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  1. #1

    Default Problems with recruitment

    So, I'm making a SubMod for MagyarMod.

    I took away all the Peasant units from the Barracks, Castles and Archer buildings, and gave them to the Farm buildings.

    building hinterland_farms
    {
    convert_to hinterland_farms
    levels farms farms+1 farms+2 farms+3
    {
    farms requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    farming_level 1
    population_growth_bonus bonus 1
    recruit_pool "Peasant Spearmen" 1 0.1 1 0 requires factions { Saxons, }
    recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, novgorod, }
    recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
    recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "Magyar Peasants" 0 0.000001 0.999 0 requires factions { hungary, hunrebels, }
    recruit_pool "Magyar Peasant Archers" 0 0.000001 0.999 0 requires factions { hungary, hunrebels, }
    recruit_pool "Peasant Archers" 0 0.000001 0.999 0 requires factions { england, scotland, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "S Peasant Archers" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasant Archers" 0 0.000001 0.999 0 requires factions { poland, russia, novgorod, cumans, }
    recruit_pool "ME Peasant Archers" 0 0.000001 0.999 0 requires factions { egypt, turks, mongols, timurids, }
    recruit_pool "ME Peasant Crossbowmen" 1 0.35 3 0 requires factions { moors, }
    recruit_pool "Peasant Crossbowmen" 1 0.35 3 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, }
    }
    material wooden
    construction 2
    cost 1200
    settlement_min village
    upgrades
    {
    farms+1
    }
    }
    farms+1 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    farming_level 2
    population_growth_bonus bonus 1
    recruit_pool "Peasant Spearmen" 1 0.1 1 0 requires factions { Saxons, }
    recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, novgorod, }
    recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
    recruit_pool "Magyar Peasants" 0 0.000001 0.999 0 requires factions { hungary, hunrebels, }
    recruit_pool "Magyar Peasant Archers" 0 0.000001 0.999 0 requires factions { hungary, hunrebels, }
    recruit_pool "Peasant Archers" 0 0.000001 0.999 0 requires factions { england, scotland, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "S Peasant Archers" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasant Archers" 0 0.000001 0.999 0 requires factions { poland, russia, novgorod, cumans, }
    recruit_pool "ME Peasant Archers" 0 0.000001 0.999 0 requires factions { egypt, turks, mongols, timurids, }
    recruit_pool "ME Peasant Crossbowmen" 1 0.35 3 0 requires factions { moors, }
    recruit_pool "Peasant Crossbowmen" 1 0.35 3 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, }
    }
    material wooden
    construction 3
    cost 2400
    settlement_min town
    upgrades
    {
    farms+2
    }
    }
    farms+2 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    farming_level 3
    population_growth_bonus bonus 1
    recruit_pool "Peasant Spearmen" 1 0.1 1 0 requires factions { Saxons, }
    recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, novgorod, }
    recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
    recruit_pool "Magyar Peasants" 0 0.000001 0.999 0 requires factions { hungary, hunrebels, }
    recruit_pool "Magyar Peasant Archers" 0 0.000001 0.999 0 requires factions { hungary, hunrebels, }
    recruit_pool "Peasant Archers" 0 0.000001 0.999 0 requires factions { england, scotland, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "S Peasant Archers" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasant Archers" 0 0.000001 0.999 0 requires factions { poland, russia, novgorod, cumans, }
    recruit_pool "ME Peasant Archers" 0 0.000001 0.999 0 requires factions { egypt, turks, mongols, timurids, }
    recruit_pool "ME Peasant Crossbowmen" 1 0.35 3 0 requires factions { moors, }
    recruit_pool "Peasant Crossbowmen" 1 0.35 3 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, }
    }
    material wooden
    construction 4
    cost 4800
    settlement_min city
    upgrades
    {
    farms+3
    }
    }
    farms+3 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter first_magnetic_compass 1
    ;1182
    {
    convert_to 3
    capability
    {
    farming_level 4
    population_growth_bonus bonus 1
    recruit_pool "Peasant Spearmen" 1 0.1 1 0 requires factions { Saxons, }
    recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, novgorod, }
    recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
    recruit_pool "Magyar Peasants" 0 0.000001 0.999 0 requires factions { hungary, hunrebels, }
    recruit_pool "Magyar Peasant Archers" 0 0.000001 0.999 0 requires factions { hungary, hunrebels, }
    recruit_pool "Peasant Archers" 0 0.000001 0.999 0 requires factions { england, scotland, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "S Peasant Archers" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasant Archers" 0 0.000001 0.999 0 requires factions { poland, russia, novgorod, cumans, }
    recruit_pool "ME Peasant Archers" 0 0.000001 0.999 0 requires factions { egypt, turks, mongols, timurids, }
    recruit_pool "ME Peasant Crossbowmen" 1 0.35 3 0 requires factions { moors, }
    recruit_pool "Peasant Crossbowmen" 1 0.35 3 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, }
    }
    material wooden
    construction 6
    cost 9600
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    However, it doesn't work.
    The units are not recruitable, at least when I play as Hungary.
    For Germany, only Peasant Crossbowmen are recruitable.
    How can I fix this?

