Custom Troops Discussion

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I'm fairly sure 95% of the players just dressed their hired recruits into the absolute best available gear for their level anyway, so this nerf to their best-in-slot loadout seems fairly justified.
A good way to counterbalance it would have been to allow the player to recruit more of them / have them be recruitable from villages, etc.
Update:
Finally tried them out.. Even when actively trying to avoid the most OP weapon/armor combinations, and just picking stuff that matches by equipment color/overall theme, the game nickel and dimes you at every corner, and you risk running out of the 'equipment points' by simply picking a heraldic shield, because how dare you. It doesn't help that better-looking items tend to also have better stats and thus be worth more points.
 
willyflare said:
murkamk1 said:
Leonion said:
Yes, when you do something, it usually means there is no way to do so.

I'm sorry English is not my native language I didn't really understand what you meant there
He means that you can ask your lords manually in the conversation to use the Merc guild's troops. As for setting as your culture automatically, there's no option for that.
Side note:You can modify the troop tree by yourself via morghs if you want the mercs to be upgradable from your village/culture, but yeah you will be too OP balance-wise

How do you do this if it's not too much trouble to ask?
 
stevehoos said:
How do you do this if it's not too much trouble to ask?
Which one?
To ask your lord to use Merc's guild troops, just ask him about the troops that he/she trains, and then there should be an option to force them to use mercenaries instead of their default troops. You must be a ruler and this will lower some relationship.

To modify the troop tree the best one I know is the Morgh's Editor, found here : https://forums.taleworlds.com/index.php?topic=105928.0
So you use them to make your chosen culture recruits into Hired Recruits, let's say Perisno Recruit upgrades to Hired Recruit instead of the normal Perisno Militia.
Be aware that this is not intended and can make the game too easy or cause other unintended effects.

Hope that helps!
 
willyflare said:
stevehoos said:
How do you do this if it's not too much trouble to ask?
Which one?
To ask your lord to use Merc's guild troops, just ask him about the troops that he/she trains, and then there should be an option to force them to use mercenaries instead of their default troops. You must be a ruler and this will lower some relationship.

To modify the troop tree the best one I know is the Morgh's Editor, found here : https://forums.taleworlds.com/index.php?topic=105928.0
So you use them to make your chosen culture recruits into Hired Recruits, let's say Perisno Recruit upgrades to Hired Recruit instead of the normal Perisno Militia.
Be aware that this is not intended and can make the game too easy or cause other unintended effects.

Hope that helps!

Thanks, I have used the Editor before, I just don't know what numbers the hired recruits are to switch out. 
 
stevehoos said:
willyflare said:
stevehoos said:
How do you do this if it's not too much trouble to ask?
Which one?
To ask your lord to use Merc's guild troops, just ask him about the troops that he/she trains, and then there should be an option to force them to use mercenaries instead of their default troops. You must be a ruler and this will lower some relationship.

To modify the troop tree the best one I know is the Morgh's Editor, found here : https://forums.taleworlds.com/index.php?topic=105928.0
So you use them to make your chosen culture recruits into Hired Recruits, let's say Perisno Recruit upgrades to Hired Recruit instead of the normal Perisno Militia.
Be aware that this is not intended and can make the game too easy or cause other unintended effects.

Hope that helps!

Thanks, I have used the Editor before, I just don't know what numbers the hired recruits are to switch out.

Have you found them?
For my example above Perisno Recruit is troop number 430, and Hired Recruit is 658
 
I've found a way to change the auto-calc strength
I don't really know if this could break anything else so use it at your own risk

On the save editor open the desired troops page
Open the slots category and find the 40th slot
67HUW.png
Change this ammount to double of what you want (let's say you want 40 strength change it to 80)
 
willyflare said:
stevehoos said:
willyflare said:
stevehoos said:
How do you do this if it's not too much trouble to ask?
Which one?
To ask your lord to use Merc's guild troops, just ask him about the troops that he/she trains, and then there should be an option to force them to use mercenaries instead of their default troops. You must be a ruler and this will lower some relationship.

To modify the troop tree the best one I know is the Morgh's Editor, found here : https://forums.taleworlds.com/index.php?topic=105928.0
So you use them to make your chosen culture recruits into Hired Recruits, let's say Perisno Recruit upgrades to Hired Recruit instead of the normal Perisno Militia.
Be aware that this is not intended and can make the game too easy or cause other unintended effects.

Hope that helps!

Thanks, I have used the Editor before, I just don't know what numbers the hired recruits are to switch out.

