! RPGu is for TESTUDO only ! ! RPGu is already included into TESTUDO !
WHAT IS "RPGu"?
Spoiler Alert, click show to read:
RPGu_Alpha_01 will give you the possibility to choose different and specific General Bodyguards.
Each type of Bodyguard will give you different army effects. 10 Factions available for now
WHAT IS INSIDE "RPGu"?
Spoiler Alert, click show to read:
For now there are 12 different types of Bodyguards.
Actually, I did this mod mostly for TESTUDO, which has a slower pace.
Besides effects and BG differences, it's mostly a "flavour submod".
You can have a lot of fun by choosing the needed BG and your choices will interfere with the game itself (since there are a lot of various effects taking place depending on a lot of variables).
"RPGu" TO DO IDEAS
Spoiler Alert, click show to read:
I'm planning to do other rpg units.
They won't be Bodyguard units, but normal and recruitable ones.
Different BG units will be the prerequsite (for others and related specific units) to trigger different effects.
Some examples:
- captain units for infantry, archers, cavalry. They'll cost more but give you some specific effect to the whole army
- custom units for administration (something like "priest" for culture, "messanger" for strat movement, "trainer" for general's experience and so on...)
I have still to think about their features, names, numbers
form left to right (the UI are basic romans but every faction has its own while in-game):
fighting armies:
-- LEVY ARMY
-- REGULAR ARMY
-- PROFESSIONAL ARMY
-- MERCENARY ARMY
-- GARRISON ARMY
-- MOUNTED ARMY
drilling armies:
-- DRILLING TROOP
administrators:
-- LAND ADMINISTRATOR
-- URBAN ADMINISTRATOR
-- PROVINCIAL GOVERNOR
diplomats:
-- DIPLOMAT
naval:
-- HARBOR ADMINISTRATOR
---------------
Besides the different types there are also new and different features:
CAMPAIGN STANCES: can be OWNED REGION, FOREIGN REGION OR GARRISONED ARMY STANCES: REPLENISH, RAIDING, AMBUSH and FORTIFY now depend on: BG TYPE, CAMPAIGN STANCE and ARMY SIZE (keep in mind the UI might get buggy sometimes, click around, open new tabs and should return fine).
Keep in mind that having a fighting army deployed (not garrisoned) in an owned region will generate a patrol effect (PO and other things)Keep in mind that I lowered the deployables (player only) so to have less bonuses while fighting ARMY SIZE: depends on how many units you have inside the army (usually: 1-2 / 3-4 / 5-6 / 7-9 / 10-13 / 14 -17 / 18-19 / 20+) GENERAL EXP: when the general is gaining 1 exp per turn
So, the army effects will be an interpolation depending on BG TYPE, CAMPAIGN STANCE and ARMY SIZE (STANCES keep their separated effects).
There are a lot of different possibilities.
And... yeah, the effects are a lot, TESTUDO style, nothing I can do about that. This method is 100% needed for a TESTUDO style.
And... yeah, units stats effects tend to be slight penalties. This is for having slightly harder battles.
You'll see there are, basically, 3 main types of effects:
SAME COLOUR OF THE BG TYPE: it could be white, orange, purple, it depends on the BG type. It means everything is fine and the army is respecting the various conditions GREY: you'll have some penalties RED: you'll have heavy penalties, better not to meet these conditions
- BGs are infantry only - slightly weaker but cheaper than the Regular one
- slight bonuses to light troops
- slight bonuses to ranged damage
- slight maluses to heavy troops
- can't fortify
- an army focused on mercenaries. They will be stronger and cheaper
- slight bonus to mercs replenishment in the province where this army is deployed
- slight bonus for raiding
- meant to remain garrisoned in sensible regions, also as a detterent for AI
- has more deployables (I've highly reduced them for other army types)
- less PO malus for being garrisoned
- -1 to building turns (for new buildings/upgrades) in the region where it is garrisoned
- can't raid
- meant mostly for recruiting reasons
- not meant to fight
- less recruitment cost and upkeep
- +1 to provincial recruitment points
- +1 to exp chevron
- can replenish only
- focused on land effects
- not meant to fight
- produces food
- produces culture
- produces growth
- lowers banditry
- bonuses to agriculture and trade
- can replenish only
- focused on urban effects
- produces PO
- produces sanitation
- -2 to building turns (for new buildings/upgrades) in the region where it is garrisoned
