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January 9th, 2008, 05:27 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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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.
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January 10th, 2008, 04:28 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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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.
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BLAH BLAH BLAH BLAH NEXT TURN.
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January 10th, 2008, 04:43 PM
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Corporal
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Join Date: Apr 2007
Posts: 63
Thanks: 0
Thanked 17 Times in 3 Posts
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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...
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January 10th, 2008, 05:15 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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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.
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There can be only one.
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January 10th, 2008, 05:42 PM
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Corporal
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Join Date: Apr 2007
Posts: 63
Thanks: 0
Thanked 17 Times in 3 Posts
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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 
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January 10th, 2008, 06:37 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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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.
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January 11th, 2008, 08:37 PM
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BANNED USER
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Join Date: Aug 2007
Posts: 40
Thanks: 0
Thanked 0 Times in 0 Posts
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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.
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January 11th, 2008, 11:49 PM
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Captain
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Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
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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
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