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Thread: FINAL SS RR/RC COMPILATION ***AUGUST 13***

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    Default FINAL SS RR/RC COMPILATION ***AUGUST 13***

    REAL RECRUITMENT / REAL COMBAT for STAINLESS STEEL COMPILATION MOD FINAL (AUG13)
    ****This supercedes all previous patches and updates, including 'final beta'. You can install over the top of any previous patch, but it will not be save-game compatible****

    ****If you have installed this submod before, just install this latest update and that is all you need to do****

    If you downloaded the August 12 version and can't start a Late Campaign or 1450 Campaign, please see this post: http://www.twcenter.net/forums/showt...38#post7872238, OR download the August 13 version.

    DOWNLOAD AND INSTALLATION:

    Install over the top of SS6.1 with RR and BGR options UNTICKED.

    -If you have VISTA, best to turn of UAC!

    For Main Installer Megaupload

    Part 1: http://www.megaupload.com/?d=N3JZNG27
    Part 2: http://www.megaupload.com/?d=289URIK3

    **Extract/Unzip into your C:\Program Files\SEGA\Medieval II Total War folder**

    After Extraction/Unzipping, double-click on the Medieval II Total War\FILE_TASKS.bat file. This will run for just a minute. If you see 'Access Denied' messages, don't worry its normal.


    For Update Megaupload AUGUST 13 (ONLY SAVE-GAME COMPATIBLE WITH AUGUST 12 VERSION)

    http://www.megaupload.com/?d=185H0D2D

    **Extract/Unzip into your C:\Program Files\SEGA\Medieval II Total War folder**


    After Extraction/Unzipping, double-click on the C:\Program Files\SEGA\Medieval II Total War\FILE_TASKS2.bat file. It will only flash up for a second, its just removing old map files. The game will generate new ones first time it is played.

    You have finished the installation!

    To Play BGR IV Enhanced
    Spoiler Alert, click show to read: 
    To Install: Copy the CONTENTS of the SS6/Data_BGRIV folder to the SS6/Data folder.
    To Uninstall: Copy the CONTENTS of the SS6/Data_BGRIV_REMOVE folder to the SS6/Data folder.

    Please see the BGRIV Recruitment Guide included in the SS6 folder. You should also read the instructions on the bgrIV forum for BGRIV. The finances for nobles are displayed by hitting the faction button. These two popup summaries should show what the nobles give and take from the faction's economy. It will take time to learn how to manage an economy with the new system. This mod hopefully reflects the true costs of maintaining a "nobility" or "elite" class in any society (bit of politics there). In this period a nobility is essential, but best kept to a minimum until the economy can support it.

    In BGR, the Limited Activities script by Germanicu5 is also in effect:
    Outline: If there's no governor in a settlement during a turn a player can't perform such activities as building/recruitment/repairing/retraining. The only options left are changing tax rate and auto-management, ie without a governor, the AI effectively runs the settlement.
    Important: If a governor reaches a settlement during player's turn, you can enable building etc. by pressing building advice button.


    IF YOU HAVE BEEN PLAYING A BGR IV CAMPAIGN, AFTER INSTALLING THE HOTFIX YOU WILL NEED TO RE-APPLY THE BGR IV FILES AS DESCRIBED ABOVE (To Install: Copy the CONTENTS of the SS6/Data_BGRIV folder to the SS6/Data folder) TO CONTINUE YOUR CAMPAIGN.

    Alternate Text Files
    Spoiler Alert, click show to read: 
    If playing after about 1400, recommend you copy the contents of the SS6/Data_Campaigns_1370_1450 folder to the SS6/data folder. This updates the text (and bodyguards) to be more era-appropriate. Its save-game compatible

    To use early-era text files again, copy the contents of the SS6/Data_Campaigns_Early_Late folder to the SS6/data folder.


    Assimilation Script by Germanicu5 now in effect:
    Spoiler Alert, click show to read: 
    Outline: The intention is to create a more challenging process of conquering provinces, so now upon capture of a settlement there'll be anything between 10-25% additional turmoil (to reflect the actual resistance people would make during first turns), followed by lower default religious conversion. That'll mean a garrison will need to stay a while longer and the populace won't find the switch so appealing.

    Individual religion conversion rates for all settlements on the map can be added, which gives us an opportunity to reflect how (non) conservative a certain populace is.

    The last feature is that a player can't build/repair/retrain anything in a settlement during 1st turn after conquering it - which reflects the actual time to establish new administration in a conquered province.

    Conversion rates lowered/turmoil added for original capitals, conversion rates almost nullified for great religious centres. Lithuania and TO territories have lower conversion rates too.


    If you find characters move too slowly, backup data/descr_character.txt and rename data/descr_character_FASTER.txt to data/descr_character.txt

    RC+RR INTRODUCTION

    Real Recruitment ('RR') is an attempt to more accurately simulate the dynamics of recruiting, retention and training during the medieval period covered by the M2TW game. There is a guide included in the download. RR includes Real Combat.

    Real Combat ('RC') is an attempt to create a more realistic M2TW combat experience via the modification of a number of crucial unit stats for all units, using a consistent and detailed framework. A guide is included in the download.