- bonuses to subsistence, industry, culture
- can replenish only
- basically, it is a land + urban, all in one
- NOT for home province (where you have the capital)
- notice that you must have at least 3 regions in the same provinces (so, 2 regions provinces can't have a governor)
- please, DO NOT CHEAT, use just one for every province (I could avoid it via script but would require a lot of work)
- can replenish only
OWNED REGION:
- +5 loyalty to the party owning this province
- + 1 loyalty to all parties
- + 5 diplomacy with all factions (separeted faction effect, not cumulative, no matter how many diplomats you deploy. Cumulative with "garrisoned" diplomat effect)
FOREIGN
- +30 diplomacy with the faction owning the region you're currently at (remember the trespassing maluses, I've lowered them a lot but they are present anyway, so don't stay too long if you don't have military access)
GARRISONED:
- +3 loyalty to all parties
- +10 diplomacy with all factions (separated faction effect, not cumulative, no matter how many diplomats you deploy. Cumulative with "owned" diplmat effect
The Harbor Administrator does:
- some slight bonuses about adiministration in general and trading too
- + 1 recruitment points for naval units (in the region)
- can supply
- can't raid
It works better if garrisoned, but you can use it as an accompanying fleet for land armies
Basing on Dresden's Settlers submod I've done my own version for RPGu.
Choose your class and disband it/them wherever you want. Meant for playing a little with the pop system.
UI card is temporary, I'll have to understand which style to adopt as I go on working on RPGu units SETTLERS will be availabe in regions which have at least the second tier building for the main chain. Also, the building must be of the same culture of player's (or be a custom capital)
- RPGu is NOT compatible outside DeI (Rome 2 vanilla or any orher Rome 2 overhaul, it's for DeI only) - RPGu is NOT compatible with any other mod having custom external scripts (like Testudo, Benjin's videos, camera mods...) - RPGu is NOT compatible with PIGS (use the patch found inside the download spoiler) - RPGu is NOT FULLY compatible with DeI's Official Hardcore, Alternative Economy and Scipio's Realism (due to unit cost changes, but you can use RPGu with them)
- RPGu is compatible with any DeI's Official submod (official, softcore, combat related) - RPGu is compatible with any DeI's mod overwriting existing scripts (like Age of Hellenism, reforms turns, population modifiers, historical missions) - RPGu is compatible with any DeI's mod adding/modding units and graphical things - RPGu is compatible with Cultural Tensio and De Ai Arbitris (notice that DAIA is not actually fully compatible with DeI due to recent CAI) - RPGu is compatible wih Benjin's AAA
@@@ DOWNLOAD currently not available for vanilla DeI (WILL NEVER BE, PROBABLY)
NOTES:
- All RPGu effects UIs are pentagonal
- scripted effects will affect the game with a 1 turn delay (so if you exit garrison i.e., effects will be shown next turn) - scripted effects regarding units' numbers will affect the game with 2 turn delay (so if you recruit a unit i.e., effects will be shown 2 turns after)
- sometimes the Army Stances will disappear or be too many (just click around, open panles and you should be ok)
CREDITS: - Thanks to Dardo21 for helping me with the UI/text issues I had
- Thanks to DominusEtDeus for the Levy/Regular/Professional armies idea
- Thanks to Seleukos.I.Nikator for the Alexander Marshal submod (another way of using RPGu features)
- Thanks to Mr Timbe68 for explaining me the process to produce a naval unit
Re: [Submod: rpg units] RPGu Beta_01 (for DeI 1.2.4a) [upl. feb 16/19]
Jake, aren't you a bit of a workoholic? :whistling
February 18, 2019, 05:18 AM
Jake Armitage
Re: [Submod: rpg units] RPGu Beta_01 (for DeI 1.2.4a) [upl. feb 16/19]
All the things I'm releasing lately are in my mind since 6 months at least.
I'm just doing the physical packs, I really want to go on with Testudo, last release was in august.
I'm happy to have playable beta packs 'cause it's much easier to improve them and eventually add new features now.
Less chatting and more reality.
I already have some ideas to improve PIGS to take it to an alpha version. Seems actual beta skeleton is working, so I can start giving flavour to it, and not only math.
I think also RPGu (in an improved version) will be a really good feature for slower paced mods.
