conquer_dude
Imperial Slave
Alright it's working now. Great scenario! Played it last night. I own all of Europe now. 

I intended thralls to be able to join cities. I think the the unit needs to be given a Pop. Cost of 1 - I'll test it and let you know.Heruwulfar said:1. When you get a thrall to a city you have the option to Join city but the thrall just disappears and no citizen is made. Should he be able to join or is there a button too much?
The entry is wrong on both counts. Harbours only allow trade over water. The shipwright allows both upgrading and veteran sea units.Heruwulfar said:2. The entry for harbor says it can be used for upgrading naval units, which it cant, works only with shipwright.
I dont know if the harbor produces veteran units like the entry says.
The militia has a hit point bonus of 1 and can be drafted. The text entry should really clarify those points. There's also a mix up between the Militia and the Fyrdman entries.Heruwulfar said:3. I got the militia unit through the Urbanisation tech and the pedia entry says they are better than other spearmen but the only difference is the militias higher cost of 10 shields. This makes the militia obsolete from the start, only filling out the production list.
Maybe this is more a question of a tribe specific unit in the wrong place? The thegn like the spearman is anglo-saxon but I didnt get him when researching Land grants, only the hersir, as i presume it should be.
Now that's definitely wrong LOL. in the text entry of course.Heruwulfar said:4. The entry for carpenter says he requires wool but the link correctly points to the timber entry.
That's something that the game itself decides and over which I have no control except to change the time period for turns. The expanded version will probably run a year per turn instead of months per turn.Heruwulfar said:Oh and I forgot one thing. I feel that the loading procedure gets very messy fast as the saves are sorted by month, not year. 760 Feb would be better than Feb 760 as all saves from that year would be sorted next to each other, if not in the right monthly order.
This is maybe mostly important for say weekend players that dont play as much and forget their last save point as your mod doesnt remember that and you have to find the save file manually every time.
This time my intention is the opposite of the thrall. Spearmen should not join cities so I just need to use the editor to remove the Join City flag from them.Heruwulfar said:Some corrections and additions to my post above:
1. The Join city problem also applies to the spearman. Not the regular units; settler and worker though.
Correct.Heruwulfar said:2. No veteran units with harbor either, thats also only with shipwright.
Ah, you've given the answer before me. I should have read your posts in reverse order to save me the trouble of my earlier reply.Heruwulfar said:3. The militia have 1 more hit point than the spearman, thus the extra cost, the only thing to correct will be to point that out in the pedia entry.![]()
Yes I do agree with your comment. I will restore this worker ability but the cost for clearing forest will be set to a very high number of turn.Heruwulfar said:I miss the deforestation tech/ability. Personally I think that this ability should be avaliable to workers and thralls from the start as man has cleared forests for houses, farming and pastures for 6000 years (in Scandinavia).
I didn't want the AI to be given too many city spots hence denying them cities in forests. The Norse, Slavs, Franks and Germans can really run wild considering the potential space available to them. This way I can stop them getting too powerful while at the same time keeping their boundaries sort of historically accurate. Of course if I bring back the Clear Forest ability the option will of course return but expansion will be slowed down considerably.Heruwulfar said:Your settlers also cant found a city on a forest square (making it hard to get the timber resource between Sweden and Norway without a lot of workers).
Well I guess he needs clothes tooOriginally Posted by Heruwulfar
4. The entry for carpenter says he requires wool but the link correctly points to the timber entry.
Now that's definitely wrong LOL. in the text entry of course.
Too bad, I like the way it is now when it takes some months to march your troops somewhere, not several years.KingArthur said:That's something that the game itself decides and over which I have no control except to change the time period for turns. The expanded version will probably run a year per turn instead of months per turn.
I understand, good point.I didn't want the AI to be given too many city spots hence denying them cities in forests.