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    Default RR/RC for Broken Crescent - RELEASED

    Edit 23 October 2013 - Better links to download the submod (the first link is the submod, the second is the update):

    http://www.mediafire.com/?yonouza3mmd8aju


    http://www.mediafire.com/?9ltfsos94f5lxul

    Edit 29 July 2013 - I uploaded a new version of the Update and the forum doesn't now redirect to a blank page. The new version is just like the old version but it includes the new map_heights file which allows ships to pass through the Dardanelles and which was previously attached on its own on page 6 or 7. The new version of the update is also attached on page 7, but I put it here as well so everything is in one place.

    Edit 12 March 2013 - IF YOU'RE JUST GETTING THIS MOD, YOU NEED THE "BC RR-RC" FILE FIRST. PASTE THE FILES IN "UPDATE12032013.RAR" OVER THE CORRESPONDING ONES FROM BEFORE. DELETING MAP.RWM IS NEEDED ONCE AGAIN FOR NEW CAMPAIGNS. The export_units file is not really necessary, but I fixed some spelling and grammar mistakes that I stumbled upon while working, as well as correctly formatted it (it no longer displays /n/n or \n\n but instead it has the proper spaces).

    Edit 27 February 2013 - USE THE FILES ATTACHED AT THE BOTTOM OF THIS POST. THEY SUPERSEDE ALL OTHERS.

    First of all, thanks to wudang_clown for letting me alter some of the units (by which I mean for letting me delegate the altering of some of the units to someone else, who happened to be the next person on the list), Jedi Knight for altering the units, Judeman for combing through the EDU and prompting a massive revision of armour stats, Fred Putz for the Carl script, Point Blank for his wonderful system and for letting me use his files, and the wonderful citizens of Azaq, Constantinople and Nizwa, who generously allowed me to build up their cities only to destroy them and rebuild them and destroy them again for the purpose of testing things.

    Thanks to Gigantus for giving Saqsin a port and trying to make Geomod work for me.

    Also thanks to Aqd, who provided altered units as well. I ultimately went with Jedi Knight's because they were closer to what I was envisioning.

    NOTE TO ALL PLAYERS:
    If you find anything wrong or strange, let me know. However, before asking anything about unit stats or such, check the EDU, because I have written a detailed explanation of why the stats are what they are. Apart from that, let me know your thoughts on everything. This version is experimental and I want to improve it as much as possible.

    FEATURES:

    Included the Carl script. Read about it here: http://www.twcenter.net/forums/showt...-version-added

    All settlements are cities

    Massively overhauled recruitment system - Late Professionals require stables (cavalry) or barracks (infantry), Militia, Early Professionals, Locals and Levies are recruited from the City Hall line, Ghulams require barracks or stables which in turn require slave markets. All barracks and stables require the City Hall line as well as armourers, since the Late Professional units were trained and equipped by the government. Hence, they take a long time to recruit (based on quality) and they cost a lot since you, as the ruler, have to buy equipment for them. However, they have larger unit sizes and good morale, so they should form the core of your army. Finally, Feudal units are recruited from fiefs. These carry an income penalty for the player, since they represent lands granted to nobles and therefore foregone revenues. In exchange, you'll be able to rely on feudal units that equip themselves and therefore have a low recruitment cost. They also have free_upkeep, since you don't have to pay the nobles when they're resting on their own estates. Feudal buildings require the City Hall line, the Market line and the Roads line. The second tier feudal building doesn't offer any new units but dramatically increases the replenishment rate.

    Eliminated "practice" buildings - you no longer have to build a barracks that doesn't allow you to recruit anything just so you can build the next barracks which does. Every building either allows a new unit or increases the replenishment rates of the units. Usually you will need to grow your city to the next level and/or upgrade your armourer in order to upgrade the barracks or stables, as the units are arranged based on quality and armour worn. Furthermore, higher-level barracks or stables do not take longer or cost more to build than the earlier tiers, because if you wanted a bigger stable you wouldn't knock down the one you already had and build a new, bigger one instead - you would just build an addition to the one you already had.

    Only factions with Late Professional troops can build barracks and stables, and each faction has customized trees for them. Barracks and stables can only be built in the native lands of a faction (core and border areas), since the units they allow can only be recruited in those regions anyway.

    Barracks, stables and City Hall buildings now give an income penalty to represent the salaries of the bureaucrats and the cost of administering an army and running a country.

