Creating your own Culture of troops?

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Coolbreeze88

Recruit
what im wondering is when you go to change culture and select "go your own way" is there a way to customize your culture(troop types etc not stats)?

because as of right now it just uses native swadian troop set and just removes the swadia infront of the name.
 
It does use the native swadian troop tree (for now), but there is a reason it was made.  You can use Morph's editor to edit those troops (they're identified as "player_custom_???") however you like and they will be hireable at your fiefs as long as you pick that culture.

Eventually I'll create a customizing kit, but that will be a substantial update when I get ready for it.  Several of the changes being made within the mod now are precursors for supporting that eventual update.
 
Windyplains said:
It does use the native swadian troop tree (for now), but there is a reason it was made.  You can use Morph's editor to edit those troops (they're identified as "player_custom_???") however you like and they will be hireable at your fiefs as long as you pick that culture.

Eventually I'll create a customizing kit, but that will be a substantial update when I get ready for it.  Several of the changes being made within the mod now are precursors for supporting that eventual update.

substancial?! what update?
 
Windyplains said:
It does use the native swadian troop tree (for now), but there is a reason it was made.  You can use Morph's editor to edit those troops (they're identified as "player_custom_???") however you like and they will be hireable at your fiefs as long as you pick that culture.

Eventually I'll create a customizing kit, but that will be a substantial update when I get ready for it.  Several of the changes being made within the mod now are precursors for supporting that eventual update.

Easy and fun to customize, but as a beginner in Morhp's editor, I wonder if you can create more troops to be recruited, than just edit one, that are there. Because I tried to, and i couldn't simply find them in recruitment page, but I found out way to get them, just let some old Troops upgrade into New troops, but what keeps me from doing this, is that their Week wage is always 1 denar, like Companion.

TL:grin:R Is it possible to create whole new soldiers that would be available to recruit, or is it within Morph'editor powers, to choose how much week wage will be?.
Thanks St4k  :idea:
 
Then I must've done something wrong, because I created T6 unit with Top Gear and  high lvl but its troop wage was 1 denar.

xpsq4o.jpg
 
St4rk said:
Then I must've done something wrong, because I created T6 unit with Top Gear and  high lvl but its troop wage was 1 denar.
No, you've done it right.  I forgot that you would need to have a script run that would recalculate the worth of each troop in order to have their wages correct.  Natively this is done by level, but in Silverstag a troop's wages are determined by their gear, proficiencies, attributes and skills.  This gets recalculated each time you load up a new version of the mod, but I think either a manual button needs to be added for folks like yourself or simply make it do it on each load.  Coincidentally they should cost next to nothing to hire as well.  Most of the player custom faction stuff in Silverstag was built before the recruitment system (v0.15) so apparently needs some fine tuning.

Huillam said:
Tweak MB should allow you to change their wages but I don't know if it's fully compatible with Silverstag.
Completely incompatible in this respect.
 
well i simply edited my player faction based on what was already there which worked well, only problem is changing stats does not take effect until you start a new game =( but i can update the name,gear,and upgrade path with a current save.
 
St4rk said:
Then I must've done something wrong, because I created T6 unit with Top Gear and  high lvl but its troop wage was 1 denar.

xpsq4o.jpg

does using an upgrade path from an existing player faction troop still calculate your new troop at 1 denar?
 
Yes, it would.  The same "rating" that is assigned to each troop is then used to figure out its hiring cost, weekly wage and troop tier.  I'll put something in so that you can get this corrected when making your own troops for v0.23's release.
 
This is bit off-topic, and I didn't check assembla if it's already pointed but there's some really weird troops available in vaegir owned holdings. You can also recruit player unique troop silverstag vanguard from them, also from memory there was one named placeholder and one that was something related to morale. Anyone else noticed that?
 
AkuArmoton said:
This is bit off-topic, and I didn't check assembla if it's already pointed but there's some really weird troops available in vaegir owned holdings. You can also recruit player unique troop silverstag vanguard from them, also from memory there was one named placeholder and one that was something related to morale. Anyone else noticed that?
You're correct.  Ticket #1277 will be corrected with v0.23's update.
 
The module's source (planned to go out with v0.24's release) and using Morph's option to edit the troops.py file.  Editing Silverstag's specific troop ability and recruitment settings can only be done within the source files.
 
I'll just wait for V0.24 to make Kievan Russ and Nikephorian Byzantine lists, then. Maybe even redo Sarranids as Sassanids.

Given how crappily the AI handles horse archer armies, I reckon the Khergit are ripe for excision.
 
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