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  1. #1
    SoulBlade's Avatar Vicarius
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    Default Questions I've never bothered asking but confused me from the beginnig.

    Why some early stables/barracks/bowyers can not recruit any units? I've seen this even in central regions.

    Why do most of the rebel regions have nearly a full stack of army/garrison?

    Why aren't there any armour upgrades in the whole mod?

    Why don't Leather Tanners give any benefits at all?

    Why are the roads so expensive to build?

    I'll add more questions later.
    Last edited by SoulBlade; February 27, 2011 at 06:33 AM.
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    Regarding the Irish, if its between them and the Timurids:
    Irish: ran around bogs and forests munching on potatoes
    Timurids: slaughtered millions and threw empires into terror
    OK I'm not sure the Irish had potatoes in medieval times but that still doesn't tip things in their favour
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  2. #2

    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    Quote Originally Posted by SoulBlade View Post
    Why some early stables/barracks/bowyers can not recruit any units? I've seen this even in central regions.

    Why do most of the rebel regions have nearly a full stack of army/garrison?

    Why aren't there any armour upgrades in the whole mod?

    Why don't Leather Tanners give any benefits at all?

    Why are the roads so expensive to build?

    I'll add more questions later.
    1. Because those were real cities with real rulers. Just because there's a faction limit doesn't mean their power shouldn't try to be represented.

    2. Decision by the mod makers, as they thought it was gamey as I recall, and also skinning every unit with an extra layer of armor seemed too much work

    3. dunno

    4. roads are expensive?

  3. #3
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    Quote Originally Posted by SoulBlade View Post
    Why some early stables/barracks/bowyers can not recruit any units? I've seen this even in central regions.
    This is a vague information. What factions are you referring to?
    Quote Originally Posted by SoulBlade View Post
    Why do most of the rebel regions have nearly a full stack of army/garrison?
    Those are not most of rebel centres, but some - with help of garrison script. Most of rebel towns and castles have small garrisons, actually.

    Besides:
    Quote Originally Posted by zznɟ ǝɥʇ View Post
    1. Because those were real cities with real rulers. Just because there's a faction limit doesn't mean their power shouldn't try to be represented.
    Yep.
    Quote Originally Posted by SoulBlade View Post
    Why aren't there any armour upgrades in the whole mod?

    Why don't Leather Tanners give any benefits at all?
    These two questions concern the same issue:

    Main purpose of founding blacksmith buildings was to make available the armour upgrades. Since BC units already have fantastic armours, there was no need to add anything more to them - I mean, you can't make a heavy armoured unit even more heavy; instead there are recruitment limitations.
    Quote Originally Posted by SoulBlade View Post
    Why are the roads so expensive to build?
    I haven't noticed that. I think roads are too cheap.

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  4. #4
    SoulBlade's Avatar Vicarius
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    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    Quote Originally Posted by wudang_clown View Post
    This is a vague information. What factions are you referring to?
    Since there's an AoR recruitment for every unit in BC, there are a lot of regions which lack recruitment pools for early stables and so on.
    I'll post screenshots if needed.

    Those are not most of rebel centres, but some - with help of garrison script. Most of rebel towns and castles have small garrisons, actually.
    There are quite a lot of huge armies actually. the fuzz's answer was more reasonable.
    These two questions concern the same issue:

    Main purpose of founding blacksmith buildings was to make available the armour upgrades. Since BC units already have fantastic armours, there was no need to add anything more to them - I mean, you can't make a heavy armoured unit even more heavy; instead there are recruitment limitations.
    Quite logical. BC has enough armoured units. But you can add some other bonus for leather tanners, so it will be worth building, since only the blacksmith upgrades melee weapons.
    I haven't noticed that. I think roads are too cheap.
    2400 denarii unmodified. I already changed that, along with a few changes to guild bonuses and other.

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    Regarding the Irish, if its between them and the Timurids:
    Irish: ran around bogs and forests munching on potatoes
    Timurids: slaughtered millions and threw empires into terror
    OK I'm not sure the Irish had potatoes in medieval times but that still doesn't tip things in their favour
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  5. #5
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    Quote Originally Posted by SoulBlade View Post
    Since there's an AoR recruitment for every unit in BC, there are a lot of regions which lack recruitment pools for early stables and so on.
    I'll post screenshots if needed.
    Yes, low level of recruitment buildings outside factional AOR provide you with limited possibilities, but that's on purpose. Though even within some factional AOR's this is an issue - what is on purpose, too.
    Quote Originally Posted by SoulBlade View Post
    There are quite a lot of huge armies actually. the fuzz's answer was more reasonable.
    Okay, but where exactly you see those armies? In my opinion a huge army consist of 17-20 units, while most garrisons consist of 3-12 units (just check it in descr_strat.txt). I'd say they are small to medium sized, not huge. There are some exceptions, like in Aswan (17), but those are exceptions. I'm not counting centres supported by garrison script.
    Quote Originally Posted by SoulBlade View Post
    Quite logical. BC has enough armoured units. But you can add some other bonus for leather tanners, so it will be worth building, since only the blacksmith upgrades melee weapons.
    I think it would be good to make those building prerequisites for recruitment of armoured units...
    Quote Originally Posted by SoulBlade View Post
    2400 denarii unmodified. I already changed that, along with a few changes to guild bonuses and other.
    But a lot of low tier structures cost around 2400, and you have no problem with that, so what's the problem with roads? Given that they are vital for the traffic speed, the price should be at least twice as much, imo.