    And it's not like the units are greyed out.
    They do not even show up for recruitment.

  2. #2

    Default Re: Problems with recruitment

    Code:
    recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }

    lol, they will never be recruitable with these numbers, make them higher!!!


  3. #3

    Default Re: Problems with recruitment

    Quote Originally Posted by dannyxx30 View Post
    Code:
    recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }

    lol, they will never be recruitable with these numbers, make them higher!!!
    Will 1 0.35 3 0 do the job?

  4. #4

    Default Re: Problems with recruitment

    should do, its been a while since i've been in that file, but i think thats:

    1 unit as soon as the building the built, then a new unit every 3 turns, with 3 units at most that building can hold and the 0 is experience.


  5. #5

    Default Re: Problems with recruitment

    Quote Originally Posted by dannyxx30 View Post
    should do, its been a while since i've been in that file, but i think thats:

    1 unit as soon as the building the built, then a new unit every 3 turns, with 3 units at most that building can hold and the 0 is experience.
    Aha, cool.

    I think it will get the job done now.
    building hinterland_farms
    {
    convert_to hinterland_farms
    levels farms farms+1 farms+2 farms+3
    {
    farms requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    farming_level 1
    population_growth_bonus bonus 1
    recruit_pool "Peasant Spearmen" 1 0.35 3 0 requires factions { Saxons, }
    recruit_pool "Peasants" 1 0.35 3 0 requires factions { england, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "EE Peasants" 1 0.35 3 0 requires factions { poland, russia, novgorod, }
    recruit_pool "ME Peasants" 1 0.35 3 0 requires factions { moors, egypt, turks, mongols, timurids, }
    recruit_pool "Highland Rabble" 1 0.35 3 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 1 0.35 3 0 requires factions { sicily, byzantium, }
    recruit_pool "Magyar Peasants" 1 0.35 3 0 requires factions { hungary, hunrebels, }
    recruit_pool "Magyar Peasant Archers" 1 0.35 3 0 requires factions { hungary, hunrebels, }
    recruit_pool "Peasant Archers" 1 0.35 3 0 requires factions { england, scotland, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans,

    Saxons, }
    recruit_pool "S Peasant Archers" 1 0.35 3 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasant Archers" 1 0.35 3 0 requires factions { poland, russia, novgorod, cumans, }
    recruit_pool "ME Peasant Archers" 1 0.35 3 0 requires factions { egypt, turks, mongols, timurids, }
    recruit_pool "ME Peasant Crossbowmen" 1 0.35 3 0 requires factions { moors, }
    recruit_pool "Peasant Crossbowmen" 1 0.35 3 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, }
    }
    material wooden
    construction 2
    cost 1200
    settlement_min village
    upgrades
    {
    farms+1
    }
    }
    farms+1 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    farming_level 2
    population_growth_bonus bonus 1
    recruit_pool "Peasant Spearmen" 2 0.4 4 0 requires factions { Saxons, }
    recruit_pool "Peasants" 2 0.4 4 0 requires factions { england, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "EE Peasants" 2 0.4 4 0 requires factions { poland, russia, novgorod, }
    recruit_pool "ME Peasants" 2 0.4 4 0 requires factions { moors, egypt, turks, mongols, timurids, }
    recruit_pool "Highland Rabble" 2 0.4 4 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 2 0.4 4 0 requires factions { sicily, byzantium, }
    recruit_pool "Magyar Peasants" 2 0.4 4 0 requires factions { hungary, hunrebels, }
    recruit_pool "Magyar Peasant Archers" 2 0.4 4 0 requires factions { hungary, hunrebels, }
    recruit_pool "Peasant Archers" 2 0.4 4 0 requires factions { england, scotland, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons,