    INCLUDED MODS

    • COMPLETE BYZANTINE UNIT ROSTER by Anthonius II and Caesar Clivus
    • BATTLE FOR THE BALTIC by Caesar Clivus
    • BGR IV Ehhanced (optional) by Byg
    • RUSICHI MOD UNITS!!!
    • SS 6.2 Release Candidate 4 by Gracul.
    • 1100 and For God and St George mods by AWellesley
    • Knights Templar units from Lord_Calidor's KT mod
    • 1450 Campaign by JaM
    • Hundred Years War and Italian City States Mini Campaigns by Lusted
    • SSTC by Chimaeira
    • Real Horses by Argent Usher
    • Crimson Tide by Magus
    • City and Castle models by Agart
    • Nostalgia patch by mr.blonde
    • CampaignAI by TheSavage
    • BattleAI by Germanicu5
    • CBUR and Unit Card improvement projects by Agis Tournas
    • Lord Condormanius's Mailed Knights
    • BETTER GRASS by david.coole
    • STRATWATER by david.coole
    • loading screens by archer29
    • new Byzantine and Kievan Rus unit cards by akvilonn
    • some music from a compilation by bcnor
    • Impaler's Hungarian Re-skin
    • plus other submods as included in 6.2 patch Release Candidate 4 by Gracul


    AUGUST 13 UPDATE LIST

    -Latest Germanicu5 BattleAI
    -Peasants are updated thanks to AWellesley's new models (early peasants have 2H crude weapons, later peasants have simple polearms), late peasants become available after about 1220
    -Seether's Alberi di Famiglia Regal v1.01 (http://www.twcenter.net/forums/showt...hlight=alberto) is fully integrated (including new faction starting funds and updated King's Purses)
    -HRE has taken over Sicily in Late Campaign
    -Mongol and Timurid economy allows for them to expand much more powerfully
    -a number of stat fixes and updates
    -France has French Archers
    -new Mongol/Timurid icons by merlinuscdxx
    -Fair Prince's text updates
    -totally revised AI siege code to (hopefully) avoid CTD's some people are having
    -era-dependent garrison script (code adapted from Tsarsies)
    -updated Mongol and Timurid army composition and invasion scripts
    -Rozanov's script to destroy unused crusade units
    -Adana rebel garrison removed in Late Era
    -some missing events added bank into 1450 campaign
    -borders returned to minimap, but you can substitute descr_sm_factions_NO_BORDERS by romy instead if you prefer
    -other problems described in other threads fixed if possible
    -Cumans in Wallachia in early campaign buffed
    -most economies adjusted
    -some campaign script issues fixed
    -David.Coole's STRATWATER added
    -further stat updates
    -some Ghazis available in Anatolia even without a crusade
    -religious conversion slowed

    PREVIOUS UPDATES
    -Polish Units by MADTAO, please +rep him!
    -updated BAI by Germanicu5
    -settlement script updates by Byg
    -completely new mass system for all foot units, factoring in armor, weapon type, shield and unit category
    -some unit armor updates
    -updated phalanx polearm animations so units advance quicker to contact and bunch up less
    -Late Brigandine armor type introduced
    -numerous small fixes
    -unit cards fixes
    -stats updates
    -some bugfixes
    -elements of Germanicu5's latest BAI
    -trait and ancilliary updates by Byg and Caralampio
    -more settlements have been assigned the 'capital' resource so they can reach huge city size
    -more regions can build paved roads
    -some 'rustic' units such as woodsmen have attack reductions
    -akvilonn's new unit cards for Byz and Kievan Rus
    -Norse Archer armor upgrade fixed
    -rebels more era-appropriate
    -Hotfix has some ancilliary fixes by Byg (crowns)
    -gunpowder artillery has more accuracy and some types more weapons
    -some minor stat fixes
    -removed cracked kingdoms.exe files
    -harmonised some missile weapons with more updated TATW values
    -assigned some different shatter effects to siege weapins such as catapults and bombards firing stone ball ammo
    -Updated climate heat modifiers that somehow got left behind on my other PC, heat effects slightly reduced now-
    -Fixed jousting fields message for Poland and Hungary-
    -Added some more gunpowder weapon units to Alchemist guild chance of building
    -Harmonised some campaign_db files with BGRIV version.
    -combat dynamics and balance - spears toned down, phalanx polearms re-worked, mounted axes and maces reduced in effect
    -pikes are finally right - defense is halved, no defensive animations, but they move faster to the attack.
    -lighter units get agility-based defensive bonus
    -new weapon types eg war bow
    -updated weapon bonuses versus different targets
    -recruitment rates, costs, and free upkeep types updated
    -unit costs, some are raised, some are lowered
    -stats for every unit revised
    -new rosters, especially for England, Cumans, Novgorod, Kiev, Mongols, Cumans, Timurids
    -campaigns updated
    -battle AI improvements, especially with realistic skirmishing
    -new formations thanks to G5
    -autoresolve much improved, missile and cavalry units now have more weight
    -river trade buildings
    -maximum sizes for some settlements, with appropriate growth rates
    -paved roads cannot be built in many regions
    -AOR updates
    -armor system completely revised
    -jousting fields for Poland and Hungary
    -Pagan Mongols
    -Mongol Invasion toned down
    -Palanga and Riga now horde targets for Teutonic Order emergence
    -144 new loading screens for a good medieval atmosphere
    -new music from MTW and elsewhere
    -unit models and graphics, especially Rusichi units
    -about 40 new units I think
    -animations updates
    -ecomomy updates
    -Caralampio's Odds and Ends
    -CBUR improvement project by Agis Tournas
    -Faction Crown mod
    -new mercenaries
    -Barser's agents minimod
    -BGR IV Enhanced - and he means enhanced

    Changes and updates in previous versions:
    Spoiler Alert, click show to read: 
    RR 1.2 changes:
    -Much improved event code to better model the changes in army compositions from High Era onwards up to early 1600's

    • more realistic introduction of new weapons such as pikes, polearms, corned powder firearms, wheelocks etc
    • reduction in importance of Feudal System, availability of Feudal units, free upkeep etc as time progresses, though this effect varies by faction
    • increase in professional men-at-arms until Late Professional units become more dominant

    -AOR for Locals and Early Professionals

    • Locals are available to any faction that controls the region, but more to the original owning faction. It will take some time for new factions to be able to recruit these units, and their availability is reduced
    • Early Professionals are fully available to the original faction in their original regions, and also in those regions originally owned by factions that can also recruit those units; elsewhere their availability is reduced

