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-   -   Mod Request - Removing Events With Militia (http://forum.shrapnelgames.com/showthread.php?t=37364)

Serenity January 9th, 2008 04:44 PM

Mod Request - Removing Events With Militia
 

I like fortune, but I hate having useless bunch of militia sitting on a province stealing my precious gold before I get to send them to a suicide mission (altough I admit watching them die makes me smile. Dont leech from me! http://forum.shrapnelgames.com/image...ies/tongue.gif)

So, could anyone make a mod which would remove such militia events for good, thus avoiding extremely violent deaths?

Purple hearts cost money!

quantum_mechani January 9th, 2008 04:56 PM

Re: Mod Request - Removing Events With Militia
 
Events cannot actually be removed, nor can the militia be swapped for another type of unit or have the upkeep removed without also messing up the recruitable indy militia. Though such a mod would not be a problem if playing on a no indy map. If you are still committed to having recruitable indies, the best solution is probably a change like CB uses that makes militia 5 gold, cutting the upkeep by about 1/3 without making them very abusable as recruitables.

Serenity January 9th, 2008 05:08 PM

Re: Mod Request - Removing Events With Militia
 
Well I already have a mod that prevents the worst indy chaff being built. It heightens the resources needed to like 800.

I already have CB. I didnt know it made that kind of change. Its enough I guess, altough I would prefer removal of indy militia. However I cant script anything more complicated than warcraft 3 map edit stuff http://forum.shrapnelgames.com/images/smilies/happy.gif

Btw, as an off topic: How do you see how much an unit takes upkeep? I'd check the manual, but its always lost when u do need it.

quantum_mechani January 9th, 2008 05:27 PM

Re: Mod Request - Removing Events With Militia
 
Well if you already have the militia costing 800 rec, then making them 0 gold should be fine, if odd.

Upkeep is recruit cost times 1/15 or 1/30 for sacred units.

Foodstamp January 10th, 2008 04:28 PM

Re: Mod Request - Removing Events With Militia
 
Keep in mind that increasing the resources that an independent costs to such an extreme number causes queue backups in the AI fortresses where indies can be recruited. My guess is that it does the same thing in provinces without fortresses too. The result is that the AI will build a half way decent army at the beginning of the game, that army will get smashed then the AI struggles to recover the entire game. Basically, the AI is much weaker with the independent units being fixed in such a manner.

ryo_akashi January 10th, 2008 04:43 PM

Re: Mod Request - Removing Events With Militia
 
Can we get KO to create new unit IDs for the militias? Ideally, recruitable units from independents should not be the same with unit IDs coming from national recruitables and events. This would allow the modders more control and resolve the workarounds for Better Independents mod.

I remember KO mentioning that the artwork for militia, slinger and light calvary units from MA Man needing a color change anyway...

NTJedi January 10th, 2008 05:15 PM

Re: Mod Request - Removing Events With Militia
 

Even better if we could get modding for events... where map makers could create timed events as well as moddifying existing events.

ryo_akashi January 10th, 2008 05:42 PM

Re: Mod Request - Removing Events With Militia
 
I'll put my chances with unit ID changes, since the event modding will most likely fall under JK's plate http://forum.shrapnelgames.com/images/smilies/happy.gif

Edi January 10th, 2008 06:37 PM

Re: Mod Request - Removing Events With Militia
 
I've requested that a separate new unit ID militia be created for events so that it can be modified without screwing up recruitment. The answer to that was a 'maybe', but wasn't on the cards at that time. This thread is a good indication that I'm far from alone in regarding the issue as a problem even though it is not a bug.

Perhaps we will get this in a patch. Then again, perhaps not.

Serenity January 11th, 2008 08:37 PM

Re: Mod Request - Removing Events With Militia
 
little out topic but..
Is there another way to make enemy AI's be more like nations instead of mages + indy militia chaff? Other than to crank up the res cost.

Amos January 11th, 2008 11:49 PM

Re: Mod Request - Removing Events With Militia
 
Instead of changing their price, make them extremely old. They'll be dropping like flies in no time. Like so:

Quote:

#selectmonster 30
#maxage 1
#end


Sombre January 12th, 2008 02:30 AM

Re: Mod Request - Removing Events With Militia
 
Problem is the AI will still build them if you do that.

Not on NI maps though.

Are those particular militia used by any nations? Man perhaps?

Amos January 12th, 2008 03:52 AM

Re: Mod Request - Removing Events With Militia
 
So what if AI builds them? They are useless anyway. They will just die that much sooner freeing AI upkeep as well as yours.

Edi January 12th, 2008 04:25 AM

Re: Mod Request - Removing Events With Militia
 
The event militia is used by some nations, same with some of the indie light cavalry and slingers.

Sombre January 12th, 2008 05:11 AM

Re: Mod Request - Removing Events With Militia
 
That is easy to mod away though. The nations using them, I mean.


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