BROKEN CRESCENT: TEAM + BC 2.0 & PATCH 2.02 Previews
BC 2.0 Preview
BC 2.0 will be full standalone patch for MTW2 (non Kingdoms version of the game). NO previous version of the BC is needed.
BC 2.0 will work if you have Kingdom installed, however you must use the MTW executable to launch the game.
BC 2.0 is not save game compatible and it will require starting of the new campaign.
What’s new BC 2.0 is the product or many months of development. The most obvious changes from the first release will be the new AOR system, newly reworked units by Strelac and YeluDashi, newly configured factions and recruitment system, various graphical contribution form community artist like Pacco, Bward and Leif_Erickson In addition to visual upgrades, BC 2.0 features brand new unit balance system, economy, as well as the newly adjusted diplomatic system. BC 2.0 embraces various suggestions, complaints and new ideas, by BC players and Dev team, to offer more polished and improved game play. As always, we will continue to monitor our work, and listen to your recommendations and reports, with scope to shape the BC mod to meet expectations of large variety of BC player
Recruitment is in BC 2.0 broken into the Native Region recruitment tree and Auxiliary Regions recruitment tree.
Native Recruitment Native recruitment starts and stop in the regions first settled by the factions. *Everything outside the native regions is considered AOR recruitment. In BC 2.0 recruitment of native units will be still constrained to the building tree, however, the technology gap has been reduced to allow recruitment of the highest tier units already in level 3 of barracks, stables or missile range. As the development of the training building advances, availability of low level, untrained native units will diminish, leaving only the professional army recruitment toward mid to end of the campaign. The presence of high Class units (Elites) is minimized mainly by rate of occurrence in the training building, although, cost will also play a moderate factor in units selection.
Fig 1: AOR Regions
BC 2.0 uses on auxiliary system to provide unit recruitment for each faction on non-native areas, or otherwise considered captured territory. The Auxiliary system allows for realistic recruitment of regionally characteristic units. The BC 2.0 Aux system is only a baseline for further work development which could be limitlessly expended.
The auxiliary territories are divided into 15 new regions (See Fig 1). Each region offer 3 classes of unit types: Levy – Professional – and *Nobles. In addition, KOJ and Muslim faction also feature mounted and dismounted units as part of the solely religious supporter group.
AOR Levy units
These can range from different types of inf and cav, commonly characterized as Class 1- 2 strength of units. These units are available to all faction regardless of faction’s territorial, religious or cultural background, and they simulate common men being turned into the fighting force either forcefully or voluntarily. They are recruited in castles or cities.
These can range from different types of inf and cav, commonly characterized as Class 3-4 strength of units. These units are available to *all faction regardless of faction’s territorial, religious or cultural background, and they simulate trained local recruits, and available in castles only.
These units are represented as heavy cav, or cav archer of Class 4 of BC system of units. Every occupier puts and emphasis in winning the support of local rulers. The AOR Nobles simulate the landlords of the region who are willing to join the occupying force from financial or other reasons. Nobles are recruited in predefined cities or castles, and they are not tied to the building tree development, which means that they are recruitable from the beginning of the game. *All factions can recruit nobles in any regions regardless of faction’s territorial, religious or cultural background.
*Exception: KOJ is the only faction excluded from recruiting some ‘Muslim’ nobles, or some Muslim based professional AOR units. This is aligned with strategy that KOJ must attract the native ‘supporters’ of the cause to join the recruitment ranks. For this purpose, KOJ is “allowed” some native recruitment outside its native territories.
AOR Religious supporters
These units are divided into Muslims or Christian heavy inf and heavy cav. A religious and logistical preconditions must be met in order to recruit these units.