February 18, 2019, 08:32 AM
Furgon
Re: [Submod: rpg units] RPGu Beta_01 (for DeI 1.2.4a) [upl. feb 16/19]
Maybe adding some variation to baggage trains would have been a better way to do it?
Just a first thought that popped in my head about your stuff.
February 18, 2019, 08:47 AM
Jake Armitage
Re: [Submod: rpg units] RPGu Beta_01 (for DeI 1.2.4a) [upl. feb 16/19]
Think I've recruited the train just once, I don't even remember what it exactly does. I'll check.
Anyway this submod should work as per train's script, more or less.
If you have a particular unit, then do stuff for the entire army.
February 18, 2019, 10:58 AM
ivanpera
Re: [Submod: rpg units] RPGu Beta_01 (for DeI 1.2.4a) [upl. feb 16/19]
I believe Furgon was suggesting that rather than using the general slot for the purpose of your mod, it might have been an alternative to assign the RPG general's effects to something similar to the baggage train unit.
Like, for example, having the unit "Recruitment staff", "Religious staff" etc... units, recruitable in every army like any normal unit
February 18, 2019, 11:48 AM
Jake Armitage
Re: [Submod: rpg units] RPGu Beta_01 (for DeI 1.2.4a) [upl. feb 16/19]
Yep, I'll do this way later, for real RPG units.
But I need BG to make variations, actually.
First the BG defines the army typology, then RPG units add different and specific effects
February 19, 2019, 03:21 AM
nikossaiz
Re: [Submod: rpg units] RPGu Beta_01 (for DeI 1.2.4a) [upl. feb 16/19]
Hello Jake. Really impresed by what you can do and the hall idea! though i need to say that you have right. as you already mention fits mostly another pace of gameplay. It can be almost frustrating on later campaigns to track all those armies. On the other hand, The rpg units, one that you can easily despand or recruit, can give the flavor that fits on a more fast ( but still slow n complex ) campaign.
February 19, 2019, 04:07 AM
leonardusius
Re: [Submod: rpg units] RPGu Beta_01 (for DeI 1.2.4a) [upl. feb 16/19]
'Let me know what you think.'
Yea, I think it's a superb idea. 'Extraordinarii' original and realistic as well. Many thanks Jake. Waiting for more factions support (do this means every faction new work ?)
February 19, 2019, 09:01 AM
Jake Armitage
Re: [Submod: rpg units] RPGu Beta_01 (for DeI 1.2.4a) [upl. feb 16/19]
Quote:
Originally Posted by nikossaiz
Hello Jake. Really impresed by what you can do and the hall idea! though i need to say that you have right. as you already mention fits mostly another pace of gameplay. It can be almost frustrating on later campaigns to track all those armies. On the other hand, The rpg units, one that you can easily despand or recruit, can give the flavor that fits on a more fast ( but still slow n complex ) campaign.
Yeah, that's correct, DeI's pace is unfit for this type of submod, but since you can just recruit normal DeI BG and the game won't change at all, I preferred to release it as an external feature for people interested.
This way I can also link this page from Testudo thread instead of long explanations.
Quote:
Originally Posted by leonardusius
'Let me know what you think.'
Yea, I think it's a superb idea. 'Extraordinarii' original and realistic as well. Many thanks Jake. Waiting for more factions support (do this means every faction new work ?)
Every faction will need its pack. It's not really difficult or time consuming to do, but I firstly wanted to release the idea and see what people think about.
March 07, 2019, 11:21 PM
Throwerofstones
Re: [Submod: rpg units] RPGu Beta_01 (for DeI 1.2.4a) [upl. feb 16/19]
Honestly I'd appreciate some implementation of the Baggage Train. Instead of having it take up a unit slot, it could just be like an agent, if possible to have say a champion/spy/diplomat and baggage train in an army. Providing some kind of additional bonus (maybe morale?) The purpose is quite cool I think, to connect your army to supply lines when moving deeper into enemy territory. In battle they do provide a sphere of influence, but they will get annihilated by any opposing unit. It could be open to sabotage by spies or champions on the campaign map and if the army is defeated and retreats maybe it loses some bonus values. Probably impossible to script this, but I can dream!
