Page 1 of 8 12345678 LastLast
Results 1 to 20 of 144

Thread: AOR Mod for SS6.1: AOR Colonies (Updated 01/07/08)

  1. #1
    Indefinitely Banned
    Join Date
    Dec 2006
    Posts
    1,640

    Default 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"

    ------------------------------------


    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!

    DOWNLOAD LINK:
    Install sequence: SS6.1 + SSTC1.2 + hotfix + RR1.6 Beta (not necessary but install before AOR Mod) + aorcoloniesv0.1.rar + aorcolonivesv0.13.rar (+ uniticonsaor.rar)


    "Core" files which is what is required to play:
    http://hosted.filefront.com/yaoren121/
    aorcoloniesv0.1.rar

    + (then apply)

    Patch:
    "aorcoloniesv0.13.rar" (bottom of post)

    Optional:
    Unit Icons
    http://hosted.filefront.com/yaoren121/
    uniticonsaor.rar

    Variants
    • 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.


    ------------------------------------

    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.


    ------------------------------------
    Last edited by Banzai!; July 01, 2008 at 03:17 PM.

  2. #2

    Default Re: AOR Mod for SS6.1 v0.1

    Well done.

  3. #3
    Indefinitely Banned
    Join Date
    Dec 2006
    Posts
    1,640

    Default

    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.
    Last edited by Chim; June 09, 2008 at 02:00 AM.

  4. #4

    Default Re: AOR Mod for SS6.1 v0.1

    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.

  5. #5
    Firebat11's Avatar Semisalis
    Join Date
    Jan 2007
    Location
    Canada
    Posts
    465

    Default Re: AOR Mod for SS6.1 v0.1

    That's a descr_strat problem. Have you changed that file?
    Co-Creator of Battle for the Baltic Mod for SS 6.1

  6. #6
    Indefinitely Banned
    Join Date
    Dec 2006
    Posts
    1,640

    Default Re: AOR Mod for SS6.1 v0.1

    Maybe you could try it with the original descr_strat? I don't know why I included descr_strat in my submission. I will remove it.

    At least this means there is no problem with the battle_models.modeldb which is what I feared. I am going to upload the uniticons.
    Last edited by Banzai!; June 07, 2008 at 08:46 PM.

  7. #7

    Default Re: AOR Mod for SS6.1 v0.1

    i replaced the original and am still getting the same problem.

  8. #8
    Indefinitely Banned
    Join Date
    Dec 2006
    Posts
    1,640

    Default

    Can you post your system.log.txt?

    I know what is wrong.

    Replace all instances of AS Trebuchet with NE Trebuchet in descr_strat.txt

    I got rid of some of the duplicate siege engines so I could add new units.
    Last edited by Chim; June 09, 2008 at 02:01 AM.

  9. #9

    Default

    Replace all instances of AS Trebuchet with NE Trebuchet in descr_strat.txt
    I'll try that.
    Early era campaign will work but i get this.



    Replaced all instances of AS Trebuchet with NE Trebuchet and it works. Cant wait for the unit icons.
    Last edited by Chim; June 09, 2008 at 02:02 AM.

  10. #10
    Indefinitely Banned
    Join Date
    Dec 2006
    Posts
    1,640

    Default Re: AOR Mod for SS6.1 v0.1

    Hooray.

    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.

  11. #11

    Default

    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.
    Last edited by Chim; June 09, 2008 at 02:02 AM.

  12. #12
    Indefinitely Banned
    Join Date
    Dec 2006
    Posts
    1,640

    Default Re: AOR Mod for SS6.1 v0.1

    Uploaded unit icons.

  13. #13

    Default

    Fantastic!

    Playing as Turkey I'm getting an Unspecified error during turn 1 changover.
    Last edited by Chim; June 09, 2008 at 02:02 AM.

  14. #14
    Indefinitely Banned
    Join Date
    Dec 2006
    Posts
    1,640

    Default Re: AOR Mod for SS6.1 v0.1

    Quote Originally Posted by BaronVonGotha View Post
    Playing as Turkey I'm getting an Unspecified error during turn 1 changover.
    Is it repeatable? I'm not getting it.

  15. #15

    Default Re: AOR Mod for SS6.1 v0.1

    move a unit or build something

    oh make sure to use vh/vh
    Last edited by BaronVonGotha; June 08, 2008 at 02:08 AM.

  16. #16
    maxstill's Avatar Semisalis
    Join Date
    Apr 2008
    Location
    Romania
    Posts
    445

    Default Re: AOR Mod for SS6.1 v0.1

    can this mod work without rr?
    i have zuma mod 3 installed and i wonder if this one is compatible with zuma mod3,or will it give me a ctd

  17. #17

    Default Re: AOR Mod for SS6.1 v0.1

    AOR is my favorite modification of all, really looking forward to trying out.

    Thanks

  18. #18
    sirfiggin's Avatar Senator
    Join Date
    May 2007
    Location
    smelly smelly fens, inglind.
    Posts
    1,382

    Default Re: AOR Mod for SS6.1 v0.1

    excellent change

  19. #19
    Indefinitely Banned
    Join Date
    Dec 2006
    Posts
    1,640

    Default Re: AOR Mod for SS6.1 v0.1

    Quote Originally Posted by BaronVonGotha View Post
    Playing as Turkey I'm getting an Unspecified error during turn 1 changover.
    You could try deleting the map.rwm in the Late Era Campaign folder and letting the game regenerate it. That's the only thing I can think of.

    Quote Originally Posted by MaxStill
    can this mod work without rr?
    i have zuma mod 3 installed and i wonder if this one is compatible with zuma mod3,or will it give me a ctd
    It won't work with zuma mod 3.

  20. #20

    Default Re: AOR Mod for SS6.1 v0.1

    o what a shame x.x but still awesome work +rep..

    Remember Constantinople
    mr bush how can u put people in jail for smoking weed when you smoke weed. that makes you a hypocrite. bush says do you like hand jobs. the guy says hell yea. bush says do you like giving hand jobs. the guy says no. bush says well then your a fing hypocrite to!!!.

Page 1 of 8 12345678 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •