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Thread: EDU & EDB armor upgrades?

  1. #1
    kostic's Avatar Domesticus
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    Default EDU & EDB armor upgrades?

    Question to modders:


    how are the 4 levels of armor improvement managed (here I take the example of dismounted feudal knights)
    In EDU
    armour_ug_levels 8, 15, 16, 18
    armour_ug_models Dismounted_Feudal_Knights, Dismounted_Feudal_Knights_ug1, Dismounted_Feudal_Knights_ug2, Dismounted_Feudal_Knights_ug2
    In the EDB file, I only see 3 levels.
    First of all, I don't understand what the numbers 0.8 0.03 2 0 mean Or 0.9 0.04 2 0
    In EDB
    recruit_pool "Dismounted Feudal Knights" 0.8 0.03 2 0 requires factions { france, } and region_religion catholic 25 and event_counter HEAVY_MAIL_ARMOR 1 and not event_counter TRANSITIONAL_ARMOR 1
    recruit_pool "Dismounted Feudal Knights" 0.9 0.04 2 0 requires factions { france, } and region_religion catholic 25 and event_counter TRANSITIONAL_ARMOR 1 and not event_counter HALF_PLATE_ARMOR 1
    recruit_pool "Dismounted Feudal Knights" 0.9 0.03 2 0 requires factions { france, } and region_religion catholic 25 and event_counter HALF_PLATE_ARMOR 1 and not event_counter MATCHLOCK 1


    On the other hand, will it be possible to modify the events necessary for these armor improvements ?
    I would like my knights - at least for France - to appear at the end of the 12th century, that the improvement would be possible around the middle of the 13th century, then the next improvement would be at the beginning of the 14th century, finally, the last improvement would be for the Fifteenth century...

  2. #2
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: EDU & EDB armor upgrades?

    there'e no upgrades in the EDB. All units start with the base armour.

    ;---------------------------- CODING RECRUITMENT ----------------------------

    ; "recruit_pool "Scouts" 1 0.06 2 0" the numbers define:
    ; 1 - initial number of units
    ; 0.06 - speed of the refill of the pool (fraction of 1 turn)
    ; 2 - maximum number of units in the pool
    ; 0 - experience of the recruited unit
    Last edited by Jurand of Cracow; September 13, 2023 at 12:04 PM.

  3. #3
    kostic's Avatar Domesticus
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    Default Re: EDU & EDB armor upgrades?

    So if EDB has no impact on armor levels ug1, ug2...etc, how can I ensure that ug1 for feudal knights is available from 1250 for example ? (I distinguished ug1 from their base at the turn of the 12th and first half of the 13th century)


    How does this work for mercenaries?
    Some have a possible upgrade. How does the game determine their upgrade date ?


    If I understood all of this, I could even make new appearances for mercenaries according to their era.

  4. #4
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: EDU & EDB armor upgrades?

    Quote Originally Posted by kostic View Post
    So if EDB has no impact on armor levels ug1, ug2...etc, how can I ensure that ug1 for feudal knights is available from 1250 for example ? (I distinguished ug1 from their base at the turn of the 12th and first half of the 13th century)
    How does this work for mercenaries?
    Some have a possible upgrade. How does the game determine their upgrade date ?
    If I understood all of this, I could even make new appearances for mercenaries according to their era.
    I'm affraid, I don't know.
    I just know it's not possible to code the armour upgrades in both EDB, and the DM

    ;; INFO ON MODDING - based on the Tsardoms file info
    ; pool -- name of mercenary pool (any name goes)
    ; regions -- names of the provinces that should belonging to that pool
    ; unit -- name of mercenary unit
    ; -- exp X -- experience level of mercenary unit
    ; -- cost X -- cost to recruit mercenary unit
    ; -- replenish X - X -- upper and lower bounds on pool replenishment rate
    ; -- max X -- maximum pool size for unit
    ; -- initial X -- initial pool size for unit
    ; -- {optional} start_year X -- year that unit becomes available {0 indicates no set start year}
    ; -- {optional} end_year X -- last year that unit will be available {0 indicates no set end year}
    ; -- {optional} religions { A B C } -- list of faction religions unit is available for {no entries indicates available for all religions}
    ; -- {optional} crusading -- {requires one religion to have been specifed} unit only available to crusadingjihad armies
    ; -- {optional} events { A B C} -- unit only available after all specified events have occurred, event is a string corresponding to descr_events.txt
    ;
    ; * if there's more than 1 unit of the type - it's not a problem, they will both appear
    ; * in EDB there must be slave ownership for any unit appearing in this file

  5. #5

    Default Re: EDU & EDB armor upgrades?

    mmm guys I think a possible solution to that problem of armor levels and their upgrade models...


