View Full Version : How to create a new "army" unit ?? Is it possible ?


laski
Jan 26, 2008, 11:04 PM
Hey ppl I just wonder if is any chance to add a new own army unit to the game.
I made my own ancient mod and I want to create an army unit, but it seems it doesn't works :S. I just added a roman army unit with exactly the SAME options than the original army, but I tried a lot of times and it doesn't works. When I change the production of any citie, the "roman army" entry doesn't exits. If anyone can help me I will aprecciate it very much.

Thanks in advance and sorry for my bad english.

Cheers

WildWeazel
Jan 26, 2008, 11:51 PM
That's because Army units can't be built unless you have a Military Academy in the city. If you want multiple army units in a game, you would need to have them spawned from a wonder or something. Also, the unit (not necessarily an army) that is created by a Great Leader is set on the General Settings page, as "Build-Army Unit"

laski
Jan 27, 2008, 01:20 AM
Yes I thought something similar, because I was checking the "buildings and wonders" tab and I saw the military academy with the option you said, but I was thinking in something different, a new build-army unit, for example, with more multi units in it (5 or 6 for example), but for you can told me I think It's not possible. How should I do then Weasel ??

Thanks again buddy.

laski
Jan 27, 2008, 01:38 AM
Ok Weasel I got it, I did this:

First at all, I tried with the military academy, I did it but nothing happens after that, I changed the option "requieres a victorius army" from ON to OFF so I can make armies without a previus build-army unit, but nothing happens...what I am doing wrong ?

Steph
Jan 27, 2008, 03:04 AM
You also need a minimum number of cities before you can build an army.

Virote_Considon
Jan 27, 2008, 06:04 AM
lower the number of cities required to 2 (any lower and it will crash the game, or something :(), and make sure there are at least 2 cities on the map.

Steph
Jan 27, 2008, 06:05 AM
lower the number of cities required to 2 (any lower and it will crash the game, or something :(), and make sure there are at least 2 cities on the map.
Yes, with less than 2 it does crash...

laski
Jan 27, 2008, 08:23 AM
OK I will try it, thanks ppl !!

laski
Jan 27, 2008, 08:32 AM
Yes, with less than 2 it does crash...

Ok, it worked perfectly, I tried lowering the number of cities to 1 and nothing happened, I tried a few turns (15 or 20) and the game didn't crash, so what can I do ?? leave it to 1 ?? should the game crash in the first turn ??

Civinator
Jan 27, 2008, 09:12 AM
After my observations autoproduced armies donīt let the game crash. :) You can simply try it. Set the palace to autoproduce an army every turn and see what happens, even if you only have your single starting city.

laski
Jan 27, 2008, 03:38 PM
OK I just set the minimun required cities to 2, and when I made the small wonder, I only did one army, then the roman-army option in the production menu just dissapaired, did I miss something ? maybe in the general settings options from the editor ?

UPDATE: nevermind, I did what Civinator told, I changed the way to produce the army unit, I set the autoproduce option every 5 turns and it worked :)

Thanks for your support guys.

Steph
Jan 28, 2008, 02:11 AM
OK I just set the minimun required cities to 2, and when I made the small wonder, I only did one army, then the roman-army option in the production menu just dissapaired, did I miss something ? maybe in the general settings options from the editor ?
.
It's normal. If you build your first army, then you cannot build a second one until you have 4 cities (2 cities / army).


UPDATE: nevermind, I did what Civinator told, I changed the way to produce the army unit, I set the autoproduce option every 5 turns and it worked :)

Thanks for your support guys.
I personnally think this method unbalance the game.

Civinator
Jan 28, 2008, 10:26 AM
I personnally think this method unbalance the game.

This belongs to the settings you have given to your mod or scenario. There can be settings were the autoproduction of armies balances a game. And one of the next topics concerning armies is that I have a look with this methode if different army units are working. Different units and different possibilities what to load in these armies (foot flag). :)

Steph
Jan 28, 2008, 11:46 AM
One question... If you autoproduce armies, are they still produced if you have reach your maximum ?
Like 4 cities / army, you have 12 cities, 3 armies. Does the autoproduce create a 4th army? This would be unbalanced for me.

This being said for my Napoleonic mod, I wanted to use buildings to autoproduce several types of armies... In fact, everything would be autoproduced...

But it's a specific case.

Blue Monkey
Jan 28, 2008, 11:53 AM
several types of armies...I'd be interested to hear the specifics of how you set up the rules, etc. to have more than one type of army.