    }
    recruit_pool "S Peasant Archers" 2 0.4 4 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasant Archers" 2 0.4 4 0 requires factions { poland, russia, novgorod, cumans, }
    recruit_pool "ME Peasant Archers" 2 0.4 4 0 requires factions { egypt, turks, mongols, timurids, }
    recruit_pool "ME Peasant Crossbowmen" 2 0.4 4 0 requires factions { moors, }
    recruit_pool "Peasant Crossbowmen" 2 0.4 4 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, }
    }
    material wooden
    construction 3
    cost 2400
    settlement_min town
    upgrades
    {
    farms+2
    }
    }
    farms+2 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    farming_level 3
    population_growth_bonus bonus 1
    recruit_pool "Peasant Spearmen" 3 0.5 6 0 requires factions { Saxons, }
    recruit_pool "Peasants" 3 0.5 6 0 requires factions { england, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "EE Peasants" 3 0.5 6 0 requires factions { poland, russia, novgorod, }
    recruit_pool "ME Peasants" 3 0.5 6 0 requires factions { moors, egypt, turks, mongols, timurids, }
    recruit_pool "Highland Rabble" 3 0.5 6 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 3 0.5 6 0 requires factions { sicily, byzantium, }
    recruit_pool "Magyar Peasants" 3 0.5 6 0 requires factions { hungary, hunrebels, }
    recruit_pool "Magyar Peasant Archers" 3 0.5 6 0 requires factions { hungary, hunrebels, }
    recruit_pool "Peasant Archers" 3 0.5 6 0 requires factions { england, scotland, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons,

    }
    recruit_pool "S Peasant Archers" 3 0.5 6 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasant Archers" 3 0.5 6 0 requires factions { poland, russia, novgorod, cumans, }
    recruit_pool "ME Peasant Archers" 3 0.5 6 0 requires factions { egypt, turks, mongols, timurids, }
    recruit_pool "ME Peasant Crossbowmen" 3 0.5 6 0 requires factions { moors, }
    recruit_pool "Peasant Crossbowmen" 3 0.5 6 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, }
    }
    material wooden
    construction 4
    cost 4800
    settlement_min city
    upgrades
    {
    farms+3
    }
    }
    farms+3 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter first_magnetic_compass 1
    ;1182
    {
    convert_to 3
    capability
    {
    farming_level 4
    population_growth_bonus bonus 1
    recruit_pool "Peasant Spearmen" 4 0.6 7 0 requires factions { Saxons, }
    recruit_pool "Peasants" 4 0.6 7 0 requires factions { england, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "EE Peasants" 4 0.6 7 0 requires factions { poland, russia, novgorod, }
    recruit_pool "ME Peasants" 4 0.6 7 0 requires factions { moors, egypt, turks, mongols, timurids, }
    recruit_pool "Highland Rabble" 4 0.6 7 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 4 0.6 7 0 requires factions { sicily, byzantium, }
    recruit_pool "Magyar Peasants" 4 0.6 7 0 requires factions { hungary, hunrebels, }
    recruit_pool "Magyar Peasant Archers" 4 0.6 7 0 requires factions { hungary, hunrebels, }
    recruit_pool "Peasant Archers" 4 0.6 7 0 requires factions { england, scotland, france, hre, teutonic_order, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons,

    }
    recruit_pool "S Peasant Archers" 4 0.6 7 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasant Archers" 4 0.6 7 0 requires factions { poland, russia, novgorod, cumans, }
    recruit_pool "ME Peasant Archers" 4 0.6 7 0 requires factions { egypt, turks, mongols, timurids, }
    recruit_pool "ME Peasant Crossbowmen" 4 0.6 7 0 requires factions { moors, }
    recruit_pool "Peasant Crossbowmen" 4 0.6 7 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, }
    }
    material wooden
    construction 6
    cost 9600
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }

  6. #6

    Default Re: Problems with recruitment

    Okay, I have another problem...

