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Thread: Menaulatoi at 1500?

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  1. #1
    Hoplite of Ilis's Avatar Domesticus
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    Default Menaulatoi at 1500?

    As the title suggests, why do these pikemen come soooooo late? Along with the musketeers??? Shouldn't they be available a LOT earlier? By the 1500 the Byzantines were gone, but these pikemen were at use from the 10th century. Bear this in mind for your next installment please.
    Thanks in advance. - My favourite mod so far!

  2. #2

    Default Re: Menaulatoi at 1500?

    I think you can mod it yourself that this unit comes in earlier for you to use, but i believe it is held back untill 1500 because it would give byzantines an unfair advantage - they could hold any settlement easily.

  3. #3

  4. #4

    Default Re: Menaulatoi at 1500?

    Quote Originally Posted by Hoplite of Ilis View Post
    As the title suggests, why do these pikemen come soooooo late? Along with the musketeers??? Shouldn't they be available a LOT earlier? By the 1500 the Byzantines were gone, but these pikemen were at use from the 10th century. Bear this in mind for your next installment please.
    Thanks in advance. - My favourite mod so far!
    There are some older post on this issue.Menaulatoi are actually a "what if" unit.What if the byz could last after 1500?they probably would have developed their warfare the same way "western" factions did adopting pikes muskets etc.
    Now you mentioned that they existed in 10th century.If i remember reading that they were used for a very short period of time and they probably became obsolete with the komnenos reforms.So at the period the game starts they were not used at all

  5. #5

    Default Re: Menaulatoi at 1500?

    It is a poor excuse there are many ways to restrict the use. I think its amateurish to lock units to that late for "balance" reasons.

  6. #6
    Andytheplatypus's Avatar Domesticus
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    Default Re: Menaulatoi at 1500?

    Quote Originally Posted by The-Monetary View Post
    It is a poor excuse there are many ways to restrict the use. I think its amateurish to lock units to that late for "balance" reasons.

    hah. good point, your mod is much more professional and not "amateurish" at all

  7. #7

    Default Re: Menaulatoi at 1500?

    Quote Originally Posted by Andytheplatypus View Post
    hah. good point, your mod is much more professional and not "amateurish" at all
    Damn! I guess we should leave feedback to the developers only, and make sure nothing is being brought up ever.
    I mean what else can we do when we have status quo creatures like you with nothing to add.

    Here are you're medal

    Last edited by DeliCiousTZM; October 12, 2012 at 08:32 AM.

  8. #8
    Gnostiko's Avatar Campidoctor
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    Default Re: Menaulatoi at 1500?

    Quote Originally Posted by The-Monetary View Post
    It is a poor excuse there are many ways to restrict the use. I think its amateurish to lock units to that late for "balance" reasons.
    Come again? Menavlatoi are essentially a fantasy unit. Based on an educated guess, but a fantasy unit nonetheless; given the CBUR team's emphasis on historical accuracy, they wouldn't be in the mod, but for appeasing players who want to take their campaigns further own the timeline.

  9. #9
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: Menaulatoi at 1500?

    Still, a "what if" unit may mean anything..... I don't like it. Doesn't feel right.

  10. #10

    Default Re: Menaulatoi at 1500?

    Quote Originally Posted by Hoplite of Ilis View Post
    Still, a "what if" unit may mean anything..... I don't like it. Doesn't feel right.
    delete the time event restriction...and they are available from start

  11. #11

    Default Re: Menaulatoi at 1500?

    Quote Originally Posted by Hoplite of Ilis View Post
    WHERE, HOW??? Please?
    Please consider SEARCHING the forum for information - at least before you crosspost requests like that into other topics.

    See the lower part of this topic:
    Menavlatoi

  12. #12
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: Menaulatoi at 1500?

    My friend, if I knew the first thing about scripts and codelines, I would have moved on to the second. I don't know what I'm seeing in your post, but thanks.

  13. #13

    Default Re: Menaulatoi at 1500?

    Quote Originally Posted by Hoplite of Ilis View Post
    My friend, if I knew the first thing about scripts and codelines, I would have moved on to the second. I don't know what I'm seeing in your post, but thanks.
    What you saw was the wrong link - sorry for that - something screwed with my clipboard.
    ksenagos already posted it now, what I was refering to was #13 and #18 in Menavlatoi

    After editing out the event you may need to press "end turn" once after loading your save before you will actually see the unit in your game.

  14. #14
    Hoplite of Ilis's Avatar Domesticus
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    Default

    Can you tell me how to do it too? I'd like to get them from the start.

    WHERE, HOW??? Please?
    Last edited by bɑne; October 11, 2012 at 11:58 AM. Reason: merged crossposted request

  15. #15

    Default Re: Menaulatoi Availability

    D:\SEGA\Medieval 2 Total War\mods\Stainless_Steel_6\data -> export_descr_buildings.txt

    }
    mercenary_barracks3 castle requires factions { byzantium, } and event_counter HEAVY_MAIL_ARMOR 1
    {


    ==>


    }
    mercenary_barracks3 castle requires factions { byzantium, }
    {


    for all three levels.

    Wtf? Where did Hoplite's post go?
    Last edited by bɑne; October 17, 2012 at 05:39 AM. Reason: merged response to crossposted request

  16. #16

    Default Re: Menaulatoi at 1500?

    go to
    mods/SS 6.3/data/export_descr_buildings/ search menaulatoi or whatever the name...you will see something like this

    recruit_pool "Menaulatoi" 1 0.5 2 0 requires factions { byzantium, } and event_counter first_watch 1

    They are tied to a certain event.Delete the bold letters and save the file...To xeis?
    Repeat the search until you have all menaulatoi recruit pools modified
    Prior to any change make a back up file just in case.

  17. #17
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: Menaulatoi at 1500?

    Ευχαριστώ ωρέ πατρίδα! I'll keep it english to be fair to all. Did you learn about these stuff from TWC tutorials? I tried it once, but I got lost. Got a clue for me to begin with?

  18. #18

    Default Re: Menaulatoi at 1500?

    Quote Originally Posted by Hoplite of Ilis View Post
    Ευχαριστώ ωρέ πατρίδα! I'll keep it english to be fair to all. Did you learn about these stuff from TWC tutorials? I tried it once, but I got lost. Got a clue for me to begin with?
    Lots of trial and error...plus if someone explains how some staff works then you can easily get the hang of it.Still editing the unit and building txt is relatively easy.Modding textures and models is more timing consuming and i suggest looking in the workshop or in the tutorials.

    Some basic info

    Spoiler Alert, click show to read: 
    in export_descr_buildings
    example

    royal_armoury city requires factions { turks, venice, milan, portugal ....blah blah blah

    recruit_pool "Genoese Crossbow Militia" 1 0.25 2 0 requires factions { milan, } and event_counter first_watch 1

    recruit_pool "Genoese Crossbow Militia" 1 0.34 3 0 requires factions { milan, } and event_counter MATCHLOCK 1 and not event_counter first_watch 1

    recruit_pool "Genoese Crossbow Militia" 1 0.5 4 0 requires factions { milan, } and event_counter new_era_begins 1 and not event_counter MATCHLOCK 1.

    First it tells you that Genoese Crossbow Militia requires you to build a royal_armoury in a city
    The factions in the"{} shows you which factions can build such a building

    Next to the Genoese Crossbow Militia there is the replenish rate (0.34).Each turn this number is added to your pool.When it reaches 1 a new unit will be available.In the case of 0.34 this means 3 turns for a unit.

    Next to the replenish rate there is the maximum number of this unit the pool can hold.In the case of 0.34 it is 3.So after 3 units are stationed in your pool no more units will be added.

    requires faction {A, B, C } means that only the factions in the {} can recruit these units.
    Simply adding a faction in the {} won't make the unit available to the faction.You first have to alter some other files as well(read the tutorials)

    Events are tied to time.They will happen at certain time periods

    Event_counter A and not event_counter B means that this "line" is active as long as A has taken place and B has not occurred yet.

    So in the case of Genoese Crossbow Militia from the new era until the matchlock appears the unit will have 0.5 replenish rate...When matchlock is triggered they will have 0.34 when first watch appears it will drop to 0.25

    Also some units require certain locations.It the case of scholarii it will read "Requires secret resource Constantinople" meaning that the unit can only be recruited in the specific city.

    For the export_descr_unit it has a description in the beginning of the file.

    Read the manuals try on your own and ALWAYS keep a back-up file.


    Hope i helped
    Last edited by ksenagos; October 11, 2012 at 03:29 PM.

  19. #19
    Judeman266's Avatar Senator
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    Default Re: Menaulatoi at 1500?

    Menaulatoi was the name of a pikemen-like unit used by the Byzantine empire in the 10th century. However, after the Komnenian reforms, this type of infantry unit didn't exist. The Menaulatoi in the campaign now are just a unit that was created to give the Byzantines a pike unit if they lasted past 1453. They are not excluded during the campaign because of balance but because they didn't exist in the time period.


  20. #20
    NikeBG's Avatar Sampsis
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    Default Re: Menaulatoi at 1500?

    Are you saying that pikes were not used in Byzantium or that every single unit in the game is based on *actual* medieval *units* (i.e. not just "Ok, that nation used swords, so let's give them a swordsmen unit.", but more like "That nation not only used swords, but is recorded to have had a specialised corpus of swordsmen.")?

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