    -Generally improved RR code for most factions
    -ME factions received particular attention
    -High-level barracks has limited ability to upgrade armor, as for a lower-level smith. This particularly helps the AI
    -The following units are added:
    * ME Heavy Spearmen
    * ME Heavy Archers
    * Moorish Auxilliaries
    * Fari Noble Cavalry
    * Armored Pikemen
    * Swiss Armored Pikemen
    * Armored Tercio Pikemen
    * Corned-Powder Arquebusiers
    * Pavise-shield Handgunners
    * Halberd Men-at-Arms
    * Swiss Halberdiers
    * generic Archers (available to most factions in early era)
    * Men-at-Arms, mounted and foot
    * Mounted Arquebusiers
    * Soldatos Reformados Arquebusiers
    * Black Band Arquebusiers
    * Janissary Arquebusiers
    * Late Matchlock Musketeers
    * Noble Knights
    * Arbalest Militia
    * Urban Spear Militia
    * Pavise Spear Militia
    * Urban Crossbow Militia

    -The following units are available to many more factions:
    * Demi Lancers
    * Gendarmes
    * Reiters (Pistoliers)
    * Pike Militia
    * Halberd Militia
    * Italian MAA
    * Arquebusiers
    * Musketeers
    * Pikemen
    -Updated mercenary file
    -Norway and Denmark feudal system more infantry-centric
    -Improved and Advanced Metallurgy available to some factions, allowing extra armor upgrades
    -Militia upkeep cost increased
    -Militia replacement rates reduced
    -New Mongol recruitment system
    -Re-worked unit priorities has resulted in much improved AI army composition, with greater proportion of heavy units
    -Plus many, many other fixes and updates

    RC 1.7 changes:

    Units, Classes and Categories
    -Slight reduction in morale (by an average of 3); however AI morale and experience are boosted at difficulty levels of 'Hard' or 'Very Hard'
    -Formations more consistent and dependent on unit quality
    -Unit sizes altered depending on category and faction - Late Professional, Urban Professional and Urban Militia (except cavalry) units are typically larger. Early Era armies will therefore tend to be smaller overall and consist of a small core of heavy units, while later armies will be larger with more professionals
    -Unit costs raised in proportion to unit sizes (unit costs are calculated per soldier and multiplied by unit size)
    -Addition of 'Exceptional' unit quality class. Complete list is: Exceptional>Elite>Superior>Average>Militia>Peasant Militia>Peasant
    -Exceptional, Elite and Superior units have received slight attack boost relative to other units
    -Overall clearer distinctions between melee and missile, foot and mounted and different quality level units
    -Heavy foot units now move more slowly than lighter units
    -Reiter (pistolier) now uses sword
    -Later-appearing, more advanced units are more likely to be recruited than early units if both are available at the same time
    -Some unit names slightly changed to add historical flavor
    -Completely re-worked heat system that considers armor, weapon weight, shield weight, geographical origin, missile weapons, mounts tiring and unit quality
    -Managing unit stamina is now an important consideration
    -Completely re-worked terrain bonus and penalty system that considers foot unit armor type and encumberance, mount type and geographical origin

    Missile Combat
    -Missile units now melee at 2 levels less, rather than 1 level
    -Updating of all missile accuracies/velocities/ballistics, to reflect heavier 'war arrow' loads
    -Horse archer arrows are faster but lighter. At very close range they have comparable energy to the heavier yet slower arrows shot by foot archers, but at longer range lose energy and effectiveness by comparison
    -Lower quality bow users shoot with slightly lower velocity
    -Updating of most missile accuracy values. In general, bows>=crossbows>muskets>arquebus>handgun>=javelin; however, at lower skill levels, crossbows are better than bows
    -Accuracy values and damage effects better reflect weapon characteristics and advantages/disadvantages of more/less user skill and training
    -Bows attack reduced. Combined with armor model changes above, bows now have more difficulty handling opponents in armor better than Heavy Mail
    -More variety in rate of fire between heavy and light firearms
    -Armor Piercing attribute removed from all AP missile weapons and attack value increased, for greater effect versus light armor, and reduced effect versus heavy armor
    -All missile weapon armor penetration effects normalised based on joules of energy delivered to a point, with firearms firing soft lead balls having that energy converted to 'point' delivery equivalence
    -Firearm lethality increased. Those without armor and/or hit at short range will usually be casualties
    -Bows divided into 'Missile' and 'Skirmish' types, with their own updated animations
    * 'Missile' units shoot faster but with less accuracy to a greater range - these units create a real 'arrow shower' over a wider area
    * 'Skirmish' units shoot more slowly but with better accuracy, over direct sights (ie a shorter range). Foot skirmishers are the most accurate archer units
    -Horse archers shoot faster. HA are likewise divided into 'Skirmish' and 'Missile' types. Skirmish HA are typically lighter and faster units and usually shoot from very close range (60m)
    -Removal of exploding cannon ammunition
    -Reduction in area of effect of artillery ammunition vs units
    -Missile weapons and gunpowder artillery shoot better at close range
    -Costs and training times for firearms units reduced to reflect ease of training
    -Archer training costs increased to reflect training duration
    -Early bombard fires stone balls which shatter on impact; it is best used versus walls rather than units, though retains the grapeshot option
    -Non-gunpowder siege artillery less accurate versus units

    Mounted Combat
    -Cavalry mounted attack bonus and defense penalty both increased
    -Some reduction in cavalry mass values, especially to medium horses, eastern horses and ponies.
    -Faster horses receive a slight charge bonus for secondary weapons and non-couched lances ;slower horses receive a slight penalty. Fast mounts are good for hit and run attacks but not for breaking a line
    -Cavalry lance attack values slightly reduced
    -Cavalry sword charge bonus slightly reduced
    -Horse armor effect reduced
    -Cavalry more vulnerable to missile weapons
    -Most eastern cavalry units now use 'Eastern Horse' (lighter but more agile) rather than heavy horse. Eastern Armored horse also lightened
    -Many western light and medium cavalry units now use 'Medium Horse' (lighter and cheaper)

