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  #1  
Old January 9th, 2008, 04:44 PM

Serenity Serenity is offline
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Default Mod Request - Removing Events With Militia


I like fortune, but I hate having useless bunch of militia sitting on a province stealing my precious gold before I get to send them to a suicide mission (altough I admit watching them die makes me smile. Dont leech from me! )

So, could anyone make a mod which would remove such militia events for good, thus avoiding extremely violent deaths?

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  #2  
Old January 9th, 2008, 04:56 PM

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Default Re: Mod Request - Removing Events With Militia

Events cannot actually be removed, nor can the militia be swapped for another type of unit or have the upkeep removed without also messing up the recruitable indy militia. Though such a mod would not be a problem if playing on a no indy map. If you are still committed to having recruitable indies, the best solution is probably a change like CB uses that makes militia 5 gold, cutting the upkeep by about 1/3 without making them very abusable as recruitables.
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Old January 9th, 2008, 05:08 PM

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Default Re: Mod Request - Removing Events With Militia

Well I already have a mod that prevents the worst indy chaff being built. It heightens the resources needed to like 800.

I already have CB. I didnt know it made that kind of change. Its enough I guess, altough I would prefer removal of indy militia. However I cant script anything more complicated than warcraft 3 map edit stuff

Btw, as an off topic: How do you see how much an unit takes upkeep? I'd check the manual, but its always lost when u do need it.
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Old January 9th, 2008, 05:27 PM

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Default 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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  #5  
Old January 10th, 2008, 04:28 PM
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Default 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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  #6  
Old January 10th, 2008, 04:43 PM

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Default 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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Old January 10th, 2008, 05:15 PM
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Default 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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Old January 10th, 2008, 05:42 PM

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Default 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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Old January 10th, 2008, 06:37 PM
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Default 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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  #10  
Old January 11th, 2008, 08:37 PM

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Default 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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