What exactly is the idea behind limiting recruitment capacity when you upgrade your town hall/farms?
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What exactly is the idea behind limiting recruitment capacity when you upgrade your town hall/farms?
Except the one for Zengids and Abbasids, probably Serbia, Georgia and Rum as well, I'm not sure which one have been implemented. So why not. Writting is not my best skill.
Of course, if we use them (or some of them), credit will be given accordingly ;)
I prefer to let MWY to answer the question. He's more qualified than me on that topic :tongue:Quote:
Originally Posted by lolIsuck
Edit: noted about EE bodyguards. Will correct that :thumbsup2
Yes. You're right, I should have done that.
I'm sure you mod will be a good one if it's ever finished
As for the Pope hiding in he woods around Rome, after Rome was captured, that's either a bad joke or a poor design. You weren't quite clear on that.
In playing my last turn there is a pirate ship in the Thames - it won't move and I can't attack it. It's been there for 7 turns. If I were to play the game to end, it probably still be there, that I have no doubt. It's obviously a bug, but than again,I'm not a modder. Perhaps it's meant to be there. Only you would know.
Separately, the tone of your responses are unacceptable. One thing your not is Mr. Congeniality. It would have been best if you hadn't responded at all.
But don't worry about responding to this post. I won't see it. I'm deleting your mod from my system and will never visit the SSHIP thread again.
Good, because your post doesn't warrant a reply
LIfth or MWY about the thread of abilities as shield wall or frigty nearb enemy..will make some changes in units in the next patch?as add for varangian guards, scoutotai,other units as big shields as pavisiers,norwegian units...and you know as operate this abilities?increase defense, low moral....
As already mentioned several times, the shield wall hability doesn't work properly in the game. To fix it, we need to create new animations. That's not possible in a short term period (if just possible at all).
Someone wrote that the shield wall increases the mass of the unit so that it takes less damage from the front, but that it becomes very vulnerable to attacks from the flanks or rear. In other words, it's most useful in sieges, when you defend the narrow streets or want to push through to the town square. See if the shield wall serves a purpose then :) However, I've never seen the AI use it, and they don't seem to turn off the spear wall ability for the relevant units so that those units can run, either (I toggle it on/off, depending on the situation).
@lollsuck: I already explained that a few pages back I think.
Explaining: Reflecting the population needed on farms/administration which are then lacking to be recruited/reduces the recruitment capabilities in the city.
Gameplaywise: Just a mechanism to give buildings which are currently only positive some negative aspects aswell which the player has to consider.
That maybe right. I've used it a few times in the situations like you mentioned. My units do seem to take less casualties. But I wonder if there is a penalty in attack or not. Can someone clarify this?
There is one huge flaw in the shield wall ability though, according to my experience. It doesn't help against arrows or crossbow bolts at all. In fact, the unit will take more damage from missiles because the soldiers stand very close to each other. So that means shield wall only increases defense skill, not armor or shield I guess?
May we should consider making a guide, an user manual or similar stuff :hmm:Quote:
Originally Posted by MWY
The benefit of it would be to keep things gathered for "old" and new SSHIP users.
@ k123cp, basically you've got my point ;)
I also consider the way it appears in game: just a tied line. Legs and heads are not especially protected. Finally a shield wall made by the Norses was different from one made by ERE for instance.
However, this would requier quite a big amount of work.
I do not have alot of experience of using shieldwall in SS, where I have used it was with Norwegian Units, but that was a 6.1 game.
However I am playing a 'Last Kingdom' Campaign, playing as the Kingdom of Wessex, they have made the mod, so that 80% of the units I use, have the shieldwall function, even bodyguard units. Its very effective, I position in an advantaged position on the battlefield, in a long line, the AI attacks the wall, its a long slug fest. I send light infantry units around the flanks and attack their sides and rear, you know the rest of the story.
Now there missile units, have a nominal impact on the wall, even Welsh Longbowmen, but once my infantry cause their infantry to rout, they go after the archers.
I have found shieldwall to be highly effective, why don't you d/l Last Kingdom, take a look at their game files, see what they modified.
In SS 6.4 units in shield wall are not that good in melee.
Do you think LC implements SW differently?
@ NJ, I downloaded it but wasn't able to make it work. Each battle was causing a CTD but I guess that's because the game was intalled in the mods folder and not on the main M2TW folder. So some files were missing. I didn't take the time to investigate further. May be I should :whistling
MAybe it could be helpful, a little bit earlier bu anyway ...
https://4.bp.blogspot.com/-UNSqip9Ga...nsion-west.jpg
Not sure if this is the proper thread, but I'm currently about 100 turns into a Rum campaign, and I've found my merchants get bought up at an alarming rate (Even the 5+ finance ones), whereas my % to actually succeed are really low when I check if I have a chance. Maybe just unlucky.
More faction specific, but does the Rum roster get significantly better later on relative to others? I feel like Byzantium's is so much more powerful than mine, and I basically have been using almost exclusively Nakharar infantry since my own units are paper to Scoutatoi (even the foot fari lancers) and have been using Nakharar cavalry since I have no shock cavalry of my own, only various turkish mounted archer units which deal little damage to heavy armoured units like Scoutatoi and Athanatoi. I'm not sure how AI Rum can even stand a chance.
Thanks in advance.
So far Rum gets a "classic" Seljuk roster but it needs to be improved a bit.
So a tinkered Seljuk roster from SS6.4? I'm more interested in how it holds up compared to other factions because I have found my own units fairly underwhelming. My game so far is basically Armenians (as much as my budget allows it) conquering the Roman empire for the Turks. :laughter:
I don't think that many people work in the administration of a city though.:P And as far as I know all the developments in agriculture should result in less people working on the farms. Could be an increase in squalor instead as plagues generally come from farm animals and perhaps a public order penalty/script with possibility of peasant revolt to simulate discontent from the countryside.
As for the town hall, increased bureacracy probably means higher corruption, although that probably conflicts with the law bonus it gives. Don't think it necessarily needs a negative aspect though, there's enough buildings with both positive and negative effects already.
Anyway, I think limiting recruitment capacity fits better with other buildings like mines, possibly large industry (don't think you have a building for this present in game but could be for example cloth or pottery)which offer lots of work in a region and perhaps large ports too. The latter because warfs and ports require a lot of employees, although ports also draw a lot of people to the city so on the other hand they offer a large recruitment pool. Perhaps the merchant warf building line is an idea for it.
Also, if you have buildings limiting recruitment it would be nice if barracks increase it.
How about Fari lancers/tawashi cav? Also, dismounted fari archers should be able to trade pretty good against the romans. Later on, you get turkish ghulams and Ottoman/Jannisary units.
Yes, it's an improved SS 6.4 roster. And I think in the beginning of the game, it's pretty historical. Mostly adjustments need to be done for the later stages.
That's exactly what I was trying to say. I definitively need holidays :laughter:Quote:
Originally Posted by MWY