-
February 13, 2013, 12:26 PM
#1
Kypchak Nomad Lancers
Hey guys, first of all just wanted to say loving the mod. I'm studying middle eastern history at St Andrews in Scotland and this period really takes my fancy.
Basically I'm playing as the Kypchaks on 2.3.2 (H/H) and although it's been great, I keep seeing mention in guides and stuff of Nomad Lancers. I can recruit the dismounted version, but they are nowhere to be seen in any of my building options as recruitable. I have two fortresses and neither can produce any melee cavalry aside from the slavs. Why were they removed from the game?
Thanks in advance.
-
February 13, 2013, 02:10 PM
#2
Re: Kypchak Nomad Lancers
Someone forgot to add them (and other Kypchak units) to the EDB, so they're not available in the campaign.
There's a submod that fixes it, or you can add them to the stables yourself.
http://www.twcenter.net/forums/showthread.php?t=522108
-
February 13, 2013, 02:37 PM
#3
Re: Kypchak Nomad Lancers
Would that be savegame compatible? And excuse my noobishness but what is an EDB.
-
February 13, 2013, 04:39 PM
#4
Re: Kypchak Nomad Lancers
edit description building (the name of a text file)
-
February 13, 2013, 08:26 PM
#5
Re: Kypchak Nomad Lancers
D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data -> export_descr_building.txt
Using that submod will affect your current game.
-
February 14, 2013, 05:26 AM
#6
Re: Kypchak Nomad Lancers
Does 'effect the current game' = compatibility or crashes?
-
February 14, 2013, 12:02 PM
#7
Re: Kypchak Nomad Lancers
Just the one you want, haha.
-
February 14, 2013, 11:00 PM
#8
Foederatus
-
February 15, 2013, 01:13 AM
#9
Re: Kypchak Nomad Lancers
What do you mean by "more standardized"? Mine does, but it's not ready yet.
-
February 15, 2013, 01:25 AM
#10
Foederatus
Re: Kypchak Nomad Lancers
Well, more balanced in regard to the other factions for both the player and the AI. As well as also containing any missing units in other factions that are available in custom battles but not in campaign.
-
February 15, 2013, 12:24 PM
#11
Re: Kypchak Nomad Lancers
I've changed things dramatically for my submod, but maybe one of my older back-up EDUs will fit your game. I'll check.
Try this one.
It is modified, however, so units replenish at the same rate for the AI and the player. But it has all the Kypchak units - I put them in myself.
Hmm, it also has a big bonus for the AI - it makes buildings cost only 1 florin. It's a feature meant to help the AI develop its settlements, and it works well with the Carl script (which I always use), but it doesn't work well with giant free money scripts for the AI. Check campaign_script, and if in BC AI factions get tons of bonus money, remove these lines from every core building in the EDB:
construction_cost_bonus_stone bonus 100 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 100 requires event_counter is_the_ai 1
Last edited by k/t; February 15, 2013 at 01:14 PM.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules