Change it in the EDU.
Change it in the EDU.
Where is that (sry i'm newb to modding lol)? Also will it change for a game already in progress?
The Kara-Khitai were Buddhists IIRC, maybe Christians.I have read that the Tibetan faction of All Under Heaven: http://www.twcenter.net/forums/showthread.php?t=359895 is of Yelu Dashi a modder of Broken Crescent mod. So you could include the Tibetan faction in the mod as the only buddhist faction? or if no more space to include factions in the mod in place include Tibetan units as mercenaries to recruit in the territories bordering Tibet?
stat_cost 1, 2099, 1299, 196, 88, 2099 ---> stat_cost 1, 2099, 299, 196, 88, 2099
Yeah, it will.
How was the bugged sword animation fixed? Did Taiji make a new one or did he just change "sword" to "mace" in models_db?
Last edited by k/t; April 09, 2012 at 10:35 PM.
I've searched and searched. What is the official status of the Generals etc never dying? Very good mod highly addictive. Also, how can I tell if I'm playing 2.3.2 or 2.3.2.2 instead of 2.3?
Never dying in combat due to too many HPs or never dying of old age?
descr_campaign_db
<family_tree>
<max_age uint="120"/>
<max_age_for_marriage_for_male uint="55"/>
<max_age_for_marriage_for_female uint="35"/>
<max_age_before_death uint="121"/>
<max_age_of_child uint="10"/>
<old_age uint="50"/>
<age_of_manhood uint="16"/>
<daughters_age_of_consent uint="16"/>
<daughters_retirement_age uint="36"/>
<age_difference_min int="-10"/>
<age_difference_max int="30"/>
<parent_to_child_min_age_diff uint="12"/>
<min_adoption_age uint="16"/>
<max_adoption_age uint="30"/>
<max_age_for_conception uint="50"/>
<age_of_manhood_close uint="14"/>
<max_number_of_children uint="4"/>
</family_tree>
Change the 120 to 90.
If you installed the 2.3.2 patch over the 2.3 version, then it should say 2.3.2. The final .2 of 2.3.2.2 is just a hotfix, but the game will still say 2.3.2.
thanks k/t, i think i'll change it to 699 now though, seems more fair lol
thanks man I'll try it out now. The problem was everybody living 2 long.
Age settings in descr_campaign_db are related to family trees in descr_strat. If you changed the former, and not changed the latter, then you will most likely experience some problems due to now-faulty family-trees.
And why to change the setting anyway? Immortal characters have been fixed in 2.3.2.
Changing the maximum age will cause problems in descr_strat? How?
I remember people asking why characters live so long and I assumed this was about that. I haven't played 2.3 yet, so I don't know.
Some family trees are extensive and include characters that passed away long time ago. To do that, we had to set the age at maximum. If you change that, their entries will not be valid anymore.
I had a Faction Leader live until 70ish, I assumed it was a bug after reading other posts? Do you suggest I put the settings back to normal 2.3.2(.2)?
Did they really not die ever or they were really long lived like in TATW?
In my Roman campaign i had Manuel I live until he was 90 something, when he was killed in battle.
I'll put the settings back to 2.3.2.2 and let you know if people live too long.
I don't know if this is been brought up already, but there's a very significant bug in at least the 2.3.2 build. If you start a campaign as the Kingdom of Jerusalem, on the first turn you're able to recruit Dismounted Templar Knights - distinct, of course, from Dismounted Templars. When you look at the description for Chapter of the Templar Order, it says that Dismounted Templar Knights can be recruited. If you recruit the unit the first turn, they appear normally the following turn. However, the second turn, you can no longer recruit Dismounted Templar Knights, and the name of the unit disappears from the Chapter of the Templar Order description. At that point, you can never recruit them again. Is there a way to fix this?
I think I've heard of this before.
Here's what I found in the EDB:
recruit_pool "koj knights dismounted templar" 1 0.12 1 0 requires factions { france, } and hidden_resource cbr_koj and not event_counter templar 1 and event_counter mongol_em 1 and not event_counter first_turn 1
What happens if you delete "and not event_counter first_turn 1"?
There are several lines like that, so you'll have to delete the last part in each.
Last edited by k/t; April 16, 2012 at 12:02 AM.
Thanks, but how do I get to that stuff? I don't even know what EDB stands for. Sorry, I've been playing this game since it came out but I don't know much about the under-the-hood stuff.
To change what k/t mentioned, go to your Medieval II Total War folder(in program files, most likely), open the "mods" folder, open the Broken_Crescent_Kingdoms folder, go to the data folder, and open the "export_descr_buildings".