    I think it could be done through the availability of the smith chain building and the different events of the game, although I think this requires some modification on Jurand's part perhaps, let me explain:


    -1.Mercenaries issue--- Mercenaries are available in the game through different game events and years and depending on the regions, for example the unit "heavy axemen", appears in the descr_mercenaries file as "axemen" available from year 1190 in several Rus regions:
    Spoiler Alert, click show to read: 


    unit Axemen exp 0 cost 1973 replenish 0.04 - 0.08 max 1 initial 1 start_year 1190 end_year 1299
    unit Axemen exp 3 cost 1973 replenish 0.06 - 0.11 max 2 initial 1 start_year 1300 end_year 1439
    unit Axemen exp 1 cost 1973 replenish 0.02 - 0.04 max 1 initial 1 start_year 1440





    So if you want, for example, to add some type of upgrade armor level to this unit and have some graphic change, you can do it through the smith chain building, according to the level in the EDB file, what I don't really know is how you have the armor classified, but I think What could be done from here (there are armors from type 1 to 27), taking this example if you want to give the "axemen" partial plate armor you would have to give him type 13 requiring the "heavy armorer" building and the "event" half_plate_armour 1", what I don't know for sure is where you really have these types of armor reflected.
    If you don't do it this way, I'm afraid you will have to make new units or replace these units with new ones depending on the years and events, (example: the Saxon Huskarls cease to exist around the year 1180-1190 and are replaced by another new unit such as knights. mercenaries or swabian swordmen)


    Spoiler Alert, click show to read: 


    ;==============================================================================================================================
    ;------- Armourers ------------------------------------------------------------------------------------------------------------


