How to create a new "army" unit ?? Is it possible ?

laski

Chieftain
Joined
Nov 19, 2003
Messages
66
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
 
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"
 
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.
 
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 ?
 
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.
 
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...
 
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 ??
 
After my observations autoproduced armies don´t 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.
 
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.
 
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.
 
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). :)
 
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.
 
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.
 
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.
 
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?
 
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)
 
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.
 
Back
Top Bottom