Re: Fixing PD?
Pythium with improved prov. defence:
#modname "Pythium Defence"
#description "This mod improves the provincial defence of the nation Pythium. This mod might work.
This mod was put together by Janne Joensuu, known in Shrapnel Games' forum by the name of Endoperez"
#version 001
#selectnation 2 -nation number, with abysia 0, atlantis 1... machaka 16
#defcom1 "Theurg" -base def commander
#defunit1 685 -first def unit, Alae Legionnaire
#defmult1 10 -defmult1 / 10 * pd = number of defunit1
#defcom2 "Arch Theurg" -commander on pd 20
#defunit2 688 -units gotten from pd 20 upwards, Triarius
#defmult2 20 -defmult2 / 10 * (pd-19) = number of defunit2
#end
They get 2 triarii for each point of prov. def. after 20 as it costs lots of gold. The second unit is triarii, because I think they are troops that have already retired and are given land in conquered provinces. If you wanted them to be units recruited and paid just for provincial defence, they could be hastati or principes.
ANYONE can easily mod the province defence. However, the modder should remember to try to follow the general guidelines - Pythium should have weaker prov. def., so maybe only Velites and Alae Legionaires & Theurg Initiates and Theurgs, while Jotunheim might have defmult1 15 Jotun Militia and Jotun Javelinists as second troops.
The problems:
Themes' pd cannot be modded to differ from that of base nation (Ulm/Black Forest, Broken Empire/Ashen Empire, Pangaea/New Era...)
Beating prov.def. of weak Astral nations would be easy with an S3+Skullcap mage teleporting around and scripted to [Magic Duel, Magic Duel, Magic Duel, Cast Spells].
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