Muslim Infantry Supporters Inspired by local rules to aid the ruling sultan, in order to secure favorable place in the new regime for their rulers. These are able men, well armed and provided by their rulers. Since there are highly skilled, it’s conceivable that they are of the local rules personal regiment, which makes them scarce. Their recruiting cost is low, and their primary income comes from pillaging captured cities and armies, which by Islamic rule they are entitled and obligated to do. In BC this will reflect on high upkeep costs. They travel with caravans, and pilgrims to the frontier cities to extend their help in fight against unbelievers. Minimum preconditions for recruitment is city SilkRoad level 2
Muslim Jihad Cavalry - Askari Nobles Warrior-Aristocrats of the greater Arab world, it is a greater bond than mere tribal or feudal blood which draws these expert soldiers to all corners of the Islamic World. The spirit of Jihad, the righteous defense of all lands held by those who obey the Holy Word of Allah, swells the hearts of noble birth and equally noble spirit. But no petty squabble of a selfish Sultan will stir these peers to the Latin's Knights, only the greatest of threats to the greatest of Dar Al-Islam's cities will spur the Askari to battle. Minimum preconditions for recruitment is city Jama.
Crusader Infantry- Crusader Sergeants Destiny, desire, fate, the will of the Almighty, or mere circumstance has brought many from Latin Christendom to the shores of Asia. Though what drives them to the Holy Lands and those beyond vary, what unites these wayward children of the Latin West is the brotherhood brought on by war. Too poor to afford horse, too rich to be sequestered to that of skirmishing crossbowman, they assume the role of strong-armed spearmen. They are available only to KOJ. Minimum preconditions for recruitment is dockyard (Shipwright –C) and presence of catholic church (small chapel –C) in the region.
Crusader Cavalry - Norman Knights As if bloodied kin borne from the same torn womb, the Normans and Turks shook the foundation of Christendom and the Dar Al-Islam respectively. Theirs would be a legacy which would forever change the nature of warfare for their respective communities, instituting a superiority of equestrian warriors not to be eclipsed for many centuries. With their ancestors of Northmen Vikings and Turkish Nomads emerging roughly simultaneously, these two maelstroms of North-West and North-East swept across the world of Islam and Christendom to contest for the throne of martial supremacy of the known world in the Near East. Their ranks consisting of Normans drawn from the full breathe of battlefield experience across Christendom and her frontiers, these knights represent the very best of their warrior class outside perhaps only the Religious Orders. Their arnaments are at the cutting edge of Latin Christendom.....It is with these spears which their task is realized, achieving the same vicious, unrelenting disciplined charge which brought the lands of Christ back into the fold of Christendom and shall see to it that the savior's feet touch down upon the soil of his disciples - not the sands of Muhammad. Available to all Christian factions except Makuria. Minimum preconditions for recruitment is Council Chamber for all regions for KOJ. Other Christian factions are limited only to the “noble-cities” regions (see Fig 1)
BC System of Units
Changes from old system for unit balance.
Classes vs. Tiers Classes are now used in the EDU to symbolize the overall “worth” of the unit in the battle. Tiers are used for building recruitment system, and often do not correspond to classes. For example, a unit can be Tier 1, which means that is recruitable from early stages of campaign, but it can be Class 2, based on its battle grade. Classes directly impact: defense, attack points, moral, charge, range (for missiles)
Unit types and battle behavior BC 1.5 separates various groups and subgroups of unit types based on their primary objectives. Stats are then assigned accordingly.
General – can be charger, HA or defensive cav
Chargers – excellent charge, excellent moral, excellent defense, excellent melee attack, if with bow then min missile count, and good missile accuracy.
HA – poor charge, good melee, excellent missile attack, good defense, retreats
Defensive cav – Excellent defense, poor charge, poor attack, good moral
Shock cav – good charge, good moral, poor defense.
Melee – good melee, poor anticav, poor charge resistance
Missiles – good missiles, poor anticav, poor charge resistance
Each subgroup is solved separately in terms of battle performance. For example, the Heavy HA has some diminished stats properties compare to a standard Heavy Cav Charger unit, or in same case Heavy HA is shaped primarily as charger with minimum number of arrows. In the end, the tradeoff factor had to be established to prevent players to spam battle with “all purpose” units with no trade-off effect. The other example is heavy missile inf, these units are now characterized as primarily inf unit (less missiles and lower accuracy projectile then standard missile units of the same Class). Nevertheless, the advantage of so call hybrid cav or inf unit is still maintained, but with balanced benefits from both category..