    building smith
    {
    convert_to castle_smith
    levels leather_tanner blacksmith armourer heavy_armourer plate_armourer gothic_armourer
    {
    leather_tanner city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    armour 1
    armour 2 requires not factions { mongols, cumans, }
    armour 3 requires factions { mongols, cumans, }
    ;---------------------------------------------------------------------------------------------------------------------------------
    ; UPKEEP/INCOME
    income_bonus bonus -50
    }
    material wooden
    construction 3
    cost 2000
    settlement_min town
    upgrades
    {
    blacksmith
    }
    }
    blacksmith city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    armour 4 requires factions { northern_european, southern_european, eastern_european, }
    armour 5
    armour 6 requires not factions { mongols, cumans, }
    armour 7 requires not factions { mongols, cumans, }
    ;---------------------------------------------------------------------------------------------------------------------------------
    ; UPKEEP/INCOME
    income_bonus bonus -100
    }
    material wooden
    construction 6
    cost 4000
    settlement_min large_town
    upgrades
    {
    armourer
    }
    }
    armourer city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    armour 8 requires factions { northern_european, southern_european, eastern_european, } and event_counter TRANSITIONAL_ARMOR 1
    armour 9
    armour 10 requires not factions { mongols, cumans, }
    armour 11 requires not factions { mongols, cumans, }
    armour 12 requires factions { northern_european, southern_european, eastern_european, } and event_counter HEAVY_MAIL_ARMOR 1
    armour 12 requires factions { middle_eastern, } and event_counter HEAVY_MAIL_ARMOR 1
    ;---------------------------------------------------------------------------------------------------------------------------------
    ; UPKEEP/INCOME
    income_bonus bonus -200
    }
    material wooden
    construction 8
    cost 6000
    settlement_min city
    upgrades
    {
    heavy_armourer
    }
    }
    heavy_armourer city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter TRANSITIONAL_ARMOR 1 ; and building_present_min_level market fairground
    {
    convert_to 3
    capability
    {
    armour 13 requires factions { middle_eastern, } and event_counter HALF_PLATE_ARMOR 1
    armour 13 requires factions { northern_european, southern_european, eastern_european, } and event_counter HALF_PLATE_ARMOR 1
    armour 14
    armour 15 requires factions { northern_european, southern_european, eastern_european, middle_eastern, }
    armour 16 requires factions { northern_european, southern_european, eastern_european, } and event_counter HALF_PLATE_ARMOR 1
    armour 17 requires factions { northern_european, southern_european, eastern_european, } and event_counter FULL_PLATE_ARMOR 1
    ;---------------------------------------------------------------------------------------------------------------------------------
    ; UPKEEP/INCOME
    income_bonus bonus -400
    }
    material stone
    construction 10
    cost 8000
    settlement_min city
    upgrades
    {
    plate_armourer
    }
    }
    plate_armourer city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter FULL_PLATE_ARMOR 1 ; and building_present_min_level market great_market
    {
    convert_to 4
    capability
    {
    armour 18 requires factions { middle_eastern, }
    armour 18 requires factions { northern_european, southern_european, eastern_european, }
    armour 19 requires factions { eastern_european, greek, }
    armour 20 requires factions { middle_eastern, }
    armour 21 requires factions { northern_european, southern_european, eastern_european, }
    armour 22 requires factions { northern_european, southern_european, eastern_european, } and event_counter spanish_inquisition 1
    armour 23 requires factions { venice, sicily, pisa, papal_states, } and event_counter IMPROVED_METALLURGY 1
    armour 23 requires factions { hre, } and event_counter IMPROVED_METALLURGY 1 and hidden_resource venice or hidden_resource sicily or hidden_resource pisa or hidden_resource papal_states
    armour 23 requires factions { hre, } and event_counter MATCHLOCK 1 and not hidden_resource venice and not hidden_resource sicily and not hidden_resource pisa and not hidden_resource papal_states
    armour 23 requires factions { denmark, scotland, france, england, portugal, poland, russia, spain, hungary, aragon, kievan_rus, serbia, norway, middle_eastern, greek, } and event_counter IMPROVED_METALLURGY 1 and hidden_resource venice or hidden_resource sicily or hidden_resource pisa or hidden_resource papal_states
    armour 23 requires factions { denmark, scotland, france, england, portugal, poland, russia, spain, hungary, aragon, kievan_rus, serbia, norway, middle_eastern, greek, } and event_counter GOTHIC_ARMOR 1 and not hidden_resource venice and not hidden_resource sicily and not hidden_resource pisa and not hidden_resource papal_states
    ;---------------------------------------------------------------------------------------------------------------------------------
    ; UPKEEP/INCOME
    income_bonus bonus -600
    }
    material stone
    construction 12
    cost 10000
    settlement_min large_city
    upgrades
    {
    gothic_armourer
    }
    }
    gothic_armourer city requires factions { northern_european, eastern_european, southern_european, } and event_counter GOTHIC_ARMOR 1 ; and building_present_min_level market great_market
    {
    convert_to 5
    capability
    {
    armour 23 requires factions { denmark, scotland, france, england, portugal, poland, russia, spain, hungary, aragon, kievan_rus, serbia, norway, middle_eastern, greek, } and event_counter GOTHIC_ARMOR 1 and not hidden_resource venice and not hidden_resource sicily and not hidden_resource pisa and not hidden_resource papal_states
    armour 24 requires factions { northern_european, southern_european, eastern_european, }
    armour 25 requires factions { northern_european, southern_european, eastern_european, } and event_counter pike_and_shot 1
    armour 26 requires factions { venice, sicily, pisa, papal_states, hre, england, } and event_counter ADVANCED_METALLURGY 1
    armour 26 requires factions { denmark, scotland, france, portugal, poland, russia, spain, hungary, aragon, kievan_rus, serbia, norway, } and event_counter ADVANCED_METALLURGY 1 and hidden_resource venice or hidden_resource sicily or hidden_resource pisa or hidden_resource papal_states or hidden_resource hre or hidden_resource england
    armour 26 requires factions { denmark, scotland, france, portugal, poland, russia, spain, hungary, aragon, kievan_rus, serbia, norway, } and event_counter ADV_MATCHLOCK 1 and not hidden_resource venice and not hidden_resource sicily and not hidden_resource pisa and not hidden_resource papal_states and not hidden_resource hre and not hidden_resource england
    armour 27 requires event_counter the_flintlock 1




