BTW, your recruit custom troop, why we don't delete their hometown like Jeremus
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It would be possible to delete all the companion's home country, but I don't know if this would cause trouble. On the other hand, you can always give your lords some soldiers via dialogue.
And I tried add my own custom troop as 8th culture, when I chose, village and town still pawn last culture troops (I capture a Nord town, select Player's Faction with your custom troop and then select my own faction but they still spawn your custom troop), not my culture troops, while my patrols that I send use my custom troops, and each lords, have only 2 my-custom troops with the rest of original troops!? . What I missed
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You need to change more to add an 8th culture. I've marked my code with "#Player Faction", so you should look at these. You'll find many relevant parts of code in module_scripts.py, but also in party_templates, troops.py and probably some other files.
Your post gave me an idea. I now might be able to add an alternative troop tree for the player faction...
BTW 2, with your own culture, why we don't change the second recruit line in village, why we don't change it to recruit Sword Sister line, that will be nice
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The standard hiring process in fiefs now works with the custom troop tree, so I could delete the alternative menu option. If you want Sword Sisters, you should look in the taverns. CC adds them as normal mercenaries (with mercenary wages).
- The fade to black screen when you die flashes three times until the popup window appears. It seems the fade doesn't last long enough and enters on a loop. In any case, is there any way to deactivate this option? I prefer to check my dead guy and see that javelin on his head. Maybe I'm weird.
I don't think one of the mods tempered with that, but I'm going to have a look at it.
- Is it possible to have formations for infantry only, a la the Eagle and the Radiant Cross mod? TBH that's more than enough for me, and it would avoid all the problems related with formations and AI (that's in fact the reason why EatRC only used it for infantry IIRC). Native line formation is more than enough for archers and cavalry IMO.
I could start by deactivating the wedge (which is rather useless in my oppinion) and the possibility for the AI to use formations. This way, enemy armies won't stand there like a statue waiting to be massacred. I might toy around with that later.
I thought I'd put my 2c over the table in case you're open to suggestions. In general what I find more unappealing is the lack of (more) options to activate/deactivate features. The main guilty here for me is Custom Commander, where half its features are awesome and the other half, well, not. But maybe all that tweaking and added options is beyond the scope of this mod, which seems to be a merger, and belongs to the original mod creators.
Which options does the majority like and which not? It would be useful to know that. Could save me some work...
Please test the mod and tell me if everything works as expected, especially the custom troops and player faction lords.
I have added entrenched camps yesterday and 3 new heroes for custom battle mode. The first one is Sigfrid of Xanten (the legendary Nibelungen hero), the second one a crossbowman with the deployable pavise and the third one a heavy infantrist with a big warhammer. Now I'm going to toy around with an alternative, more defense oriented custom troop tree inspired by the republic of Marina from "Sword of Damocles" and the Italian city states.