Defenses Defenses in BC 2.0 are primarily designed around units ability to withstand cav charge. Defense is now product of unit Class, shield size, armor, and defensive property. These inputs resolve to total defense value. The function used is as following: If total defense >= 25 then unit has excellent defense against cav charge If total defense is smaller then 25, the units ability to withstand charge is degraded with every point drop in total defense. Anything below total defense 20 is considered poor charge resistance.
Missiles Missile system is now based on the accuracy of the projectiles. There is 4 classes of projectiles based on accuracy settings and type of weapon
Levy - for untrained archer units
Medium - for trained archer units
High - for trained professional units
Ultra High - For trained professional based of faction selection.
Attack points are the same for med - ultrahigh.
Different flight profiles exist for HA, Longbows, Composite, HA and Xbows, to make visual distinguishing of different projectile weapons based on realistic expectations. The accuracy concept applies for all types of projectile, with different values based on primary and secondary purpose of the unit. For example, HA get less accurate arrows but more projectiles, while Xbow gets better accuracy with less projectiles. So if you compare tier 3 HA vs tier 3 XBOW, the kill potential is the same because HA, can in many instances use the ability of cav against targets.
Unit Cost Unit cost is now directly derived based on unit type, Class, weapon type, number of man in the formation, and cost of animal if mounted. This formula is applied universally across all units. What this mean that economical impact on unit recruitment is now centered only on the player, while AI economic balance is offset with regularly added income. This method also eliminates the inconsistency from units of the same Class but different factions costing differently, which ultimately made it difficult to balance the faction economical system. You will get what you pay for in terms of skill and overall battle qualities regardless of what faction is played. Auxiliary units may have different costing values, while mercenary cost has been increased from pervious release.
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Last edited by wudang_clown; January 28, 2011 at 06:54 PM.
BC 2.0 will feature over 40 new or newly edited units, adding to the existing factions, AOR tree, or replacing some of the existing units. Solanki Rajputs and Mongols have gotten completely new unit models and texture, replacing the old ones used with the previous patch. The preview below shows only some of the new units. Yellu Dashi is exclusively responsible for Mongol roster. New Muslim officers are work done by B.Ward. All other units have been done by Strelac. All descriptions composed by Ahiga.
India, the song that has time and time again soothed the savage beast drawn foaming at the mouth from the Hindu Kush. Those that come in rapine and rampage are cleansed by her beauty and grace into noble and handsome Kshatriya, steadfastly defending her honor against those that would soil her fertile soil. And amongst her champions stands proudly the Paramara, who amongst the Rajputs has woven the deepest into the fabric of the Indo-Gangetic Plains. Confronted by the ambitious Prithviraj the Third of Chauhan, the Solanki stand poised to unite the whole of India as Gupta, Kushan, and Mauryan had before. As a marriage of Rajput martial skill and Classical Indian splendor, it may be the Paramara Raj more than any other who offer the sub-continent it's deliverance from the the Muslim Invaders.
The wrath of the steppe has long been known, but never in the severity of the Mongols, never in the iron-discipline and skill of these masters of horse, masters of kings, masters of the world. There is no victory to be gained against them, only at best a delaying of the inevitable. A scourge sent by God to punish the wicked, the terrible fury of nature given human form.
Amongst even the proudest of cultures there are those who for various reasons are willing to serve their conqueror, finding little problem in the exchange of some distant, taxing monarch for another. And amongst even the most savage of conquerors there is a pragmatic wisdom that it is better to incorporate your newly conquered subjects into your administration in some way. In exchange for keeping their respective faith, retaining their feudal holdings, or simply working into the good graces of their new masters, these noblemen from Anatolia to India stand willing to fight for their King of Kings, Sultan of Sultans, Maharajas. Only the Latin Christians of Jerusalem refuse (out of arrogance, wisdom, or sense of purity of spirit) to enlist conquered Muslim Nobility, choosing instead to encourage immigration of Native Latins to newly wrested territory.
