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Blood Royal
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PostPosted: Tue 15 Oct - 18:49 (2013)    Post subject: Retinues Reply with quote

I just saw on the paradox forums that you can modify retinues to have extra combat bonuses compared to regular troops.

I think it would be a very nice touch if players could start with several known ones, and perhaps restrict them not only by culture, but also by dynasty or titles (if possible).

For example Rivendell, restrictions Noldor culture, title duchy of Rivendell - or else make them unbuildable, so that you only start with one unit via events
Imladris Guards (200 Heavy Infantry, 100 heavy cavalry, 200 archers - insane bonuses, like 1000%)

Minas Tirith, restrictions Gondorian or Dunedain culture, title b_minastirith
Tower Guard (500 pikemen, 300% bonus)
Fountain Guard (500 pikemen, 350% bonus)
Rangers of Ithilien (200 heavy infantry, 300 archers, 300% bonus)

Dol Amroth, restrictions Gondorian/Dunedain culture, title b_dol_amroth
Knights of Dol Amroth (500 Heavy Cavalry, 300% bonus)

Lorien:
Guardians of Caras-Galadhon (200 Heavy infantry, 300 archers, 300% bonus)

And others, of course, perhaps a troll or olog-hai regiment for Mordor and various other special units for Rohan, Dwarves, Isengard, etc)

I think it would be a nice touch, at least, and very easy to code.

I'm asking now on the Paradox forums if one can script them to start with custom names and custom commanders (then Faramir can finally have a chance at a family life too, and we don't have to make him commander of a mercenary company Wink )

Edit: And of course also a "Rangers of the Norht" regiment for Aragorn, with at least 300% bonuses!
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PostPosted: Tue 15 Oct - 18:49 (2013)    Post subject: Publicité

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Blood Royal
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PostPosted: Wed 16 Oct - 18:53 (2013)    Post subject: Retinues Reply with quote

I don't have a way of spawning them at game start (yet), but I did find out that you can give them unique names and have more than one cultural regiment.

So for example Gondor can have a retinue called "Tower Guard Company" and "Knights of Dol Amroth" (though we should probably make the knights a mercenary company lieged to d_dol_amroth so not everyone can build them and just have the knights retinue called "Gondorian Knights")

////////
"Tower Guard Company" =
{
    first_type = 2
    first_amount = 400
    second_type = 5
    second_amount = 100
    culture = culture_gondorian
    modifier = {
        archers_offensive = 3.0
        archers_defensive = 3.0
        heavy_infantry_defensive = 3.0
        heavy_infantry_offensive = 3.0
    }
}
"Knights of Dol Amroth" =
{
    first_type = 4
    first_amount = 250
    culture = culture_gondorian
    modifier = {
        knights_offensive = 3.0
        knights_offensive = 3.0
       
    }
}
//////

Thoughts?

I can easily put up a larger retinues file for the next build and shall we see how it goes gameplay-wise?
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Chris93
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PostPosted: Wed 16 Oct - 19:05 (2013)    Post subject: Retinues Reply with quote

Didn't we have a "auto spawn" of soldiers in Black Gate of Mordor? Elfman did it if i don't get wrong. Lon should know more about it, it could be useful  Okay
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Lonhaldar
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PostPosted: Wed 16 Oct - 19:14 (2013)    Post subject: Retinues Reply with quote

Yeah we had something like this, but it was Redit who looked at it, and i have no idea of how it works.
But, we could look at one of the Game of Thrones decision, who allowed a ruler to call the golden company. Maybe could we adapat it?
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Blood Royal
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PostPosted: Wed 16 Oct - 19:15 (2013)    Post subject: Retinues Reply with quote

We can spawn armies, yes, but retinues are apparently really tricky. And the good thing about retinues, is that they can have huge bonuses for combat, which better reflects the elite units.

For example Dunedain of the North might find these helpful:

"Dunedain Elite Company" =
{
    first_type = 5
    first_amount = 25
    second_type = 1
    second_amount = 25
    culture = culture_dunedain
    modifier = {
        archers_offensive = 10.0
        archers_defensive = 10.0
        heavy_infantry_defensive = 10.0
        heavy_infantry_offensive = 10.0
    }
}

Only 50 of them, but they pack the punch of a 500-man regiment Mr. Green

I'll create the retinue list "just for fun", then I'll post it here and we can discuss how powerful each one should be, or whether or not to include them at all.
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Lonhaldar
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PostPosted: Wed 16 Oct - 19:17 (2013)    Post subject: Retinues Reply with quote

Ok, good idea !
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Chris93
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PostPosted: Wed 16 Oct - 19:41 (2013)    Post subject: Retinues Reply with quote

Lonhaldar wrote:
Ok, good idea !


The AGOT decision to call the Golden Company could be adapted with a "Call for help of Druedains/Ents" decision
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Lonhaldar
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PostPosted: Wed 16 Oct - 19:45 (2013)    Post subject: Retinues Reply with quote

Yeah, or a "Call the Grey Company" for the chief of the dunedains, a "Raise the Citadel Guard" or "Reunite the troops of Gondor" for Minas Tirith?
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Chris93
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PostPosted: Wed 16 Oct - 19:47 (2013)    Post subject: Retinues Reply with quote

Lonhaldar wrote:
Yeah, or a "Call the Grey Company" for the chief of the dunedains, a "Raise the Citadel Guard" or "Reunite the troops of Gondor" for Minas Tirith?