Have you found them?
For my example above Perisno Recruit is troop number 430, and Hired Recruit is 658

Yes thanks.
 
One issue I have with Hired units. If I try to give my warriors just melee weapons, they get to 125%. But if I throw some javelins on them, they drop down to 108%. This budgeting does not make sense. It shouldn't cost less to give them better equipment.
 
Still on this topic although I have no problem with the hired mercs budget limitation.
Maybe Leonion can tie the hired mercs' max budget to leadership, persuasion and/or trade skill? (and stretch those skills to 15).
I imagine a great leader, a master persuader or a crafty merchant can easily get better prices for their units' equipments.

My interest is in the variety of the equipments available.
Yes, I know there are LOADS of available things already, yet it would be interesting if there's a way to unlock some more unique items by doing quests or having good relations with minor factions so they will supply your mercs with their equipments.
BTW the Aroulo Bear and the Aroulo leaf bomb are not available for them, is that intended? Can't we have a thrower/hurler specialist from the archer line?
And yeah I'm also aware that you can just use the Household Guard for this, but I really like the concept of hired mercs too, so I would love to see more variety coming for them.
 
From messing around in Morgh’s, some degree of auto calc is tied to unit level. Halving the levels of drachen, tolranian, and elven units caused all of those factions to get one sidedly curb stomped in wars, despite the garrisons doubling to match their reduced cost.

Most likely gear/stats isnt taken into account universally to simplify ai balance. That being said, i havent done extensive testing so there may be more to auto calc than just levels.
 
Hi folks! I am trying to edit the number of basic mercenary guild recruits (just the customisable ones) so that I can field armies exclusively of my custom troop tree, I have found their entry in the scripts text file ( i THINK its under *update_merc_guild -1*) however I do not know what to change so there are more of these guys to hire.

Can anyone help me out here? Many thanks!
 
blacksheepempire said:
Hi folks! I am trying to edit the number of basic mercenary guild recruits (just the customisable ones) so that I can field armies exclusively of my custom troop tree, I have found their entry in the scripts text file ( i THINK its under *update_merc_guild -1*) however I do not know what to change so there are more of these guys to hire.

Can anyone help me out here? Many thanks!
Search for 10 17 in update_merc_guild. 10 is the minimum and 17 the max.
 
Leonion said:
I created the custom troops.
I balanced the custom troops.
I polished the custom troops.
And they will be in the game the way I see them, like it or not.

Well I was hoping for a more mature and constructive approach to this, but seeing as this is how the mod responds to a system (That is somewhat broken even if you aren't going for the latest armor and weapons, or can be counter balanced using stones and cheap weapons for a gacha like unit with a lower cost) I'm at a loss for words honestly. And with other's just using the same counter argument of (They're just trying to get the op stuff) I guess there's no hope in progress regarding the custom mercenaries system. A shame, I loved perisno and it's difficulty and insane numbers of garrison. I know it's your mod, and you have the liberty to do whatever you want with it. I'm just voicing my opinion, and if not then at least a workaround for others regardless of their intentions. Anyway, thank you for your time.
 
willyflare said:
Still on this topic although I have no problem with the hired mercs budget limitation.
Maybe Leonion can tie the hired mercs' max budget to leadership, persuasion and/or trade skill? (and stretch those skills to 15).
I imagine a great leader, a master persuader or a crafty merchant can easily get better prices for their units' equipments.

My interest is in the variety of the equipments available.
Yes, I know there are LOADS of available things already, yet it would be interesting if there's a way to unlock some more unique items by doing quests or having good relations with minor factions so they will supply your mercs with their equipments.
BTW the Aroulo Bear and the Aroulo leaf bomb are not available for them, is that intended? Can't we have a thrower/hurler specialist from the archer line?
And yeah I'm also aware that you can just use the Household Guard for this, but I really like the concept of hired mercs too, so I would love to see more variety coming for them.

I am quite sure that you can have 15 leadership as of 0.9. I love the idea of unlocking the gear.

Wulfee said:
Leonion said:
I created the custom troops.
I balanced the custom troops.
I polished the custom troops.
And they will be in the game the way I see them, like it or not.

Well I was hoping for a more mature and constructive approach to this, but seeing as this is how the mod responds to a system (That is somewhat broken even if you aren't going for the latest armor and weapons, or can be counter balanced using stones and cheap weapons for a gacha like unit with a lower cost) I'm at a loss for words honestly. And with others just using the same counter argument of (They're just trying to get the op stuff) I guess there's no hope in progress regarding the custom mercenaries system. A shame, I loved perisno and its difficulty and insane numbers of garrison. I know it's your mod, and you have the liberty to do whatever you want with it. I'm just voicing my opinion, and if not then at least a workaround for others regardless of their intentions. Anyway, thank you for your time.

