8195026
Oh, and PM Ishan ofc, he's a prof in the field.
Last edited by Overlord.ru; January 07, 2011 at 03:16 AM.
Here's the new things I will add to the CS:
Jerusalem:
Large City:
Knight Templars: hidden_ressource constable (max: 1)
dismounted Knight templar: hidden_ressource constable (max: 1)
Huge City:
Knight Templars: hidden_ressource constable (max: 1, exp 1)
dismounted Knight templar: hidden_ressource constable (max: 1, exp 1)
Antioch:
Large City:
Knight Hospitaler: hidden_ressource antioch (max: 1)
dismounted Knight Hospitaler: hidden_ressource antioch (max: 1)
Huge City:
Knight Hospitaler: hidden_ressource antioch (max: 1, exp 1)
dismounted Knight Hospitaler: hidden_ressource antioch (max: 1, exp 1)
Acre:
Large City/Fortress:
Knight Templars: hidden_ressource acre (max: 1)
dismounted Knight templar: hidden_ressource acre (max: 1)
Huge City/Citadel:
Teutonic Knights: hidden_ressource acre (max: 1, exp 1)
dismounted Teutonic Knights: hidden_ressource acre (max: 1, exp 1)
Knights Of Jerusalem: Elite, Late professional. King's Stable, Power center: Jerusalem
Dismounted Knights Of Jerusalem: Elite, Late professional, halberdier. Armoury, Power center: Jerusalem
Knights Of antioch: Superior, Early Professional, Earl's Stable, Power Center: Antioch
Dismounted Knights Of antioch: Superior, early professional, Barrack, Power Center: Antioch
Feudal:
French Feudal Knights: using the crusader knights as model
Dismounted Feudal Knights: using the crusader knights as model
Miles: added
Miles Pedites: added
Hospital (lv 1,lv 2): a new building, it was introduced by the Roman Empire in 6.2 latest version
Knights of St. Lazarus: Elite religious order, desperate (+2 ATK, -2 Def, Lock_morale, decrease morale) and good stamina removed (for disease reason)
Dismounted Knights of St. Lazarus: Elite religious order, desperate (+2 ATK, -2 Def, Lock_morale, decrease morale) and good stamina removed (for disease reason)
That's for now, any suggestion will be appreciated![]()
So those only work if the Guilds for those Orders are built in those regions or do they start in your mod with those Guilds already built or did you make those troops not Guild dependent at all anymore?
I've made that Acre, Antioch and Jerusalem can recruit these units in their large wall/huge wall (Acre with Fortress/Citadel too). These units can only be recuited in these cities that way (aside that CS can have the guild too), that is why there's hidden_ressources for them. The reason, historically, this is were the HQ of these Orders were.
Here's a tutorial for how the guild point work: http://www.twcenter.net/forums/showthread.php?t=77577
By adding these units, it will be easier to acquire the guilds related to them (especially the Templar!!) for these settlements.![]()
Hi, BG! Have you solved the problem with the CTDs that my units were causing?
This is too good to be real![]()