The AI is effected by the agent, rebellion, movement and recruitment changes. It is never going to be able to understand new scripted mechanics; until the AI is improved, the best way to increase...
Type: Posts; User: mauiaw; Keyword(s):
The AI is effected by the agent, rebellion, movement and recruitment changes. It is never going to be able to understand new scripted mechanics; until the AI is improved, the best way to increase...
This mod adds a form of region trading to the campaign!
When you assign a governor to a province, you will now have a choice whether to assign the character as governor (as usual) or to create a...
Oh, for sure. But if I remember, the spy has had some of its tables updated to ToB related stuff. I haven't looked to see if they added any new art for agents, but creating a new icon for a hidden...
When Jack says 'we are particularly interested in culture and faction mechanics, so please let us know what you think is working and what you think isn’t adding much.', I think he is referring to the...
Thrones of Britannia outputs a text file called "used_mods.txt" that lists all the mods currently being used. I have written a script file that searches through this list and requires only the...
In my spare time I sometimes read the forums for ideas about how to improve the game, so its nice to have ideas posted directly to me! Some of those changes look like they involve changing more than...
This mod applies the soldier recruitment restriction to all subsequent technologies in the military technology trees. For example in the melee tech tree you need to recruit 10 melee units to unlock...
I've updated the supply mod. I found that while doubling the loss of supplies caused me to run out of supplies frequently enough, it was too difficult to recover supplies when I returned to my home...
I don't know much about the middle ages, but I imagine food could easily be used as a form of currency, so increasing tax would lead to an increase in food going to whoever was levying the tax....
I'm don't have any idea about what could be going wrong in the db tables, but there are a lot of scripted mechanics in ToB. It could be that you will need to change the scripts in viking.pack to...
Here is the collection of mods I use to make the campaign harder. I am not a big fan of AI modding and besides I wouldn't really know what I am doing. Therefore, each of these mods makes simple...
Yeah that was the original plan for the mod, unfortunately it doesn't seem to be possible.
In my opinion the problems caused by estates were too easily resolved, this is my attempt to rectify that.
What the mod does:
It now costs 1000 gold to give an estate. This represents the fact...
I think it is very doable, especially as I don't think there are unique faction buildings in the game. You may also need to change diplomatic relations, and add character models for generals on the...
It might be possible. It depends whether the game registers the ambush as a battle (even though none occurs). Otherwise it would be hard to distinguish between armies who stop due to the ambush and...
So I have replaced the raiding stance with ambush. I believe it still hides your armies on the map, however if you actually 'ambush' an army no battle is initiated, but the enemy army is stopped. It...
This mod increases the rate at which war fervour decreases per faction you are at war with, it will be harder to keep war fervour in the positive:
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The faction mechanics are all scripted, in the viking.pack file. Looks like we should be able to make our own changes pretty easily!
The impression I get from the lets plays is that the campaign is pretty easy, even for the factions with a 'hard' start, and especially for West Seaxe. I think you could improve the politics and add...
I played a campaign as Boiotia before I updated this mod after the recent patch and (not to blow my own trumpet) it was one of the best total war campaigns I had ever played. I thought the new...
Hey, thanks for the support!
I would say that the mod isn't even in beta at the moment - none of the unit cards/event dialogues have been changed from vanilla yet. Still the campaign is playable...
http://i1259.photobucket.com/albums/ii558/mauiaw/ROTGbanner_zpsdi8mbd28.png
Rise of The Goguryeo is a total conversion mod for Shogun 2: Rise of the Samurai. It takes place during a period known...
http://i1259.photobucket.com/albums/ii558/mauiaw/ROTGbanner_zpsdi8mbd28.png
Rise of The Goguryeo is a total conversion mod for Shogun 2: Rise of the Samurai. It takes place during a period known...
http://i1259.photobucket.com/albums/ii558/mauiaw/ROTGbanner_zpsdi8mbd28.png
Rise of The Goguryeo is a total conversion mod for Shogun 2: Rise of the Samurai. It takes place during a period known...
http://i1259.photobucket.com/albums/ii558/mauiaw/ROTGbanner_zpsdi8mbd28.png
Rise of The Goguryeo is a total conversion mod for Shogun 2: Rise of the Samurai. It takes place during a period known...
http://i1259.photobucket.com/albums/ii558/mauiaw/ROTGbanner_zpsdi8mbd28.png
Rise of The Goguryeo is a total conversion mod for Shogun 2: Rise of the Samurai. It takes place during a period known...
http://i1259.photobucket.com/albums/ii558/mauiaw/ROTGbanner_zpsdi8mbd28.png
Rise of The Goguryeo is a total conversion mod for Shogun 2: Rise of the Samurai. It takes place during a period known...
http://i1259.photobucket.com/albums/ii558/mauiaw/ROTGbanner_zpsdi8mbd28.png
Rise of The Goguryeo is a total conversion mod for Shogun 2: Rise of the Samurai. It takes place during a period known...
http://i1259.photobucket.com/albums/ii558/mauiaw/ROTGbanner_zpsdi8mbd28.png
Rise of The Goguryeo is a total conversion mod for Shogun 2: Rise of the Samurai. It takes place during a period known...
I played a quick campaign to check everything ran smoothly. Here is a brief battle report:
I chose to play as the Goguryeo, since they begin in the North of Korea, where territories are large and...
The newest version of the mod has just been uploaded, the download link is in the OP. With this update most of the gameplay elements have been implemented. The Chinese and Korean factions now have...
Oh, I've written a script that will spawn in armies at random for both the old Kaizoku pirates and the new Xiongnu faction. It looks like whatever previously spawned the pirate ships has stopped...
One thing I've thought of doing is moving a pirate faction from a different campaign to mine.
I'm trying to make another pirate faction (e.g Wako pirates). I believe the db tables for my new faction and the existing pirates are exactly the same, but you are still able to perform diplomacy...
Oh wow! I've been using this site as a reference and it seems like they have already added in a lot of the armour that I had planned to do. I could only find the mod by searching for the Chinese...
These are a few of the models I will be adding to the campaign. The first is of a cavalry(?) helmet from the Han dynasty, you can see the photo I used as a reference:
...
Hey, thank you both for your support. Its difficult to say how long it will take to finish as it depends heavily on my free time. Perhaps, 2 months to complete all the cosmetic/text updates I want,...
I'm basing the unit cards off the tomb murals painted by the Goguryeo. Here is an example of the unit card for the Korean axemen:
...
This thread was a great help. I'm just posting some info here as a reference in case someone becomes stuck like I did:
The lookup_map.tga file can cause the game to crash when you try to go to the...
Yeah, thanks for all your help. The issue with the lookup map was an issue with GIMP. It worked fine when I saved it using photoshop.