AOR Mod for SS6.1: AOR Colonies (Updated 01/07/08)
New Patch!
AOR Colonies v0.13:
Updated with RR1.6 Beta unit stats (which has pike fix).
More units use factional colours / more suitable colours
-no more green Irish Spear Militia when Muslim factions take over European colonies.
Save-game compatible.
Download Link:
At bottom of page:
"aorcoloniesv0.13.rar"
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This mod adds an AOR (Area of Recruitment) system to SS6.1.
REQUIRES SSTC!
Factions recruit units depending on the province. For instance if Spain conquers Cordoba they recruit Moorish units just as if they were the Moors.
This mod uses RR unit and building statistics and also SSTC.
Custom battles don't work with the mod so you might want to dual boot your SS mod.
Unzip to your SS6/data/ folder.
This is an initial release so expect bugs.
Two files are uploaded:
The "core" files which are what makes the AOR system.
Then there are the unit icons uniticonsaor.rar so everyone doesn't look like peasants. This is separate so I don't have to upload it again when I update!
Factional Units Recruitable Everywhere: This version allows you to recruit your own factional units + the AOR units. Download the zip file "allfactions.rar" attached at the bottom of the page.
Download uniticonsaor.rar or do this:
Spoiler Alert, click show to read:
Screenies
Spoiler Alert, click show to read:
THE MOD WILL WORK WITH JUST THE CORE FILES BUT YOUR NON-FACTION UNIT CARDS WILL BE PEASANTS. THE UNIT ICONS IS VERY BIG (~70MB). YOU DON'T HAVE TO DOWNLOAD IT
-JUST COPY PASTE ALL THE ui/units ui/unit_info folder contents into the ui/units/mercs ui/unit_info/merc FOLDER IN BOTH THE SS6 DATA DIRECTORY AND THE M2TW DATA DIRECTORY (UNPACKED) -
Full Details:
Spoiler Alert, click show to read:
AOR Colonies
Main Features
Dynamic AOR
Early Era Campaign Compatibility
Testing Crutches Removed
Indians added
Dynamic AOR
AOR Colonies adds Early Era Campaign Compatibility. A set AOR makes no sense for the Early Era. Factions haven't established themselves to their full size. Who is to say the Turk AOR begins here and ends there? Instead you and the AI players decide.
As factions move into rebel territory they build token AOR marker buildings (trade centres). This sets up their AOR. Once a faction builds their AOR marker they recruit from their factional units.
Think of these markers as your faction "colonising" the settlement.
If another faction takes over a settlement belonging to another faction the marker remains. The faction recruits from the previous owner's AOR. (The marker is destroyable so you can extend your AOR if you want. Also you can give that settlement to other factions to "colonise" it after you destroy the marker).
Full Changelog
Spoiler Alert, click show to read:
AOR Colonies v0.13:
Updated with RR1.6 Beta unit stats (which has pike fix).
More units use factional colours / more suitable colours
-no more green Irish Spear Militia when Muslim factions take over European colonies.
AOR Colonies v0.12:
FIXED:: Russian/Cuman/Kiev/East European battle map crash (was happening with all units using the russia_captain_early_flag captain)
FIXED:: Most captain/flagbearer units should not be silver.
FIXED:: Silver Lithuanian units (I cannot believe no-one reported this).
v0.11
Venice can now build their AOR markers.
Text for AOR markers improved.
v0.1
Dragoons added to Spanish roster (professional building required)
Testing crutches removed - building times, castle restrictions, unlimited ammo returned to normal.
Castle siegeworks now recruit AOR engines.
Early Era Campaign compatibility
AI will use grapeshot when firing their serpentines.
Dynamic AOR. Teutonic Order and Mongols can recruit their factional units outside of their AOR because they emerge later (and the AI doesn't know how to destroy buildings).
Known Bugs
Custom battles with "all" eras selected will crash the game.
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Compatibility:
Spoiler Alert, click show to read:
This mod should be compatible with all other mods as long they don't change the files included in the core .rar.
If you are using BYG's or are using your own custom campaign_script you will need to change all references of non-NE Bombard, Grand Bombard, Ribault, Basilisk, Cannon, Serpentine to NE siege weapons.
e.g.
inc_recruit_pool Exeter_Province -2 GR Bombard
->
inc_recruit_pool Exeter_Province -2 NE Bombard
It won't crash the game if you don't do it. The campaign_script will fail however and you will notice your turns are very, very fast.
I have included campaign_scripts with this already done in the /optional folder. This should be extracted to the Stainless Steel data folder.
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Last edited by Banzai!; July 01, 2008 at 03:17 PM.
Please tell me if it doesn't work. I may not have uploaded all the necessary files.
Remember SSTC is required.
If you want to test this mod: load up a Venice late era campaign. The Crimea has a Kievan Rus AOR so you should be getting Rus units out of your Crimean province.
I will upload the unit icons as soon as anyone can confirm this is working on their build.
I installed RR and SSTC extracted your files into data and replaced the originals and it doesn't work. When i load a game i get CTD and then i try to start a Late Era game and go to select the country and start the game i just get sent back to the late era game menu.
Last edited by BaronVonGotha; June 07, 2008 at 08:15 PM.
The AOR resources haven't been set up for early era campaign (still finalising and waiting feedback on the late era campaign) so currently it's only LATE ERA CAMPAIGN compatible.
I have updated the download to fix late era crash.
Last edited by Banzai!; June 07, 2008 at 09:26 PM.
I've noticed that some factional units have unitcards for some units like Denmarks dismounted feudal nights and swordsman while Byzatium for example doesn't have any for any of its units.
I've been playing around a bit and wow this is totally awesome! Great work.
Remember Constantinople
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