    I want to make Ghazis and Mutawwia recruitable for Muslim factions.


    building temple_muslim
    {
    convert_to temple_muslim_castle
    religion islam
    levels small_masjid masjid minareted_masjid jama great_jama
    {
    small_masjid city requires factions { timurids, mongols, egypt, moors, turks, }
    {
    convert_to 0
    capability
    {
    agent priest 0 requires factions { timurids, egypt, moors, turks, }
    recruit_pool "Mutatawwi'a" 1 0.1 2 0 requires factions factions { timurids, egypt, moors, turks, }
    recruit_pool "Ghazis" 1 0.1 2 0 requires factions factions { timurids, egypt, moors, turks, }
    happiness_bonus bonus 1
    agent_limit priest 1
    law_bonus bonus 1
    }
    material wooden
    construction 2
    cost 1600
    settlement_min village
    upgrades
    {
    masjid
    }
    }
    masjid city requires factions { timurids, mongols, egypt, moors, turks, }
    {
    convert_to 1
    capability
    {
    agent priest 0 requires factions { timurids, egypt, moors, turks, }
    recruit_pool "Mutatawwi'a" 1 0.2 3 0 requires factions factions { timurids, egypt, moors, turks, }
    recruit_pool "Ghazis" 1 0.2 3 0 requires factions factions { timurids, egypt, moors, turks, }
    happiness_bonus bonus 1
    religion_level bonus 1
    agent_limit priest 1
    law_bonus bonus 1
    }
    material wooden
    construction 2
    cost 3200
    settlement_min town
    upgrades
    {
    minareted_masjid
    }
    }
    minareted_masjid city requires factions { timurids, mongols, egypt, moors, turks, }
    {
    capability
    {
    agent priest 0 requires factions { timurids, egypt, moors, turks, }
    recruit_pool "Mutatawwi'a" 3 0.4 6 0 requires factions factions { timurids, egypt, moors, turks, }
    recruit_pool "Ghazis" 3 0.4 6 0 requires factions factions { timurids, egypt, moors, turks, }
    happiness_bonus bonus 2
    amplify_religion_level 1.5
    religion_level bonus 1
    agent_limit priest 2
    law_bonus bonus 1
    }
    material wooden
    construction 3
    cost 6400
    settlement_min large_town
    upgrades
    {
    jama
    }
    }
    jama city requires factions { timurids, mongols, egypt, moors, turks, }
    {
    capability
    {
    agent priest 0 requires factions { timurids, egypt, moors, turks, }
    recruit_pool "Mutatawwi'a" 3 0.4 6 0 requires factions factions { timurids, egypt, moors, turks, }
    recruit_pool "Ghazis" 3 0.4 6 0 requires factions factions { timurids, egypt, moors, turks, }
    happiness_bonus bonus 4
    amplify_religion_level 2
    religion_level bonus 2
    agent_limit priest 2
    law_bonus bonus 1
    }
    faction_capability
    {
    religion_level bonus 1
    amplify_religion_level 1.5
    law_bonus bonus 1
    }
    material wooden
    construction 4
    cost 19200
    settlement_min city
    upgrades
    {
    great_jama
    }
    }
    great_jama city requires factions { timurids, mongols, egypt, moors, turks, }
    {
    capability
    {
    agent priest 0 requires factions { timurids, egypt, moors, turks, }
    recruit_pool "Mutatawwi'a" 4 0.6 8 0 requires factions factions { timurids, egypt, moors, turks, }
    recruit_pool "Ghazis" 4 0.6 8 0 requires factions factions { timurids, egypt, moors, turks, }
    happiness_bonus bonus 6
    amplify_religion_level 2
    religion_level bonus 3
    agent_limit priest 2
    law_bonus bonus 1
    }
    faction_capability
    {
    religion_level bonus 1
    amplify_religion_level 1.5
    law_bonus bonus 1
    }
    material wooden
    construction 6
    cost 20000
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building temple_muslim_castle
    {
    convert_to temple_muslim
    religion islam
    levels c_small_masjid c_masjid
    {
    c_small_masjid castle requires factions { timurids, mongols, egypt, moors, turks, }
    {
    convert_to 0
    capability
    {
    agent priest 0 requires factions { timurids, egypt, moors, turks, }
    recruit_pool "Mutatawwi'a" 1 0.1 2 0 requires factions factions { timurids, egypt, moors, turks, }
    recruit_pool "Ghazis" 1 0.1 2 0 requires factions factions { timurids, egypt, moors, turks, }
    happiness_bonus bonus 1
    religion_level bonus 1
    agent_limit priest 1
    law_bonus bonus 1
    }
    material wooden
    construction 2
    cost 1600
    settlement_min village
    upgrades
    {
    c_masjid
    }
    }
    c_masjid castle requires factions { timurids, mongols, egypt, moors, turks, }
    {
    convert_to 1
    capability
    {
    agent priest 0 requires factions { timurids, egypt, moors, turks, }
    recruit_pool "Mutatawwi'a" 1 0.2 3 0 requires factions factions { timurids, egypt, moors, turks, }
    recruit_pool "Ghazis" 1 0.2 3 0 requires factions factions { timurids, egypt, moors, turks, }
    happiness_bonus bonus 1
    religion_level bonus 2
    agent_limit priest 1
    law_bonus bonus 1
    }
    material wooden
    construction 2
    cost 3200
    settlement_min large_town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    type Ghazis
    dictionary Ghazis ; Ghazis
    category infantry
    class light
    voice_type Light
    accent Arabic
    banner faction main_infantry
    banner holy crusade
    soldier Ghazis, 48, 0, 1
    attributes sea_faring, hide_forest, can_withdraw, mercenary_unit
    move_speed_mod 1.2
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 10, 3, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.2
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 0, 1, 6, flesh
    ;stat_armour_ex 0, 0, 0, 0, 1, 6, 6, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 1, 1, 0, -1
    stat_mental 9, impetuous, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 490, 70, 90, 70, 490, 4, 120
    armour_ug_levels 0
    armour_ug_models Ghazis
    ownership slave, moors, egypt, turks, timurids
    era 0 moors, egypt, turks, timurids
    era 1 moors, egypt, turks, timurids
    era 2 moors, egypt, turks, timurids
    ;unit_info 10, 0, 7
    recruit_priority_offset 0


