As I recently posted on the main BB 4.24 thread, there is a small but important problem with the current Mongol temple line of buildings. The Mongol Shamanistic Ovoos are currently converting their regional population to paganism, rather than Tengriism. This makes the Mongols campaign much harder since recruitment of units and controlling captured settlements becomes much more difficult. I'm hoping the fix below will make the AI Mongols more active in the campaign in future, but so far I've only tested this fix while playing this faction. The fix below does not change anything for Lithuania. Their Imams still work properly, and I'm pretty sure Mongol Theologian's Guilds' religious conversion bonus is also in favor of Tengriism, but I would appreciate anyone more familiar with the workings of the game confirming this.
To correct this problem you need to go to the following folder: ... MIITW/ mods/ DLV_ext/ data
Open the export_descr_buildings file (with notepad)
Remember to back-up this file so you can undo changes easily if needed.
Nice catch mate, very good! +rep. This must explain why they usually don't do anything.
To fix the graphics issue go to \Medieval II Total War\mods\DLV_ext\data\UI\middle_eastern , in it there is a folder called "buildings", search for all files in it (and "construction" folder inside it) that contain this part: temple_velnias , this is how one of them is called: #middle_eastern_temple_velnias
There should be 12 in total. Edit their names and replace temple_velnias with temple_velnias_mongols and this is all.
About the theologians guild, you're corect, it converts population to the faction's religion, because this building is for all factions and is not assigned to a specific religion.
Thanks, Giumbix. I tried your solution for the graphics and it worked perfectly. Actually I copied and renamed the files you referred to in case removing the originals would mess with Lithuania, but I don't know if that was necessary.
I would rep + you if I could but I'm too much of a noob!
BTW, I can't wait to try out your Tsardoms Mod. It looks amazing. There are some very talented people on this forum.
This fix is stable. It contains a few redundant lines of code but it's my first try at modding so please don't be too critical.
My mini correction for BB4.24 is quite ready and I think, that with your permission, I could release it with your fix in one patch. What do you think ? Thanks.
Thanks, Giumbix. I tried your solution for the graphics and it worked perfectly. Actually I copied and renamed the files you referred to in case removing the originals would mess with Lithuania, but I don't know if that was necessary.
I would rep + you if I could but I'm too much of a noob!
BTW, I can't wait to try out your Tsardoms Mod. It looks amazing. There are some very talented people on this forum.
It wouldn't have messed with Lithuania because they have their own graphics starting with eastern_european instead of middle_eastern
To rep you click the green + button on a person't post. To be able to give rep that counts you need 25 (or 50, I can't remember which) posts and be a member for at least 2 weeks.
It is not my mod unfortunately I just put it to promote the mod
It wouldn't have messed with Lithuania because they have their own graphics starting with eastern_european instead of middle_eastern
To rep you click the green + button on a person't post.
Thanks again Giumbix. Strangely, I only get a get "+" option on my own posts but consider yourself rep+'ed in spirit!
Originally Posted by one day
My mini correction for BB4.24 is quite ready...
No worries One Day, be my guest. I'm happy to help out all my DLV+BB brethren. But if you're going to give credit for the fix please don't forget to mention Giumbix's help with the graphics.
Originally Posted by one day
I plan patch, where field-costs will be reduced 4 times, because there are 4 turns in the one year. Now costs are very expensive more then cost of new unit. And army, diplomats, assassins or spies have their normal wages. I think, it could be more balanced especially for small factions. What do you think, any suggestions ?
It sounds like we are on the same page regarding improving balance for small factions, BUT I would be very reluctant to change Taiji's unit or field costs. I think he's got that about right. The unit costs are usually 10% of the recruitment cost per season, and if you've ever owned a horse you'll know that's probably an understatement!
The key to this mod (and warfare in general) is gold, gold and more gold. Newcomers to this mod usually struggle with this aspect of the game a little but Taiji has included an investment system which can get even the most impoverished backwater faction (yes, Norway, I'm talking about you...) up and running. If you reduce unit costs you may make the game easier (not a good thing, IMO) particularly after the player has more than a couple of big cities. For example I'm currently playing Milan in a campaign I'm using to test something I've been working on, and in addition to Genoa and Milan, I've captured Venice (earning ~ 9000fl in a good season, and just under 20,000 in a great one!) and Bologna (earning >5000fl per season.) I've got full stacks parked in ~5 cities and 3 others in the field. I don't usually play the major powers so this is unusual for me, but I've got defense spending on 5 and I'm still struggling to avoid inflation.
Another issue with reducing unit costs is that you will run up against the used military size limits so any benefit will be limited in that way.
Your idea of fixing the way the game rounds costs up to the nearest 500fl is excellent and I will definitely apply that patch to my install.
Actually I've got a few more little fixes at various stages of development. I'm new to modding but I know this game like the back of my hand. It would be very helpful to have someone more experienced with the scripts used to give me a hand with bugs etc. If you would be interested in collaborating on a few more fixes please let me know.
Over the next few days I will start another thread with a fix/ micro-mod I've been working on for the moderators to to take a look at. It's been great fun to make and test, and I'm sure you will want to try it. So watch this space...
Also, if anyone knows some good cheat codes for modders I would really appreciate being pointed to them! Testing changes has been the most time consuming part of the process for me.
Hi Drinka,
I messed up when installing your new script (in your first post) by erasing the synagogue script which in the original file directly follows the building temple_velnias script (just before the building ordo_franciscana).
Could you or somebody post this script so I can paste it back in the file ?
Thanks !
Edit: Problem solved already
Last edited by Kaskad; April 13, 2013 at 04:43 AM.
Excellent job on noticing and fixing this oversight. I was the one who made the new religion profiles for Taiji's BB, and I had no idea that I had overlooked their religious buildings! Well made, and a stream-lined solution. Bravo!
Hi,
Year 1198 and I suddenly and sadly got this news...(see the attach 2 photos)
They had no enemies, except Rebels... I don't know if it is linked with the changes Drinka made, but it's the first time since I play DLV that a faction is destroyed so fast like that. ( I had also noticed that their main armies were blocked by rebel boats and could not cross the river for a while, then stayed there for 15 turns...untill the faction collapsed and they turned rebels).