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  6. #6

    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    I think that blacksmith buildings upgrade weapons in stead of armours.
    Roads in vanilla game cost 200 florins or something, so for new players 2400 florins for dirt roads seem outrageous but considering the importance of roads BC's approach is reasonable IMO.

  7. #7

    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    Originally Posted by SoulBlade
    Why some early stables/barracks/bowyers can not recruit any units? I've seen this even in central regions.
    Originally Posted by wudang_clown
    This is a vague information. What factions are you referring to?
    I think i can give u a example for that. In one of me last games with KOJ, i was unable to recruit anything in the in the AOR Africa region. The former Kingdom of Makuria regions.
    I personally understand why i cant recruit any of my Crusader troops there, but what about of some sort of African (buildable) mercenaries? It would be realistic and improve the gameplay, besides the recruitment buildings would not become useless.

    Originally Posted by SoulBlade
    Why are the roads so expensive to build?
    Originally Posted by wudang_clown
    I haven't noticed that. I think roads are too cheap.
    There a bit expensive compared to outer mods out there, but i like the BC System more, why? Quite simpel think about it, these are roads for a hol region of your empire not just a few miles of raods, in some cases we taking about hundred of miles!


    Last edited by Quott; February 28, 2011 at 11:19 AM.

  8. #8

    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    Abid' Al-Shira Spearmen, Afari Skirmishers and Beja Tribesmen are recruitable by KoJ in Africa. There must be somethign wrong with your version.

  9. #9

    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    Originally Posted by Neige Noire
    Abid' Al-Shira Spearmen, Afari Skirmishers and Beja Tribesmen are recruitable by KoJ in Africa. There must be somethign wrong with your version.
    I just checked that, with an old KOJ save, the last Region in "Africa", where i can recruit anything is Aswan, everthing below that region can t recruit units. Citys like Dangola, Faras etc. Are you sure that there are "normal" units supposed to be recruitet? Can someone confirm that? I dind t change any file/script witch could lead to sutch an error.

  10. #10

    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    Only two or three towns/castles in that region can't produce or train units. I don't remember their names right now, but I know that at least two castles and one town doesn't train units.
    The rest can produce units specific to that region.
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  11. #11

    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    Originally Posted by Neige Noire
    Abid' Al-Shira Spearmen, Afari Skirmishers and Beja Tribesmen are recruitable by KoJ in Africa. There must be somethign wrong with your version.
    Originally Posted by Quott

    I just checked that, with an old KOJ save, the last Region in "Africa", where i can recruit anything is Aswan, everthing below that region can t recruit units. Citys like Dangola, Faras etc. Are you sure that there are "normal" units supposed to be recruitet? Can someone confirm that? I dind t change any file/script witch could lead to sutch an error.


    W
    ell, can someone please give my an answer.. I would really helpfull for me. If i know that there are "normally" units supposed to be recruited, or whether something s wrong with my installation.

  12. #12

    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    >Why some early stables/barracks/bowyers can not recruit any units? I've seen this even in central regions.

    BC has a strict AoR, yes it is pretty unusual for a M2 mod to have regions where you cant recruit anything. But that is how they do things, Georgia is the biggest culprit you cant recruit anything in 2/3 starting regions


    >Why do most of the rebel regions have nearly a full stack of army/garrison?

    again thats how they do things, keep in mind that heavy melee cavalry are 'very' powerful in BC, you can destroy infantry garrisons with ease using only a few elite heavy cavalry units (usually generals guard). Ofc when they also field cavalry that is when things get a bit more complicated

    >Why aren't there any armour upgrades in the whole mod?

    There are, off the top of my head harasifa volunteers can be upgraded with mail... which also changes how the unit looks. As for most of the units you are probably right. In BC's defense most TA units don't change in appearance with an armour upgrade either, and they have a far larger team

    >Why don't Leather Tanners give any benefits at all?

    dunno it's not something I ever noticed

    >Why are the roads so expensive to build?

    BC is a challenging mod, economy is tight... until you seize some more settlements. They also increase the challenge further with the steep prices for roads and advanced ports. It makes you carefully consider your investments

  13. #13
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    Quote Originally Posted by trollface View Post
    There are, off the top of my head harasifa volunteers can be upgraded with mail... which also changes how the unit looks. As for most of the units you are probably right. In BC's defense most TA units don't change in appearance with an armour upgrade either, and they have a far larger team
    What are you talking about?

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  14. #14

    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    could have sworn some of them have mail and some don't, maybe I confused the two different types of harasifa

  15. #15

    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    There are two Harafisha units
    Harafisha infantry and Harafisha Volunteers
    Both are similar in training cost and stats[if i remember correctly]
    But they have different looks
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  16. #16
    Dago Red's Avatar Primicerius
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    Default Re: Questions I've never bothered asking but confused me from the beginnig.

    Yes there are two and similar. Though the volunteers (which can be raised by anyone in the AOR) are poorer troops. They look like they have cloth and some hardened leather lamellar type protection.

    The Infantry are wearing Aketons/gambesons or the like and some light chain. They are slightly better and maybe even get 'effective against armor" I'm not sure though. They are Ayyubid.

    The models of the infantry are more varied looking and some have more chainmail than others. If you happen to get a unit with lots of men wearing chainmail (it is random on battle map load) you might have thought it was due to an upgrade.

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