Sounds good, what do you mean with "reunite the troops of gondor"?
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Lonhaldar
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PostPosted: Wed 16 Oct - 19:50 (2013)    Post subject: Retinues Reply with quote

Well only the capacity to the ruler of Minas Tirith to raise 4000-5000 men (from all the kingdom), under some conditions (Anorien/Lebennin/Belfalas should exists, the ruler should be the lord of gondor, things like this...)
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PostPosted: Wed 16 Oct - 20:15 (2013)    Post subject: Retinues Reply with quote

The thing I really like about retinues is that we can overpower the units - so for example, we could in THEORY make an Ent Retinue of 500 ents that was named Ents, and was powerful enough to take on 20,000 troops.

In practice, however, getting it to spawn via event is something that as far as I have seen with a "retinue" search on the main forums, no one has accomplished yet Sad

Armies and mercenary companies, yes, but not retinues.
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PostPosted: Wed 16 Oct - 22:05 (2013)    Post subject: Retinues Reply with quote

Here's what I have so far.

If one builds enough of them, of course it is overpowered, but Gondor at game start at least can't build more than 2 cavalry retinues, or 3 archer and 2 guard retinues, so it's so far at least more for flavor than gameplay. We'll have to playtest it though, and make that determination. This can be copy/pasted on to a common\retinue_subunits folder and put in a 00_retinue_subunits.txt file. The main mod file then also has to point towards the "common\retinue_subunits" folder.

# Types:
# 0 - Light Infantry
# 1 - Heavy Infantry
# 2 - Pikemen
# 3 - Light Cavalry
# 4 - Heavy Cavalry
# 5 - Archers
# 6 - Horse Archers

#Gondorian Retinues#

#400 Pikemen, 100 Archers#
"Tower Guard Company" =
{
    first_type = 2
    first_amount = 400
    second_type = 5
    second_amount = 100
    culture = culture_gondorian
    modifier = {
        archers_offensive = 3.0
        archers_defensive = 3.0
        pikemen_defensive = 3.0
        pikemen_offensive = 3.0
        pikemen_morale = 0.6
    }
}

#250 Heavy Cavalry#
"Gondorian Knights" =
{
    first_type = 4
    first_amount = 250
    culture = culture_gondorian
    modifier = {
        knights_offensive = 3.0
        knights_offensive = 3.0
        knights_morale = 0.6
        
    }
}

#500 Archers#
"Black Vale Archers" =
{
    first_type = 5
    first_amount = 500
    culture = culture_gondorian
    modifier = {
        archers_offensive = 3.0
        archers_defensive = 0.2
       
    }
}

#Dunedain Retinues#

#50 Archers, 50 heavy infantry#
"Dunedain Elite Company" =
{
    first_type = 5
    first_amount = 50
    second_type = 1
    second_amount = 50
    culture = culture_dunedain
    modifier = {
        archers_offensive = 5.0
        archers_defensive = 5.0
        heavy_infantry_defensive = 5.0
        heavy_infantry_offensive = 5.0
    }
}

#Sindar Retinues

#200 Archers, 50 Heavy Infatry#
"Sindar Royal Guard" =
{
    first_type = 5
    first_amount = 200
    second_type = 1
    second_amount = 50
    culture = culture_sindar
    modifier = {
        archers_offensive = 5.0
        archers_defensive = 3.0
        heavy_infantry_defensive = 3.0
        heavy_infantry_offensive = 3.0
       
    }
}

#Noldor Retinues

#100 Heavy Infantry#
"Noldor Elite Guards" =
{
    first_type = 1
    first_amount = 100
    culture = culture_noldor
    modifier = {
        heavy_infantry_defensive = 7.0
        heavy_infantry_offensive = 7.0
        heavy_infantry_morale = 0.5       
    }
}

#Dwarven Retinues

#100 Heavy Infantry#
"Dwarven Gate-Wardens" =
{
    first_type = 1
    first_amount = 100
    culture = culture_dwarven
    modifier = {
        heavy_infantry_defensive = 7.0
        heavy_infantry_offensive = 3.0
        heavy_infantry_morale = 0.5       
    }
}

#Harad Retinues

#250 Heavy Cavalry#
"Red Serpent Guard" =
{
    first_type = 4
    first_amount = 250
    culture = culture_haradrim
    modifier = {
        knights_offensive = 1.5
        knights_offensive = 1.5
        knights_morale = 0.3
       
    }
}

#Black Numenorean Retinues#

#250 Heavy Cavalry#
"Black Numenorean Knights" =
{
    first_type = 4
    first_amount = 250
    culture = culture_black_numenorean
    modifier = {
        knights_offensive = 3.0
        knights_offensive = 3.0
       
    }
}
 
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Blood Royal
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PostPosted: Wed 16 Oct - 22:14 (2013)    Post subject: Retinues Reply with quote

and culture=dwarven should of course be culture = culture_longbeard, and then the regiment can be copy/pasted and also given to culture_broadbeam.
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Lonhaldar
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PostPosted: Thu 17 Oct - 15:13 (2013)    Post subject: Retinues Reply with quote

Okay
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Blood Royal
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PostPosted: Thu 17 Oct - 15:25 (2013)    Post subject: Retinues Reply with quote

I'll make sure every culture gets at least one retinue, otherwise those that do have it will be overpowered (especially Gondor, since they have so many holdings).

But it'll be fun playtesting it, at least!

Will post the file when I'm done with it, hopefully before the next build is compiled.
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