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Thread: Embassy Sub Mod Released

  1. #1

    Default Embassy Sub Mod Released

    REQUIRES:
    MEDIEVAL II TOTAL WAR: KINGDOMS
    Custom Campaign Mod 2 Hotseat Sub Mod (dont know if works with CCM2, only tested with CCM2HS)

    This Sub Mod adds the Embassy building with the function to enable the recruitment of the faction main troops (barracks,missiles,etc) in the settlement, whitout this building you will not be able
    to train them. When someone conquers a settlement with a embassy it will be auto destroyed and the conqueror will need to build a new one to train his main troops.

    AI will ignore this mechanic and train units whitout or with the embassy.

    Buildings affected by the Embassy:
    -City Barracks
    -Castle Barracks
    -Equestrian ( stables, etc..)
    -Missiles (archery range, etc.. )
    -Meso palace (aztec)
    -Bullring
    -Urban equestrian (racing track and sultans racing track)
    -Professional military


    There is a bug when you put a bonus with a unit with building requirements(CTD) so I had to make the following changes to make it fair for all factions.

    CHANGES:

    -Aztecs recruitment changed, the Meso palace will build the aztecs main troops.
    -Implemented an embassy in all the starting settlements of every faction in all campaigns.
    -City barracks no longer gives law bonus.
    -Urban_equestrian no longer gives races and happines, construction time reduced, price rebalanced.
    -Armored Clergy moved to Equestrian.
    -Janissary Heavy Inf moved to castle_barracks
    -Troops in Caravan moved to Urban_equestrian
    -Professional_military enabled for hre and milan.
    -Forlorn Hope moved to Professional_military
    -Famiglia Ducale moved to Professional_military
    -Plaza_del_toro no longer gives happines bonus, made it cheaper.


    INSTALLATION:

    -Copy the data folder in your CCM2HS directory.
    -To revert to vanilla copy data folder in vanilla CCM2HS directory.

    NOTE:
    its not save compatible.

    The cost of the Embassy its 3 turns and 2000 florins, you can change it in the export_descr_buildings.txt the building entry its in the bottom.



    Feel free to comment and make any suggestions.
    Last edited by wolf-yop; April 16, 2012 at 03:12 PM.

  2. #2
    Vipman's Avatar Protector Domesticus
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    Default Re: Embassy Sub Mod Released

    wow, you made it a submod, bravo +rep
    edit: you've done it for both grand campaign and the custom ones? very nice then
    Last edited by Vipman; April 16, 2012 at 06:49 AM.

  3. #3

    Default Re: Embassy Sub Mod Released

    Quote Originally Posted by vipman View Post
    wow, you made it a submod, bravo +rep
    edit: you've done it for both grand campaign and the custom ones? very nice then
    yes, all custom campaign have the starting embassy and the scripts to make it work with AI.

  4. #4

    Default Re: Embassy Sub Mod Released

    Great Work!

    I have added a link to it in the list of compatible sub mods and the CCM2HS released thread. I really need to spread more rep around so I can give you some more.
    Total War Modder, Former Total War Developer

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