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Thread: Quickie: Recruit Pool Modifiers?

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  1. #1
    Live2sculpt's Avatar Senator
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    Default Quickie: Recruit Pool Modifiers?

    It has been half a year since I was last making some recruitment pool related changes, and now I can't remember how I did something...

    I have ZERO recruitability on the first two turns and most unit types list "next available" as 12 or more turns away.

    I had already swapped back in a normal EDB with the regular values, but the problem persists. What am I forgetting about here? What else affects those factors?

  2. #2

    Default Re: Quickie: Recruit Pool Modifiers?

    I've never done it this way personally, so i cant be 100% certain, but this value may give you a solution:

    Code:
    type             Mercenary Frankish Knights
    dictionary       Mercenary_Frankish_Knights      ; Mercenary Frankish Knights
    category         cavalry
    class            heavy
    voice_type       Heavy
    accent         French
    banner faction   main_cavalry
    banner holy      crusade_cavalry
    soldier          Mercenary_Frankish_Knights, 32, 0, 1
    mount            heavy horse
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, mercenary_unit, knight
    formation        2, 4.4, 3, 6, 3, square, wedge
    stat_health      1, 0
    stat_pri         10, 6, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         11, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  7, 5, 4, metal
    ;stat_armour_ex   7, 0, 0, 0, 5, 4, 4, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      0, -2, -4, 0
    stat_mental      9, impetuous, trained
    stat_charge_dist 45
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 730, 300, 120, 95, 730, 4, 180
    armour_ug_levels 3
    armour_ug_models Mercenary_Frankish_Knights
    ownership        slave
    ;unit_info        10, 0, 16
    Code:
    ; stat_cost         Number of turns to build,
    ;                   Cost of unit to construct
    ;                   Cost of upkeep
    ;                   Cost of upgrading weapons
    ;                   Cost of upgrading armour
    ;                   Cost for custom battles


  3. #3

    Default Re: Quickie: Recruit Pool Modifiers?

    That value only changes the turns it takes to recruit the unit, not the waiting time until the next unit becomes available.
    If the text says that it will take 12 turns to the next available unit, it is certainly a matter of your EDB. Are you sure your backup did not have the original values changed already?

    Example:
    Spoiler Alert, click show to read: 
    recruit_pool "rohan scouts" 1 0.25 3 0 requires factions { milan, }

    The red value states how many units are available directly after building the building. If the value is 0 as you said, you should change this.

    The blue value shows how much of a unit is created each turn. Divide 1 through this value and you see how many turns it takes for a new full unit to beome available.
    Increase this value to get your units faster.

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