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August 01, 2017, 11:19 AM
#141
Re: Custom Campaign Mod 2 Released
Turks can only recruit Dismounted Hasham and Dismounted Sipahi Lancers on a Citadel Level? In Kingdoms Campaign im able to do that after a one Castle upgrade and have Turkish Crossbowmen as Free upkeep unit.
What kind of BS Idea is that to make able Sipahi only recruitable on a High past Era?
Last edited by Nebaki; August 01, 2017 at 11:29 AM.
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September 22, 2017, 12:53 PM
#142
Laetus
Re: Custom Campaign Mod 2 Released
Having played this mod for some time now, I can say it makes the game too easy with the halved upkeep. I loved kingdom units, the fixes are great (the infamous 2h unit bug is fixed here), however, I could live without changed recruitment. The upkeep takes out the challenge though.
It sounds like retrofit is more up my valley, I will have to figure out how to put units in from here though, as Grand Unit Addon adds too many strange choices which I do no aprove of.
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December 22, 2022, 03:37 AM
#143
Laetus
Re: Custom Campaign Mod 2 Released
Hi, I couldn't find a suitable thread, so I'm posting here.
Is there any possibility to recruit unit in a grand campaign but not to recruit in a custom campaign?
I started writing a script like this:
set_event_counter great_campaign 1
monitor_event FactionTurnStart FactionIsLocal
set_event_counter great_campaign 1
end_monitor
and added this entry in EDB:
recruit_pool "piechota_lan" 2 0.4 3 0 requires factions { poland, } and hidden_resource pol or hidden_resource europa and event_counter great_campaign 1
Unfortunately it doesn't work. Is there any way to handle this?
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July 20, 2023, 03:17 PM
#144
Libertus
Re: Custom Campaign Mod 2 Released
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March 21, 2024, 06:14 PM
#145
Re: Custom Campaign Mod 2 Released
Is there a way to import the extra maps to the retrofit mod
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