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July 21st, 2008, 03:14 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Mod: Better Independents v2.0
I'm planning on updating it so that normal commanders will be normal price, but Horse Tribe Chief and Barbarian Chief will stay unavailable like their units. That way you can always recruit a commander wherever you can recruit units.
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July 21st, 2008, 04:57 PM
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National Security Advisor
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Re: Mod: Better Independents v2.0
Could you change the graphics of the affected units to point to an empty graphic, so that they are not even visible on the recruitment screen?
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July 21st, 2008, 04:57 PM
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National Security Advisor
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Re: Mod: Better Independents v2.0
Sorry, that was an idle thought, not a request! Could be cool though.
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July 21st, 2008, 04:58 PM
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National Security Advisor
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Re: Mod: Better Independents v2.0
I suppose I could. That's an easy thing to do. Good idea, llamabeast! Great idea, in fact! 
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July 21st, 2008, 06:36 PM
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General
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Re: Mod: Better Independents v2.0
Edi:
Nah, don't enable indy commanders. AI recruits more mages or stronger national commanders that way.
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July 21st, 2008, 09:29 PM
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Sergeant
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Re: Mod: Better Independents v2.0
is there a way to turn off the militia event?
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July 22nd, 2008, 03:54 AM
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National Security Advisor
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Re: Mod: Better Independents v2.0
No. I actually requested that a new militia unit be made for the generic militia event (which some nations get, some others have their own militia events that actually give useful units, like LA Abysia), but that did not happen. It was a fairly low probability feature request anyway, but it would have made it possible to completely eliminate recruitable militia from the game.
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July 22nd, 2008, 11:24 AM
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First Lieutenant
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Re: Mod: Better Independents v2.0
Quote:
Zeldor said:
Edi:
Nah, don't enable indy commanders. AI recruits more mages or stronger national commanders that way.
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Fallacies with this:
1. Assumes that the AI does not recruit at castle because it recruited an indy commander.
2. The AI would have to spend precious turns with castle recruitable commanders picking up scattered good indy troops.
3. Minimizing commander count is not good. I can't count how many battles I have lost because I only used one commander and he was slain.
4. The AI can spend turns recruiting mages at castle instead of mundane troop commanders. (I do not know AI commander recruiting priorities, but if nothing else the probablity is better for a mage.)
5. Mundane indy military comanders have respectable to good stats.
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July 22nd, 2008, 01:03 PM
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National Security Advisor
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Re: Mod: Better Independents v2.0
Quote:
llamabeast said:
Could you change the graphics of the affected units to point to an empty graphic, so that they are not even visible on the recruitment screen?
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While an interesting thought, that'd also affect them in battles.
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July 22nd, 2008, 01:08 PM
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First Lieutenant
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Re: Mod: Better Independents v2.0
Good thinking Endo. The units will still be available to indy provinces.
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