    Spoiler Alert, click show to read: 
    building castle_smith
    {
    convert_to smith
    levels c_leather_tanner c_blacksmith c_armourer c_heavy_armourer c_plate_armourer c_gothic_armourer
    {
    c_leather_tanner castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    armour 1
    armour 2 requires not factions { mongols, cumans, }
    armour 3 requires factions { mongols, cumans, }
    income_bonus bonus -50
    }
    material wooden
    construction 3
    cost 2000
    settlement_min village
    upgrades
    {
    c_blacksmith
    }
    }
    c_blacksmith castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    armour 4 requires factions { northern_european, southern_european, eastern_european, }
    armour 5
    armour 6 requires not factions { mongols, cumans, }
    armour 7 requires not factions { mongols, cumans, }
    income_bonus bonus -100
    }
    material wooden
    construction 6
    cost 4000
    settlement_min town
    upgrades
    {
    c_armourer
    }
    }
    c_armourer castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, slave, }
    {
    convert_to 2
    capability
    {
    armour 8 requires factions { northern_european, southern_european, eastern_european, } and event_counter TRANSITIONAL_ARMOR 1
    armour 9
    armour 10 requires not factions { mongols, cumans, }
    armour 11 requires not factions { mongols, cumans, }
    ;armour 12 requires factions { northern_european, southern_european, eastern_european, }
    happiness_bonus bonus 1
    income_bonus bonus -200
    }
    material wooden
    construction 8
    cost 6000
    settlement_min large_town
    upgrades
    {
    c_heavy_armourer
    }
    }
    c_heavy_armourer castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter TRANSITIONAL_ARMOR 1
    {
    convert_to 3
    capability
    {
    armour 13 requires factions { middle_eastern, } and event_counter HALF_PLATE_ARMOR 1
    armour 13 requires factions { northern_european, southern_european, eastern_european, } and event_counter HALF_PLATE_ARMOR 1
    armour 14
    armour 15 requires factions { northern_european, southern_european, eastern_european, middle_eastern, }
    armour 16 requires factions { northern_european, southern_european, eastern_european, } and event_counter HALF_PLATE_ARMOR 1
    armour 17 requires factions { northern_european, southern_european, eastern_european, } and event_counter FULL_PLATE_ARMOR 1
    happiness_bonus bonus 2
    income_bonus bonus -400
    }
    material stone
    construction 10
    cost 8000
    settlement_min large_city
    upgrades
    {
    c_plate_armourer
    }
    }
    c_plate_armourer castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter FULL_PLATE_ARMOR 1
    {
    convert_to 4
    capability
    {
    armour 18 requires factions { middle_eastern, }
    armour 18 requires factions { northern_european, southern_european, eastern_european, }
    armour 19 requires factions { eastern_european, greek, }
    armour 20 requires factions { middle_eastern, }
    armour 21 requires factions { northern_european, southern_european, eastern_european, }
    armour 22 requires factions { northern_european, southern_european, eastern_european, } and event_counter spanish_inquisition 1
    armour 23 requires factions { venice, sicily, pisa, papal_states, } and event_counter IMPROVED_METALLURGY 1
    armour 23 requires factions { hre, } and event_counter IMPROVED_METALLURGY 1 and hidden_resource venice or hidden_resource sicily or hidden_resource pisa or hidden_resource papal_states
    armour 23 requires factions { hre, } and event_counter MATCHLOCK 1 and not hidden_resource venice and not hidden_resource sicily and not hidden_resource pisa and not hidden_resource papal_states
    armour 23 requires factions { denmark, scotland, france, england, portugal, poland, russia, spain, hungary, aragon, kievan_rus, serbia, norway, middle_eastern, greek, } and event_counter IMPROVED_METALLURGY 1 and hidden_resource venice or hidden_resource sicily or hidden_resource pisa or hidden_resource papal_states
    armour 23 requires factions { denmark, scotland, france, england, portugal, poland, russia, spain, hungary, aragon, kievan_rus, serbia, norway, middle_eastern, greek, } and event_counter GOTHIC_ARMOR 1 and not hidden_resource venice and not hidden_resource sicily and not hidden_resource pisa and not hidden_resource papal_states
    happiness_bonus bonus 3
    income_bonus bonus -600
    }
    material stone
    construction 12
    cost 10000
    settlement_min large_city
    upgrades
    {
    c_gothic_armourer
    }
    }
    c_gothic_armourer castle requires factions { northern_european, eastern_european, southern_european, } and event_counter GOTHIC_ARMOR 1
    {
    convert_to 5
    capability
    {
    armour 24 requires factions { northern_european, southern_european, eastern_european, }
    armour 25 requires factions { northern_european, southern_european, eastern_european, } and event_counter pike_and_shot 1
    armour 26 requires factions { venice, sicily, pisa, papal_states, hre, england, } and event_counter ADVANCED_METALLURGY 1
    armour 26 requires factions { denmark, scotland, france, portugal, poland, russia, spain, hungary, aragon, kievan_rus, serbia, norway, } and event_counter ADVANCED_METALLURGY 1 and hidden_resource venice or hidden_resource sicily or hidden_resource pisa or hidden_resource papal_states or hidden_resource hre or hidden_resource england
    armour 26 requires factions { denmark, scotland, france, portugal, poland, russia, spain, hungary, aragon, kievan_rus, serbia, norway, } and event_counter ADV_MATCHLOCK 1 and not hidden_resource venice and not hidden_resource sicily and not hidden_resource pisa and not hidden_resource papal_states and not hidden_resource hre and not hidden_resource england
    armour 27 requires event_counter the_flintlock 1
    happiness_bonus bonus 5
    income_bonus bonus -600
    }
    material stone
    construction 14
    cost 12000
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }




