[eMOD][v 1.4]Militia Armor (Stormworld Compatible)


This mod adds armored militia to defend your cities. Their armor is 1 tech weaker than the current tech. That is

If you researched Armor militia gets some leather armor (archers get vambraces only)

If you researched Heavy Armor militia get some chainmail (light plate appropriately) and Archers get a more full set of leather armor (with chain / light plate vambraces)

I have set up the city militia to not get a full set covering their body, just chest greaves and boots

archers get vambraces and a helmet instead of greaves.

https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/ArmoredMilitia/ArmoredMilitiav1_4.zip

Now with stormworld Compatibility. (Fixed up some things to ensure complete compatibility)

**fixed some typos and checked compatilbity with 1.1

47,332 views 61 replies
Reply #2 Top

Thanks for knocking this out Patrrotmath.

Reply #3 Top


Currently this is not stormworld compatible. For complete compatibility, I need to mod some of stormworlds files.

Reply #4 Top


waiting for the SW compatibility.

Playing only that lately.

Reply #5 Top

I was curious how you were going to accomplish this. Nice solution!

 

Reply #6 Top

Oh that's kind of neat, using multi slot to prevent it upgrading into other mainstream items. But how are you preventing the archers from upgrading to the best vambraces? (or is that intentional?)

Also, you might want to reconsider the light plate pieces for militia, the weight might end up hurting them more than it helps.

Reply #7 Top

I haven't tried this yet but one thing you might want to fix so you don't have random ghost items sitting in your hero store is to remove the shop value.  This removes it from the store unlock completely.  I like the solution overall now I just need to figure out how to unlock the armors when a building is built.  I might have to use the method Heavenfall mentioned about unlocking a trait when a building is built which unlocks the amors that way.  Then link the buildings to techs.  I will ponder on this while studying.

Reply #8 Top

Quoting Kalin, reply 7
Oh that's kind of neat, using multi slot to prevent it upgrading into other mainstream items. But how are you preventing the archers from upgrading to the best vambraces? (or is that intentional?)

Also, you might want to reconsider the light plate pieces for militia, the weight might end up hurting them more than it helps.

Actually I'm not using multi-slot to to prevent it upgrading with the mainstream items... althought that would have been an easier solution than what I did...I actual produced another sub-model called AmarianMale_Militia (similar to the Henchman stuff) and a seperate model AmarianMale_MilitiaArcher. I created new vambraces that only supports this archer model and that is how I originally intended doing this. Maybe I should allow it to upgrade to chainmail / lightplate vambraces.

If somebody so wishes they can start off the Militia with rusty greaves leather chestpiece and build hodgepodge militia as you move through the warfare techtree. I leave that to another days project, but I'm happy with the results.

I could just lower the weight of these armors and it wouldn't change anything. I didn't know what the encumberance of militia so I it was a guess at the moment.

Reply #9 Top

Heavenfall I would add the stormworld compatbility, but I don't know the mount points and appropriate armor for each of the militia units for each of your races. I'll add in the background information to what I've got, but I would like some feedback for your things. (Unless you want to tackle that one)

Reply #10 Top

I had actually thought of this earlier but not in this way.  This method would allow a way of limiting certain items to only work with different units to create a sort of unit specializations table so that only certain equipment would be viable with certain units.  In other words create classes for units based upon, as the way you put it, a sub-model.  So you could then make a mage unit that can only use staves and potentially the adept skills, or a light skirmisher that has a low weight capacity but higher attack, or pikemen that can dare I say it only use long spears, or any other specialized class types.  I might dive down this road eventually but I still have a lot to do with the armor mod.  That and maybe Stardock will think of another way to do this before we go about it this way.  Great ideas all around.

