Various Militia Oddness

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ussdefiant
Posts: 62
Joined: Thu Jun 18, 2009 7:06 pm

Various Militia Oddness

Post by ussdefiant »

Note: These are all in 1.03-beta10, started with beta10 as well

1) I've had two Rifle Battalions raised out of Farmer culture towns the past couple turns that're armed solely with my RPG model that was invented maybe 4 turns ago. One of them also had an singleton biker subunit that i don't think was invented 30+ turns ago either.

2) My regime's Militia profile is at 80, yet it doesn't seem to be affecting the Militancy of my Zones at all like the manual suggests it should. Or at least its not showing in the tooltip.

3) More of a game balance concern than a bug, per se, but it seems really easy to drive your militancy to zero just by building a couple QOL buildings, or your civvies just building them for you. Its' difficult to keep any militancy at all without spamming Militia Houses and Mil. Enthusiasm cards everywhere, and even that stops being effective past round 40-50 or so. I sorta wish there was some sort of lower bound on how low Militancy can go based on regime profiles or such.
Destragon
Posts: 475
Joined: Mon Jun 08, 2020 6:27 pm

RE: Various Militia Oddness

Post by Destragon »

Adding another thing:
I've just had a militia unit with a motorcycle (but listed with "foot" movement type) spawn on a high mountain and get stuck there.
Image
Mixed movement types like this really should be listed as "mixed" instead of foot or wheel by the way.
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Vic
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Joined: Mon May 17, 2004 2:17 pm
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RE: Various Militia Oddness

Post by Vic »

Thanks guys.

Both militia issues should no longer occur in the next patch.

best wishes,
Vic
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