The Wandering Knight
Sergeant

NOTE: Was told this would be better suited to this section of the forums so I copy-pasted it over.
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So I decided to create a simple mod that adds more mercenaries into the game than already exists. At the time of posting, I have the stats for two of them, with a couple more planned. Some of these are less than "optimal", and more for fun or to fit a particular play style. Some are more obvious in application and I wonder why they're not already in game.
First up is this maceman:
Or plainly put, they have choice of:
Winged mace (20B)
Spiked mace (21P)
Club (14b)
Spiked club (20P)
Knobbed Mace (20b)
Gambeson, red, blue or white.
Padded cloth.
Kettle hats, padded coifs or arming caps.
Hide boots or leather boots, leather gloves.
Two different light round shields.
They've 4 athletics, so they're fairly fast, if I did that right. (I should drop this to 3 shouldn't I? Merc Swordsmen have 2 I think, or maybe 1)
These are macemen with a random assortment of blunt and piercing weapons. The game autocalcs their cost, but you can get 7 for less than 1k. They're level 20, and are based off the merc swordsman originally, with a few changes. I "might" give these guys an upgrade tree, though it's likely they will upgrade FROM something and TO something. These are "professional" level troops (using Mercenary Swordsman as the basis for this assumption). The only plate armor they have is the kettle hat, so they should be pretty swift moving. Since they're level 20 melee troops I may consider upgrading their armor to be heavier and creating a lighter armored version to be it's predecessor.
The "Mercenary Light Swordsman" is the next unit, a simi-skirmisher unit that is fast and skilled with the sword and shield. They wear mostly leather armor and are like the maceman in that they are based off the Merc Swordsman. They also have a chance (maybe eventually a guarentee) for a throwing knife or dagger. I chose those because no other unit uses them in game, so it's a bit of fun. I may have a dedicated throwing merc that upgrades out of these guys (equivalent to the heired blade).
Plainly put, they have access to all of the cut/thrust swords you can use in one hand, choice of several round shields (and high skill with them), hit hard with power strike 3, and are fast runners at athletics 4. I dropped their riding down to 1 (knows common), as the merc swordsman has 3 (Why!?). They have padded and light leather armor to protect them, and a few helm choices. Also throwing knives.
Anyways that's all I have to report for now as my clan is hounding for me to join them in a few rounds of PR. Until next time.
EDIT:
Here is a longbowman:
At the end of the 13th century, King Henry's crossbowmen began to be replaced by longbowmen on the continent. The longbow had been in existence before then, but wasn't deployed on the continent until around this time. This unit gets gambesons and padded leather, two different head protections, a longbow with armor piercing bodkins, and a sword to back themselves up with.
EDIT 2:
Anyone who wants to try this out check this link: Latrunculus
---
So I decided to create a simple mod that adds more mercenaries into the game than already exists. At the time of posting, I have the stats for two of them, with a couple more planned. Some of these are less than "optimal", and more for fun or to fit a particular play style. Some are more obvious in application and I wonder why they're not already in game.
First up is this maceman:
插入代码块:
["mercenary_maceman","Mercenary Maceman","Mercenary Macemen",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_shield,no_scene,reserved,fac_commoners,
[itm_club,itm_spiked_mace,itm_winged_mace,itm_mace_2,itm_spiked_club,itm_tab_shield_round_a,itm_tab_shield_round_b,itm_gambeson,itm_red_gambeson,itm_blue_gambeson,itm_hide_boots,itm_leather_boots,itm_kettle_hat,itm_padded_coif,itm_arming_cap, itm_leather_gloves],
def_attrib|level(20),wp(100),knows_common|knows_athletics_4|knows_ironflesh_3|knows_shield_3|knows_power_strike_3,mercenary_face_1, mercenary_face_2],
Or plainly put, they have choice of:
Winged mace (20B)
Spiked mace (21P)
Club (14b)
Spiked club (20P)
Knobbed Mace (20b)
Gambeson, red, blue or white.
Padded cloth.
Kettle hats, padded coifs or arming caps.
Hide boots or leather boots, leather gloves.
Two different light round shields.
They've 4 athletics, so they're fairly fast, if I did that right. (I should drop this to 3 shouldn't I? Merc Swordsmen have 2 I think, or maybe 1)
These are macemen with a random assortment of blunt and piercing weapons. The game autocalcs their cost, but you can get 7 for less than 1k. They're level 20, and are based off the merc swordsman originally, with a few changes. I "might" give these guys an upgrade tree, though it's likely they will upgrade FROM something and TO something. These are "professional" level troops (using Mercenary Swordsman as the basis for this assumption). The only plate armor they have is the kettle hat, so they should be pretty swift moving. Since they're level 20 melee troops I may consider upgrading their armor to be heavier and creating a lighter armored version to be it's predecessor.
The "Mercenary Light Swordsman" is the next unit, a simi-skirmisher unit that is fast and skilled with the sword and shield. They wear mostly leather armor and are like the maceman in that they are based off the Merc Swordsman. They also have a chance (maybe eventually a guarentee) for a throwing knife or dagger. I chose those because no other unit uses them in game, so it's a bit of fun. I may have a dedicated throwing merc that upgrades out of these guys (equivalent to the heired blade).
插入代码块:
["mercenary_light_swordsman","Mercenary Light Swordsman","Mercenary Light Swordsmen",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_horse|tf_guarantee_shield,no_scene,reserved,fac_commoners,
[itm_sword_medieval_a,itm_sword_medieval_b,itm_sword_medieval_b_small,itm_sword_medieval_c,itm_sword_medieval_c_small,itm_short_sword,itm_throwing_knives,itm_throwing_daggers,itm_padded_leather,itm_light_leather,itm_leather_boots,itm_light_leather_boots,itm_leather_gloves,itm_kettle_hat,itm_skullcap, itm_segmented_helm],
def_attrib|level(20),wp(100),knows_common|knows_athletics_4|knows_ironflesh_2|knows_shield_3|knows_power_strike_3,mercenary_face_1, mercenary_face_2],
Plainly put, they have access to all of the cut/thrust swords you can use in one hand, choice of several round shields (and high skill with them), hit hard with power strike 3, and are fast runners at athletics 4. I dropped their riding down to 1 (knows common), as the merc swordsman has 3 (Why!?). They have padded and light leather armor to protect them, and a few helm choices. Also throwing knives.
Anyways that's all I have to report for now as my clan is hounding for me to join them in a few rounds of PR. Until next time.
EDIT:
Here is a longbowman:
["mercenary_longbowmen","Mercenary Longbowman","Mercenary Longbowmen",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_ranged,no_scene,reserved,fac_commoners,
[itm_long_bow,itm_bodkin_arrows,itm_falchion,itm_sword_medieval_c,itm_red_gambeson,itm_blue_gambeson,itm_padded_cloth,itm_gambeson,itm_padded_leather,itm_padded_coif,itm_kettle_hat,itm_hunter_boots,itm_leather_boots],
def_attrib|level(15),wp(100),knows_common|knows_power_draw_4|knows_athletics_2|knows_shield_1,mercenary_face_1, mercenary_face_2],
At the end of the 13th century, King Henry's crossbowmen began to be replaced by longbowmen on the continent. The longbow had been in existence before then, but wasn't deployed on the continent until around this time. This unit gets gambesons and padded leather, two different head protections, a longbow with armor piercing bodkins, and a sword to back themselves up with.
EDIT 2:
Anyone who wants to try this out check this link: Latrunculus



