Brief Description of Darth_Battle_AI_Kingdoms:
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-uploaded version 1.2!(Scroll down and download)
-also available with an automatic installer!
-this mini-mod will replace the kingdoms vanilla battle AI with a new one based on Darth's battle AI
-by using this you will get the great battles found in Darth Mod. This means:powerful cavalry, smart AI,unit cohesion,
great effects...etc(Who played DarthMod knows what I'm talking about)
-the the new units(Kingdoms specific) were adapted in order to work properly similar to Darth units.
-play some battles and find out yourself!
-it is compatible with your saved game. There should be no problems.
-Enjoy!
Install notes(no need for that. You can just use the new version with the automatic installer.):
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-copy the files from the archive in to your Medieval2 root folder(C:\program files\SEGA\Medieval II\)
-modify the shortcuts for the 4 campaigns. Add the --io.file_first as a parameter. It should look like this:
C:\program files\SEGA\Medieval II\kingdoms.exe --io.file_first --features.mod=mods/teutonic ->for the teutonic campaign
Notice the added --io.file_first parameter!
If you don't add the --io.file_first as a parameter then it won't work!
-play the game!
Uninstall notes:
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-just remove the --io.file_first from the shortcuts.
-another way is to delete all the text files found in the data folder for all 4 campaigns. But the first one is preffered
Darth_Battle_AI_Kingdoms vers 1.2
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-fixed the Jaguar Warrior unit info card bug(for Mayans)
-added the fear capability for mounted units(like conquiestadores, new world bodyguard), gunpowder units, artilery units.
Now native warriors are afraid of horses and gunpowder units, just like it should be.
-fixed the description error for Richard and Saladin
-tweaked the charge distance for the new units
-corrected some formations bugs for pikemen. They were tweaked. They should be ok now.
-fixed the bug of silver-model for some units(some units like Knigths Hospitaliers could upgrade their armor, but there
were no new models for them)
-missile units are more powerful now(not too much, +2 or +4 for the missile power). They now have more punch and can deal
with the enemy.
-also gunpowder units are more powerful
-other tweaks.
Darth_Battle_AI_Kingdoms vers 1.1
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-this version has many fixes. The first version of the mod was based more on making Darth AI compatible with Kingdoms
and the units were tweaked specifically.
-important changes made for cavalry. They have less defense value, weaker secondary weapon(stat_sec) and more powerful
charges. Thus they will be more devastating in charges, but will last less and will inflict less damage in melee. So
it is important to use your cavalry wisely.
-pikemen units were tweaked. Previously they had a formation(and if defensive mode was used) that was too tight and sometimes they were a wall against
infantry. Now the formation is a bit looser and thus allow infantry to better infiltrate trhough the pikes and disrupting
the pikemen lines.
-I fixed an error were I put too many soldiers per unit(usually a cav unit had 60 men/unit, but in kingdoms the new
unit size was 45 instead of 60).
-fixed the soldier size for infantry units for the americas campaign(dismounted conquistadores, sword and buckler men)
-added 2 hitpoints for some spanish units in the americas campaign. I accidentally left them with 1 hitpoints. Now the
fewer men from a spanish infantry unit can deal with 2 large size 'american' units, just like it was intended for
this particular campaign.
-added missing unit card for Jaguar Warriors for mayans.
-added missing burning oil to the projectiles file.
-lots and lots of tweaks for units(formations, attack&defense stats for most of the units) keeping in mind the campaigns ideea(for example mounted knights like
Knights of Antioch in the Crussades Campaign are a bit less powerful than they should have been. This was done so that the 2 Kingdom of Jerusalem
and the Kingdom of Antioch will not be too powerful, and giving a fighting chance for the muslim factions)
Darth_Battle_AI_Kingdoms vers 1.0
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...check the readme found in the mod for more details...
Credits:
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Credits go to DARTH VADER for his great work with Darth Mod and myself(Tiberiu_R) for my part of the work.
Download it here(VERSION 1.2):
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Automatic Installer (recommended for normal users)
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Attachment 6086 (for advanced users!)
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NOTE:
The automatic installer is recommended for players who experience problems getting the mod working, or for lazy ones .
The automatic installer will:
-automatically find the correct path(if you the game is correctly installed) and will install the mod, no harm will be done to your game, saved games, configs etc.
-added 4 new working desktop shortcuts for the 4 campaigns
-added new splash screens for the 4 campaigns so you know you are using the mod(look for Darth in the upper-right corner when you start the campaign )
-smooth uninstall which will completely remove the files and will do no harm to your game
-also there is a link to the uninstaller in the Start Menu.
For the advanced version you will need to follow the instructions posted above and do all the things manually and there are no splash screens which will give you the hint that you are using Darth AI for Kingdoms. But it is smaller in size, and you can download it directly.
I recommend the automatic version, but you could do it any way you want...
And some extra reputation wouldn't hurt...
If you like it rep me, if you have some bugs/suggestions post them here and i will try to improve the mod.