    Armor System
    -Increasing armor from Heavy Mail to Plate+Mail now counts as 2 armor upgrades, ie Plate+Mail and better armor now more effective than before. Upgrading from Heavy Mail to Plate+Mail will show as 2 upgrades (ie a silver shield).
    -Updated shields stats to better model their effect versus missiles, and their effect on heat/fatigue
    -Mail armor less effective versus missile weapons than in melee, but reduced heat penalty compared to other metal armors
    -Improved and advanced metallurgy armors featured

    Melee Combat
    -Shieldless 1H weapon units get +1 attack bonus and attack faster
    -Updated modelling of spear units. As well as fighting in closer formation, spears now more effective versus infantry and less versus cavalry
    -Spears attack slightly more slowly
    -Pikes reduced in melee effect versus cavalry. While pikes are still by far the best versus a cavalry charge, polearms are the best killer of cavalry (especially armored cavalry) in melee
    -Overall 'rock-paper-scissors' effect in tactical combat is blurred
    -Improved cohesion (thanks banzai!) - units (including cavalry) will prefer to shuffle forward rather than backward (except spear units which tend to hold in place) - this counteracts the 'units spreading out in melee issue'
    -Further updating of mental stats for many units, in particular militia and some 'individual-combat' oriented units (eg knights) employ less tidy formations
    -Pikes better balanced. Pike formations improved. Better-quality pike units hold their formations better
    -Better-quality pike units have more 'aggressive' animation set
    -Phalanx polearms better balanced
    -Poleaxe units get their own animation class. Attacks similar to 2H axe + some halberd, defends as halberd
    -2H axe units use 2H axe animations again, rather than 2H sword
    -Some attack animations added to 2H axe class
    -2H axe more effective versus cavalry
    -More eastern and middle eastern units armed with 'light sword', with lighter damage, faster attack time and less heat penalty due to light weight
    -Very slight reduction in mass values for some ME foot units

    Patch to RR 1.3 / RC 1.8 Feb 20:
    Mongol artillery crews fixed
    Byzantines can build higher tier gunsmiths
    Armour upgrade system made more detailed and realistic; close to 30 armor types
    More complete treatment of when armor types become available
    Metallurgy improvements are available significantly earlier at smiths in Italian regions
    Events notify player of technology changes in arms and armor better
    Grapeshot working for Bombards and Grand Bombards
    Gunpowder artillery dates of availability re-worked (generally available later)
    Some gunpowder artillery types have more pieces
    Gunpowder artillery more accurate versus units
    Siege engines in sieges screened by infantry (that won't skirmish away and expose the siege engines even if skirmish or missile infantry)
    Some units adjusted in quality
    French Feudal and Chivalric Knights added
    German Feudal and Dismounted Feudal Knights added
    Halberdiers added (Late Era Pike-breaker and assault unit)
    Spanish Arquebusiers added
    Moorish Auxilliaries added
    Early Reiters added
    Reiters shoot faster, at a rate simulating shooting pre-loaded pistols
    Reiter ammunition reduced
    Some BGR category fixes
    Mongol recruitment system updated
    Some Mongol unit number changed (reduced infantry/unit)
    Med 2 Faction recruitment categories removed
    Elephants working and visible
    More detailed faction descriptions for some factions and eras
    Animations added to phalanx polearms, balance also improved
    Unarmored horses now relatively more vulnerable
    All horse armor types have higher heat penalty
    Gracul's 6.2 patch RC4 integrated
    mr. blonde's MTW Nostalgia patch added (alters some portraits)
    Turbo's modifications to faction standings and relations added
    Battle AI updated, skirmish cavalry now more effective
    Firearms now fire in synchronised volley with approximately historical reload times
    Heavier firearms take longer to get into firing position, but better quality troops do it quicker
    Firearms have more realistic tactical ranges and accuracies
    Some other animation updates
    Some minor changes to formations
    AI recruit priorities updated so Renaissance-type units more likely to be recruited when available
    Reduced heat penalties for some later armor types
    Most feudal units for western european factions become unavailable by mid 16th century
    Customised faction recruitment priorities (WIP)

    and a special thanks to Caesar Clivus for his excellent unit cards for the new units and units belonging to new factions :original:

    Patch to RR 1.3 / RC 1.8 March 9:
    Completed faction recruitment priorities
    Coat of Plates introduced as armor upgrade between heavy mail and partial plate for some factions
    Updated BattleAI by Germanicu5
    New StratAI by TheSavage
    Further refined armor system
    Early Reiters with Gothic Armor and Armored Horse, with model by Caesar Clivus
    Reiters fire much faster to simulate just replacing loaded pistols rather than reloading new ones
    Slowed reload times for other mounted gunners
    Improved accuracy for mounted gunners
    Pike attack speed slowed slightly for better balance, they also take longer to respond to flank attacks. Militia pike units are now more for holding actions rather than offensive use
    Slightly increased interval between spear attacks
    Updated and more realistic dates of availability for later medieval and early renaissance units
    Mosts starting units in 1450 campaign begin with extra armor upgrades compared to earlier eras
    Gunners that use fire-by-rank better than in ETW
    New Splash Screen by Caesar Clivus
    New RealCombat 1.8 Guide included in SS6 folder, which shows details of new armor system
    More frequent events detailing technology progression