    EXPANDED.TXT FILE TYPES OF ARMOURS

    Spoiler Alert, click show to read: 
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_0} None{EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_1} Leather
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_10} Partial Heavy Mail
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_11} Heavy Mail
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_12} Buff Coat
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_13} Heavy Brigandine
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_14} Heavy Scale
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_15} Coat of Plates
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_16} Partial Plate
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_17} Breastplate
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_18} Late Brigandine
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_19} Late Scale
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_2} Padded
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_20} Heavy Splint
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_21} Full Plate
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_22} Renaissance Half Plate
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_23} Improved Metallurgy
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_24} Gothic Plate
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_25} Renaissance 3-Quarter Plate
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_26} Advanced Metallurgy
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_27} Increased Armor Thickness
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_3} Leather Lamellar
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_4} Light Brigandine
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_5} Light Scale
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_6} Partial Light Mail
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_7} Light Mail
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_8} Brigandine
    {EMT_NORTHERN_EUROPEAN_ARMOUR_LEVEL_9} Scale

    {EMT_ARMOUR_LEVEL_0} None
    {EMT_ARMOUR_LEVEL_1} Leather
    {EMT_ARMOUR_LEVEL_10} Partial Heavy Mail
    {EMT_ARMOUR_LEVEL_11} Heavy Mail
    {EMT_ARMOUR_LEVEL_12} Buff Coat
    {EMT_ARMOUR_LEVEL_13} Heavy Brigandine
    {EMT_ARMOUR_LEVEL_14} Heavy Scale
    {EMT_ARMOUR_LEVEL_15} Coat of Plates
    {EMT_ARMOUR_LEVEL_16} Partial Plate
    {EMT_ARMOUR_LEVEL_17} Breastplate
    {EMT_ARMOUR_LEVEL_18} Late Brigandine
    {EMT_ARMOUR_LEVEL_19} Late Lamellar
    {EMT_ARMOUR_LEVEL_2} Padded
    {EMT_ARMOUR_LEVEL_20} Heavy Splint
    {EMT_ARMOUR_LEVEL_21} Full Plate
    {EMT_ARMOUR_LEVEL_22} Renaissance Half Plate
    {EMT_ARMOUR_LEVEL_23} Improved Metallurgy
    {EMT_ARMOUR_LEVEL_24} Gothic Plate
    {EMT_ARMOUR_LEVEL_25} Renaissance 3-Quarter Plate
    {EMT_ARMOUR_LEVEL_26} Advanced Metallurgy
    {EMT_ARMOUR_LEVEL_27} Increased Armor Thickness
    {EMT_ARMOUR_LEVEL_3} Leather Lamellar
    {EMT_ARMOUR_LEVEL_4} Light Brigandine
    {EMT_ARMOUR_LEVEL_5} Light Scale
    {EMT_ARMOUR_LEVEL_6} Partial Light Mail
    {EMT_ARMOUR_LEVEL_7} Light Mail
    {EMT_ARMOUR_LEVEL_8} Brigandine
    {EMT_ARMOUR_LEVEL_9} Scale
    {EMT_BYZANTIUM_ADMIRAL} Roman Navy
    {EMT_BYZANTIUM_ARMOUR_LEVEL_0} None
    {EMT_BYZANTIUM_ARMOUR_LEVEL_1} Leather
    {EMT_BYZANTIUM_ARMOUR_LEVEL_10} Partial Heavy Lorikion (Partial Heavy Mail)
    {EMT_BYZANTIUM_ARMOUR_LEVEL_11} Heavy Lorikion (Heavy Mail)
    {EMT_BYZANTIUM_ARMOUR_LEVEL_12} Buff Coat
    {EMT_BYZANTIUM_ARMOUR_LEVEL_13} Heavy Brigandine
    {EMT_BYZANTIUM_ARMOUR_LEVEL_14} Heavy Klivanion (Heavy Lamellar)
    {EMT_BYZANTIUM_ARMOUR_LEVEL_15} Splint
    {EMT_BYZANTIUM_ARMOUR_LEVEL_16} Partial Plate
    {EMT_BYZANTIUM_ARMOUR_LEVEL_17} Breastplate
    {EMT_BYZANTIUM_ARMOUR_LEVEL_18} Late Brigandine
    {EMT_BYZANTIUM_ARMOUR_LEVEL_19} Kataphract
    {EMT_BYZANTIUM_ARMOUR_LEVEL_2} Kavadion (Padded)
    {EMT_BYZANTIUM_ARMOUR_LEVEL_20} Heavy Splint
    {EMT_BYZANTIUM_ARMOUR_LEVEL_21} Full Plate
    {EMT_BYZANTIUM_ARMOUR_LEVEL_22} Renaissance Half Plate
    {EMT_BYZANTIUM_ARMOUR_LEVEL_23} Improved Metallurgy
    {EMT_BYZANTIUM_ARMOUR_LEVEL_24} Gothic Plate
    {EMT_BYZANTIUM_ARMOUR_LEVEL_25} Renaissance 3-Quarter Plate
    {EMT_BYZANTIUM_ARMOUR_LEVEL_26} Advanced Metallurgy
    {EMT_BYZANTIUM_ARMOUR_LEVEL_27} Increased Armor Thickness
    {EMT_BYZANTIUM_ARMOUR_LEVEL_3} Leather Lamellar
    {EMT_BYZANTIUM_ARMOUR_LEVEL_4} Light Brigandine
    {EMT_BYZANTIUM_ARMOUR_LEVEL_5} Light Lamellar
    {EMT_BYZANTIUM_ARMOUR_LEVEL_6} Partial Light Lorikion (Partial Light Mail)
    {EMT_BYZANTIUM_ARMOUR_LEVEL_7} Lorikion (Mail)
    {EMT_BYZANTIUM_ARMOUR_LEVEL_8} Brigandine
    {EMT_BYZANTIUM_ARMOUR_LEVEL_9} Klivanion (Lamellar)





