ejnomad07 said:mexxico said:After reading Sarejo's and Shikamaru's bug reports at bugtracker about this issue, we fixed that mistake. Now Sarranids have "Sarranid Horseman" instead of "Sarranid Mamluke" in one of their initial party templates.
Is this adjustment in 1.222? Because....
mexxico said:Edit : One more addition in v1.122, AI troops are now getting more exp and upgrading faster. Please watch one center's troops note them on paper and go back one month later and compare in both versions if you want to see difference.
I did one better. I created a new troop labled "Dark Knight" and made every factions top teir troop upgradable into that and watched this upgradable flow chart over time. Sarranids Dark Knight ratio to any other faction was damn scary which implies an imbalance in top tier numbers.
That's because as of 1.122, it isn't fixed at all. The fact that they've acknowledged it here, however, makes me think 1.123 or whatever will have it fixed. Still, I hope they notice this. You can verify it yourself by opening up the native pt_kingdom_6_reinforcements_c party template in Morgh's mod-tools, or even the party templates notepad in your native folder if you don't mind sifting through the code to find what you're looking for.
tl;dr: The reinforcements are still 3-6 mamelukes instead of 3-6 horsemen. (1.122)
When it gets fixed, it kind of shows how bad the Sarranid faction is though since their infantry units don't get any points in powerstrike until guards. Guards also have lighter armor than other faction troops of the same level. Don't get me started on a level 24 master archer with clearly terrible stats compared to the Nord level 19 veteran archer with comparable proficiencies, and obcenely higher points in power draw (5 vs. 3), power strike (3 vs. 0), athletics (7 vs. 3), and iron flesh (4 vs. 1). It makes me wonder why Sarranids even have archers, as their armies would be clearly better if instead of training archers at all, they just trained more infantry... or cavalry.
What would be great, in my mind, is turning sarranid archers and master archers into 'trained skirmishers' and 'master skirmishers' that use light armor, jarids, shields, and light slashing weapons like scimitars. High athletics would give sarranids the character of a 'blitzer' faction that uses a heavy mameluke charge to cover their faster low armor / low range units which finish the job once the enemy is busy with the mamelukes. It would play different than other factions, that's for sure.