    Unit stats are based on Point Blank's Real Combat 2.0 system instead of on fantasy - no more infantry with higher attack than charging cavalry, archers now have different attack numbers based on quality and bow type, armour actually makes a difference

    Infantry unit sizes increased (generally speaking)

    Cavalry unit sizes decreased (same)

    Unit size based on type rather than on quality, since the power of high-quality units was in part negated by their small size

    High-quality units replenish slower instead

    Late Professional units take from 3 to 7 turns to train, depending on quality

    Changed the recruitment and upkeep costs of every unit

    No more AP missiles

    Flaming arrows removed

    Archers have a lot more arrows; some horsearchers a lot more, some a few less. Missile accuracy globally increased (for some reason, infantry were easier to hit with arrows than elephants in Vanilla). Melee hit rate globally reduced.

    Heavily armoured units with big shields move slower

    Skirmishers move faster, especially javelinmen, since their throwing animation is so slow

    Mounted units move faster or slower depending on their mount, mount armour and battlefield role

    Spearmen no longer have gigantic bonuses against cavalry. They still have a bonus, but within reason.

    Cavalry masses reduced, heavily armoured units with big shields have increased mass - now spearmen and heavy units can actually withstand charges.

    All units are now recruitable in the campaign (I went through the EDU one unit at a time, so all the missing Kypchak units and the rest, both unrecruitable or put in the wrong place are now available)

    Royal Kataphractoi are now lance/mace, Faris Lancers have a mace as a secondary weapon, Ghazni Light Lancers have a saber as a secondary weapon, Mounted Sergeants and Hospitaller Brothers have swords as secondary weapons, Pelekyphoroi and Varangians only use their axes two-handed (thanks to Jedi Knight)

    Roads now give a trade bonus

    Roads now require higher levels of cities

    The Explorers' guild now gives a trade bonus and a trade fleet

    Armourers give a trade bonus instead of weapon upgrade and are required for barracks and stables

    Swordsmiths' guild gives an experience bonus instead of weapon upgrade

    Muslim Assassins' guild now gives a law bonus; only the Assassins' guild had that

    Port trade buildings now require higher levels of cities and ports

    Adjusted siege engine and ship building times and replenishment rates

    Changed silver in Nicaea province from 19,129 to 21,129 to make it accesible to merchants

    Plus a bunch of other stuff that I can't remember or mainly involves the moving around of units from one building to another, such as the Kingdom of Jerusalem depending heavily on Feudal units (from fiefs) and units imported from Europe, which require ports.

    12 March 2013 update

    New EDU with some corrections and changes (Khevsur Heavy Swordsmen now Early Professionals, Aspatak Skirmishers now Average, Noble Tribesmen Cavalry are now 60 instead of 70), also changed the formations to blockier ones, since before the units were strung out in rows of two.

    Oman and Sindh can no longer build the Ghulam Barracks, since they couldn't recruit Ghulams anyway.

    Fixed an instance of Khan's Guard appearing in campaign_script, and also changed the stats of the unit for ongoing campaigns.

    Fixed some regions whose religion levels didn't add up to 100% (thanks to Gigantus).

    Saqsin now has a port (thanks to Gigantus).

    Changed descr_walls so the towers no longer shoot without troops near them.

    The following units now have free_upkeep_unit, besides the ones which already did, which were the Militia ones: Turkman Macemen, Turkman Bowmen, Frontiersmen, Javelin Azaps, Turkman Crossbowmen, Persian Spearmen, Tajik Urban Militia, Persian Archers, Arab Spearmen, Arab Archers, Jat Spearmen, Jat Axemen, Ashrakazor Spearmen, Shinakan Skirmishers, Kartlian Spearmen, Maghrebi Marines, Khorasani Light Spearmen, Ghaznavid Bowmen, Pashtun Warriors, Lashkar Tribesmen, Dismounted Nomad Lancers, Kypchak Bowmen, Kypchak Javelinmen, Nomad Bowmen, Bharat Light Spearmen


    ######################################################################################
    INSTALLATION INSTRUCTIONS: DOWNLOAD THE ARCHIVE AND UNZIP IT INTO ITS OWN FOLDER. PASTE ALL THE FILES INTO THE PROPER FOLDERS, OVERWRITING WHEN ASKED. MAKE BACK-UPS OF YOUR FILES FIRST. THIS SUBMOD IS NOT SAVE GAME-COMPATIBLE.

    D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data -> battle_config, descr_campaign_db, descr_engines, descr_mount, descr_projectile, descr_walls, export_descr_building, export_descr_unit

    D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data\text -> export_buildings, export_units

    D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data\unit_models -> battle_models_db

    D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data\unit_models\_units -> the meshes in the folders. The meshes from the "romans" folder go into the "romans" folder, the meshes from the "abbasid" folder go into the "abbasid" folder, and so on. The meshes from the "ghulams" folder have a different name than the originals, so you don't need to make any back-ups in their case. The included battle_models_db has been changed to account for the new name.

