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Thread: Main and secondary barracks trees for Ptolemies.

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  1. #1

    Default Main and secondary barracks trees for Ptolemies.

    I've been trying a new Ptolemy campaign and have a question about the secondary barracks tree (the one that used to be dedicated to skirmishers and archers and the like). What is its purpose now? It doesn't look to allow for any recruitment options, but rather just increases some experience levels and provides a garrison. I actually can't even upgrade a level 1 barracks to it, but rather can only convert a level 2+ main barracks tree building to it, making me think it was supposed to be removed entirely. Does it only affect recruitment options of AoR units? If so, do these not show up when mousing over the building? I'm just wondering if I should be bothering building (converting to) these buildings at all.

    Thanks for any feedback.

  2. #2
    Matmannen's Avatar Ordinarius
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    Default Re: Main and secondary barracks trees for Ptolemies.

    I think it's an oversight...

  3. #3
    Tiro
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    Default Re: Main and secondary barracks trees for Ptolemies.

    Quote Originally Posted by Selea View Post
    Divide et Impera 0.9
    After much anticipation and plenty of hard work, I present to you DeI's newest update. I want to take a moment to thank all of our team, from the modders to the testers and support members. You guys really came together under some adverse conditions to get this update out. I am very proud to be a member of this modding team and of the effort we have put forth in this update.

    *Note: Currently this version has longer load times than 0.85 due to the amount of additional units. Also, when reforms hit it takes a moment to move to the next turn. These are issues we hope to address when we make the mod more efficient in 1.0.

    Update Notes



    General Changes:
    - Removed second barracks for Eastern and Hellenic factions. These cultures now only have 1 infantry recruitment building. This change is save compatible but save games will have some useless buildings.
    Reading patch notes would do you wonders.

  4. #4

    Default Re: Main and secondary barracks trees for Ptolemies.

    It had to be left in files for save compatibility. Only chining rules for upgrading were deleted. Just ignore it and hope AI doeas the same. All redundant files will be cleared out before 1.0.

  5. #5

    Default Re: Main and secondary barracks trees for Ptolemies.

    Okay. Thank you all. That all makes great sense.

  6. #6

    Default Re: Main and secondary barracks trees for Ptolemies.

    In theory you shouldn't be able to build these anymore. Legacy buildings will survive in save games.

    Can you guys still build them?

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  7. #7

    Default Re: Main and secondary barracks trees for Ptolemies.

    Quote Originally Posted by Dresden View Post
    Can you guys still build them?
    I can't build them, no. But I can convert regular barracks into them.

  8. #8

    Default Re: Main and secondary barracks trees for Ptolemies.

    I can't build them anymore but would really like to be able to get all the great troops back I can no longer recruit.

  9. #9

    Default Re: Main and secondary barracks trees for Ptolemies.

    No faction except Romans use auxiliary barracks. Now you have AOR units instead and in next update higher tier mercs.

  10. #10

    Default Re: Main and secondary barracks trees for Ptolemies.

    AoR/Mercs will replace the auxiliaries for those factions.

    You shouldn't be able to convert the main barracks, I disabled that. I wonder if I missed some.

    1.0 we will removing unused buildings, units etc. This is why it won't be save compatible.
    Last edited by Dresden; June 15, 2014 at 12:40 PM.

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  11. #11

    Default Re: Main and secondary barracks trees for Ptolemies.

    Yes, I am still able to convert the main barracks to auxiliary barracks as Ptolemies.

  12. #12

    Default Re: Main and secondary barracks trees for Ptolemies.

    Yeah, goes for Carthage, too. Also I'm still missing units I should be able to recruit, but never seen them except for custom battles. Probably I'm missing something (it's very intransparent, because ingame wiki shows of course no information about recruitment), although I checked that culture and tier buildings were high enough (I don't think it's because of reforms).

  13. #13

    Default Re: Main and secondary barracks trees for Ptolemies.

    I will look into missing Carthage units.

    In my tests I was unable to convert the main barracks so obviously I missed something. I will look into it.

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  14. #14

    Default Re: Main and secondary barracks trees for Ptolemies.

    A humble suggestion, Dresden, if I may. Instead of getting rid of the secondary barracks line for Carthage (or other factions if you find the idea interesting), you could get them to work as a passive bonus given to mercenary recruitment and upkeep. That way, you could actually use mercenary armies defensively without getting your economy pummeled, and raising armies quickly when attacked in a position away from your mais armies. Just an idea though.

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