- done packs for 15 factions
- slightly tweaked some effect values
- tweaked some experience trigger values (slightly lowered exp gained by generals and agents, removed bonuses for garrisoned generals in regions with public_order >= 25 and/or tax_level >=115)
- LAND ADMINISTRATOR will now give +1 exp per turn to the general (if conditions are respected)
So annoyed I only just saw this, looks super interesting and adds a cool dynamic to the lonely generals DeI players usually leave alone in cities now. One question though.. In the description you mentioned events that effect units, did you mean that this submod adds events specifically for these units that your adding in or did you mean DeI events can effect them?
Bloody champ Jake keep up the good work!
you can check all current effects (even if I've already changed some for the testudo release) into spolier pictures.
What you're referring to might be the real project I have in mind (current version is a sort of quick done palliative) where there won't be the BG unit only, but every specialized BG will have its specific custom units to give effects (something like "priest" for culture, "messanger" for strat movement, "trainer" for general's experience and so on...)
' the real project I have in mind (current version is a sort of quick done palliative) where there won't be the BG unit only, but every specialized BG will have its specific custom units to give effects (something like "priest" for culture, "messanger" for strat movement, "trainer" for general's experience and so on...)'
Hey Jake, do want to conquer the whole world with your excellent ideas, instead of armies ?
- done packs for 30 factions in total
- slightly tweaked some effect values
- URBAN ADMINISTRATOR will now reduce building construction time by 1 in the region where the general is garrisoned (if conditions are respected) - AUXILIARY ARMY will now give +1 recruitment points and +2 exp level to the province (if conditions are respected)
Just to clarify, the +**% to unit upkeep for all armies means every army on the map? Or just the province? I know it usually specifies province only but I just needed clarification.
no it means just the context character army.
you have to check effect scopes into db to understand how an effect works and how it can be changed (not all solutions are possibile for every effect).
- Rebalanced most of the values and removed the move penalties since they were useless
- Auxiliary Garrison will now give 1 exp to the general (now, every RPGu unit will give exp)
- Slightly reworked exp gained by generals, agents, army and units (for example secondary generals will get more exp). Exp will be slightly slower overall
- Check images and descriptions into OP
Hey Jake, just had a battle with the Roman Garrison general and his entire unit was invisible. Just the general and the standard bearer were visible. The unit was present and had 200/200 soldiers just they were invisible.
Hey Jake, just had a battle with the Roman Garrison general and his entire unit was invisible. Just the general and the standard bearer were visible. The unit was present and had 200/200 soldiers just they were invisible.
Hey Jake, just had a battle with the Roman Garrison general and his entire unit was invisible. Just the general and the standard bearer were visible. The unit was present and had 200/200 soldiers just they were invisible.
I't s a known issue for every RPG unit, 'cause I wrongly assigned incorrect links for a variant column.
I'll fix this into next update.
Thx for reporting anyway.
I't s a known issue for every RPG unit, 'cause I wrongly assigned incorrect links for a variant column.
I'll fix this into next update.
Thx for reporting anyway.
For the land administration, the last effect in the list is "20% upkeep cost for all armies". Does that mean all armies in the province or faction wide? Also, isn't this a bit steep?
no, just the units inside the land admin army which actually means the BG will cost 20% more since as soon as you have more than 1 unit you'll get a different (penalty) effect
hello Jake, i thought a little about the RPGu thing. Firstly i must say i was kind of sceptical, afraid of the to much micromanaging and all, and i still dont really like the connection with the Generals ( I prefer the politics and the indrigues and the skills and the traits to specify the use of them ) . but what change entirely my mind was your direction to substitude the upsence of building slots with RPGu units. So i may not like the RPGu bodyguards thing but i feel enthusiasm for the prospect of a hall bunch of bureaucratic units. I remember that somewere you post your ideas for such units but i couldnt find the post again.
there are 2 reasons why I've done the BG rpgu system
1) I needed it for testudo and it was easy to do
2) the BG diversity is techically needed (code) for adding specific units (this means that some rpg units will work with more than 1 BG type, some other will work just with one
this is (most probably) the list of the upcoming BG
00: levy army (slighlty weaker and cheaper, cap at 10)
01: professional army (slighlty stronger and more expensive)
02: mercenary army (focused on mercs, good for plunder, cap at 10)
03: garrison army (to defend settlements without having PO issues, cap at 10)
04: drilling army (add recruit points and level but you'll recruit with 1 turn more, more exp to units per turn, cap at 7)
05: mounted army (focused on cavalry, cap at 5)
06: land adiminstrator (more or less what's now cap at 1)
07: urban administrator (more or less what's now cap at 1)
08: governor (when garrisoned and with at least 3 regions in a province, cap at 1)
09: diplomat (useful to give specific diplomacy or loyalty bonuses. One day it will be needed for the transfer region system, cap at 1)
10: deployed navy (mostly as vanilla)
11: marauding navy (quicker and cheaper, good for plunder, cap at 10)
12: harbour administrator (similar to the other 2 administrators)
Every RPGu army will have different campaign stances (given via script)
a) garrisoned
b) deployed in owned region
c) deployed in foreign region
d) not respectiong conditions (like unit cap and something else)
Micromanagement is decided by player. Actually, you can just go with levy/professional. It's up to you to decide how to play with them.