    Latest Patch to RR 1.3 / RC 1.8 April 8:
    -AWellesley's excellent 1100 mod, for details please go to:
    http://www.twcenter.net/forums/showthread.php?t=226617
    Its pretty much all included (though with some EDB changes to fit RR), any omissions aside from that are likely accidental so please let me know
    -Knights Templar units (now part of Crusader States roster) are more available in the Holy land, less outside of it
    -Most Knights Templar units use the fantastic models and textures from Lord_Calidor's KT mod
    -Late era and renaissance units added to Crusader States to make it a viable late-game faction
    -Timurids back in campaign and custom battles, expect them to invade a bit earlier than in vanilla, because the SS map extends further east
    -BattleAI by Germanicu5
    -New text files for Late Era to give more historical flavor
    -Ireland removed, though some Irish units remain as mercs and rebels
    -Longbow gets more arrows
    -Mongol Heavy Archers set as skirmisher cavalry


    Just a quick note, that all unit categories (including now Locals and Rurals) are now free upkeep, except Early and Late Pro's, Religious Order units and Mercenaries. I recommend playing with BGR IV, to get a more realistic depiction of how armies were formed and raised in the middle ages. In BGR IV, money can be very tight, so you will want to keep as many units as possible at home, in free upkeep. Only the richest states could afford to retain (expensive non free-upkeep) professional armies or mercenaries for any period of time. Especially Early Pros and Mercs can be expensive, and by disbanding these units where they were recruited, they go back into the pool so can be recruited again. So, while wars are not being fought, its best (unless the faction is rich) to just garrison the cities and castles with cheap Local, Rural (and some Feudal) and Militia units and let the pools for professionals and mercs build up so they can be recruited in case war breaks out.

    Note that in this version, upkeep costs for Locals were increased, so along with Militia units, they are expensive if they leave their home region and go to war for any period of time. In this case, professionals are more worth the money because their job is war, and though they are not free upkeep, their pay does not change in times of war or peace, and through fighting they will build up valuable experience.

    Real Recruitment Guide
    Spoiler Alert, click show to read: 
    Real Recruitment 1.3 Guide
    Introduction

    Real Recruitment ('RR') is an attempt to more accurately simulate the dynamics of recruiting,

    retention and training during the medieval period covered by the M2TW game. It also includes an

    ERA system that ensures units are available during the approximately correct historical timeframe.

    It is integrated with Real Combat 1.8 (though can be altered to fit other EDU's).

    RR divides the units in the game into 9 separate categories, each with different factors that

    influence unit availability, training time, recruitment cost and upkeep. The 9 categories are: Feudals,

    Early Professionals, Late Professionals, Urban Professionals, Urban Militias, Locals, Rural Levies,

    Religious Order and Mercenaries (a list of units by category will be attached).

    Design notes follow. Note that, although they may seem complex, the game can be played in

    exactly the same manner as normal. The detail is for those who want some background and are

    interested in what is happening behind the scenes.

    Goals of Real Recruitment

    Realistic Army Composition

    So far there are always one or two unit types that dominate the AI armies and the player is likewise

    not motivated to use armies, that, at least roughly, resemble those of history, when he can afford an

    elite army. Typical european armies consisted of a core of knights, ie heavy cavalry with at least the

    same amount of light cavalry, if not more, a small contigent of heavy infantry (at first mostly noble

    infantry and itดs amount would increase later on as well) accompanied by conscripted peasants and

    semi-professional urban militias and, according to the culture, between a fourth and half of the

    infantry armed with ranged weapons. These armies would be supplemented by a single or two

    special units (for europeans mounted archers for instance) and an artillery park according to the age,

    bolstered by some mercenaries. For eastern armies the special units would be the heavy cavalry,

    while the melee cavalry would be substituted by light and heavy horse archers. In general the

    amount of cavalry would be higher and the infantry mostly equipped with bows, with only a

    comparatively small part equipped for melee. RR attempts to create the conditions that encourage

    realistic army composition.

    Encourage Increased Use of Mercenaries

    In an age where mercenaries played a crucial part in warfare, RR implements a cost and availability

    structure around most units recruitable by the player such that the use of mercenaries is more

    desirable, and attempts to make mercenaries useful and necessary without letting them dominate the

    campaign. The value of mercenaries is closely linked to the availability of the normal unit roster.

    The more problems we make to recruit regular units of the faction the more valuable mercenaries

    will become. When military desasters like Crecy left a kindgom with insufficent trained manpower

    (=reduced replacement rates), when major conflicts exceed the military potential of a state

    (=balanced pool sizes of recruitable units in settlements) or time is running out (=some units take

    longer than one turn to train), European rulers frequently relied on bands of mercenaries to wage

    their wars.

    Historical Accuracy In Regard of the Appearence of Unit Types

    The vanilla recruitment system leads to ahistorical situations, in which units that were quite

    common at an age are placed at the end of the tech tree or their appearence occurs far before their

    time. RR attempts to ensure that units appear during the approximately correct historical timeframe.

    Making Military Disasters Have More Impact

    Following on from the above, it can take some time to recruit a capable, large army. If that army is

    subsequently destroyed it can take some time to recover.

    Trying to Represent the Advantages and Disadvantages of Each Faction's Unit

    Mix

    Historically, each faction's unit mix had a certain 'flavour'. For example, France relied heavily upon

    Heavy Cavalry and Nobles and was one of the first to move to a professional force, England her

    archers, Lithuania had a very 'Early'-style roster with lots of Nobles, Early Professionals and Militia

    (+ Religious Order), Mongol Forces are largely derived from plains warriors welded into a

    disciplined force, Middle Eastern factions were less feudal and some had slave units etc. RR

    attempts to recreate this, and any relevant advantages and disadvantages, by categorising each

    faction's units appropriately.

    Generally Making the Strategic Part of the Game More Challenging

    Well, I think this is self-explanatory.

    The Categories

    Overview

    Following is an overview of the nine categories in the RR system. Each category is defined by 6

    main characteristics.

    Pool Size

    : The maximum number of available units of this type available for recruitment at any

    time.