    type Mutatawwi'a
    dictionary Mutatawwi'a ; Mutatawwi'a
    category infantry
    class light
    voice_type Light
    accent Arabic
    banner faction main_infantry
    banner holy crusade
    soldier Mutatawwi'a, 48, 0, 1
    attributes sea_faring, hide_forest, hardy, can_withdraw, mercenary_unit
    move_speed_mod 1.3
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 13, 6, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.33
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 0, 1, 0, flesh
    ;stat_armour_ex 0, 0, 0, 0, 1, 0, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 1, 1, 0, -1
    stat_mental 9, impetuous, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 160, 70, 90, 70, 160, 4, 40
    armour_ug_levels 0
    armour_ug_models Mutatawwi'a
    ownership slave, moors, egypt, turks, timurids
    era 0 moors, egypt, turks, timurids
    era 1 moors, egypt, turks, timurids
    era 2 moors, egypt, turks, timurids
    ;unit_info 13, 0, 1
    recruit_priority_offset 0
    The game however won't even start.
    Do I have to remove their mercenary_unit attribute?
    And if I do, will it make them unavailbe as mercenaries?

  7. #7

    Default Re: Problems with recruitment



  8. #8

    Default Re: Problems with recruitment

    the log should be quite clear of the cause of the ctd, iirc you can keep the merc attribute, this could be a problem though:

    Code:
    recruit_pool "Mutatawwi'a" 3 0.4 6 0 requires factions factions { timurids, egypt, moors, turks, }
    you only need the one faction entry in them lines.


  9. #9

    Default Re: Problems with recruitment

    Quote Originally Posted by dannyxx30 View Post
    the log should be quite clear of the cause of the ctd, iirc you can keep the merc attribute, this could be a problem though:

    Code:
    recruit_pool "Mutatawwi'a" 3 0.4 6 0 requires factions factions { timurids, egypt, moors, turks, }
    you only need the one faction entry in them lines.
    Oh, thanks
    Let's see how it works.

    If it does work, then I'll be finally able to make mercenary units hireable.