Although, testudo will probably need some of the others (like the admins ones)
After this will be released, next step is to assign specific rpgu units which, probably, will be 4 types:
1) fighting units (captains, AOR captains...)
2) admin units (priests, economical/civic advisors...)
3) "tools" - I'll have to find an english name (like supply caravans...)
4) buildings (which will make the army unmovable)
-----
The rpgu is 100% a good thing, 100% doable, it just need love and work to be put in.
----- EDIT some in-game shots
1) don't check the effects, they are dummy
2) triarii Ui as old
3) i'll explain better upon release, it is pretty intuitive though and I'm making friendlier UI as possible
basically, 3 colors will be used
a) the color of the BG army (i.e. white for professional, green for land, violet for garrison) to determine the campaign stances they are done for - no penalties
b) grey, to determine campaign stances they are not much good at - slight penalties
c) red, do not put this stance for this BG 'cause the penalty will be high
x) inverted color UI will be used for foreign stance and up side down penthagon for garrisoned
notice that the testudo stance system will be merged with rpgu, which means effect will also depend on the army size (how many units tou have in the army)
Congratulations jake, super easy to see what is going on. God how much i like colouring texts when are effects incolved:)I must admit, alongside stances the RPGu starting to take a good, polished shape.
there are 2 reasons why I've done the BG rpgu system
Micromanagement is decided by player. Actually, you can just go with levy/professional. It's up to you to decide how to play with them.
Although, testudo will probably need some of the others (like the admins ones)
After this will be released, next step is to assign specific rpgu units which, probably, will be 4 types:
1) fighting units (captains, AOR captains...)
2) admin units (priests, economical/civic advisors...)
3) "tools" - I'll have to find an english name (like supply caravans...)
4) buildings (which will make the army unmovable)
-----
The rpgu is 100% a good thing, 100% doable, it just need love and work to be put in.
Micromanagement is the key ! This immerse the game towards what is Imperator Rome style, an excellent management of (almost) all 'sectors' of life in the ancient times. This is going to put to the test your brain, not only your hand reflexes. Without Testudo I don't play DeI because it has some drawbacks in my opinion (despite being the best mod out there by far). Super job Jake ! You really become a legend here, and I am not a currying person at all. Also, I don't play without OUR old discussed submod of not allowing to raise an army from a different culture region/province without a great penalty. I suppose you know what i'm talking about. Only mercenaries till the culture reach and overpass the 50% percentage. Btw, I suggest to implement it in Testudo as a complement/supplement suboption. Because it was historically CORRECT, it slows down the pace of extensions even further, put you to think really ahead, and it's the best cure for a steamrolling game.
Cheers Jake.
yeah, I remember about that "culture recruitment".
I'm planning to do it inside the "character VPS", I should be able to do something interesting, not perfect but at least acceptable.
------
note: i'll do another rpgu BG, I'll divide normal armies (the white ones), in 3 tiers:
- levy army
- regular army
- professional army
yeah, I remember about that "culture recruitment".
I'm planning to do it inside the "character VPS", I should be able to do something interesting, not perfect but at least acceptable.
Interesting is ..good. But only following the principle (you don't want to be recruited in the aggressor army without penalties)
Hey buddy, I recently installed, RPGU+ PIGS+Compatibility patch for both+ Fides Populi. I recruited 2 generals (one for the urban administ. and the other one for the Land Admin.) but non of them are working, I don't see the effect below the porthole as you show in the OP, neither see the effects taking place. Why is that? Load order is FP>Compatibility Patch>RPGU>PIGS so it should be working tho...
Fides Populi?
Are you referring to the old pack or to VPS?
