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  1. #1

    Default upgrading buildings removes units?

    Sorry if this has been asked before, search isn't working and google isn't showing up much.
    So I just got this mod a few days ago, and so far mosts been great, but I have had some issues that I don't know if they are bugs or features. Little background I am playing Denmark and invading England, I started by taking the castles and noticed I could recruit longbowmen instead of norse archers, sounded great to me, but if I upgrade my practice range to an archery range, I can't recruit longbowmen or norse archers, only levys and crossbowmen, and without deployed stakes I can't stand a chance against any cav since I lack any good spears. Is this intended? I noticed a similar issue with my mounted huskarls disappearing from recruitment and getting eastern spearmen instead of viking raiders in the east.

  2. #2

    Default Re: upgrading buildings removes units?

    Norse archers and Viking raiders might be regional. I know some units for factions are like that (though I havent played Denmark in quite awhile to know for sure).

    I know English longbowmen are localized to the british islands.
    Templar and Hospitlar chapter houses can only be built in certain cities, regardless of what Catholic fction you are.
    The Romans have several units that can only be built in Constantinople.
    Templars have a couple units that can only be built in Jerusalem.
    Thats off the top of my head, but Im sure other factions have similar restrictions on some unit types.
    Last edited by Duck of Death; April 26, 2014 at 10:05 PM.
    Honest and truly, I AM Robin Hood!

  3. #3

    Default Re: upgrading buildings removes units?

    Doesn't really answer my question though, I lose the ability to recruit Longbowmen when upgrading from a practice range to an archery range in the same castle on the British islands. Is this intended or should I reinstall SS?

  4. #4

    Default Re: upgrading buildings removes units?

    Well I may have answered my own question, looking in the descr_buildings text, I noticed practice ranges can recruit longbowmen, but archery ranges require the fullplate event to recruit the same longbowmen. Not sure if this is intentional as it makes no sense to me so I'll just change it and see if it works.

  5. #5

    Default Re: upgrading buildings removes units?

    Quote Originally Posted by JT-fenrir View Post
    Well I may have answered my own question, looking in the descr_buildings text, I noticed practice ranges can recruit longbowmen, but archery ranges require the fullplate event to recruit the same longbowmen. Not sure if this is intentional as it makes no sense to me so I'll just change it and see if it works.
    That's probably not save game compatible, I don't suggest you to do that.

    E. Or of course you can, but remember to make back ups and usual stuff. But that might not work.

  6. #6

    Default Re: upgrading buildings removes units?

    I'm pretty sure it's intentional. Some units, (England and Sicily for example have unit called Miles) disappear from recruitment when you achieve certain point at game. But longbowmen aren't some early period unit that's supposed to disappear, so that's not going to be the case... Maybe it's because you are Denmark, and you didn't have longbowmen in real life. But I can't answer for sure, because I haven't played lot of Danes, I'm not really fan of their position and situation at early.

  7. #7

    Default Re: upgrading buildings removes units?

    I made a mistake with the whole fullplate event, turns out I should be able to recruit them according to the descr_buildings. as for why I can't it doesn't make sense. I've played in the Data folder plenty for Vanilla and I can't find any reason as to why I can't recruit them, the lines are there, just as they are with the practice range but they don't show up in game. Must be something wrong with my install.

  8. #8

    Default Re: upgrading buildings removes units?

    I fixed it, there was a mistake in the descr_buildings.
    Practice Range version

    recruit_pool "Longbowmen" 0 0.17 1 0 requires factions { venice, scotland, france, portugal, spain, aragon, moors, milan, papal_states, sicily, hre, norway, denmark, poland, russia, lithuania, cumans, kwarezm, turks, jerusalem, egypt, byzantium, hungary, kievan_rus, teutonic_order, mongols, slave, timurids, } and hidden_resource england and event_counter HEAVY_MAIL_ARMOR 1 and not event_counter new_era_begins 1

    Archery Range version

    recruit_pool "Longbowmen" 0 0.25 1 0 requires factions { venice, scotland, france, portugal, spain, aragon, moors, milan, papal_states, sicily, hre, norway, denmark, poland, russia, lithuania, cumans, kwarezm, turks, jerusalem, egypt, byzantium, hungary, kievan_rus, teutonic_order, mongols, slave, timurids, } and hidden_resource england and event_counter ENGLISH_ARCHERS 1 and not event_counter new_era_begins 1

    of the 6 different recruit lines for longbowmen, this is the only one that changes its event requirement when upgraded from practice to archery ranges. Changing the ENGLISH_ARCHERS 1 to HEAVY_MAIL_ARMOR 1 has fixed the issue and is save game compatible.

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