    2. For factional units (non-mercenaries), I think my solution is through the chain building "smiths" in order to be able to raise the armor level of the different units and their graphic visual model, for example, I take your proposal:


    If kostic wants to ensure that feudal knights, his ug1, are available from the year 1250 and that they contain, for example, partial plate armor, we have to ensure that the fourth level of the chain building "smiths" which corresponds to the building "heavy armorer" unlocked from the year 1250 with the "Half_plate_armour 1" event and assign armor types 13,14,15,16 and 17 to models that correspond to heavy lamellar and coat of plates. Then my feudal knights would only have to train them again in my castle or city with this building and they would acquire this new upgrade 1 for them and new graphic display of knights with partial plate armor, we would do exactly the same for other types of units and their upgrades .
    What you have to take into account (that will know kostic) is how sometimes it is in the description of the unit that it says (next level of upgrade armor: coat of plate) to assign that upgrade armor to that unit for that event, I I mean that the feudal knights in the first 3 levels of the chain building "smiths" will not receive any type of armor upgrade, only for example less equipped units such as militias, sergeants and perhaps mercenaries (padded armor, heavy mail, etc.) will receive it.


    I don't know if I explained it well nor am I a modder expert, but I think that the different armor upgrades and their different graphic displays in the game could be routed through this building, types of armor and the different events and years that can unlock this building. specific.


    Game event--- Unlock different levels of the "smith" chain building---- in each smith level there are different types of classified armor(1 to 27 types)---- these types of armor are assigned to the different unit types and their different possibilities of upgrades in units---- Retrain base unit in a settlement with this level of smith---- New graphical model of unit ( Feudal knights ug1 with partial plate armour in year 1250 without having to create a new unit)

    Only when you want to represent the real change of a new unit (factional or mercenary) can you replace it with another new unit and the previous one disappear (for example, it has new stats and skills compared to the previous one) so, for example, you could expand the existence of the feudal knight with their different armor upgrades (1 to 4) until the year 1390 for example, once this date is reached they are replaced by a new unit and disappear (replaced by the chivalric knights)



    Spoiler Alert, click show to read: 
    event historic HALF_PLATE_ARMOR ; _____ ESSENTIAL reform for many units _____
    date 210 230



    For these smith levels, it would be necessary to add the different events to unlock them according to the unlocks of the different types of armor


    Spoiler Alert, click show to read: 
    c_heavy_armourer castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter TRANSITIONAL_ARMOR 1
    {
    convert_to 3
    capability
    {
    armour 13 requires factions { middle_eastern, } and event_counter HALF_PLATE_ARMOR 1
    armour 13 requires factions { northern_european, southern_european, eastern_european, } and event_counter HALF_PLATE_ARMOR 1
    armour 14
    armour 15 requires factions { northern_european, southern_european, eastern_european, middle_eastern, }
    armour 16 requires factions { northern_european, southern_european, eastern_european, } and event_counter HALF_PLATE_ARMOR 1
    armour 17 requires factions { northern_european, southern_european, eastern_european, } and event_counter FULL_PLATE_ARMOR 1
    happiness_bonus bonus 2
    income_bonus bonus -400
    }
    material stone
    construction 10
    cost 8000
    settlement_min large_city
    upgrades
    {



    I hope it helps you and we can find a possible solution, what do you think?
    Last edited by j.a.luna; September 21, 2023 at 01:31 PM.
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  6. #6
    kostic's Avatar Domesticus
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    Default Re: EDU & EDB armor upgrades?

    Ouhlala... This all seems very complicated to me ! Having only access to the EDU, I will just test armour_ug_levels for now

  7. #7

    Default Re: EDU & EDB armor upgrades?

    Quote Originally Posted by kostic View Post
    Ouhlala... This all seems very complicated to me ! Having only access to the EDU, I will just test armour_ug_levels for now
    maybe it's not that complicated... the only thing you have to assign to your feudal knights (I don't know how to do it) is armor type 15 or 16 (coat of plate) for their ug1, I think this is possible through the EDU (where it says armor type on the unit), then they can only be retrained with this level of armor in their ug1, and from there shape the chain building and armors through the game events... Maybe Jurand can understand it better ...
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