If you're referring to the old pack then, yeah, it has external scripts too so it won't work (reference missing) or it will mess up other things.
Throw that pack away, it was a partial conversion about something that was partially developed (speaking of prime's your people's trust).
If you want to play with RPGU + PIGS + VPS then it would be better to directly play testudo.
THIS VERSION IS FOR TESTUDO ONLY (NO DOWNLOAD AVILABLE FOR DeI vanilla).
PIGS, RPGu and VPS are beginning to merge each other, so I don't think there will be (no more) a separated download for them.
As soon as I release TESUDO 1.7 I'll do another mod for DeI vanilla where those 3 are merged. A sort of TESTUDO without the turtling features.
- well, many, many things have been updated/changed, check #1 post for a pretty complete list
And there is no download link as I've clearly written in the post abvove.
The reason is 'cause all the RPGu data is inside the TESTUDO_Pick_faction packs.
Which means this version is not for vanilla DeI ('cause it is not balanced for it, TESTUDO only).
If you know what to do you could just take the TESTUDO_Pick_faction packs, add the correct campaign script table and put the callback for the RPGu script.
This will make it work for vanilla DeI but since it is not balanced for it it has not much sense.
Since this mod is troop-army related, I would like to ask here. Is it possible to disable unit disbanding (locking UI like in stances) or maybe significantly increase the cost of it?
I'm thinking about troop loyalty feature of Imperator Rome lately. Such feature would fit perfectly here imo now you have seperated professional-mercenari-levy armies etc. A popular commander, if faction's "corruption-political-military trust" allows, slowly gaining loyalties of his units, posing a threat to ruling party...surely sounds like a good way to spice up a campaign don't you think? RPGu is a fertile soil for ideas if you plan to tie it with PIGS/VPS.
Is it possible to disable unit disbanding (locking UI like in stances) or maybe significantly increase the cost of it?
About locking the UI, yeah I think it should be doable but we'll need to find the correct entry fot the specific UI, so to insert it to the script. I think it should be somewhere inside the MIME files ("blank files inside Ui/Campaign UI and openable through https://filext.com/file-extension/MIME
About increasing cost, it depends, increasing upkeep it is doable while the recruiting cost is linked to create character/change BG cost, so no it is not doable unless you raise the global cost inside "agents_tables" (which grows - hardcoded - every time you creat a new character)
Btw, What's the reason for?
RPGu is a fertile soil for ideas if you plan to tie it with PIGS/VPS.
Sure, there will be a VPS system for characters too (+ trait overhaul, + exp overhaul, + "new smart event system" + RPGu units)
I have still to think about the best math to govern all these features, we can discuss it in the alcove.
Is it possible to disable unit disbanding (locking UI like in stances) or maybe significantly increase the cost of it?
About locking the UI, yeah I think it should be doable but we'll need to find the correct entry fot the specific UI, so to insert it to the script. I think it should be somewhere inside the MIME files ("blank files inside Ui/Campaign UI and openable through https://filext.com/file-extension/MIME
Yeah, stance_bar from Ui/Campaign UI, can be opened with MIME.
''Version085 la_gioconda ingame_tooltip stance_bar
ui/skins/default/stance_frame.png$ la_gioconda ingame_text
ui/skins/default/stance_status_muster.png2 ui/skins/default/icon_fortify.png2
ui/skins/default/stance_status_raise_fleet.png2
ui/skins/default/stance_status_ambush.png2
ui/skins/default/stance_status_double_time.png2
ui/skins/default/stance_status_forced_march.png2
ui/skins/default/stance_status_patrol.png2
ui/skins/default/stance_status_raid.png2
T:/rome2/working_data_rome2/UI/skins/default/icon_sea_raid.png2
forced_march georgia_italic Default Font Category georgia_italic Default Font Category georgia_italic Default Font Category assemble_fleet georgia_italic Default Font Category georgia_italic Default Font Category georgia_italic Default Font Category georgia_italic Default Font Category double_time georgia_italic Default Font Category georgia_italic Default Font Category''.
I don't see any entry for the specific stance.
the UI name is icon_muster inside UI/skins/default
it should be inside another group, the one for region/province I think.
if you think about, mustering is in the left button section near the faction flag
the UI name is icon_muster inside UI/skins/default
it should be inside another group, the one for region/province I think.
if you think about, mustering is in the left button section near the faction flag
I browsed all region/province entries and nothing.
