Results 1 to 10 of 10

Thread: Retraining doesn't reduce recruitment pool?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Retraining doesn't reduce recruitment pool?

    Just started playing SS again with Historical Buildings mod and noticed that retraining units isn't lowering the recruitment pool.

    By comparison, if I switch to TATW then retraining reduces the pool correctly.

    Checked all the config and data files I can think of but couldn't find where this is toggled. Any body know?

    thanks!

  2. #2
    Andytheplatypus's Avatar Domesticus
    Join Date
    Jan 2010
    Location
    . U.S. - MS, Gulf Coast.
    Posts
    2,384

    Default Re: Retraining doesn't reduce recruitment pool?

    What do you mean your playing SS with historical buildings?

  3. #3

    Default Re: Retraining doesn't reduce recruitment pool?

    HURB I think is what he means. I am pretty sure HURB still has replenishment limits but they are a bit higher than in base SS so will take longer to be noticed unless RW really changed it more than I realized.

  4. #4

    Default Re: Retraining doesn't reduce recruitment pool?

    Right, SS6.4 + HURB. Not a matter of limits I think.
    For example, I had 3 units of Urban Militia with less than 10 men each garrisoned in a city that has 1 unit worth ready for recruitment. Somehow all 3 units can be retrained at the same time, and there is still 1 unit ready for recruitment!

    In TATW, by contrast, you would only be able to retrain 1 near-depleted unit then wait for replenishment. Much more realistic.
    Just can't seem to find this setting in cfg or descr_campaign_db.xml or else where.

  5. #5

    Default Re: Retraining doesn't reduce recruitment pool?

    Unit replenishment for everything except mercenaries is in export_descr_buildings.txt in the data/world/maps/campaign/imperial

  6. #6

    Default Re: Retraining doesn't reduce recruitment pool?

    Yea but its the standard recruitment pool specification with initial pool, replenish rate, max pool, and experience
    Where the heck does it say "deplete pool when retraining" = false?

  7. #7

    Default Re: Retraining doesn't reduce recruitment pool?

    Quote Originally Posted by slingerblitz View Post
    Yea but its the standard recruitment pool specification with initial pool, replenish rate, max pool, and experience
    Where the heck does it say "deplete pool when retraining" = false?

    There is nothing like that... you can set how many units are available for retaining at once and how fast units replenish as well as max pool and experience.

    If you don't want immediate retraining simply lower the initial pool and the replenish rates and set max pool at 1 or 2. I can't remember how many turns per year HURB is set to so adjust accordingly to the level you want as .2 for example would take 5 turns to become available after if replenish pool is completely drained.

  8. #8

    Default Re: Retraining doesn't reduce recruitment pool?

    Well, I've never come across a setting for that either, but somehow SS HURB is taking that 1 unit in the pool and allowing unlimited retraining.

    TATW only allows retraining based on the remaining pool. Ergo, must be some setting in SS6.4 or HURB at work besides the initial pool and replenish rates.

    The retraining threshold still works, so you can't retrain the band of 10 surviving Urban Militia until the recruitment pool hits 1 full unit, but then you get to retrain 3+ full units without even using up the pool. Rather annoying not being able to pin this down.

  9. #9

    Default Re: Retraining doesn't reduce recruitment pool?

    Hmm, seems like the problem happens if the unit is both building recruitable and mercenary!?
    Noticed that within one faction (Volga Bulgar), Birig Archers and Spearmen (both regional mercs + faction recruit) get unlimited retraining while Bulgar Archer retraining drains pool. Only difference is that Bulgar Archers are not also mercenary_unit.

    Will test some more and update if any exceptions are found. Guess TATW doesn't have this issue because merc and faction units are more strictly separate.

Posting Permissions

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