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October 28th, 2008, 11:07 AM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Better Independents v2.1
Got a big financial problem here: It's not as bad as the militia but it ran my expenses up to 25k/turn (I have Gift of Nature's Bounty up, I could just barely afford it) before I figured it out.
I haven't pinned down the offending unit yet but I suspect it's a knight. I was using an army of seraphs to take some provinces the AI had lost to indie monsters. Seraph = S4 mage = Enslave. I ended up with some of the random event monsters in my army.
I am not sure that that's the only culprit as I'm still at 18k and trying to drown as many pests as I can. (I am at peace in that part of the world, I can't just suicide them against the neighbors.)
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October 28th, 2008, 11:56 AM
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Sergeant
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Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
Thanks: 51
Thanked 28 Times in 20 Posts
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Re: Better Independents v2.1
Quote:
Originally Posted by Loren
Got a big financial problem here: It's not as bad as the militia but it ran my expenses up to 25k/turn (I have Gift of Nature's Bounty up, I could just barely afford it) before I figured it out.
I haven't pinned down the offending unit yet but I suspect it's a knight. I was using an army of seraphs to take some provinces the AI had lost to indie monsters. Seraph = S4 mage = Enslave. I ended up with some of the random event monsters in my army.
I am not sure that that's the only culprit as I'm still at 18k and trying to drown as many pests as I can. (I am at peace in that part of the world, I can't just suicide them against the neighbors.)
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And that's why I use the Resource-Only version of the mod. Edi made three versions available with the mod. One version leaves gold cost alone, but it increases the resource cost of all "junk" indy units by 800. That way, the AI won't ever recruit the junk ... but I won't go into bankruptcy because of a lucky Charm spell or some other occurrence.
As far as I can tell, the Resource-Only version of the mod works great. I'm fighting against national troops, reinforced by the occasional indy missile troop. (The AI really seems to like tribal archers.) It's made the game a lot more interesting ... and a bit more challenging.
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October 28th, 2008, 02:09 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: Better Independents v2.1
Quote:
Originally Posted by Loren
Got a big financial problem here: It's not as bad as the militia but it ran my expenses up to 25k/turn (I have Gift of Nature's Bounty up, I could just barely afford it) before I figured it out.
I haven't pinned down the offending unit yet but I suspect it's a knight. I was using an army of seraphs to take some provinces the AI had lost to indie monsters. Seraph = S4 mage = Enslave. I ended up with some of the random event monsters in my army.
I am not sure that that's the only culprit as I'm still at 18k and trying to drown as many pests as I can. (I am at peace in that part of the world, I can't just suicide them against the neighbors.)
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The event militia aren't cost altered. Most chaff indies are. Knights are normal price, but the worst of the three heavy cavalry costs a lot. If you have any non-archer tribals, any light cav, those are bad. Check the mod file to see what's modified, then check all the indies the seraph got for you.
The resource version was made specifically to address astral nations and Enslave Mind so the spell can be used without instant bankruptcy.
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October 28th, 2008, 09:35 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Better Independents v2.1
Quote:
Originally Posted by Edi
Quote:
Originally Posted by Loren
Got a big financial problem here: It's not as bad as the militia but it ran my expenses up to 25k/turn (I have Gift of Nature's Bounty up, I could just barely afford it) before I figured it out.
I haven't pinned down the offending unit yet but I suspect it's a knight. I was using an army of seraphs to take some provinces the AI had lost to indie monsters. Seraph = S4 mage = Enslave. I ended up with some of the random event monsters in my army.
I am not sure that that's the only culprit as I'm still at 18k and trying to drown as many pests as I can. (I am at peace in that part of the world, I can't just suicide them against the neighbors.)
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The event militia aren't cost altered. Most chaff indies are. Knights are normal price, but the worst of the three heavy cavalry costs a lot. If you have any non-archer tribals, any light cav, those are bad. Check the mod file to see what's modified, then check all the indies the seraph got for you.
The resource version was made specifically to address astral nations and Enslave Mind so the spell can be used without instant bankruptcy.
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I have confirmed it's not knights. I just drowned one and my support didn't go down. I still haven't found the unit. I'll get the resource-only version of the mod.
???? I would have thought it would be in this thread but I don't see it. Where is it?
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October 29th, 2008, 09:21 AM
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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: Better Independents v2.1
Quote:
Originally Posted by Loren
Quote:
Originally Posted by Edi
Quote:
Originally Posted by Loren
Got a big financial problem here: It's not as bad as the militia but it ran my expenses up to 25k/turn (I have Gift of Nature's Bounty up, I could just barely afford it) before I figured it out.
I haven't pinned down the offending unit yet but I suspect it's a knight. I was using an army of seraphs to take some provinces the AI had lost to indie monsters. Seraph = S4 mage = Enslave. I ended up with some of the random event monsters in my army.
I am not sure that that's the only culprit as I'm still at 18k and trying to drown as many pests as I can. (I am at peace in that part of the world, I can't just suicide them against the neighbors.)
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The event militia aren't cost altered. Most chaff indies are. Knights are normal price, but the worst of the three heavy cavalry costs a lot. If you have any non-archer tribals, any light cav, those are bad. Check the mod file to see what's modified, then check all the indies the seraph got for you.
The resource version was made specifically to address astral nations and Enslave Mind so the spell can be used without instant bankruptcy.
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I have confirmed it's not knights. I just drowned one and my support didn't go down. I still haven't found the unit. I'll get the resource-only version of the mod.
???? I would have thought it would be in this thread but I don't see it. Where is it?
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First post. The attachment there has all three versions of the mod. Or it should, seeing as I just checked and it was fine.
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