I've seen successful Merc takeovers and suddenty Dermank was "the Victual Brothers" and things like these. I've been hoping for the Latin Empire to go "The Catalan Company" since I began seeing these, but no luck so far... No Roger de Flor in CK.
I've seen successful Merc takeovers and suddenty Dermank was "the Victual Brothers" and things like these.
I've been hoping for the Latin Empire to go "The Catalan Company" since I began seeing these, but no luck so far... No Roger de Flor in CK.
I might as well hook this in here, one of my long time dreams in CK2 has been making some merc companies playable (by the way of giving them a barony somewhere as their "HQ" ) and having some special mechanics surrounding maintaining, upgrading it, getting paid and maybe eventually carve out a kingdom in some wartorn land. So I might go into that some day.
I believe they join faction revolts now. At least I recall them joining them when I still played games-that-laster-more-than-an-hourI've seen vassal mercenaries join revolts, but only when landed. That was back while doing my Cornovia/Brythonia AAR.
fair enough. I did some preliminary rebalancing for now, and I'll see how they feel with a short test game (classes got suspended somehow, heh).But hired mercenaries have become the easy-win trump card for players who see they can afford to keep them on the payroll between wars. (AI doesn't have the insight to realize this.) This shouldn't be the case.
And vassalized mercenaries shouldn't be so expensive to maintain as to become useless in wartime. Shaytana added them to be useful to the states having them, not to be white elephants.
It can definitely work. DK has the Mamertines in Messina.I might as well hook this in here, one of my long time dreams in CK2 has been making some merc companies playable (by the way of giving them a barony somewhere as their "HQ" ) and having some special mechanics surrounding maintaining, upgrading it, getting paid and maybe eventually carve out a kingdom in some wartorn land. So I might go into that some day.
objectTypes = {
#hedge knights = heavy infantry
EMFXActorType = {
name = "hedgeknightsgfx_SPECIAL_TROOPS"
actorfile = "gfx\models\Western_Heavy_Infantry.xac"
idle = "gfx\models\Infantry_Sword_and_Shield_Idle.xsm"
move = "gfx\models\Infantry_Sword_and_Shield_Moving.xsm"
attack = "gfx\models\Infantry_Sword_and_Shield_Attack.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "hedgeknightsgfx_SPECIAL_TROOPS_helmet"
actorfile = "gfx\models\Attachments\Helmet_17.xac"
scale = 1.0f
}
EMFXActorType = {
name = "hedgeknightsgfx_SPECIAL_TROOPS_weapon"
actorfile = "gfx\models\Attachments\Sword_01_Longsword.xac"
scale = 1.0f
}
EMFXActorType = {
name = "hedgeknightsgfx_SPECIAL_TROOPS_shield"
actorfile = "gfx\models\Attachments\Shield_Kite_01_Chevron.xac"
scale = 1.0f
}
#rhodoki crossbowmen = archers
EMFXActorType = {
name = "rhodokigfx_SPECIAL_TROOPS"
actorfile = "gfx\models\Western_Archer.xac"
idle = "gfx\models\Archer_Idle.xsm"
move = "gfx\models\Archer_Moving.xsm"
attack = "gfx\models\Archer_Attack.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "rhodokigfx_SPECIAL_TROOPS_rider"
actorfile = "gfx\models\Western_Archer.xac"
idle = "gfx\models\Archer_Idle.xsm"
move = "gfx\models\Archer_Moving.xsm"
attack = "gfx\models\Archer_Attack.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "rhodokigfx_SPECIAL_TROOPS_weapon"
actorfile = "gfx\models\Attachments\Arrow.xac"
idle = "gfx\models\Attachments\Arrow_idle.xsm"
move = "gfx\models\Attachments\Arrow_idle.xsm"
attack = "gfx\models\Attachments\Arrow_attack.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "rhodokigfx_SPECIAL_TROOPS_shield"
actorfile = "gfx\models\Attachments\Bow.xac"
idle = "gfx\models\Attachments\Bow_idle.xsm"
move = "gfx\models\Attachments\Bow_idle.xsm"
attack = "gfx\models\Attachments\Bow_attack.xsm"
scale = 1.0f
}
#elite spearwall = pikemen
EMFXActorType = {
name = "elitespearwallgfx_SPECIAL_TROOPS"
actorfile = "gfx\models\Western_Pikeman.xac"
idle = "gfx\models\pikeman_idle.xsm"
move = "gfx\models\Pikeman_Moving.xsm"
attack = "gfx\models\Pikeman_Attack.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "elitespearwallgfx_SPECIAL_TROOPS_rider"
actorfile = "gfx\models\Western_Pikeman.xac"
idle = "gfx\models\pikeman_idle.xsm"
move = "gfx\models\Pikeman_Moving.xsm"
attack = "gfx\models\Pikeman_Attack.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "elitespearwallgfx_SPECIAL_TROOPS_weapon"
actorfile = "gfx\models\Attachments\Spear_01.xac"
scale = 1.0f
}
EMFXActorType = {
name = "elitespearwallgfx_SPECIAL_TROOPS_helmet"
actorfile = "gfx\models\Attachments\Helmet_13.xac"
scale = 1.0f
}
}
--- Error 1 of 1 ---
At <mod>\common\cb_types\cb_Invasions.txt [glorious_conquest\on_add\ROOT\IF\limit\NOT\OR\trait] (Line 457, column 8):
"chosen_pagan" is not a valid Trait.
can_use_gui = {
ROOT = {
OR = {
trait = chosen_messianic
trait = chosen_pagan
the SVN is approaching stability, so that's quite a likely guesstimate. I guess. (I mean, I try to keep track of what's happening, but sometimes I lose sight of it if 20+ revisions happen overnightMight the release version be out midway through September? The number of errors being reported seems to have slowed down at least a little.
I'm getting a consistent CTD on this save. DR, you're better than I am in isolating the cause of CTDs, could you look at it?