    D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data\world\maps\campaign\imperial_campaign -> campaign_script, descr_mercenaries, descr_strat

    D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data\world\maps\base -> descr_regions, map_heights, map_features, map_regions

    IN THAT LAST FOLDER, DELETE map.rwm BEFORE STARTING YOUR FIRST CAMPAIGN. YOU ONLY HAVE TO DO THIS THE VERY FIRST TIME. THE GAME WILL TAKE A LITTLE LONGER TO START THAN USUAL BECAUSE IT IS GENERATING A NEW map.rwm WHICH INCLUDES ALL THE CHANGES FROM THE NEW FILES.

    TO REMOVE THE SUBMOD, SIMPLY PASTE ALL YOUR ORIGINAL FILES BACK INTO THEIR PROPER FOLDERS, OVERWRITING WHEN ASKED.

    WRITING IN CAPS IS FUN!
    ######################################################################################


    PLANS FOR THE FUTURE:

    Review the arrangement of units in the barracks (specifically, the connection between their armour and the armourer)
    Change the animations where necessary
    Tinker with the economy based on feedback
    Improve the garrison script
    Change the pictures for the new buildings
    Add the %$#@$ port to Saqsin! - DONE! (12-3-2013)
    Finish assigning cavalry types and change descr_mount and descr_skeleton accordingly
    Integrate new animations from Point Blank's RR/RC Compilation, especially the faster javelin throwing one
    Add Germanicu5's Battle AI


    KNOWN ISSUES:

    The new buildings will have the default red picture. I intend to do something about it at some point.


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

    Edit 24 February 2013: NEW EDU IN POST #56.

    --------------------------
    Original post below:


    I've always hated the unit stats in BC, as many of them were downright nonsensical. So I made this submod, because BC is a mod worth playing.

    It's still a work in progress, but it's very much useable. Save-compatible, too, which is why I wanted to release what I've done so far so people can test it. Well, partially save-compatible. The stat changes will take effect immediately, and units you recruit henceforth will be of the new sizes, but all existing units will retain their current sizes.

    I am planning to release a matching EDB once 2.4 comes out, because I don't want to do a lot of work twice. Right now I'm testing some things with the current EDB, such as the removal of various event_counters.


    Things I've changed:

    Most importantly - unit stats are now based on Point Blank's Real Combat 2.0 system instead of on fantasy - no more infantry with higher attack than charging cavalry, archers now have different attack numbers based on quality and bow type, armour actually makes a difference
    Infantry unit sizes increased (generally speaking)
    Cavalry unit sizes decreased (same)
    Unit size based on type rather than on quality, since the power of high-quality units was in part negated by their small size
    High-quality units replenish slower instead (well, they will once I release the EDB)
    Late Professional units take from 3 to 7 turns to train, depending on quality
    No more AP missiles
    Archers have a lot more arrows; some horsearchers a lot more, some a few less
    Heavily armoured units with big shields move slower
    Skirmishers move faster, especially javelinmen, since their throwing animation is so slow
    Mounted units move faster or slower depending on their mount, mount armour and battlefield role
    Spearmen no longer have gigantic bonuses against cavalry. They still have a bonus, but within reason.


    Still to do:

    I forgot to remove flaming arrows, but I'll do that soon
    Morale
    Terrain penalties
    Unit costs
    I haven't finished the stats of some cavalry units according to their battlefield role. Once PB answers my 600 questions about determining the role of each unit, I will finish what's left
    Free upkeep for Feudal and Militia units
    Changing the weapons and animations of some units (some cavalry units only have a lance and no melee weapon, Royal Kataphractoi have the odd choice of javelin and spear instead of lance and mace, some two-handed axe units stop to switch to one-hand and shield which makes them useless for charging, etc)


    Units will replenish much slower in the new EDB.
    I also plan to incorporate the Carl AI economy script by Fred Putz.

    Together, these two changes will eliminate the AI unit spam that so many people are experiencing.

    There will also be some tinkering with building times and costs.

    That reminds me - if you want to play with this EDU, go to the EDB and remove the weapon upgrade ability of the blacksmith buildings. The weapon upgrade unbalances Vanilla BC already, to say nothing of RC.

    Find every instance of "weapon_melee_blade 1" and delete it, or simply put a ; in front of it. Also partially save-compatible.


    Thanks to PB for the RC 2.0 guide and for his projectile file.

    TO INSTALL: Make back-up copies of your current EDU and descr_projectile files, then paste mine in their place in D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data

    To remove, overwrite my files with your back-up copies.

    I am also attaching a guide to RC 2.0 and a guide to Real Recruitment. Every unit has an explanation of its stats in the EDU, so check there and in the RC guide before asking me why such and such unit has such and such stats. If you notice any errors, let me know, since I know I've made some. I tested the EDU today in some Custom Battles and I found an addition/subtraction error.
    Attached Files Attached Files
    Last edited by k/t; October 23, 2013 at 02:01 PM.

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