Steph
Jan 28, 2008, 12:04 PM
Basically, I have two lines of armies. Cavalry, and infantry.
Infantry can load only infantry (ie foot) while cavalry can load only cavalry.
Then, I had several size: brigade (a drummer), division (an officer), corps (a flagbearer), and an army (a general).
Brigade can load 2 units, are "fast" to build, but give no bonus.
Division and corps can load more units and give a small bonus.

The general can load both infantry and cavalry uits. It's long to build, can load more units, and gives large bonus.

Blue Monkey
Jan 28, 2008, 12:10 PM
In the editor is there anything special that needs to be done besides setting the unit to be an army? for example how do you limit them to carrying those specific unit types? I'm asking because it would be nice to reflect the set up of a Classical or Medieval Indian Army in this way.

Steph
Jan 28, 2008, 01:47 PM
In the editor is there anything special that needs to be done besides setting the unit to be an army? for example how do you limit them to carrying those specific unit types? I'm asking because it would be nice to reflect the set up of a Classical or Medieval Indian Army in this way.
I set the "foot unit" flag to the infantry, and the "load foot unit only" to the infantry army.
So I'm not sure you can use the trick for classical/medieval Indian army.
If you are making an ancient/medieval mod only perhaps you can use the tactical missile flag?

Virote_Considon
Jan 28, 2008, 01:59 PM
Basically, you have 4 different settings:

None selected (Can only load into Transports inc. Armies without a "carries only x" flag)
Foot Unit (Can load into a transport without any flag, as above, but also with the "only carries foot unit" flag)
Tactical Missile (Can only be loaded into a transport with "Carries only Tactical Missiles, and no other such flag, or lack there of)
Tactical Missile+Foot (I think this can only load into a transport with both "Carries only Tactical Missiles" and "Carries only Foot Units", although I can't really remember)

Going the other way, there are also 4 possible such settings for Transports:

None Selected (Can TP units without any flag, and with just the "Foot Unit" flag selected)
Transports only Foot Units (can carry only units with "Foot Unit" selected, as long as they don't also have "Tactical Missile" selected)
Transports only Tactical Missiles (can carry only units flagged as "Tactical Missiles". This may extend onto units also flagged as "Foot Units", although I don't think it does...)
Transports only Foot Units and Transports only Tactical Missiles (does just what it says on the tin)

__________________________________________________

I should also like no note that these flags do not do anything extra. The "Tactical Missile" flag does not turn the unit into a nuke. Only the "Nuclear Weapon" flag does this (which sadly does have "side effects" itself, although depending on needs, this can also be useful)

WildWeazel
Jan 28, 2008, 02:35 PM
Tactical Missile+Foot (I think this can only load into a transport with both "Carries only Tactical Missiles" and "Carries only Foot Units", although I can't really remember)
That is correct.
Transports only Tactical Missiles (can carry only units flagged as "Tactical Missiles". This may extend onto units also flagged as "Foot Units", although I don't think it does...)It should be able to transport anything with the TM flag, regardless of other flags.
I should also like no note that these flags do not do anything extra. The "Tactical Missile" flag does not turn the unit into a nuke.
IIRC the TM flag also allows the unit to bombard (not attack) directly from a transport, if applicable.

Steph
Jan 28, 2008, 02:41 PM
A few corrections.

If a transport has the "tactical missile only", it means it can transport a unit which has the "tactical missile".

So by giving the "carry foot only" AND "carry tactical missile only" to a unit, you make it unable to carry anything. Give it a transport of 1... and it cannot be loaded into anything... And you get land based aircraft, that cannot be based on aircraft carrier.

I think Tactical missile + foot allows a unit to load on transport with "tactical missile only" OR "foot only"

Virote_Considon
Jan 28, 2008, 02:52 PM
No, Steph. I've tested this somewhat (I use it a lot in my Greek scenario, among others). Both flags DEFINITELY mean it can be loaded onto transports with both flags, and transports with both flags can ONLY carry units with those two flags. I'm guessing you did not know that, because you have no units with both the "Tactical Missile" and "Foot Unit" flags :)

@Weasel: The Tactical Missile side effect looks very useful!

Civinator
Jan 28, 2008, 03:04 PM
One question... If you autoproduce armies, are they still produced if you have reach your maximum ?
Like 4 cities / army, you have 12 cities, 3 armies. Does the autoproduce create a 4th army?

