This is the change log for v0.60 beta.
A start has been made on the Role Playing Mod with the inclusion of the 12 ambient buildings enclosed that can be used on the campaign map
using the fort location building name culture format in the regions section of descr_strat. Building names below.
middle_eastern
--------------
country_est_large
sm_monestry_a
la_fortified_house_a
country_est_med
med_farm_a
northern_European
-----------------
la_monestry_a
sm_fortified_house_a
med_fortified_house_a
southern_european
-----------------
med_monastery
la_country_estate
la_fortified_house_a
la_monastery
(Several others failed in the conversion process through a variety of reasons including operator error. It's quite possiblethat a whole load more can be added.
A few of these have been included on the new map but no other role play elements have yet been completed.
(WiP includes a few new ancilliaries, traits and triggers.)
The 4 government buildings have been revamped with lower costs and faction capabilities restricted to AI factions to stop human exploit where one
could build many of the buildings accumulating bonuses. Now human players just get local bonuses.
A few more locations for the capital hidden_resource have been added to allow for AI factions moving their starting capitals.
The Treasury building has been renamed Exchequer to avoid confusion with in game element "Treasury".
Northern_European stone_fort_e has been re-allocated to the correct culture southern_european folder.
Changes since v0.51
-------------------
wolfslayer has provided a revised version of the Cuman ambassador texture.
Added Rocket Workshop for Mongols and Timurids.
Minor amendments to User Interface and names files.
Changed the wall bonus script so that it defaults to double wall bonus, but only half if a faction treasury is between 50,000 - 100,000fl
and there are no bonuses if the faction treasury is above 100,000fl. (Be interesting to see how that works out.)
Made some adjustments to EDB to compensate for changes to AoR system for Scottish and Byzantine rosters.
Changed the capabilities of the Government Buildings as the AI did not seem interested in building them - added regional capabilities and made then cheaper.
Moved a couple of forts.
Amended the campaign script for Mongol Invasion to remove FactionIsLocal line as system log showed problem - and it doesn't seem necessary.
Removed redundant code.
Changed a few rebel factions around, removed Hussites.
Added back a couple of Byzantine ports.
A couple more tweaks to names and traits and ancilliaries to solve issues revealed by validator progs.
Fixed Merchant Guild upgrade threshold bug.
Changed a couple of prefer sea invasions round again.
Changes since v0.5
------------------
Updated EDU and a couple of other files, which should have been added to v0.5.
Changes since v0.4
------------------
wolfslayer has released his improved version of se_fort_i, the giant fortress.
Added cogs and holks to norway and denmark after 1180 (first rudder event.)
Lots of tweaks, adjustments to resource locations, added a few locations for existing resources.
Added farms to all large_towns, farms+1 to cities. removed farms from towns.
Changed some small large_towns to towns, bumped a few big towns to large_towns.
Added a few corn_exchanges.
Moved a few forts around to spread them out further apart.
Corrected a few text and EDB errors that had crept in in earlier versions.
Corrected royal_armoury error.
Adjusted wall bonuses to start at T1.
Halved value of additional king's purse for AI factions.
Added script that adds family members to AI factions if they have less than 4 heirs.
Amended some traits, ancilliaries etc.
Added hidden_resource capital to Gorgan as Khwarezm always seems to change it on T2.
Amended sm_factions file so that Leon_Castile, Aragon, Kievan_Rus and England do not prefer sea invasions to improve their ability to defend home territories.
Free_upkeep_units for forts increased to 5.
Changes since v0.3
-------------------
Incorporates 4 new Government Buildings which give faction-wide bonuses once you can build them.
These require hidden resource capital to be built.
Have re-jigged the descr_strat file to make the hidden_resource capital refer to faction starting capitals - apart from Lisbon for Portugal which I've kept.
Have kept Vienna and Baghdad as extra capitals for turks and hre.
(Have forgotten to add Vilnius for Lithuania.)
Hidden_resource capital no longer controls where huge_walls may be built. (In a 2TPY ame over 400+ years it's pointless to limit things that far.)
Incorporates the much-revised wolfslayer forts me_fort_g and stone_fort_g, plus amendments to pkh_base_sq fort and corrected file for se_fort_h
Changes since v0.2
------------------
This version now incorporates all the files necessary to install the stone forts.
It includes two forts made by the Prince, Kings and Heroes team and used by their kind permission and can be found here:
http://www.twcenter.net/forums/showt...15#post6296015
please visit them and show your appreciation for making entirely new fort designs.
wolfslayer has been extremely helpful in making this such a small download compared to the initial versions by showing how to use the .worldpkgdesc files to point to the correct castle folders.