Reply #11 Top

Quoting parrottmath, reply 10
Heavenfall I would add the stormworld compatbility, but I don't know the mount points and appropriate armor for each of the militia units for each of your races. I'll add in the background information to what I've got, but I would like some feedback for your things. (Unless you want to tackle that one)

These are the special circumstances that I can think of off the top of my head:

1) Golems have a faction ability that increases the size of the militia units

2) Gnomes have special crossbow archers(Unit_CityArcher_Dwarves_Party in expandedfactions_units_special.xml)

3) Frost giants have their own special types as well due to the cloaks of hierarchy and being solo units

Reply #12 Top

So basically you would have to make a custom art setup for each faction type and then a custom unit for each type and then add a custom armor for each type.  Sooo 3 x 3 x 3 = 27 different actions for each tier of armor with 3 tiers that makes it 81 items to make.  Unless I am utterly mistaken then just ignore this to much math on the mind.

Reply #13 Top

Yes, each faction type to which there are 10.

Added custom armor for each of these types (First piecemeal, then didn't like the effect on the tech tree), but really now just 1 piece. Which means you have to make a piece of armor, 1 for each tier to which there are 3

Then put art on the armor to which there is up to 5 different categories on pieces of armor. A male / female version for each race and a Big fallen vs. Kingdom fallen type.

The art on the armor is really where the restrictions come in whether a unit can use the armor, the trick I learned from the henchman female mod and the executed functionality of a full suit from my sacrificial elemental mod.

If you take each of my mods, they are a tutorial on things I've learned in the xml functionality of fallen enchantress. Of course maybe I should write out the info of things I learned, but heavenfall has already trumped things I've done with my stuff. My advantage is most of my mods are small and have exactly 1 effect.

Reply #14 Top

Thats exactly where I got the idea I had from was looking through your female henchmen mod, though shouldn't it be maybe henchperson :O hehe jk.  Still its a brilliant way of limiting items for units.

Also something I also thought about is that you could also make a single unit like a militia commander.  It would auto-summon your militia at the begining of combat.  The spell upgrades as tech is researched or replace the commander as techs upgrade so that he summons the appropriate amount of units when used.  You would have to make a bunch of custom units this way but it has a unique benefit of allowing you to have more than 9 units on the battlefield for city defense.  Not sure how much additional coding this would take or if it is even possible.

Reply #15 Top

If you want to change the amount of summons defending your city look into the core improvement xml files. They have the code that hub2_Town / Fortress / Conclave all summon a militia. Which means you can add this ability to other buildings and get a variety of militia defending your city.

Reply #16 Top

Yeah, that's why I do and it would be so cool if Heavenfall would boost militia and archers number too. With my buffed number of city defences, the AI cities don't fall as fast, they can cope with a player hero that is not godlike in power, which I feel is good. Having a full AI empire falls from a single player hero is silly, imho (unless you want to discard units as being useful).

Are militias in vanilla game also upgrading to magic weapons? Do you prevent that in  your mod Parrotmath?

Reply #17 Top

They should be upgrading to magic weapons. I didn't stop this. Just gave them some weak armor.

Reply #18 Top


Good job, Parrottmath..:)

Reply #20 Top

Thanks! I hope Stardock jumps on that train for Vanilla FE.

 

BTW, is it possible to do some calculations on city defenders? I would love to see each city, fortress and enclave grant an particular (non linear) amount of defenders per level and then have that stack distributed over all settlements. This could help balancing city spam vs. less (but faster/higher developed) cities, especially if the growth penalty would be tweaked accordingly.

 

 

Reply #21 Top

Each city type and hub can spawn a unique set of defenders. Some mild changes to the core-improvements and you can set up a large vareity of defenders for a particular city. I don't think you are going to fix the city spam "problem" by adding special defenders to these cities.

Reply #22 Top

City spam problem can be solved by adding the population cost to pioneers to be something like 10 or 20 so that a level 1 city will not be able to spam pioneers.  The other problem for city spam on the AI part is that currently there is a but that Pioneers either don't despawn after settling or they instant rush another pioneer at the new city.

Reply #23 Top

Oh and sorry for the segway on your thread.

Reply #24 Top


Armored Militia is now stormworld compatible... I didn't test it in stormworld, but everything should work out. Let me know if I made an error somewhere.

Reply #25 Top

You have to add the supportedunitmodeltypes to the frost giant cloaks, also the same for everyone using bows/crossbows (they have special artdefs)