    Pool Priority

    : For every building tier, there is a maximum size allowed for all combined pools at

    that level, called the Total Force Pool (TFP). Units with a low pool priority will be bumped out of

    the TFP by higher-priority units. For example, if a Late Professional unit enters the TFP and there is

    no room, it can bump out a Local or Rural Levy.

    Replacement Rate

    : The rate at which new units become available for recruitment and go into the

    Pool.

    Training Time

    : Defines when newly-recruited units become available. For most categories, it is the

    next turn. For Late Professionals and Urban Professionals, it varies by the unit quality and type.

    Generally, better-quality units, archers and cavalry take longer to train.

    Recruitment Cost

    : The cost to recruit one unit of this type. Factors influencing Recruitment Cost

    are:

    · Armor: from Padded to Late Renaissance Plate, more heavily armored units cost more

    · Mount Type: from Pony to Armored Horse, better mounts cost more. Most cavalry units also

    maintain at least 1 additional fighting mount, though the armor cost is paid for only once

    · Riding Mounts: Mounted and Dismounted versions of those mounted units (eg Dismounted

    Knights) maintain from 1 to 4 additional cheap riding mounts

    · Weapons: from Spears to Muskets, better and more technologically advanced weapons are

    more expensive

    · Training Costs: Training costs increase in the following hierarchy: Crossbow < Melee <

    Javelin < Gun < Archer. Mounted training costs are significantly higher. Training costs for

    Swords and Polearms are increased. Training costs for 'highly_trained' units are increased.

    Upkeep Cost

    : The cost to support and pay for this unit for 1 turn. Upkeep costs increase in the

    following hierarchy: Javelin < Archer < Melee < Crossbow < Gun. One turn's upkeep cost is also

    paid to the unit during training. Mounted units cost significantly more.

    Special

    : Any special factors influencing the unit category.

    Recruitment and Upkeep Costs are heavily modified by Real Combat unit class: Peasant < Militia <

    Average < Superior < Elite.

    Note that all costs are calculated PER MAN and multiplied out by the number of men per unit, to

    arrive at a final unit cost, eg although it may cost less to recruit an individual spearman than a

    swordsman, a unit of spearmen may cost more by virtue of being 25% larger.

    Feudals

    Pool Size: Low

    Pool Priority: High

    Replacement Rate: Very Low

    Training Time: Next Turn

    Recruitment Cost: Normal

    Upkeep Cost: Doubled

    Special: Limited Free Upkeep in Castles, units often impetuous or of low discipline

    The major and minor nobles, that follow the call to arms by their overlord, the king and bring with

    them their armed retinues. They serve as part of their tenure agreement and formed the core of the

    early eraดs armies, but will not die out even at the end of the period given by the game. This

    category includes almost all of the early, high and late eraดs european heavy cavalry, a large part of

    the light cavalry and the noble infantry. The giving of tenured land (fief) to the feudal vassal is

    simulated by the payment of the one-time Recruitment Cost (which could instead in this case be

    called a tenure agreement). The ongoing obligation of the vassal is simulated by making it a free

    upkeep unit at the castle. If the vassal/feudal unit ends the year away from castle, it has clearly been

    in the lord's service that year/turn for a greater period that its nominal obligation, and an upkeep

    cost of some variety must then be paid. The upkeep costs for Feudal units in such a case are

    substantial, and capricious feudal nobles were a constant source of headaches to the crown. Note

    that these units are recruited by the castle, not the barracks or stables. By recruiting at the castle we

    are simulating the gathering of nobles/landowners seeking tenure from the castle lord. Because the

    number of Feudal units will be quite limited, their relative importance rises, and the number of

    Early Professionals, Locals, Urban Militia and Rural Levies will rise. NOTE: In the Late Era, the

    number of free upkeep Feudal units normally supported (Castle 1, Fortress 2, Citadel 3) falls by 1.

    The feudal system is gradually disappearing.

    Early Professionals

    Pool Size: Low

    Pool Priority: Medium; First Early Pro in the Pool does not count toward TFP limit

    Replacement Rate: Low

    Training Time: Next Turn

    Recruitment Cost: All Training and Equipment/Mounts Discounted

    Upkeep Cost: Increased

    Special: Also in it for the loot, but no way (yet) to simulate this

    This category encompasses all those types of men, who live solely by waging war in the pay of

    either some noble or the crown on the base of contracts for a specific amount of time or a campaign.

    Although they are full-time soldiers, their regular pay, while of significant size, is often just

    complementary to them getting a chance to loot and as they are regularly dismissed, after they

    served their purpose in a specific campaign, they often invest their money in a second base of

    fortune or have to look for another mission by another employer. This and the relatively easy going

    recruitement criteria mean that the numbers of professionals in a kingdomดs service are extremely

    volatile. They represent hard-bitten individuals or small groups of men, who are trying their best to

    profit from the ongoing feuds and major campaigns of the medieval world, which leads to a

    surprising high fighting morale, while their discipline and equipment is generally of good to

    moderate. The more efficient and better equipped units of this category are supposed to be that part

    of this class that found a regular employment in a nobleดs or the crownดs service. For the first half

    of the gameดs timeline early professionals are the core of the melee infantry part of an army

    supplemented by militias, while the noble heavy infantry is either used at critical points or kept in

    reserve. Sergeant spearmen are a stereotype of this category. The poor Replacement Rate of Early

    Professionals leads to the result that short and properly prepared campaigns would see a good

    amount of them, but ad-hoc fights and prolonged campaigns will quickly eat up the reserves of

    trained men. Note that it is recommended, when using Early Professionals, to disband them in the

    settlement from where they were hired if they are not immediately needed. This keeps upkeep costs

    down and they will appear in the Recruiting Pool again next turn. This is a reasonably good abstract

    simulation of what happened historically. If the dividing line between Early Pros and Mercenaries

    seems somewhat blurred, that's because it is.