Please feel free to post comments on this sub-mod's thread here:
http://www.twcenter.net/forums/showt...25#post6597025
He is also doing the hard work regarding improving the pathfinding on the stone castle forts, and the package will be updated as and when new files become available.
The files incorporate the Kingdoms British Isles forts as they over-write the exisitng files.
Also I doubt the game engine would find the relevant files in their mods folder.
(The Teutonic Order Mod castles are already in the Stainless_Steel_6/data folder.)
Also included are various extra files from the Kingdoms mod folders for the blockset and model_strat folders.
Other changes since v0.2
-------------------------
Improvements have ben made to other files as well, including:
EDB tidied up, poor quality early units moved down the barracks and archery buildings tree.
A few happiness and health bonuses removed to lower population growth. Hopefully.
Revision of ancilliaries file to make 2TPY compatible.
Free upkeep for horde units for Teutonic Order, Mongols, Timurids which are not also recruitable by other factions.
This is because when hording they have no economy to speak of.
Equally once they start taking over settlements their economy is miniscule compared to their upkeep costs.
So one can rationalise these by saying they're living off the land.
Those which do not qualify indicated with a - not.
mongol horde units:
horde_unit Hoshiga Horse Archers
horde_unit Lubchiten Horse Archers
horde_unit Turhagut Lancers
horde_unit Nukeri Horse Archers
horde_unit Khabutu Archers
horde_unit Hoschuchi Lancers
--
teutonic order horde units:
horde_unit Order Militia
horde_unit Prussian Archers - not
horde_unit Sword Brethren
horde_unit Burgher Pikemen - not
horde_unit Christ Knights
horde_unit Knechten
horde_unit Ritterbruder
horde_unit Dismounted Ritterbruder - not
timurids horde units:
horde_unit Hoshiga Horse Archers
horde_unit Khorchi Horse Archers
horde_unit Turhagut Lancers
horde_unit ME Halberd Militia - not
horde_unit Nukeri Horse Archers
A few files have been tidied up to remove knights_templar refs.
The settlement_mechanics folder has undergone some changes that I haven't been able to check fully yet as I expect people are waiting for the all-in-one installation.
A few revisions to the campaign_script; descr_strat and other files.
Changes since v0.1
------------------
Thorough revision of placement of PSFs, removing redundant ones, re-allocating others, adding a few more.
Inclusion of sites for the 12 stone castle forts, 8 Kingdoms stone forts, and the 2 PKH forts.
Wolfslayer is producing updates to the stone castle forts with improved pathfinding.
Coming soon: new faction textures!
Slight changes to size of garrisons in some rebel and faction settlements.
Removal of some feudal and mailed knights from random armies so that none contain more than 1 of each.
Correction of various errors in previous descr_strat; added a few market buildings, roads and religious buildings to some setlements.
Incorporates a bumper version of the 1.5 Kingdoms descr_campaign_db.xml file, allowing for more control over agents (spies and priests) and autoresolve and a few other items. (May well need further revision.)
Slight revision to the EDU to incorporate correction to Junior Militia status as free upkeep unit.
Have sorted out the EDB file and removed all convert options, I hope. Seems to be accepted by the game engine without qualms now.
Have made some slight reductions in law and trade bonuses as most factions had too much money.
Have had to edit the following files to make them compatible with the new EDB:
export_descr_ancilliaries.txt
export_descr_advice.txt
export_descr_guilds.txt
export_descr_character_traits.txt
descr_faction_standing.txt
descr_missions.txt
so those are included as well.
----------------------------------------
Matters Outstanding after v0.51:
1) Campaign_script revision in light of any forthcoming RC/RR updates.
2) Revision of any other files changed by RC/RR changes.
3) Checking new descr_campaign_db.xml changes for problems.
4) General checking of game play, balance etc, checking usage and placement of forts.
------------------- END CREDITS ---------------------------------------------------------
Note that Kingdoms Mod forts and castles are the copyright of Creative Assembly and SEGA
The PKH forts are used by kind permission of the PKH team, to whom our thanks.
Thanks also to wolfslayer for additional work on forts to improve pathfinding and for explaining how
to make the M2TW forts accessible without overlarge files.
Also thanks to KK and everyone who has worked on Stainless Steel over the past few years
Thanks also to Point Blank for his Real Combat / Real Recruitment compilation without which this
mod would never have been possible.
Finally thanks to everyone who has tried out this mod or portions thereof for their feedback.
Any errors are, of course, entirely down to me
Rozanov.