Play custom battles or campaign with very huge units :
- one file for custom battles (costs are not adjusted for campaign, it is unappropriate to use it for)
- another one for campaign (in this one many units are smaller = elites, cavs)
the files goes to :
C:\Program Files (x86)\SEGA\Medieval II Total War\mods\teutonic\data
(export_descr_unit CAMPAIGN needs to be rename as export_descr_unit to be used)
* 250 soldiers in most of units (not cavs and elites in the campaign one)
* 10 machines in artillery units (not in the campaign one)
* some changes in unit stats:
- Cav's charges more powerfull
- deamons, ogres, vampires, beastmen = strongers
- very_hardy for all light cavs, orks, dwarves and chaos knight, sorcellers, bears, stirland patrol, knight wolves, warpriests, reikguard, ogres, leopards, cold_one, bestigors, gors
- hardy for all elves, druuchiis, cavs, all elites, ostland spearmen, death heads, averland halberdmen, swords of ulric and talabecland, marauders
- dwarves, heavy inf = -20% speed
- Phalanx, spearmen, chaos knights, bears = -10% speed
- other cavs = +10% speed
- light cavs = +10/20% speed
- lock_morale remove (not remove for deamons, killers, undeads)
- Orks and Gors are not "untrained" (their all live is a training)
- Black Orks, graves, dwarves, elves, chevalry orders, some mercs = disciplined and highly trained
- Bretonnian knights = impetuous
- Empire artillery = highly trained
- orks/goblins catapults more powerfull
- savage orks = +5 moral
- orks = +3 moral/attack to (big ones = just +1)
- dwarves/elves/druuchiis/undead = +1/+2 attack
- chaos knights = +3 attack
- increase targeting distance for missile units (AI use missiles better)
- reduced ammos
- reduce charge distance
- only long drong, dwarves miners, chaos dwarves, horrors, nuln enginers, besiegers = cannot_skirmish
- remove "start_not_skirmishing" and stakes



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