    Late Professionals

    Pool Size: Average

    Pool Priority: High

    Replacement Rate: High

    Training Time: Varies

    Recruitment Cost: Increased

    Upkeep Cost: Normal

    Special: Training Time varies based on Unit Type and Quality; higher proportion of

    disciplined units

    Contrary to their early counterparts late professionals have much clearer dependencies, which come

    along with the development of the stronger central powers of the medieval states. Instead of being

    assigned for service for a specific campaign the crown now tended to keep a significant amount of
    those full-time soldiers in regular pay and founded something similar to a standing army, which
    encompassed the most reliable (which means loyal to the realmดs gouverment, not well behaving)
    companies of armed men, whose core stayed the same for a considerable amount of time, even as
    still a good part them had a fluctuating staff. They have a specially trained officer corps (in which,
    as a novelty, even some minor nobles make career) and the more advanced states even sport regular
    recruitment institutions (like the military academy). Their equipment is usually among the best
    available, as the states wanted to profit from their considerable investment they put into their
    training and more often used the threat of the power, which they represented, to ensure the loyality
    of the major nobles of the realm, than in actual battles against foreign powers. Going along with this
    and the technological development the kings of europe made sure that almost every tactical role on
    the battlefield (especially that of the heavy cavalry) now could be brought to bear by a class, whose
    primary dependency was to the crown, instead of local nobles. This is represented by units as
    Lancers, Demi-Lancers, Pikemen and Arquebusiers, which are all part of this category. Due to the
    infrastructure and training time required to field units in this category, recruiting cost is increased.
    Urban Professionals
    Pool Size: Average
    Pool Priority: High
    Replacement Rate: Average
    Training Time: Varies
    Recruitment Cost: Increased
    Upkeep Cost: Normal
    Special: Training Time varies based on Unit Type and Quality
    Similar to Late Professionals, but the units are recruited and trained in a city.
    Urban Militias
    Pool Size: Average
    Pool Priority: Low
    Replacement Rate: High
    Training Time: Next Turn
    Recruitment Cost: Equipment/Mounts Discounted
    Upkeep Cost: Increased
    Special: Limited Free Upkeep in Cities, expensive and less morale than regular units when
    away from them in the field
    Lo and behold, urban units are taken from a regionดs urban centres and often they are paid by them
    as well, while they are doing their usual service of guarding and patrolling the townsด areas of
    interest, which is represented by being a free upkeep unit, as long as they are garrisoned in a town.
    If leaving the townดs limits they are supposed to be that urban centreดs contribution to the kingdom
    ดs war efforts and sequentially have to be paid and provisioned by the crown. This also causes
    economic dislocation in their home town. While some of them, who were raised in towns of
    secondary importance, are organized militias, those who are recruited by the more influential
    population centres often have no other job besides soldiery, as we suppose that such big amounts of
    population can produce enough income for letting a significant amount of the citizens dedicate their
    live to secure this income. (And their comparatively high independency towards the realmดs
    leadership.) Their main characteristic is their relatively good equipment (as there are enough
    specialist craftsmen in a city), much of which they pay for themselves, while their effectivenes and
    discipline will proportionally increase with the cityดs political and economical importance, even
    when still lacking a bit in comparison to true professionals, who live by war (instead to live by
    keeping the peace). Italian Militias would be a perfect representative of this category.
    Locals
    Pool Size: Average
    Pool Priority: Low
    Replacement Rate: Average
    Training Time: Next Turn
    Recruitment Cost: Equipment/Mounts Discounted
    Upkeep Cost: Increased
    Special: Discipline typically lower than for trained units, usually have the 'untrained'
    attribute, limited Free Upkeep in castle regions where recruited
    This group encompasses members of kingdoms which have either a sophisticated system of
    implementing the rural population into its armed forces (eg Longbowmen) or who have a
    considerable amount of more warlike population (eg Woodsmen). Locals serve as part of their duty
    as subjects of the realm and, mostly, are either receiving less pay than other soldiers or none at all,
    though the time taken for their training and organisation does cause some economic dislocation.
    There are, of course, also volunteers among this group, but mainly because there is a multtude of
    reasons why someone lost his livelihood. Their main characteristic is, that they are never full time
    soldiers, but all their martial prowess is learned as part of their civil live or during the short training
    they receive before being organized in companies, given officers of regular units (mostly
    experienced full-time soldiers and only very seldom one of their own people of higher status like
    village headmen) and shooed in direction of the battlefield. Their quality mainly depends on how
    warlike their origin is, while their equipment is commonly of low quality, second hand (which
    means looted) or provided by themselves, which makes them more readily available than other
    troop categories.
    Rural Levies
    Pool Size: High
    Pool Priority: Very Low
    Replacement Rate: High
    Training Time: Next Turn
    Recruitment Cost: Equipment/Mounts Discounted (usually have none)
    Upkeep Cost: Normal
    Special: Very Low Morale
    As can be expected by the name this category summarizes all units that are recruited from the rural
    population, mostly by drafting them. These units are mostly peasants and have little to no military
    skill. Against any substantial opposition, they are likely to run away.
    Religious Order
    Pool Size: Varies, but typically Low
    Pool Priority: High; First Order unit in the Pool does not count toward TFP limit
    Replacement Rate: Varies, but typically Very Low
    Training Time: Next Turn
    Recruitment Cost: Normal
    Upkeep Cost: Reduced
    Special: Typically Good Morale
    Members of religious orders, they are called to their tasks. As such, they are fighting for a cause that
    does not necessarily place payment for their services in such a high priority, and their upkeep is
    somewhat reduced.
    Mercenaries
    Pool Size: Varies
    Pool Priority: N/A
    Replacement Rate: Varies
    Training Time: Immediate
    Recruitment Cost: Varies, But Usually Reduced (More experienced Mercenaries cost more
    however)
    Upkeep Cost: At Least Double
    Special: Often (but not always) slightly reduced morale.
    To recruit a mercenary is in almost all cases a cheaper (and certainly more immediate) option that
    recruiting and training the corresponding faction unit. However, their upkeep (read: pay) is also
    typically at least double what a regular soldier would receive. Thus, their long-term employment
    quickly becomes an expensive proposition. To add to this, they are often somewhat averse to risking
    their lives in combat. Experienced mercenaries will cost somewhat more to hire.
    ERA System
    Real Recruitment varies the availability of all units in a very detailed fashion depending on the current date:












