First of all, I think that my messing with troops changed number codes assigned to troops which resulted is quite strange issues in an old save. Somehow, looter parties consist of ~5 C1 looters and ~15+ C5-6 Knights.
I have a full list of changes here:
I have a full list of changes here:
FILE: changes.txt
Rhodoks:
-added two new units (rhodok siege commander and rhodok mercenary captain), created entries for abilities in hub_scripts and added them in hub_ai_lord_considers_recruits_in_center, added them in kingdom_reinforcements
-Rhodok Footman I2 -> I3
-Rhodok Crossbowman -> Rhodok Scout (ID is unchanged), A2 -> A3, affiliated, trailblazer, supply runner
-Rhodok Vanguard I3 -> I4, added him to kingdom_reinforcements
-I3 Rhodok Pikeman -> Rhodok Halberdier (ID is unchanged), requires mercenary recruit
-I5 Rhodok Pikeman removed shield, now equipped with longer pike and a falchion
-A6 Rhodok Siege-breaker A6 -> A7
-I3 Veluca Pikeman -> I6 Veluca Pikeman Captain (ID unchanged), abilities commanding presence, tactician
Sarranids:
-new troop tree, modified hub_scripts - abilities, hub_ai_lord_considers_recruits_in_center script, , kingdom_reinforcements templates
Items:
long_spiked_club -> one-handed
sarranid_two_handed_mace_1 -> one-handed
sarranid_axe_b cutting -> piercing damage
sarranid_two_handed_axe_b cutting -> piercing damage
boar_spear speed 90 -> 110
shortened_spear speed 102 -> 122
war_spear speed 95 -> 115
pike speed 81 -> 107
bec_de_corbin_a speed 81 -> 91, length 120 -> 135
(spiked)_hihglander_buclker_(1-3) changed ID to (spiked)_highland_buckler_(1-3)
dec_steel_shield improved stats
milanese_armour changed name to Milanese Armour
mod_pike1 speed 90 -> 105, changed name to Heavy Pike
mod_two_handed_taxe_1 changed dmg to piercing
one_handed_battle_axe_a changed dmg to piercing
two_handed_axe -> one handed, cutting -> piercing
mod_onehand_axe1 changed dmg to piercing
mod_onehandaxe4 changed dmg to piercing
*note: Mercenary Captain is I6 and Siege Commander is A6
**note: New I4 halberdiers are total killers. On par/better that Nord infantry.
Rhodoks:
-added two new units (rhodok siege commander and rhodok mercenary captain), created entries for abilities in hub_scripts and added them in hub_ai_lord_considers_recruits_in_center, added them in kingdom_reinforcements
-Rhodok Footman I2 -> I3
-Rhodok Crossbowman -> Rhodok Scout (ID is unchanged), A2 -> A3, affiliated, trailblazer, supply runner
-Rhodok Vanguard I3 -> I4, added him to kingdom_reinforcements
-I3 Rhodok Pikeman -> Rhodok Halberdier (ID is unchanged), requires mercenary recruit
-I5 Rhodok Pikeman removed shield, now equipped with longer pike and a falchion
-A6 Rhodok Siege-breaker A6 -> A7
-I3 Veluca Pikeman -> I6 Veluca Pikeman Captain (ID unchanged), abilities commanding presence, tactician
Sarranids:
-new troop tree, modified hub_scripts - abilities, hub_ai_lord_considers_recruits_in_center script, , kingdom_reinforcements templates
Items:
long_spiked_club -> one-handed
sarranid_two_handed_mace_1 -> one-handed
sarranid_axe_b cutting -> piercing damage
sarranid_two_handed_axe_b cutting -> piercing damage
boar_spear speed 90 -> 110
shortened_spear speed 102 -> 122
war_spear speed 95 -> 115
pike speed 81 -> 107
bec_de_corbin_a speed 81 -> 91, length 120 -> 135
(spiked)_hihglander_buclker_(1-3) changed ID to (spiked)_highland_buckler_(1-3)
dec_steel_shield improved stats
milanese_armour changed name to Milanese Armour
mod_pike1 speed 90 -> 105, changed name to Heavy Pike
mod_two_handed_taxe_1 changed dmg to piercing
one_handed_battle_axe_a changed dmg to piercing
two_handed_axe -> one handed, cutting -> piercing
mod_onehand_axe1 changed dmg to piercing
mod_onehandaxe4 changed dmg to piercing
*note: Mercenary Captain is I6 and Siege Commander is A6
**note: New I4 halberdiers are total killers. On par/better that Nord infantry.