parrottmath parrottmath

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

[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

47,334 views 61 replies
Reply #26 Top
it seems SW version only includes SW specific militia, so I guess we'd need to use both SW and vanilla version if we're not using the "no vanilla sovs" portion of SW?
 
now that I think of it, this could also apply to the summoner units mod..
Reply #27 Top

There is no need to redefine the armor, and if there are no vanilla factions then the other files are not being used. It was laziness on my part and it does prevent issues for the majority of people.

Reply #28 Top

Quoting Heavenfall, reply 26
You have to add the supportedunitmodeltypes to the frost giant cloaks, also the same for everyone using bows/crossbows (they have special artdefs)

The militia units don't use bows and crossbows do they? I've only done triage in this programming picking specifically the art defs that will be used by the militia, I didn't see anywhere militia using crossbows or bows.

My next feat is to apply your cloth armor that unlocks with leatherworking, but that is for another time as I think I forgot to make golem city defending units.

edit: I didn't but it appears that you define that particular golem unit twice in your files.

Reply #29 Top

I'm pretty sure there's a fortress building that gives you 2 militia archers

Reply #30 Top


Yes but the militia archers use the crude shortbow not the bow or crossbow.

Reply #31 Top

oh I see. 

 

so for now 1.2 is SW friendly and I need only the SW version even if not using the novanillasov module? or is there still some issues to iron out?

 

( sorry, my reading comprehension is weak today :D )

Reply #32 Top

Quoting parrottmath, reply 28

Quoting Heavenfall, reply 26You have to add the supportedunitmodeltypes to the frost giant cloaks, also the same for everyone using bows/crossbows (they have special artdefs)

The militia units don't use bows and crossbows do they? I've only done triage in this programming picking specifically the art defs that will be used by the militia, I didn't see anywhere militia using crossbows or bows.

My next feat is to apply your cloth armor that unlocks with leatherworking, but that is for another time as I think I forgot to make golem city defending units.

edit: I didn't but it appears that you define that particular golem unit twice in your files.

There's militia with bows and crossbows. Yes, some things get defined twice because my *coreunits.xml is 100% automatic and the other one isn't.

Reply #33 Top

If you are running stormworld (no matter the version) install everything. There are extra files that you will not be using but they will do nothing to gameplay.

Reply #34 Top

Quoting Heavenfall, reply 33
There's militia with bows and crossbows. Yes, some things get defined twice because my *coreunits.xml is 100% automatic and the other one isn't.

Could you point these ones out... I only found the militia with the crude shortbow for each of the races. You have so many files to search through...

Reply #35 Top

Ah no then we are on the same page, everything is in expandedfactions_units_core.xml or expandedfactions_units_special.xml. I was using "bows" as a category.

 If you have all the units with <SelectedAbilityBonusOption>UnitStat_BG_IsMilitiaAbility</SelectedAbilityBonusOption> then you are set.

Oh yeah, you need to add that to the vanilla militia units. No impact if people don't have SW.

Reply #36 Top

Quoting Heavenfall, reply 36
If you have all the units with UnitStat_BG_IsMilitiaAbility then you are set.
Oh yeah, you need to add that to the vanilla militia units. No impact if people don't have SW.

Thanks answered my question here...

will post an update with the vanilla with these bonus options and I've updated the cloaks for the frost giants militia archers.

Reply #37 Top

cool stuff, a much needed mod thanx parrothmath :)

Reply #38 Top


Is there a reason why your militia archers do not get that tag

<SelectedAbilityBonusOption>UnitStat_BG_IsMilitiaAbility</SelectedAbilityBonusOption>?

Reply #39 Top

Updated...

Reply #40 Top

Quoting parrottmath, reply 39

Is there a reason why your militia archers do not get that tag

<SelectedAbilityBonusOption>UnitStat_BG_IsMilitiaAbility</SelectedAbilityBonusOption>?

Yes, that's a bug! Thank you.

Reply #41 Top


Well then my files will fix that bug ;)... all updated with the appropriate tags for the militia invovled.

Reply #42 Top

Cool, another great mod from our macaw! :)

Thanks a lot for this one and for making it Stormworld compatbile.

Reply #43 Top

Thanks for that... I've got one more thing to do to for this mod for stormworld...add the clotharmor unlocked by leatherworking.

Reply #44 Top

Stormworld doesn't have cloth armor, it must be another mod.

Reply #45 Top


Your right... looking through the graphics files I saw clothing model support and I made an assumption incorrectly... then I'm done, I'll leave that cloth armor support to someone else.

Reply #46 Top


updated... no real changes besides some background typo's

Reply #47 Top

I had cloth armor.  Its called a Gambeson (the name for padded armor) but I only released a sloppy version in the initial mod.  I am almost halfway done on my mod and will have to incorporate this into the mod once I get the weapons half done.  I won't go farther than militia on the initial release as there may be some way to make that initial version compatible with Seanw and Heavenfall as you have done here.

Reply #48 Top

Awesome, does this version have a mod manager config file?

Reply #49 Top

yes. All my mods should have it.

Reply #50 Top

Thanks (would have checked, but at work, sorry)