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  1. #1

    Default Foot Knights of Jerusalem

    I wasn't sure whether this was a bug so I chose to pose the question here instead.

    Playing as Fatimids, early campaign. Many many turns after taking Jerusalem and holding it against successive crusades, I noticed the Crusader States city of Antioch had recruited reinforcements. Having a spy there I clicked to look, and found that they had several units of Foot Knights of Jerusalem. This was worrisome because they are, frankly, a superb unit that greatly outmached anything I had at the time.

    However, the unit info states, in caps, "REQUIRES JERUSALEM". Is this a bug? I own the city.

    SS 6.4 on Kingdoms 1.5, using BGR II, Savage AI as included in the installer, and added Next Heir Ancillary.
    Also, as per instructions given elsewhere on this forum, I replaced my 6.4 UI with the 6.3 UI.

    Bug or no?

    Edit: I noticed someone else mention this occurance in the SS 6.3 Bug Reports thread. Did not see a reply.
    Last edited by kaliveult; July 02, 2011 at 03:36 PM. Reason: Read additional info

  2. #2

    Default Re: Foot Knights of Jerusalem

    Judging from the game files (edb) this part of the description is outdated.
    recruit_pool "Knights of Jerusalem" 1 0.1 1 0 requires factions { jerusalem, }

  3. #3

  4. #4

    Default Re: Foot Knights of Jerusalem

    Now how did they recruit them without a castle?

  5. #5

    Default Re: Foot Knights of Jerusalem

    Quote Originally Posted by k/t View Post
    Now how did they recruit them without a castle?
    How indeed? I started a new Fatimid campaign after removing a small mod and the same thing happens. They do seem to be recruiting these guys at Antioch, a city. There is no building there that should allow it. They do have a Hospitaller Chapter House, though.

    Also, I'm seeing Canons of the Holy Sepulchre in nearly every damned Crusader stack. Now this unit says "UNIQUE" in the description, but this seem to be a horrible lie. Are they coming out of Antioch as well? Some sort of magical portal system must exist between Jerusalem and Antioch (Crusaders have Jerusalem).

    I think I will reinstall the entire mod, again, and see if these issues happen without BGR II.
    Is no one else having this issue? It's pissing me off. It's the early game and Fatimids have nothing that comes remotely close to those two heavy infantry units. Skirmishers take care of them out in the open, eventually, but besieging a city with some of those suckers manning the walls is a rout-fest.

  6. #6

    Default Re: Foot Knights of Jerusalem

    since the AI doesn't realize the importance of castles, i would call it a good thing that hes capable of recruiting some units in cities.

    i know of at least one mod that adds recruitment of all castle units to towns, in order to get rid of all those militias in AI armies as well as further increasing difficulty and fun.

    if u can't take the town by attacking, then just lower your army size until he sallies forth. use an army with horse archers and maybe 2 units of heavy cav and u will end with little casualties. just make sure u rush them all towards the gate at the beginning so they keep shooting arrows while his armies still march through the gate.

    use the HC's to protect your horsearcher from enemy light cav.
    Last edited by Nyarla; July 07, 2011 at 02:29 AM.

  7. #7
    Byg's Avatar Read The Manual
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    Default Re: Foot Knights of Jerusalem

    Quote Originally Posted by kaliveult View Post
    How indeed? I started a new Fatimid campaign after removing a small mod and the same thing happens. They do seem to be recruiting these guys at Antioch, a city. There is no building there that should allow it. They do have a Hospitaller Chapter House, though.

    Also, I'm seeing Canons of the Holy Sepulchre in nearly every damned Crusader stack. Now this unit says "UNIQUE" in the description, but this seem to be a horrible lie. Are they coming out of Antioch as well? Some sort of magical portal system must exist between Jerusalem and Antioch (Crusaders have Jerusalem).

    I think I will reinstall the entire mod, again, and see if these issues happen without BGR II.
    Is no one else having this issue? It's pissing me off. It's the early game and Fatimids have nothing that comes remotely close to those two heavy infantry units. Skirmishers take care of them out in the open, eventually, but besieging a city with some of those suckers manning the walls is a rout-fest.
    BGRII is not even remotely linked to recruitment.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  8. #8

    Default Re: Foot Knights of Jerusalem

    In my version there is indeed one recruitment option of those knights connected to jerusalem: if the CS own the city, they have a shorter time for replenishing it's recruiting pool.

  9. #9

    Default Re: Foot Knights of Jerusalem

    Quote Originally Posted by Byg View Post
    BGRII is not even remotely linked to recruitment.
    Good to know. Means I don't need to reinstall the mods.
    Still, I think there is something amiss, somewhere, in my install.

  10. #10

    Default Re: Foot Knights of Jerusalem

    "i know of at least one mod that adds recruitment of all castle units to towns, in order to get rid of all those militias in AI armies as well as further increasing difficulty and fun. "

    Are you using a one-settlement-type mod? And forgot to mention it?

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