For some reason attachments were wiped out. As I don't play M2TW and it's mods anymore I won't be able to reupload this minimod.
That's all.
For some reason attachments were wiped out. As I don't play M2TW and it's mods anymore I won't be able to reupload this minimod.
That's all.
Last edited by Ostrogoth; June 18, 2015 at 07:31 AM.
are all units everywhere for the computer player to or just human player?
How exactly does this work ? I caputred a Seljuk city as Georgia but can't recruit any of their units.
Good work, thanks![]()
Turk Total War Cemiyeti....TTW (Tech Admin)
M2TW Turkish Translation Group (TTW Co Leader)
Geomod 0.6.18 TK (Turkish) translated by M2TW Turkish TG
Ottoman: For the Love of Sultans Mod Project (Member)
Anatolian Principalities (AP) TTW Mod Project (Follower)
does this sub mod make the game better to play,also does all units everywhere mean troops i can only normally get in castles i can get in cities to now.or does it mean i can recruit my factions units in all regions not just crappy aor units,cheers
Last edited by gamer77; July 13, 2010 at 02:59 AM. Reason: adding some
Does it make the game better - that's rather a matter of individual taste.
This sub-mod gives you ability to recruit factional units everywhere - and that's how you would like it to be, iirc - but castles have different recruitment than cities.
Would anyone besides me like to see a sub-mod that allows you to recruit the units of the faction you take a city/castle from. If you take a city/castle from the Rajputs you then have access to all there units etc.
been playing this sub mod all day and i do prefere it myself,yeah its just individual taste thats all.btw what does iirc mean![]()
What's is the map.rwm exactly 3) delete map.rwm in M2TW/Broken Crescent/data/world/base folder
I dont know what it does exactly but it is safe to delete it as the game will create a new one when you play a turn on the campaign map
"some people say the iraq war is unnessasary, however i disagree its good practise in case one comes along that we need to fight, just in case the germans have another go"-AL MURRAY
"us british our world war champions of the world"-AL MURRAY
That sounds GREAT!!!!!!! I'm gonna install the mod again asap. This was my major "disagreement" with an otherwise perfect mod.
I respect yours and your teams opinion for the historical accuracy of the mod but, in my personal opinion, this is a game. In a game a minor historical faction could rule the world. The course of history "changes" and the conquered cities become part of the faction. As a result they become the faction and after a while they should follow it's military culture.
On the other hand, the mod is MUCH more challenging the way your team design it, but I was bored to carry my units back and forth in order to retrain them.![]()
COOL.![]()
Sometimes these are mercenaries in the same region and not all units are available of course. I would like to see some sort of mod that allows you to recruit conquered factions units at higher cost and upkeep like mercenaries (To reflect cross cultural/technological/militarial inconsistencies etc.), and prone to rebel if not travelling in an army under a general or garrisoned. Also that the tech limit reached by the owning culture at the point of being taken over is the limit of tech of the troops you can get. So you can't keep building a city/castle that you previously conquered to get that factions best units. The tech level stops at the point you counquerd the city and any further building just allows you your own factions troops, if avaliable from AoR, Auxillaries etc, whatever.
Now THAT would be cool!
Cool little mod, thanks!
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Mods for MTWII Ver1.03 that work AND are awesome!
Unspoken Knight's brilliantly done mod, the way MTWII should have been released...(works with ver 1.03!)
Custom Campaign Mod 1.02 released
Border Crescent Install notes, extras, another really great mod:
BROKEN CRESCENT: Questions and Suggestions