I don't know, maybe it does not have a sort of group...
Litharion's script requires something about those UI group if I'm correct, maybe in this case we can erase the script part about the group. Dunno.
But... anyway, what would you need that for? Why disable the recruitment button?
You can already disable recruitment by setting recruitment_points penalties.
I don't see what disabling the button would be for... :eh:
If I'm not missing something...
I don't know, maybe it does not have a sort of group...
Litharion's script requires something about those UI group if I'm correct, maybe in this case we can erase the script part about the group. Dunno.
But... anyway, what would you need that for? Why disable the recruitment button?You can already disable recruitment by setting recruitment_points penalties.I don't see what disabling the button would be for... :eh:
Yeah, you're missing our 'ancient' problem to link army stance with specific abilities; not for disable recruitment. I just saw an opportunity here.
if you want to assign custom effects when you have a stance you should be able to do that via cdir.
There is both the has_effect_bundle condition (the one valerius used for his trait submod) and specific conditions to retrieve stance type.
Use one of those 2 methods (which are the same, at the end), I don't really know if on/off/ UIs could be useful for that.
if you want to assign custom effects when you have a stance you should be able to do that via cdir.
There is both the has_effect_bundle condition (the one valerius used for his trait submod) and specific conditions to retrieve stance type.
Use one of those 2 methods (which are the same, at the end), I don't really know if on/off/ UIs could be useful for that.
Buddy, I said disband button, not recruit. :whistling
Idea in my mind is when a unit becomes loyal to his commander, disband button gets locked for that unit, so you cannot get rid of that cohort without replacing the commander etc. A bit of a strech I'm aware of that.
@leo
There is GEN_CND_STANCE condition that checks force's current stance. You can use it like so:
Buddy, I said disband button, not recruit. :whistling
Idea in my mind is when a unit becomes loyal to his commander, disband button gets locked for that unit, so you cannot get rid of that cohort without replacing the commander etc. A bit of a strech I'm aware of that.
@leo
There is GEN_CND_STANCE condition that checks force's current stance.
Real fantastic ! When we can have the whole list of commands somewhere from CA ? Now, I think it is possible to link raid and patrol in 1 stance, releasing another one !
@ valerius
:ohsnap:
mmhh, I'm not sure you can do that. I think the disband button is linked to the army and not to the single unit (not sure, just instict) and the unit UI are called 0,1,2,3... so you can effectively be sure only about the number 0 which is always the BG. The order of the others depends on how many and what units you have... so I can't figure how you could do a script for that.
- Rebelanced a couple of values and fixed some wrong entries
- Added HARBOR ADMINISTRATOR
- added SETTLERS for the LAND ADMINISTRATOR (similar to Dresden submod)
i dont understand the purpose of settler units. are you supposed to recruit them then disband them to just quickly and cheaply reduce the # of that class of citizen in the region vs hiring actual soldiers? or can you actually move pops around that way?
First of all, thank you for Testudo, I'm quite excited with all the ideas you've implementing! Tons of information and stats to learn, but I'm sure I will have fun exploring them all.
Right now I have a question regarding RPGu: any idea why my general with urban administrator unit is considered as provincial governor by the game and penalized heavily for being in the home province?
I play as Arche Bosphorus, my faction leader is also an urban administrator in Pantikapaion, and the one in question sits in Tanais. Also, if it is of any importance, I'm on 12tpy Huge.
what kind of army effect icon does it have? cyan + column or blue + laurel?
I've checked the script and everything seems fine
how many units does the penalized one has? admins are meant to be single unit army (bodyguard only, basically)
upload the savegame so I can check what you mean and what's happening
I did not keep the save since the bug was gone once I replaced the general, but I've tried to recreate it and realized what's the cause :yes:
The thing is, when you choose bodyguard in this faction, there are 2 seemingly identical options for the urban administrator, both with Bosphoroi Hoplitae. And there's no option for the provincial governor.
So, the second choice (towards the end of the list) is essentially a governor, although the bodyguard icon looks like and says 'urban admin'.
Hence, when being garrisoned in the home region that general gets provincial governor penalty, which is properly displayed in his army effect as a red pentagon with laurel symbol.
I've discovered another issue meanwhile. Urban administrator reduces building time by 2 turns. However, in case of Tanais it does not apply to the main building for some reason (other buildings are affected as intended). Same urban admin works fine for the main building in Phanagoreia. So it must be something specifically about Tanais/copper main building.
