It has no influence, the unit pool increases always if you disband units inside a settlement.
I think the idea behind the current recruitment system is that replenishment takes longer, but also the maximum number of available units is way higher (often 5).
So one is rewarded for not going recruiting everything all time, but kind of prepare for war for some turns.
Usually the problems go away when one has the level 3,4 of faction recruitment building.
@Mountainhouzhe- basically, when you do this (below) you somehow "kill" the Cvil Mechanics option and other (e.g. religious tolerance option) at the begining of the game. Don't know how exactly it affects those scrolls, but it does, I noticed it when doing the same about a month ago.
commenting the lines in the campaign_script with "monitor_event UnitDisbanded" and "monitor_event UnitTrained" by setting a semicolon ";" in front of every line. In Notepadd++ you can do this with the "Shift + Alt" selection mode of lines.
I will show example of what I did with the script:
;monitor_event UnitDisbanded etc.
;.....
;.....
;.....
;.....
;end_monitor
I do the above to all monitors/scripts that contain the beginning of "monitor_event UnitDisbanded/Trained".
Then when that didn't work, I tried this:
;monitor_event UnitTrained
.........
.........
.........
........
end_monitor
And this didn't work either.
So, If you can tell by those examples what went wrong, please tell me.
I downloaded the 3Part(mypatch) again and commented the lines 7994- 21517 . I attached this campaign_script as a .7z archive.
I tested it and the Messages for Civil war, captain script showed up.
Maybe you commented too many lines.
I hope this works for you
Hi there, Could someone please teach me how to reset the campaign scripts?
After install, I loaded the first campaign. It came with three decision scrolls asking for Governor, Siege and Religious Tolerance.
But I haven't seen those scrolls upon starting new campaigns... so can't change settings for Governor/Siege/Religious tolerance scripts.
Thanks
First time player for this mod. I've just clean install the entire Medieval 2 Total War Gold and install this mod including the patch. I also change the mod folder name into 5 letters long, in this case the folder name is "BCkBS". So far all I've got is this (screenshot below) :
I've also had tried to edit Broken_Crescent_kingdomsBuff_and_Shine.cfg file and make change the mod name into the corresponding folder name (just in case it matters). So far I still cannot run this mod. What did I do wrong here? I had play other mod without any problem before this.
Thanks beforehand
There should appear governor, religious tolerance, zakat or almsgiving, siege, captain, civil war script and historical invasions/events. These scripts all should appear when you start a campaign in buff and shine. Though it seems zakat (or almsgiving) script appears multiple times during campaign.
hi, does anybody know how do i recruit as kingdom of jerusalem the templar knights, the dismounted templar knights, dismounted knights of jerusalem? because if i build the templar buildings for example, i can only recruit templar cavalry, or brother knights.
thank you
LOS PIOJOS
TODO LO DEMAS NO ES NADA
ROCK NACIONAL
i checked the crusader outpost, duchy, barony, etc and in none of them appear those units mentioned. neither in the templar building line, which has 2 buildings, the first one only has the spearmen, the second has the dismounted brother knights and templar cavalry, not templar knights or the dismounted version
LOS PIOJOS
TODO LO DEMAS NO ES NADA
ROCK NACIONAL
The second building of the templar line has the following entry in the edb:
Spoiler Alert, click show to read:
The recruitment is conditioned to event_counter "mongol_em" and "templar" which is triggered at the "date 43", "date 133" respectively. There might be problems with mixing "and" and "not" with more than one condition.