[Module]Bannor+

Playing 7.55, which has Crusade moved to that special civics category... I am having odd behaviour which is either WAD (in which case this "Bannor+" thread may need updating) or a bug.

1. Demagogues do spawn during crusade, with metal weapons. However, they often abandon basically on the same turn, or the second turn, after building. What's with that?

2. Sometimes rather than Demagogues, Crusaders will pop up in towns. Y'know, the guys with the Disciple class, +1 holy damage and all that. Except these ones get metal weapons! Yeah, I have plenty of other normal crusaders who spawn as followers when capturing towns, or built due to the Order religion, but none of them have metal. I sort of suspect that whatever makes Demagogues spawn with metal weapons, is catching these Crusaders too.

3. Those "metal Crusaders" mentioned above stick around after your Crusade is over. I never had any Demagogues survive / not-abandon more than 2 turns, so I do not know whether they would have abandoned me too.

4. Flagbearers. Couldn't build them during a Crusade. I don't think I was missing anything in terms of tech or strategic resources, I wonder if moving around the Crusade civic unhitched these guys from whatever used to permit their being built.

... Again, as you can see, maybe half these items or more are WAD, like maybe Crusaders are supposed to spawn, or maybe Flagbearers have been trimmed without fanfare, can't say. Figured the "Bannor+" thread the best place to give feedback, get clarification, etc.
 
thanks for reporting these issues.

1. is a bug, will be fixed. you can manually fix it by adding this to assets\xml\globaldefinesalt.xml (breaks saves)
Code:
	<Define>
		<DefineName>MAX_CIVIC_OPTIONS</DefineName>
		<iDefineIntVal>6</iDefineIntVal>
	</Define>

2. if your state religion is order, some demagogs will be crusaders. I guess it's ok that crusaders from a crusade are stronger than normal crusaders.

3. crusaders will never abandon. If it is too powerful I can reduce the % chance to spawn crusaders during crusade.

4. also a bug. Fix for #1 also should fix this.
 
Re: 1&4 - cool, and easy fix.

Re: 2 - unlisted Tweak or two there, of use only for "Order" Bannor. I like it for flavor, in terms of the idea being a Crusade may mean Crusaders. Something in the back of my mind makes me wonder if the "armed forces" types of each religion might deserve equivalents, like the Crusading ROK Bannor might deserve Soldiers or Paramanders popping in towns, Radiant Guards or Rathas popping in Empyrean Bannor crusades etc., but that may just be silly trying to "equal" every religion. Like why would Stygians pop in your towns, or Satyrs... bleh. The Crusaders having metal is kind of interesting, but can also be removed and NEVER reacquired due to a Rust spell. Basically a buff which might serve them for awhile, but is not guaranteed forever esp. against cracking towns that have Adepts casting Rust in them (Sheaim, Balseraphs I've seen are good at this).

Re: 3 - it didn't seem too powerful as it wasn't awfully reliable... yeah, free units FOREVER are nice and all, but you should probably also have a lot of units you paid good hammers for dying in a Crusade as well.
 
Re: 2 - unlisted Tweak or two there, of use only for "Order" Bannor. I like it for flavor, in terms of the idea being a Crusade may mean Crusaders. Something in the back of my mind makes me wonder if the "armed forces" types of each religion might deserve equivalents, like the Crusading ROK Bannor might deserve Soldiers or Paramanders popping in towns, Radiant Guards or Rathas popping in Empyrean Bannor crusades etc., but that may just be silly trying to "equal" every religion.
that's actually what happens (paramanders and Rathas). the whole idea/code was made by Rystic (tweakmod).
 
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