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  1. #1

    Default Missing Vinilla Units

    Is there any way to add vinilla units back into your mod, like Gothic Calvary or Amazon Chariots? I miss a lot of those units and I don't see why you took some of those out.

  2. #2
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Missing Vinilla Units

    You would have to edit export_descr_unit.txt, descr_model_battle.txt and export_descr_buildings.txt and add back the vanilla entries.

    Those units were taken out because they are not historically accurate for our timeframe.
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  3. #3
    GeoHitmanGR's Avatar Ordinarius
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    Default Re: Missing Vinilla Units

    Just an idea....
    Can you add back the peasant units, increase their numbers and rename them to immigrants?
    if you also lower their moral and defence they won't be able to fight at all and can be used
    as a way to increase population in remote areas.


    I think i can try this on my own and if it actually worths it i can bother you then
    Last edited by GeoHitmanGR; May 12, 2011 at 06:06 AM.


  4. #4

    Default Re: Missing Vinilla Units

    i think its a good idea but wyth a little twist like they were be vailable to greeks and cathage only and called colonizators but ites not so big practical use of them maybe mannaging population only

  5. #5
    GeoHitmanGR's Avatar Ordinarius
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    Default Re: Missing Vinilla Units

    Actually i think they should have two uses...
    1st) Boost population in cities with low growth and relieve the big cities
    2nd) Depopulate a city completely (think like exterminate then enslave/migrate the rest)


    I have started imporing them in EDU.

    So far...
    doubled their unit size (60 -->120)
    lowered the recruitment stats (turns: 1 -->0)(Cost: 150 -->50)
    vastly increased upkeep and upgrades to prevent garrison abuse and roughly simulate provisions and supplies (upkeep: 100 --> 1500)(uprades: 200 -->2000)
    gave negative bonus to every terrain (varies --> -2)
    available to all except Romans (how would they leave thei precious Rome to live in a shack in Samarobriva?)
    Seleucids (don't want to spoil the balace and variety of the empire)
    Baktrians (honestly i forgot them) DONE

    This is a very rough and glithy version for personal testing to see if it is as goon in game as is in theory
    Last edited by GeoHitmanGR; May 12, 2011 at 11:32 AM.


  6. #6
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Missing Vinilla Units

    Watch out, you may find that AI loves them more than you do

    Most regions have cheap mercenaries that helps you repopulate settlements as well.
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  7. #7
    GeoHitmanGR's Avatar Ordinarius
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    Default Re: Missing Vinilla Units

    well that can be a problem... i don't want the ai to go bunkrupt
    i can barely import a new unit so no AI editing
    the problem is not the money but the unit size (only 120) and the turns (5-6)


    This may rest in peace in the stack of good-but-not-possible ideas...
    so good for my modding career


  8. #8
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Missing Vinilla Units

    unit size in EDU should not exceed 60, which translated to 240 in huge and at 1500 upkeep you'd better recruit and disband mercs as that's how elite units cost in upkeep.
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  9. #9
    GeoHitmanGR's Avatar Ordinarius
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    Default Re: Missing Vinilla Units

    i didn't know the first so if the unit size is capped i guess the whole story is pointless
    i initaially found it a good idea to have a large upkeep as long route immigration would be more expensive than short ones
    i keep mercs as a way to counter surprise attacks or stall them until my army arrives, so i'd prefer not to exhaust the merc pools


  10. #10
    GeoHitmanGR's Avatar Ordinarius
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    Default Re: Missing Vinilla Units

    after a quick refinement and balancing the colonists are ready (well more as a modding exercise than as a component)
    Have them divided in few categories
    1) Hellenic Colonists (GCS,IGCS, Macedon,Baktrians and maybe Seleucids) [cost 50][upkeep: 500] [unit size: 60]
    2) Barbarian Immigrants (Gauls, Celts, Iberians, Germans, Thracians, Scythians) [cost 50] [upkeep: 700] [unit size 60] maybe i shall split them to nomads (Celts,Germans, Scythians) and Immigrants (Gauls, iberians, Thracians)
    3) Wandering Merchants (Carthage, Ptolemies, Eastern Kingdoms, Saba) [cost 50] [upkeep: 700] [unit size 60]
    4) Eastern Exiles (Parthians, Pontus, Armenians) [cost 50] [upkeep: 700] [unit size 60] [upkeep: 700] [unit size 60]

    all the colonists can be trained immediately (0 turns)
    The Romans havfe no colonists.
    Looking for unique bonuses to add to each group.
    Have been slightly tested and are good so far. No insane stacks of peasants till now.



    P.S. im sorry i didn't ask any permisson to edit the mod files but i got too excited.
    if it is a problem i can delete my posts.
    if it is not feel free to pm me


  11. #11
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Missing Vinilla Units

    You're free to create your own submod if you wish, after all that's how XC started
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  12. #12
    GeoHitmanGR's Avatar Ordinarius
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    Default Re: Missing Vinilla Units

    once again thanks for your advice.
    It works quite smoothly for the first few turns


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