A7 Retinue Longbowmen melee weapon missing

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Um..  Retinue longbowmen have 2-3 powerstrike, and a shield, but no melee weapon. Is this intended? I only ask because it seems a little too obvious to be a mistake, but if it isn't then it makes no sense. The A6 Yeomen archers have a melee weapon, so it just seems a little odd that their 'big brothers' do not.

EDIT: haha the post is four minutes old, with seven views and no replies. I guess that all seven of those people are now checking their troop tree? :lol:
 
2s1ckk said:
Um..  Retinue longbowmen have 2-3 powerstrike, and a shield, but no melee weapon. Is this intended? I only ask because it seems a little too obvious to be a mistake, but if it isn't then it makes no sense. The A6 Yeomen archers have a melee weapon, so it just seems a little odd that their 'big brothers' do not.
There are a few other questionable equipment choices in the trees:
Ogrecorps said:
There are several mercenary and Swadian units with weapon combinations that don't make sense, mostly having only 2-hand weapons and a shield.
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Swadians:
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Tracker has only 2h swords but also shields. Also, is right in the middle of a perfectly good line of archers. Why?
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Shield and no melee weapon at all.
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hm, I never noticed those. But then, I only use Swadia for the archers, and I never touch the mercs. Maybe the shields are for back protection from ranged attacks? Thatts kinda passable at least. But no melee weapon at all? lol

BTW, I'm just looking at your communal AAR thread
 
IIRC, shields on the back do not reduce projectile damage for the AI, it only works for the player. So, the shield will only end up slowing the archer's movement speed due to its weight.
 
hm, that's a bit pants. I think this should maybe be addressed in 2.5, when monnikje/caba'drin have finished with it. That may not be a while, but from the sounds of it, it should be a great improvement and reduce a hell of a lot of bugs.
 
Alright, I can't stand it any more, what does "IIRC" mean?

2s1ckk said:
hm, I never noticed those. But then, I only use Swadia for the archers, and I never touch the mercs. Maybe the shields are for back protection from ranged attacks? Thatts kinda passable at least. But no melee weapon at all? lol

BTW, I'm just looking at your communal AAR thread
I started with them but like the kick of xbows and the Tracker or something that comes from archers and goes to archers was annoying.

As for the communal AAR: rock and thank you. The project is evolving slowly because I scared everyone by writing a whole bunch so they think that is required. I've been updating with very brief chapters (2 sentances for the last one?) and I'm going to be expanding into the Rigale Mod as well as continuing on Blackfish's chapter (that entry will be long, for sure).

An idea that just struck me as interesting would be if the grandaddy of AARs, monnikje, stopped in for a brief contribution but I'm not going to bother to PM him about it. Hell, if he did a Rigale chapter I think Cernunos would love him forever since he is so happy about me considering one.

*slyly looking about, whispers* and just between you an me, I'm starting a new Communal AAR with much simpler rules, almost no story at all (cause the pictures tell it just fine) and way more appeal:
Nekked Steel von Bonkanoggin
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And her cousin Tomahawk Jane from 1755
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Edit/disclaimer: I did not mean for that to be a shameless self-promotion or none-to-thinly-vieled invite to monnikje but that's kinda what it turned into... My bad.
 
haha shameless indeed. I never use trackers or skirmishers, I prefer my troops solely in one category, trying to avoid the 'jack of all trades, master of none' issue. For example, my capital garrison consists entirely of 160 I6 Nord Husbondis, 100 A6 Swadian Yeoman Archers, 50 A6 Rhodok Balustrierres (I can't be bothered to check the spelling/names lol) and my small collections of tier 7 troops. Tier 1-4 I train to tier 5's and then distribute them between my lords. Wow, talk about off topic...

So, does anyone know how difficult it would be to give them a melee weapon? I tried giving them one in the conversation inventory screen, but that obviously doesn't work.

Also, can I edit my vassal's equipment? I think I tried before but I don't know if that was changed with the 2.4 update....

P.S. IIRC means If I Recall Correctly

EDIT:Ah muglebust, you must have posted while I was typing my essay :razz:
 
2s1ckk said:
So, does anyone know how difficult it would be to give them a melee weapon? I tried giving them one in the conversation inventory screen, but that obviously doesn't work.
if you edit your troops.txt file and replace their text with:

trp_swadian_7d A7_Swadian_Retinue_Longbowman A7_Swadian_Retinue_Longbowmen 0 116391936 0 0 16 0 0
  2087 0 173 0 174 0 515 0 262 0 725 0 726 0 154 0 2055 0 371 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  7 5 4 4 37
115 115 100 245 125 125 0
274 131072 0 561 4192 0
  35433492485 5110363432841245451 1951960 0 67645739008 4921228004830284998 1943712 0

They will get the military hammer just like the yeomen, you can replace the "371" with the number of any weapon you like.
 
And your sure this works? I haven't got the patience to try atm, I've been trying to fiddle with the module system tonight and I can't face any more WOT/errors/longness lol

EDIT: And I'm not trying to criticize your skill, btw :grin:
 
2s1ckk said:
And your sure this works? I haven't got the patience to try atm, I've been trying to fiddle with the module system tonight and I can't face any more WOT/errors/longness lol

EDIT: And I'm not trying to criticize your skill, btw :grin:
Sure I am sure, done using Morghs tool, no skill required
 
Beware that once you compile the floris source, it will turn the text files back to how they were. Meaning any .txt changes made will be lost.

Do look at troops.py - this is where the troops are defined.

Search with ctrl+f for whatever troop you wish to change. Be very careful with [] () and ,
 
Duh, while were on the subject I was wondering if I could pick your brains for a moment. When I set the target module for system, if I select the Floris mod are the .py files going to be the ones relevant to the mod? I don't want to build my module just to discover that I've wiped it with native
 
module_info.py

This is my export path:
export_dir = "C:/Program Files (x86)/Steam/steamapps/common/mountblade warband/Modules/Floris Expanded Mod Pack 2.4/"

Change it according to your path and you ought to be fine :wink:
 
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