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-   -   Local Defence 101 (http://forum.shrapnelgames.com/showthread.php?t=45106)

Adept March 12th, 2010 04:39 AM

Local Defence 101
 
Sorry about making a separate thread, but I guess this could help others than me as well.

I'd need to get a clear guideline on how PD is supposed to be allocated.

I'm making an indie-based nation, in part becuase I dislike the power creep that seems to have happened since Dom PPP. Partly it's just because I find it fun to use indie light / heavy infantry, and partly as a challenge to see if it's viable to play without any national elite forces in a MP game.

So... using the Kingdom I'm making, I'll outline my current understanding of how PD is supposed to work. I'm putting in 4 unit types and 2 commanders.

Unit 1: indie militia with shields (x2)
unit 1b:Indie archers, ringmail
Com 1: indie priest
unit 2: indie heavy inf, scalemail
unit 2b:provincial cavalry (custom)
Com 2: indie high priest

Have I got this right? The unit 1, being pretty crappy is supposed to have the x2 (or 20 on the command), and everything else is supposed to be x1?

Is this how the official nations are done when they have 4 PD types? What about the ones that have only 2?

Adept March 15th, 2010 07:29 AM

Re: Local Defence 101
 
Still not working. Help.

Gregstrom March 15th, 2010 08:10 AM

Re: Local Defence 101
 
Here's a code example:
#defcom1 2479
#defcom2 2476
#defunit1 2466
#defmult1 20

#defunit1b 2468
#defmult1b 10

#defunit2 2470
#defunit2b 2472

#defmult2 20
#defmult2b 10

kennydicke March 15th, 2010 09:05 AM

Re: Local Defence 101
 
1 Attachment(s)
Here's a spreadsheet of vanilla PD, as listed by the game manual. Some forces may have changed since the book was printed, and it doesn't include Lanka, Fomoria, or the Gath nations.

This may need editing to be accurate, but at least it's a start. :)

Adept March 15th, 2010 09:20 AM

Re: Local Defence 101
 
Thanks guys, I'll try that now


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