    Early, High or Late. Aside from whether the unit is available or not, its level of availability can also vary from year

    to year. For example, some units that are common in the Early Era will become less available in later

    eras. Changes will be particularly evident for Feudal units.

    Units also become available as a result of technological advances.


    If you want to use another BattleAI
    Spoiler Alert, click show to read: 
    Make sure that you have the following text at the top of the data/battle_config.xml file:

    <config>

    <!-- global combat balancing factors -->

    <combat-balancing>
    <missile-target-accuracy>
    <infantry>1.0</infantry>
    <cavalry>1.5</cavalry>
    <elephants>2.0</elephants>

    </missile-target-accuracy>


    <melee-hit-rate>2.00</melee-hit-rate>


    </combat-balancing>

    Also I recommend you don't use another descr_formations_ai file as it may cause a crash due to the new 'Skirmisher' class.



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

    Please check back here often for updates and new Hotfixes.

    -PB
    Last edited by Point Blank; August 14, 2010 at 08:54 AM.

  2. #2

    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    Note: after this update, assuming there are no major errors, I will be spending some time working on TATW. Then I will be back here and will either put together an update than can be applied over 6.3 (if necessary), or take some parts of 6.3 and apply them here. I would probably prefer to do the former, and also give 6.3 some time to stabilise and have some small patches applied.

  3. #3
    Alpha Zeke's Avatar Vicarius
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    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    What SS is this for? 6.1?

  4. #4

    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    Yes. It includes 6.2:

    DOWNLOAD AND INSTALLATION:

    Install over the top of SS6.1 with RR and BGR options UNTICKED.

  5. #5

    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    Thanks and congratulations on more or less finishing up one of the best sub-mods out there and all that work

  6. #6

    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    Thanks, hopefully there can be convergence of some elements with 6.3 not too far away

  7. #7
    Alpha Zeke's Avatar Vicarius
    Join Date
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    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    Ah I see. Congratulations

  8. #8
    ferretboy's Avatar Foederatus
    Join Date
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    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    Many thanks for this Great mod

  9. #9

    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    what's the difference with the final beta? and does it not save game compatible with the final beta? is it pointless to download and install it over the final beta?
    Last edited by napoleonic; August 12, 2010 at 09:54 PM.

  10. #10

    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    Am I the only one who canīt start a late era or 1450 campaign after this update?

  11. #11

    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    At least one thing I can see right away is that this version (the Truly Final Beta, TFB for short) has the latest, bestest Germanicu5 AI.

    If the last patch I installed was the February or March one, can I plop TFB on top directly?

    What do I have to delete to get rid of the part of the assimilation script that doesn't let me build on the first turn of taking a settlement? It's not the not being able to build that I mind but the not being able to destroy right after taking a settlement, since that gets in the way of raiding enemy settlements. Surely you wouldn't need to wait for the dust to clear and the population to accept you as their lord before burning their homes.

    All that religious scripting will slow down the AI turn, won't it? Oh yeah, that's another reason why I don't like the "no building on the first turn" script.

    In case this is not the final beta, let's just call it the August 12 update, haha.

  12. #12

    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    Quote Originally Posted by cerdo guerrero View Post
    Am I the only one who canīt start a late era or 1450 campaign after this update?
    Whoa you are right, I'll get onto that immediately.

    EDIT: OK found it, can fix easy, will fix shortly

    EDIT: OK copy the attached file to:
    C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\Data\world\maps\campaign\custom\Late_Era_Campaign

    AND

    C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\Data\world\maps\campaign\custom\1450_Campaign

    I'll update the main download.
    Last edited by Point Blank; August 13, 2010 at 04:42 AM.

  13. #13

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    PB, wanna answer my question? I'm sure someone will ask for it sooner or later

  14. #14

    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    Quote Originally Posted by Point Blank View Post
    EDIT: OK copy the attached file to:
    C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\Data\world\maps\campaign\custom\Late_Era_Campaign

    AND

    C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\Data\world\maps\campaign\custom\1450_Campaign
    Yep, that worked.
    Thanks for the quick hotfix.

  15. #15

    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    Quote Originally Posted by napoleonic View Post
    what's the difference with the final beta? and does it not save game compatible with the final beta? is it pointless to download and install it over the final beta?
    This supercedes all previous patches and updates, including final beta. You can install over the top of the final beta, but its not save-game compatible.

  16. #16
    Centenarius
    Join Date
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    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    PB i just want to know if this release is the same with the Final Beta one.
    I have started a campaing with the Final Beta RR/RC and i on't want to lose it again






  17. #17

    Default Re: FINAL SS RR/RC COMPILATION AUGUST 12

    Quote Originally Posted by Point Blank View Post
    This supercedes all previous patches and updates, including final beta. You can install over the top of the final beta, but its not save-game compatible.

  18. #18
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
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    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Wow a self-quote. PB I think you need to put that in the original post in huge bright red flashing font. Or possibly make it part of your signature

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  19. #19

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Good idea

  20. #20

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    ^ you missed our point, we want to know whether downloading and installing this over final beta is worth it or not? who would want to lost his campaign only to found out that the differences is, for example, a new banner?

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