All the Khergs are still mounted, so no problem there. I even made their recruit always spawn mounted! Just some of them are actually from other factions.
- Aye, I see where you're going with that. If only there was someway of allowing the Khergits to actually really recruit troops from other factions since traditionally, the mongolians(like the romans) did tend to utilize auxiliary troops.
The Cleaverman issue was resolved in 2.5, when I totally changed the Rhodok tree from cleaver/shield centric to pike centric and gave them a bunch of weapon specialists (glaivemen, cleavermen who only use a cleaver, pikemen and macemen, among other units), but that wouldn't have been too bad a solution.
- My bad then, I thought you were looking for a new name for the cleavermen, hence "Guildsmen".
Your merc idea is interesting, but I'm not sure how you'd make a unit work worse on horseback than on foot. I mean I guess you could give them some foot only weapons, that might work. And as long as you're making them only for humans, you won't run into the issue of the AI not ever dismounting them.
- Well, there are a number of ways; mounting merc troops on sumpter or saddle horses, ensuring that they do not have many points in horse archery(makes a massive difference), giving them crossbows that don't reload on horseback would be another. Makes sense too, since mercs seem to come from a generic western medieval culture not represented in Calradia. What i really want is for the AI to actually dismount them on strategic high ground, which is at the moment, wishful thinking.
Speaking of mercs and the AI, I'm thinking that if I update the mercs in game, it'd be nice to see the AI use em. So I'll probably have a few spawn into the AI armies, with spawns based on flavor (so Rhods might get 1 t3 merc cav per high end reinforcement party, while Swads might get 1 t3 merc inf and 'nids getting 1 t3 merc xbow).
- Good idea. Could give them some distinctive gear to highlight the difference between merc and regular.