I think that Leonion did not mean that the system will not be improved, he just stated that Perisno will use this system from now on. He did not mean to shut up everyone either. Moreover I am quite sure about what I am writing, since he has always been polite and open to criticism in all his posts that I read.
 
TBH the limitations don't bother me that much, I always equip my hired mercs to a theme so I can usually find alternative equipment for my, Geldar, Rohan, Cretas, Mettenheim(PoP)  or whatever theme I fancy playing.

However what would be nice from a rp viewpoint, would be to have some of the civilian gear (that you can find in the cheatmenu store).  This stuff looks like the most OP armour but has zero stats.  I would not mind my low level hired troops having awesome looking helms or armours...that added nothing to their armour values.  Perhaps add a separate section of  cosmetic gear before the "light armour" section.  Maybe you could add a low armour value for  all this cosmetic gear, same value just different looks.
 
Wulfee said:
Well I was hoping for a more mature and constructive approach to this, but seeing as this is how the mod responds to a system (That is somewhat broken even if you aren't going for the latest armor and weapons, or can be counter balanced using stones and cheap weapons for a gacha like unit with a lower cost) I'm at a loss for words honestly. And with other's just using the same counter argument of (They're just trying to get the op stuff) I guess there's no hope in progress regarding the custom mercenaries system. A shame, I loved perisno and it's difficulty and insane numbers of garrison. I know it's your mod, and you have the liberty to do whatever you want with it. I'm just voicing my opinion, and if not then at least a workaround for others regardless of their intentions. Anyway, thank you for your time.
Oh, you wanna talk about mature?
Let's talk about mature.
You know what is mature?
Coding is mature.
Whining like a pampered little girl all over the internet because people who spend their free time working on a mod you can play for free refuse to do as your highness wishes isn't mature.
Screaming at the top of your lungs for all the visitors of a supermarket to hear how you hate you daddy because he refuses to buy you a chupa chups (or posting negative review on moddb stating how you downvote the mod just because only one fully optional little feature was nerfed a little bit) isn't mature.
Projecting your own lack of understanding how the system works on the system stating that it's broken isn't mature.

Learn to code and make your own custom troop tree with blackjack, hookers and no limitations. That would be mature.
 
Leonion said:
Wulfee said:
Well I was hoping for a more mature and constructive approach to this, but seeing as this is how the mod responds to a system (That is somewhat broken even if you aren't going for the latest armor and weapons, or can be counter balanced using stones and cheap weapons for a gacha like unit with a lower cost) I'm at a loss for words honestly. And with other's just using the same counter argument of (They're just trying to get the op stuff) I guess there's no hope in progress regarding the custom mercenaries system. A shame, I loved perisno and it's difficulty and insane numbers of garrison. I know it's your mod, and you have the liberty to do whatever you want with it. I'm just voicing my opinion, and if not then at least a workaround for others regardless of their intentions. Anyway, thank you for your time.
Oh, you wanna talk about mature?
Let's talk about mature.
You know what is mature?
Coding is mature.
Whining like a pampered little girl all over the internet because people who spend their free time working on a mod you can play for free refuse to do as your highness wishes isn't mature.
Screaming at the top of your lungs for all the visitors of a supermarket to hear how you hate you daddy because he refuses to buy you a chupa chups (or posting negative review on moddb stating how you downvote the mod just because only one fully optional little feature was nerfed a little bit) isn't mature.
Projecting your own lack of understand how the system works on the system stating that it's broken isn't mature.

Learn to code and make your own custom troop tree with blackjack, hookers and no limitations. That would be mature.

I did know nothing about the 1 review on the Perisno moddb page, well that's not mature at all.
Lk 6,41: "Why do you see the speck that is in your brother's eye, but do not notice the log that is in your own eye?"
You did not even let Leonion explain his statement, nor you asked an explanation.
 
The limitations seem really reasonable. I personally gear them to counter what my faction troops lack.

My horse archers are pretty op and they only rate as good/recommended. And of course they look pretty badass.

dqrrie.png
 
BanditKing7x said:
The limitations seem really reasonable. I personally gear them to counter what my faction troops lack.

My horse archers are pretty op and they only rate as good/recommended. And of course they look pretty badass.

dqrrie.png

Paramount style. Good work.
 
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