Also, a question: does urban admin supposed to be so incredibly slow? He left Tanais in May 278 and arrived to Phanagoreia only in February 277. Nine months travel. By the road. Through distance like between Athens and Sparta...
The effect says -10% campaign map movement, but visually it feels like not more than half of movement that of a land admin general (who has +10%). :(
bosphorus admins: I'll have to check, probably some entry is wrong.
2 turns: weird... the time reduction will be for buildings having an urb admin stationed (with 1 turn delay from recruiting). it is weird that for some buildings doesn't work
urb movement: disband them and re-recruit in the new assigned city, they aren't meant to travel, they'll also give penalties to your province
I can't attached a savegame, for some reason the forum shows me an error =/
Gladly, you can check out these issues I've described just by starting new cimmerian campaign and deploying those two urban admin generals :)
yeah, effectively there is no need for the save, i can check things without
you have to zip it if you wanna upload it through TWC, otherwise file type won't be recognized
Hey, Jake. To patrol a region and reduce banditry I just need an army there, right? Any army is better than others for it? Does the number of units matter? If last question is yes, does the quality of the unit or the number of troops per unit matter?
I may plan to introduce a specific patrol RPGu, not sure though
Yeah, normal stance for levy/regular/professional will give PO/banditry bonuses (prof is better ofc)
yes, army numbers matter, depending on thresholds
no, unit quality doesn't matter, script would be really long and I would have to make libraries for a couple of thousands units...
My suggestion: Garrison Army could have a patrol instance or passive bonus that gives it increased efficiency against banditry and/or public order together with the less malus for being garrisoned. Otherwise I really think it doesn't have much use for me that a Levy, Regular or Professional army wouldn't be preferable in a frontier region. Stabilizing newly conquered territories is a whole new level of gameplay apart from fighting the enemy itself: contering the PO and rebellions is a challenge, but right now I still choose a regular army + Urban/Provincial to do this than any Garrison army, since Urban gives more PO and the regular army can not only fight the rebellion but also protect from invasions and invade or raid the enemy. If Garrison Army could also reduce banditry or give some PO bonus (like reducing unrest from slave or different culture) it would be really useful not only fighting off rebellions in newly conquered territories but also moving to already stable regions to help reducing banditry and such.
hi i'm trying to play as Arche Bosphorous and I don't seem to have the Diplomat bodyguard as an option for "raise army". In other games it was there. Do i have to research some tech or is it just broken for this faction? thx
hey thanks but its still not working. whether I rename the @@@@@_TESTUDO_1.7_ARCHE_BOSPHORUS_FIX as @@@@@_TESTUDO_1.7_ARCHE_BOSPHORUS and replace my original one, or have both running at the same time. tested it with a new campaign too
weird, falco who made me notice the bosphorus bug said it was working fine while using the fix pack
use the fix pack only not the other rpgu pack for bosphorus, no need to change the name btw
weird, falco who made me notice the bosphorus bug said it was working fine while using the fix pack
use the fix pack only not the other rpgu pack for bosphorus, no need to change the name btw
yeah thats what I'm doing. still no Diplomats. oh and no cavalry generals at all, although not sure if thats from regular DEI
just tried the bosphorus fix pack and works fine, I have botht the diplomat and cav bg
should be something on your end
if you're using the steam manager remember to delete all the packs you're not using
or use mitch's manager to force checks and order
here it's a word file with instructions https://www.mediafire.com/file/di18t...a_mod.odt/file
just tried the bosphorus fix pack and works fine, I have botht the diplomat and cav bg
should be something on your end
if you're using the steam manager remember to delete all the packs you're not using
or use mitch's manager to force checks and order
here it's a word file with instructions https://www.mediafire.com/file/di18t...a_mod.odt/file
sorry i had it before just accidentally removed it from the folder when i was removing all non-required .pack files from /data as per your suggestion. with this set-up it doesn't work. all hoplite generals with a few RPG types missing completely (cav, diplomat, merc, etc) https://i.imgur.com/5yZjh7C.png
was working fine to me
maybe you have some other pack inside the data folder and the steam manager is still picking it
clean the folder and re-put the packs you use only
thanks, whatever I'll just play a different faction. Also Harbor master isn't giving XP while docked. And fleets dont get XP while on patrol although that might a vanilla DEI thing