If you do the simple test I described with setting the palace to autoproduce an army every turn (to get a result in a short time), you will see, that -even if you have only one city (with the autoproducing palace), in turn 3 you have two armies , in turn four 3 armies and so on -so you have only one city.

And there are scenario settings, where such autoproduced armies are needed desperately, for example when you start a scenario with very strong units and than you can only produce a cornucopia of much weaker units, but with the army they have a chance to upgrade to such strong units as the starting units. In such kind of scenarios the autoproduced armies in higher numbers are needed for balancing reasons.

WildWeazel
Jan 28, 2008, 03:32 PM
This might help:
Can this transport:
load this unit? No flags Foot TM Both
No flags yes no no no
Foot yes yes no no
TM no no yes no
Both no no yes yes

Blue Monkey
Jan 28, 2008, 06:22 PM
I set the "foot unit" flag to the infantry, and the "load foot unit only" to the infantry army.
So I'm not sure you can use the trick for classical/medieval Indian army.
If you are making an ancient/medieval mod only perhaps you can use the tactical missile flag?It works because I can set Cav & Chariots as Wheeled, which I would anyway for the terrain restrictions & Infantry & Archers as foot. elephants can get the TM flag. This range would allow me to make "heroic" units of different types- The hero as the army & his retinue of similar type as the transported units.
IIRC the TM flag also allows the unit to bombard (not attack) directly from a transport, if applicable. @Weasel: The Tactical Missile side effect looks very useful!If I understand rightly, an army is a transport, so if I give an elephant archer, for example, a bombard, it could do so from an army.

In the situation where there are several types of armies how does a GL select the type of army to become?

WildWeazel
Jan 28, 2008, 07:07 PM
In the situation where there are several types of armies how does a GL select the type of army to become?

It becomes the "Build-Army" unit from the General Settings page, which can be any unit.

Blue Monkey
Jan 28, 2008, 07:34 PM
It becomes the "Build-Army" unit from the General Settings page, which can be any unit.So I guess any other army types must come from the build queue or be autoproduced.

Steph
Jan 29, 2008, 01:15 AM
If you do the simple test I described with setting the palace to autoproduce an army every turn (to get a result in a short time), you will see, that -even if you have only one city (with the autoproducing palace), in turn 3 you have two armies , in turn four 3 armies and so on -so you have only one city.

And there are scenario settings, where such autoproduced armies are needed desperately, for example when you start a scenario with very strong units and than you can only produce a cornucopia of much weaker units, but with the army they have a chance to upgrade to such strong units as the starting units. In such kind of scenarios the autoproduced armies in higher numbers are needed for balancing reasons.
Ok, then it's what I thought. I still think it is better to have a limitation of the total number of armies to keep it balanced in most cases.
But I agree it's better to have autoproduce in some cases.

Virote_Considon
Jan 29, 2008, 05:48 AM
So I guess any other army types must come from the build queue or be autoproduced.
That's right :)

It works because I can set Cav & Chariots as Wheeled, which I would anyway for the terrain restrictions & Infantry & Archers as foot. elephants can get the TM flag. This range would allow me to make "heroic" units of different types- The hero as the army & his retinue of similar type as the transported units.

No, "wheeled" does not affect which transports a unit can/can't enter, nor does it have any connection whatsoever with the "Foot Unit" flag. You can only have the four different unit "classes" discussed above.

Blue Monkey
Jan 29, 2008, 11:55 AM
No, "wheeled" does not affect which transports a unit can/can't enter, nor does it have any connection whatsoever with the "Foot Unit" flag. You can only have the four different unit "classes" discussed above.Thanks for the clarification. I put too much information there. I was trying to say that I could create a situation where one type of army could have only infantry ("foot") & another for both cav. & chariot.

But it looks from Weasel Ops' chart above that once you start splitting things then there's no army that can carry all four classes.:sad:

WildWeazel
Jan 29, 2008, 12:04 PM
Unfortunately not, because of the restriction that tactical missiles can only load into transports that explicitly carry only tactical missiles.

Civinator
Apr 01, 2008, 12:35 PM
If you want, that a unit with two HPs is boosted up to six HPs, do you have to set the army to four or to six HPs? So, are the unit HPs and the Army HPs cummulative, or are only the Army HPs counting ?

Steph
Apr 01, 2008, 12:36 PM
The army HP is a bonus.

Civinator
Apr 01, 2008, 01:33 PM
So in my example I would have to give 4 HPs to the army. Thanks for the answer Steph.