I was wondering how easy it would be to give Sindh access to hindu longbowmen? Either through the AOR or as a proper faction unit. I hate their lack of archers basically and want to amend it
I was wondering how easy it would be to give Sindh access to hindu longbowmen? Either through the AOR or as a proper faction unit. I hate their lack of archers basically and want to amend it
They are available in Punjab, so in Lahore, Mitankot, Multan and Pindi. These are regions which have hidden_resource punjab.
If you want to recruit them in other regions, you have to add punjab to hidden_resource line in descr_regions. Or, you can open export_descr_buildings, add sindh to hidden_resources line, then find proper recruitment lines and change and hidden_resource punjab to and hidden_resource punjab or hidden_resource sindh, then open descr_regions and add sindh to hidden_resources line under proper settlements.
Back up the files before you start modifying them.
I followed your first suggestion, adding punjab to the thatta region in 'desc_regions'. I loaded up the campaign and it made no difference to the roster. Your second suggestion is much more complicated so I gave up and added the hindu merc archers from india instead. Is there a cheap archer merc unit? These guys seem pretty expensive... 300 upkeep.
another problem is that they have so few arrows... despite not even being a medium unit. Still the problem is easy enough to solve, I sent a general out to track down some horse archer mercs. Those guys have alot of ammo plus their upkeep matches the hindu mercenaries at roughly 300. Why do light horse archers have so many arrows in comparison to foot archers? Is it historically accurate?
Yes. Steppe horse archers usually come with 2-6 spare horses and carrying quivers is not a problem. The ancient Parthians also made use of camels carrying huge amount of arrows into battle.
Their aiming is already made less accurate in BC, which is NOT historical. A typical steppe HA is expected to be able to shoot arrows into the same place while running all the time, and ghulam and mamluk archers were able to stop knights' charge frontally.
I always delete any versions of map.rwm on my hard drive after I modify any files to make sure the changes take effect (the game always makes a new map file if there isn't one there already and it may not update to your changes unless forced by you deleting it). This particular change should be save comptaible and not require a new campaign at least. You may need to wait one turn to actually see results because the recruitment pool needs to start filling up. You could also remove the AOR restriction completely, for your faction at least. It's probably worth getting to know the buildings file, because if you want to change one thing, you'll probably soon be wanting to play with another. As long as it's a unit your faction can in principle recruit somewhere, it's not that complicated once you get the hang of it.
As for mercenaries, sorry, I don't recall.
Isn't it enough to see that a fire is bright and beautiful without having to believe that the night is dark and full of terrors too? ~ Douglas Adamsish
Who would manage to carry more arrows - footman or horseman?
Obviously a horseman!
With their mobility, this is why horse archers are generally superior. However, they should also have one less tier of accuracy compared to the same quality foot archer. So each has their strength.
in most mods the opposite is true, HA recieve fewer arrows because their mobility would make them too strong if they were given many arrows.
The GG edu fixed this, prioritizing foot archers over mounted, to stop horse archer swarms being able to fire endless amounts of arrows until everything is dead.