  10. #10

    Default Re: Problems with recruitment

    Wow, it works perfectly!

  11. #11

    Default Re: Problems with recruitment

    It seems I'm having some more problems...

    recruit_pool "Mercenary Frankish Knights" 1 0.1 3 0 requires factions { england, milan, venice, papal_states, sicily, hungary, hre }
    recruit_pool "Mercenary German Knights" 1 0.1 3 0 requires factions { denmark, milan, venice, papal_states, sicily, hungary, france, poland }
    recruit_pool "Dismounted Frankish Knights" 1 0.2 4 0 requires factions { england, milan, venice, papal_states, sicily, hungary, hre }
    recruit_pool "Dismounted Mercenary German Knights" 1 0.2 4 0 requires factions { denmark, milan, venice, papal_states, sicily, hungary, france, poland }
    recruit_pool "Mercenary Arquebusiers" 1 0.2 4 0 requires factions { denmark, milan, venice, papal_states, sicily, hungary, france, poland, hre, england, scotland, spain, portugal, russia, novgorod, lithuania, teutonic_order } and event_counter arquebus_invented 1
    recruit_pool "Mercenary Spearmen" 1 0.2 4 0 requires factions { denmark, milan, venice, papal_states, sicily, hungary, france, poland, hre, england, scotland, spain, portugal, russia, novgorod, lithuania, teutonic_order }
    recruit_pool "Mercenary Crossbowmen" 1 0.2 4 0 requires factions { denmark, milan, venice, papal_states, sicily, hungary, france, poland, hre, england, scotland, spain, portugal, russia, novgorod, lithuania, teutonic_order }
    recruit_pool "Turkomans Mercs" 1 0.2 4 0 requires factions { turks, timurids, mongols, cumans }
    recruit_pool "Afghan Javelinmen Mercs" 1 0.3 4 0 requires factions { turks }
    What seems to be the problem?


    Oh, I foudn it now!
    Instead of { turks }, it should be { turks, }
    Stupid me!
    Last edited by Reimu Hakurei; December 17, 2011 at 10:45 AM.

  12. #12

    Default Re: Problems with recruitment

    Hey

    Can you tell me how will this work?

    recruit_pool "Christian Guard" 1 0.05 1 0 requires factions { moors, turks, } and region_religion catholic 5 or region_religion orthodox 5
    OR

    recruit_pool "Christian Guard" 1 0.05 1 0 requires factions { moors, turks, } and region_religion catholic 5 or factions { moors, turks, } and region_religion orthodox 5

  13. #13

    Default Re: Problems with recruitment

    Hey, anyone here?

  14. #14
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: Problems with recruitment

    Personally, I'd have to do like you and try it myself. I have not tried one of those.

    Remember the time of year and for many, RL just took over for a day or two.

  15. #15

    Default Re: Problems with recruitment

    Quote Originally Posted by irishron View Post
    Personally, I'd have to do like you and try it myself. I have not tried one of those.
    I know, but I don't really like taking risks...

    Quote Originally Posted by irishron View Post
    Remember the time of year and for many, RL just took over for a day or two.
    Yes, yes, I know.

  16. #16
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Problems with recruitment

    Quote Originally Posted by LEGIONARIVS HVNGARIVS View Post
    I know, but I don't really like taking risks...
    You're not risking anything by modding. Just do what you want and learn from what happens.
    Last edited by Taiji; December 25, 2011 at 05:37 AM.

  17. #17

    Default Re: Problems with recruitment

    Quote Originally Posted by Taiji View Post
    You're not risking anything by modding. Just do what you want and learn from what happens.
    As you wish...
    There is one thing I'm risking though... adrenaline rush, and the well being of my nerves

  18. #18
    Moon's Avatar Centenarius
    Join Date
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    The dark side
    Posts
    878

    Default Re: Problems with recruitment

    Have you read this.
    How to add mercenaries.

  19. #19
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: Problems with recruitment

    Try this. If it works for you, rep Gracul.
    Last edited by irishron; November 08, 2012 at 09:03 PM.

  20. #20

    Default Re: Problems with recruitment

    Quote Originally Posted by irishron View Post
    Try this. If it works for you, rep Gracul.
    I tried it a couple of times, but it didn't get the job done...

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