AOR:Colonies Expanded
Requires SS6.1
Sections:
- AOR Mod
- Animations Pack
1. AOR Mod
Spoiler Alert, click show to read:
Introduction
This mod is a unit expansion for AOR Colonies (thread here: http://www.twcenter.net/forums/showthread.php?t=170459). AOR Colonies is a factional area of recruitment system that lets you recruit other faction’s units as you expand into their territory. For instance as England, if you take over Edinburgh with this mod you will be able to recruit highlander units.
This mod adds new units to AOR Colonies. A new thread has been created because original adopters of AOR Colonies may wish to stay vanilla and not use these new units.
This first release is concentrated on improving Late Era faction rosters.
Western armies in the Early Modern Era (1500s) adopted fairly uniform army compositions. The knights of the medieval age moved from using the lance charge to the “caracole” –that is circling round the enemy army while firing pistols into it, before charging home. This is represented by Reiters ingame. At the same time a small core remained of elite shock cavalry, the Gendarmes ingame and lighter more mobile lance cavalry, the Demi Lancers. Plentiful light cavalry was also used, adequately represented by Border Horse/Hobilars/Mounted Sergeants/Jinetes.
To represent early modern cavalry, all western factions can now recruit Gendarmes, Demi Lancers, Reiters.
The infantry also changed. Swords and bows had become useless against plate. Men moved to use the only two weapons that could defeat the metallurgy of the age – polearms and shot. Sometimes special picked bands of men were given capsules filled with gunpowder – grenades. To represent this, all western factions can now recruit pike militia, pikemen, musketeers, arquebusiers, grenadiers.
These late era units have been rebalanced to make them useful ingame. Arquebusiers will not spend all their time rotating but lay down devastating fire. Other units have been given defence and attack boosts to reflect that they are wearing mail shirts and have better (steel) armour and swords compared to their early era counterparts. A late era unit of the same price should beat an early era unit of the same price.
Roster Changes
All Western factions can now recruit:
New Units
- Gendarmes
- Demi Lancers
- Reiters
- Musketeers
- Pikemen
- Arquebusiers
- Halberd Militia
- Pike Militia
- Musketeers
- Serpentines
Other changes: Changes
- Dragoons (Spain)
- Pistollers (Western factions)
- "Alatriste" Breakthrough Infantry (Western factions)
- Pavise Hand Gunners (Western factions)
- Grenadiers (all Western factions)
- Pagan Sorcerers (Lithuania)
- Elephant Firethrowers (Kwarezm)
Known Bugs
- AI Serpentines will use grapeshot (watch out!)
- Cannons will be able to choose between three types of shot (exploding, normal, grapeshot).
- Teutonic order guild lets you recruit ritterbruder. Apparently this is the "in" thing to put in mods at the moment.
- New full upgraded pike militia (made more badass-looking) & late era skins (featuring conquistadore helmets)
Playing custom battles with “all” era selected will crash the game.
Screenshots
Pike and shot:
The AOR System:
Installation
Install (in sequence):
SS6.1->(optional:SSTC1.2 -> hotfix (link: http://www.twcenter.net/forums/showthread.php?t=162498))
->coloniesexpandedv0.1.rar (http://files.filefront.com/coloniese.../fileinfo.html)
->artassets1.rar(http://files.filefront.com/artassets.../fileinfo.html)
->contentpack2.rar(http://files.filefront.com/contentpa.../fileinfo.html)
->animationspack.rar(http://files.filefront.com/animation.../fileinfo.html
->contentpack3.rar(http://files.filefront.com/contentpa.../fileinfo.html)
->contentpack4.rar(http://files.filefront.com/contentpa.../fileinfo.html)
->contentpack6.rar(http://files.filefront.com/contentpa.../fileinfo.html)
->hotfix
(hotfix.rar ; attached bottom of post)
If you are using Byg’s supply and command install the custom campaign_scripts located in Colonies Expanded v0.1 (read readme inside .rar file).
Optional
If you want to play with the renaissance units immediately in campaign install the latelatecampaign files located in Colonies Expanded v0.1 (read readme inside .rar file) and play a Late Era Campaign.
For unit icons (to prevent AOR unit icons showing up as peasants) download
uniticons.aor (link: http://hosted.filefront.com/yaoren121 "uniticonsaor.rar"))
Or do this:
Spoiler Alert, click show to read:
Other way - with drag and drop:
1. Go to ..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\units\
2. Open ..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\units\aragon
3. Copy the content of ..\ui\units\aragon (the TGA files)
4. Paste it to ..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\units\merc WITH OVERWRITE.
5. Repeat steps 2,3 and 4 for other folders - byzantium, cumans, denmark, egypt, england, france, hre, hungary, ireland, jerusalem, .... teutonic_orders. turks, venice. Do not copy the content of "slave" folder.
6. Go to ..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\units\merc folder.
7. Chose with wich factions you will play. For example england
8. Copy the content of ui\units\merc folder (the TGA files).
9. Paste it to ..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\units\england folder WITHOUT OVERWRITE
10. Go to ..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\unit_info\
11. Open ..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\unit_info\aragon
12. Copy the content of ..\ui\unit_info\aragon (the TGA files)
13. 4. Paste it to ..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\unit_info\merc WITH OVERWRITE.
14. Repeat steps 11,12 and 13 for other folders - byzantium, cumans, denmark, egypt, england, france, hre, hungary, ireland, jerusalem, .... teutonic_orders. turks, venice. Do not copy the content of "slave" folder.
15. 6. Go to ..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\unit_info\merc folder.
16. Copy the content of ui\unit_info\merc folder (the TGA files).
17. 9. Paste it to ..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\unit_info\england folder WITHOUT OVERWRITE
In ..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\units\england
..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\units\merc
..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\unit_info\england
..\Medieval II Total War\mods\Stainless_Steel_6\data\ui\unit_info\merc
Thanks to miau for the explanation
Compatibility:
Should work with all mods that don’t change battle_models.modeldb, export_descr_buildings.txt, export_descr_units.txt
With SSTC:
If using SSTC install the export_descr_units.txt inside the optional/SSTC folder of the .rar.
With BYGs:
Install the custom_campaign scripts inside the optional/customscript folder.
2. Animations Pack
Spoiler Alert, click show to read:
[font=Times New Roman][size=2][color=#000000]
This release is now needed if you want to play the latest releases. This fixes up some niggling battlemap issues that are animation-dependent and lets me add new types of units.
This is an early release right now. Expect more updates and fixes.
Release details:
Animation Changes:
- Gunmen ranks have synchronised fire.
- Crossbowmen fire first then reload.
- Improved unit cohesion: units will not shuffle back but creep forwards.
- Front ranks of pikes do not run out of formation when told to (charge) attack a unit. The whole formation will advance as one.
- Shaved ~1.5s off javelineer's preparation and firing time. This will make them more useful as hit and run units.