"The real greatest pleasure of men is to repress rebels and defeat enemies, to exterminate them and grab everything they have; to see their married women crying, to ride on their steeds with smooth backs, to treat their beautiful queens and concubines as pajamas and pillows, to stare and kiss their rose-colored faces and to suck their sweet lips of nipple-colored."
Genghis Khan, as quoted in Jami' al-tawarikh
Heretics and Hoodlums v1.2 Custom Campaign for BB4.24
Getting tired of sending your forces to assault yet another rebel settlement guarded by yet another nameless and faceless rebel general?
Been wishing that rebel cities and castles were defended by Taiji's battle-hardened elite noblemen? You know, to do justice to the fearsome army you have assembled at their gates...
Been wondering who exactly was that irritating wall defender who followed that last bucket load of excrement with a shout of "Your mother was a hamster and your father smelt of elderberries?"
Well, wonder no longer. Taiji's original script includes names and a few stats for rebel governors, but due to reasons we mere mortals and only guess at, he left most of them as generic generals, ie bodyguard units without somebody to guard. This mod makes these generals named characters and gives them a few traits and ancillaries to approximate a back story. Occasionally I had to change a governor's name or army composition to get around stability issues but most are Taiji's originals. The aim is to add to the already strong RPG element of this mod.
Meet a few of the lads:
Spoiler Alert, click show to read:
Update 28/04/2013
H&H v1.2 updated beta for testing
I've now set this sub-mod up as a custom campaign to sit alongside the main campaign, but there will still be a few small changes to the Main Campaign. See below.
Major changes:
Rebels are now much more aggressive. Most factions will have to fight a defensive siege or two in the early game. Starting units have been increased to compensate. You will probably need to hire a few mercs for the defense of the land in the early game... Balance is still a work in progress so please let me know if any factions have it too hard or too easy.
Ireland and Scotland now start with castles.
Fort generals can and do move! I would love to have them sally out during sieges but I don't know how to do this yet.
All rebel settlements are now garrisoned by unique named characters. Rumors abound of strange goings-on within rebel settlements...
Alliances with Papal states are possible. Also, the Pope is now more active in the field.
After a long absence, Pirates rule the seas once more. Remember: a harbored fleet is a happy fleet...
I have activated Indie spies, assassins, merchants and princesses. I'm not sure where I am going with this yet, but if you want to check them out start as England and look near Southampton.
All Indie generals have new portraits (great idea, Cyprian) borrowed from other mods at the moment...
A bigger King's Purse for rebels. They slowly develop their settlements and even recruit occasionally.
For now I've allowed ransoms for rebels in order to give players a cash incentive to fight them. Thoughts?
I've now set this sub-mod up as a custom campaign to sit alongside the main campaign, but there will still be a few small changes to the Main Campaign. See below.
To play it Unpack the rar file below into your M2TW\ mods folder and overwrite, then launch DLV+BB, go to Custom Campaigns select Heretics and Hoodlums Campaign. The Historic Campaign is still broken.
This mod will restore the Imperial (Main) Campaign to how it originally was, ie it will remove the Wild Bunch mod except it will apply my fix to make Georgia playable in it.
The changes to the Main Campaign are:
Giumbix's map fixes- to allow easier crossing of the river near Azov. Thanks Giumbix!
one day's Kingmaker and Real Money Fixes. Thanks one day! PS: I'm not sure why his fixes include historic_events.txt and descr_walls.txt files but I've left them in.
Cyprian's great better faction colors fix. Thanks Cyprian! This has become a must have feature for me.
The Mongol Temple's fix. Now Ovoo's convert to Tengriism. (Thanks Me!) This faction still needs work to make it the force it should be.
Wall upgrades are available at one level lower of market building, ie market for Large walls and fairground for Huge walls. I think this should make settlement development smoother and prevent the current period of stagnation that occurs before fairgrounds are available.
Princesses can marry Indie and Papal generals. An awesome idea, one day suggested. Please feel free not to use this feature if you disagree with it. Mongols also have princesses now.
All religious buildings allow one extra priest/Imam unit per building level. Without this change even Huge Cathedrals have an agent limit of ONE! This is pretty harsh at the best of times but would make my campaign almost unplayable. Interestingly, Taiji allowed pagan temples one priest per level, so I don't know if this restriction was an oversight or deliberate.
Merchants are back ... in a limited way . One per city regardless of building level, but starting at market. Another great idea from Giumbix. Please use your merchants responsibly
Hedjaz faction can now recruit siege and missile units. This faction's roster still needs a lot of work.
The config file is now set to record more detail- for better troubleshooting.
Probably a few other things I can't think of right now but which should be very minor.
I have left out Giumbix's fix for mongol princess speech, for now. This disabled my strat map music for some reason. I use Kaiser's awesome music/ horns etc mod and will need to make these 2 compatable. G's files are included in the rar if anyone would like to take a look at this.
Coming soon, I hope :
A mix of Wooden and Stone forts. Great idea, Sandy.
Unique traits and ancillaries for fort generals.
AI general advantages versus rebels. I assigned a bonus against rebels (heretics) to the AI_General trait but it made the other traits disappear from the character's card (when spied on/ fought) so I've left it out for now.
Fix for the defense spending system. At the moment Lvl 4 gives 7 units free upkeep and lvl 5 only gives 6 free upkeep.
<<<< Your ideas here >>>>
All suggestions and feedback are welcome! Solutions are even more welcome!!!
I'm 99% sure that every rebel settlement now has a named governor and that their traits and ancillaries are working properly. Please post on this thread any bugs or omissions you come across so I can correct them. If you've got any other comments or character designs to suggest please feel free to post them on this thread.
NB: This mod makes DLV + BB ever-so-slightly more difficult than it already is. This probably a good thing for more experienced players but newer players are advised to start their first campaign playing one of the major catholic powers, eg HRE, France, Venice... As a rule factions that have less Indie settlements on their borders are in an easier position, but England and KoJ are in particularly dire straits in the early game.
Download here: http://www.gamefront.com/files/23262...6+H+v1.2.1.rar
Installation:
Spoiler Alert, click show to read: