Results 1 to 6 of 6

Thread: [Request] Elite units cap

Hybrid View

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

    Default [Request] Elite units cap

    First of all: this mod is absolutely incredible and probably will become the next "must have" for Attila.

    The "Turns to next available unit" feature in M2TW was something great. Elite units would take some time to be available, thus making them rare on the battlefield and giving them the "eliteness" they deserved. On Attila, all units can be recruited every turn and with enough money you can make an elite army in a few turns. High tier units should not be just a matter of money: they are made of handpicked soldiers, veterans, not available at all times.

    I think with this feature, elite units would achieve a much more important role on the battlefield, making you take care of them a lot.

    Let me know what you think!
    "Courage is about knowing not when to take a life, but when to spare it" -Gandalf


  2. #2

    Default Re: [Request] Elite units cap

    ehh, there are already unit caps for several palatina units including the cornuti, herculiani and Schola calvalry (including clibanarii)

  3. #3

    Default Re: [Request] Elite units cap

    There is a unit cap for the amount of units you can have, but not how fast those units are available. I think it would be great to have the "Turns to next unit available" so the recruitment itself was slower. But it is just an opinion!
    "Courage is about knowing not when to take a life, but when to spare it" -Gandalf


  4. #4
    Maximus183's Avatar Senator
    Join Date
    Oct 2008
    Location
    Magna Scandinavia
    Posts
    1,002

    Default Re: [Request] Elite units cap

    You're correct in that it would be great, but there's really no function like it existing in this engine. Not sure at all, but it might be achievable through scrips but we don't have anyone on board who knows how to do any of that.

  5. #5

    Default Re: [Request] Elite units cap

    It would not be Historically accurate, the game starts at 395, most roman legions are still intact (except for a few in the west after the battle of Frigidus River in 394 and the reallocation of some units to the eastern empire by Theodusis I)

  6. #6

    Default Re: [Request] Elite units cap

    We try to achieve this somewhat with costs/upkeep. I could add army unit caps using the db rather than scripts (scripted version only affects the player). But, I think for the most part its okay as it is.

    I am not sure how one might do the "turns until available" without some sort of population system.
    Last edited by Dresden; August 15, 2015 at 02:57 PM.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

Posting Permissions

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