@louigi: Those three posts have been moved from this thread to here: https://www.twcenter.net/forums/show...1#post16125797
@Jurand of Cracow: Thanks for the file. It was an interesting read, but in the end I decided to test things anyway.
If anyone wants to read that file but has problems visualizing the formattation properly, I'd suggest opening the file with Notepad++, deactivating Word wrap (either by clicking the button in the top bar or via View → Word wrap) and then Settings → Preferences... → Language → Tab size: 8.
The following tests were conducted in custom battles, selecting Open Forest first, then the second Grassy Plain map, very hard difficulty and all periods, with 1 unit of human-controlled English Musketeers (unit #96) holding fire vs 1 unit of AI-controlled Venetian Levy Archers shooting arrows at them till they ran out of ammo. All changes were applied to the Musketeers.
Musketeer unit has the following stats:
Code:
stat_pri_armour 0, 5, 0, flesh
armour_ug_levels 0, 6, 6, 23
Test 1: No changes.
Results: Circa 50% of the Musketeers remain (test was done only once).
Test 2: 3 armor upgrades.
Results: Circa 67% of the Musketeers remain (test was done only once).
Test 3: First value of stat_pri_armour set to 23.
Results: Circa 100% of the Musketeers remain (test was done only once).
Conclusions: armour_ug_levels does not appear to be the level of armor that the unit will have after the armor upgrade. Therefore, what is written in RC 2.0 MEDIEVAL.txt does not appear to be correct.
Test 4: First value of stat_pri_armour set to 3.
Results: Circa 67% of the Musketeers remain (test was done only once).
Conclusions: Each armor upgrade adds 1 value of armor, and the armor value in the info panel that opens when right-clicking on a unit is the actual value.
The following tests were conducted starting a new campaign as England.
Spear Militia unit has the following stats:
Code:
stat_pri_armour 1, 1, 4, flesh
stat_cost 1, 334, 334, 75, 334, 334, 4, 100
armour_ug_levels 0, 1, 6, 10
Test 5: No changes.
Results: The info panel that opens when right-clicking on a Spear Militia unit in London says that the next armor upgrade is leather (which, looking at \data\text\expanded.txt, appears to be wrong), but the info panel that opens when right-clicking the same unit in the Retrain tab in London says that it can be upgraded to level 2 armor. The Spear Militia in Lincoln can't be upgraded.
Test 6: Second value of armour_ug_levels set to 2.
Results: The info panel that opens when right-clicking on a Spear Militia unit in London says that the next armor upgrade is padded (which, looking at \data\text\expanded.txt, appears to be correct), and the info panel that opens when right-clicking the same unit in the Retrain tab in London says that it can be upgraded to level 2 armor. The Spear Militia in Lincoln can't be upgraded.
Conclusions: armour_ug_levels does not appear to be the level of the armorer required for the next armor upgrade. Therefore, what is written in export_descr_unit.txt does not appear to be correct.
Test 7: First value of stat_pri_armour set to 10.
Results: Spear Militias start with level 10 armor. The info panel that opens when right-clicking on a Spear Militia unit in London says that the next armor upgrade is leather, but the info panel that opens when right-clicking the same unit in the Retrain tab in London says that it can be upgraded to level 11 armor. The Spear Militia in Lincoln can't be upgraded.
Conclusions: armour_ug_levels appears to be the level of armor that the armorer needs to be able to produce in order to upgrade the armor of the unit to the next level. Also, same conclusion as test 4
Test 8: Second value of armour_ug_levels set to 0.
Results: The info panel that opens when right-clicking on a Spear Militia unit both in London and Lincoln says that the next armor upgrade is none, but the info panel that opens when right-clicking the same unit in the Retrain tab both in London and Lincoln says that it can be upgraded to level 2 armor.
Conclusions: Same as test 7.
Test 9: First value of stat_pri_armour set to 0, and third value of armour_ug_levels set to 2.
Results: The info panel that opens when right-clicking on a Spear Militia unit in London says that the next armor upgrade is leather (which, looking at \data\text\expanded.txt, appears to be correct - or not, see later), but the info panel that opens when right-clicking the same unit in the Retrain tab in London says that it can be upgraded to level 2 armor. The Spear Militia in Lincoln can't be upgraded. After the upgrade, which cost 334 florins, the unit had two armor upgrades (silver shield), and the tooltip said it had level 2 armor and the next armor upgrade would be partial heavy mail.
Conclusions: If an armorer can produce armor of high enough level, a unit can skip armor upgrade levels and receive the highest quality armor it can at the cost of one single armor upgrade.
Axe Militia unit has the following stats:
Code:
stat_pri_armour 1, 1, 3, flesh
armour_ug_levels 0, 1
Test 10: No changes.
Results: Both London and Lincoln can recruit Axe Militias.
Test 11: First value of stat_pri_armour set to 10, first value of armour_ug_levels set to 10 and second value of armour_ug_levels set to 11.
Results: Both London and Lincoln can recruit Axe Militias.
Conclusions: Neither the first value of stat_pri_armour nor the first value of armour_ug_levels affect a unit recruitability in settlements that either don't have armorers, or have armorers that can't produce armor of the quality used by the base, unupgraded unit.
I tried using stat_armour_ex as detailed in export_descr_unit.txt, but that results in CTDs.