[From left to right: Aznauri Knights, Chernye Klobuki, Aznvakan Horsemen]
The bounty of the lands south of the Sudan is not exclusive to mineral and mammal, but the flesh and blood of man as well. Though a traditional source of slaves since ancient Egypt, the Arabs and Moors would cultivate the practice of using slave-warriors with a discipline and motivation to match Ghazi and crusader alike. Dressed in armors, weapons and fabrics undreamed of by many who wield it were they back home, these men fight as stalwart medium infantry. Though conversion to Islam is mandatory for a slave-warrior, as many of these soldiers were loyalists to the Fatimids, they stand willing to serve a master of any faith.
[From left to right: Zanji Swordsmen-Muslim Auxilia, Abid' Al-Shira Spearmen - Christian Auxilia]
Religious Supporter - Infantry
The spirit of Holy War is not exclusive to the aristocracy, swelling the heart of common man to burst with the yearning for martyrdom. While untrained, undisciplined half-savage peasants may swarm forth from West and East, far more valuable are those who have prior martial experience and the means to procure a basic kit of armor and weapon. Such are the Mutatawwi'a and Crusading Sergeants: part time warrior, eternally faithful.
[From left to right: Mutatawwi'a Warriors, Crusader Sergeants]
Religious Supporters Cavalry
Long has the world been claimed by the Equestrian Throne, and as conquest by the Rashidun Caliphate was won by speed of horse and spirit of faithful, so too was the conquests of the Holy Lands won on the Lance of many a Norman Knight. These men are not too different in makeup: Both drawn from the wide breadth of their ancestor's spread, both dressed in heavy armor with a penchant for the charge, both willing to fight and die for another Lord's cause if it is just and worthy of God's will to succeed.
[From left to right: Askari Nobles, Norman Knights]
[From left to right: Early Hospitaller Brother-Knight, Early Dismounted Hospitaller Brother-Knight, Knight of St. John (late period), Hospitaller Mounted Brother-Sergeant]
They may not have been about in the founding of the Kingdom of Jerusalem, but the Templars are well a reason it stands still today. Very well the best Christendom has to offer, these are men who willingly enslave themselves to God, possessing a carefully shaped fanaticism and willingness to die without hesitation if it might further the hold of Christendom on the Holy Lands.
[From left to right: Early Templar, Dismounted Late Templar Knight, Templar Sergeant Spearmen]
This was a military-religious order of knights that restricted membership to Germans. They were part of the original Hospitallers, but under Hermann von Salza they split from the main branch and founded their own order, taking on a very distinctive white cloak bearing a stark black cross on the left shoulder. The Order was originally formed by German pilgrims and crusaders between 1120 and 1128 but destroyed following the fall of Jerusalem in 1187. With the coming of the knights of the Third Crusade two years later, including a large proportion of Germans, a new hospital was built outside Acre to succor those wounded in the siege.
[From left to right: Teutonic Knight, Dismounted Teutonic Knight]
BC 2.0 is the second in series of Broken Crescent mod development releases, and it features many new updates resulted from months of development. The most obvious changes from the first release will be the new and realistically inspired AOR system (Area of Recruitment) with over 40 new or newly edited units by Strelac and YeluDashi, newly configured faction recruitment system for player and AI, and various graphical contribution from community artist. In terms of game play, BC 2.02 features brand new unit balance system, and the newly adjusted diplomatic system. BC 2.02 embraces various suggestions, complaints and new ideas, by BC players and Dev team, to offer more polished and improved game play.
More about the new release and unit preview can be found in this thread: 2.02 Preview
Credits for work done on 2.02 Ahiga – Research Material and Unit Description, Fixing Bugs GrandViZ – Battle AI, Campaign AI and Diplomacy, Economy Model, Unit Costs, EDB Recruitment, Fixing Bugs, Campaign Script Updates, Release Support. Yellu Dashi – Mongol Units Models and Textures, Mongol Strategy Map Officers Miraj – Campaign Map, Character Stats Kinniken – Special tools for EDU stats generation and EDB Recruitment Strelac – AOR / Recruitment System, Unit Stats, New Unit Models and Textures, Fixing Bugs.
Contributions by: Jermagon - New Muslim portraits. Bward – New Battle and Map Officers, Banner Templates Pacco – Large Kite and Teardrop ERE Shield Textures Leif_Ericson – Round ERE Shield Textures Vlad - Mongol banners
Last edited by wudang_clown; January 28, 2011 at 06:58 PM.