1. ## Re: FAQ

I have recently started to play your mod a bit. I really appreciate the amount of work you put in the mod to display the period as good as possible to the interested audience.

I do not know if this question has been asked before, but what is the reason for these huge amounts of "forts" with city names on the map ?
The only reason seems to be the free upkeep but on the other hand they add a lot of confusion when trying to find the "real" cities on the map (at least for me)
The only historical background I can think of is to display the contributions a region has to pay to keep the army stationed there.
But in this case I do not undestand why the "real" fully functional cities do not provide free upkeep then.

2. ## Re: FAQ

The forts represent minor cities - if you look closer you will see that the regular cities have a number of symbols under their name whereas the forts have just the name. The models are different as well.

3. ## Re: FAQ

I have actually noticed the difference of course. But they are rather minor (primarily the bastion) and at least I tend to find it hard to get quick overview of my country since my camera isn't usually zoomed in as it is on your screenshot.
And if you have a garrison in a fort (which I usually have because of the free upkeep) it looks alike from the distance and even when zoomed in, since the flags have almost the same size as the ones of the great citites.
To sum it up it: it would be a lot more handy to have resized coat of arms/ flag shown above the minor city if this is possible and you actually consider this.

4. ## Re: FAQ

Well, the models are substantially different - if it's big and pointy it's a regular settlement. Plenty of visual clues. The army banners are exactly the same size, they are just placed lower in the forts.

5. ## Re: FAQ

If I refuse EDICTUM TOLERATIONIS, what's happened?

6. ## Re: FAQ

Neither accepting nor declining has any far reaching consequences, beyond money deduction on accepting - it is more of an immersion event.

7. ## Re: FAQ

From which movie are the videos taken from?

Thanks!

8. ## Re: FAQ

Monti collected them from a variety of movies and documentaries, mostly German originals. There is a download for sub titled movies on the download page if you are interested.

9. ## Re: FAQ

Originally Posted by Gigantus
Monti collected them from a variety of movies and documentaries, mostly German originals. There is a download for sub titled movies on the download page if you are interested.

Yes I saw the subtitled videos option.
But I was wondering if you guys can list the movie sources as they seem cool, and I would like to watch them.

Cheers.

10. ## Re: FAQ

Just remembered - the credits (see data\text\credits.txt as well or in game) have a list of contributors, that might help. Or try sending him a PM.

11. ## Re: FAQ

I've never played any other mods than the one I'm working on, but this period of history interests me (even if it's a little grim).

How well do pikes and muskets work in the mod?

What is the cavalry balance like (on the scale of overpowered like vanilla to less than that)?

How effective/useful is artillery (is it worth lugging around the campaign map, or only useful for sieges)? What are sieges like?

How different is the combat to vanilla (which admittedly I've never played)? Is the evolution of the tercio from Spanish to Swedish style reflected in the units/combat balance?

How much regionalisation is there of recruitment, or is it done entirely through the use of factional rosters (ie if I take a faction to another region entirely, will there be "local" units to recruit, or only my faction's core roster?)?

In what ways has the vanilla game been modified to fit the historical setting, beyond obvious stuff with choice of factions and units?

12. ## Re: FAQ

Geoffrey worked extensively on the battle side of things, introducing historical battle formations and behaviour (as far as possible) to make the pike & shot warfare work. See his manual.

Cavalry is mostly the missile type, regular ones have been tweaked to avoid 'tank' like advantages. We also made the bodyguard unit a cav missile unit with long range, lots of ammo and low missile damage to avoid the AI suiciding the good man.

We 'exiled' the heirs of the AI to make really sure that a faction doesn't get killed because of that tendency.

We do have 'global' as well as 'local' units.

Do have a look at Geoffrey's Let's Play (and AAR) to get some impressions of the game.

13. ## Re: FAQ

Is there reason why the Regiment "Mansberg" has such a ridiculous meele attack?20 is far higher than any other pike unit and they kill everything in seconds.

14. ## Re: FAQ

That must have been a typo

Edit: the stat_pri value is by far lower then the halberd militia (Badische Hellebarden) so I have to assume it's the spear_bonus_12 value that does the damage.

Hellebarden:
Code:
stat_pri         19, 2, no, 0, 0, melee, melee_blade, piercing, axe, 25, 1
;stat_pri_ex      0, 0, 0
stat_pri_attr    ap, long_pike, spear_bonus_4
Mansberg (Ulmer Lanzen in EDU):
Code:
stat_pri         4, 3, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
;stat_pri_ex      0, 0, 0
stat_pri_attr    spear, long_pike, spear_bonus_12

#### Posting Permissions

• You may not post new threads
• You may not post replies
• You may not post attachments
• You may not edit your posts
•