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Thread: CrzyRndm's mods and modding resources

  1. #1
    crzyrndm's Avatar Artifex
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    Default CrzyRndm's mods and modding resources

    I seem to have run out of space in my signature block *yet again* (), seems like it's time I got a little more space around here. This thread will be used for all my public mods and modding resources, leaving the signature a bit cleaner.

    Contents


    Campaign
    Replenishment Rebalance

    • Reduced replenishment rates to make all sources of replenishment effects more meaningful, not just food.
    • Created with vanilla in mind, but no particular reason it would be incompatible with any other mod

    Settlement Conquest Changes

    • Changes effects resulting from conquest of a settlement to make it so that occupation is not the only option you'll ever use
    • Some changes to the slavery mechanic to make it worthwhile to take advantage of
    • Removed all the single turn conquest public order effects

    Little Settlements

    • Only the central structure of a settlement is shown on the campaign map

    Spoiler Alert, click show to read: 

    Roads

    • Adds road structure to available buildings for all faction with onroad movement effects

    Spoiler Alert, click show to read: 


    No Limits

    • Removes all unit recruitment limits from all campaigns


    Battle
    Aide de Camp Minimal


    • Toning down the overzealous battle advisor so he doesn't report every minor detail of a battle
    • Removed alerts such as "Your unit is wavering" (again... )

    Artillery Overhaul

    • Reduced sone throwing artillery accuracy and lethality against units
    • Increased siege effectiveness of the larger stone throwers
    • Increased battlefield effectiveness of bolt throwers

    Custom Battles - Any Unit General

    • Adds all vanilla units to the generals pool in custom battles.
    • Allows for easy 1v1 testing. When not testing, make sure to select a general for the AI because it tends to like very low quality units

    Better Unit Stat Display

    • Unit stat display panel alterations to improve readability and show important hidden stats
    • Variant with accuracy displayed, useful for mods which use this stat, not so much for vanilla

    Spoiler Alert, click show to read: 







    Experimental
    Scouting Required

    • An overhaul of battle Line of Sight in an attempt to make this feature more relevant and interesting
    • Significant reduction in LoS for all units and tweaks to give lighter units a place on any battlefield
    • Currently in concept testing phase



    Modding Resources and Tutorials
    Creating a mod pack with PFM

    • A short guide, listing the required steps for setting up your own mod.
    • Uses several features of PFM to make the users life easier

    Database Table Fragments

    • A detailed explanation of what they are, when and how to use them and the advantages they present for mod makers

    Guide to Buildings

    • Details all the tables relevant to buildings, including a tutorial on how to create/modify all aspects of them

    How to update PFM Schema

    • An explanation of the schema, and how to resolve those pesky red tables after a patch

    Modifying the unit stat UI

    • How the unit UI can be modified to better present unit information
    Last edited by crzyrndm; April 25, 2014 at 10:03 PM.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  2. #2
    mishkin's Avatar Dux Limitis
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    Default Re: CrzyRndm's mods

    Thumbs up if Ishan brought you here

    Great work crzyrndm.

  3. #3
    crzyrndm's Avatar Artifex
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    Default Re: CrzyRndm's mods

    Added pictures where relevant
    Quote Originally Posted by mishkin View Post
    Great work crzyrndm.
    I do my best
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  4. #4
    crzyrndm's Avatar Artifex
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    Default Re: CrzyRndm's mods

    Added the rest of my modding related stuff (resources and experimental mod) and fixed up the formatting a bit
    Quote Originally Posted by crzyrndm View Post
    Experimental
    Scouting Required

    • An overhaul of battle Line of Sight in an attempt to make this feature more relevant and interesting
    • Significant reduction in LoS for all units and tweaks to give lighter units a place on any battlefield
    • Currently in concept testing phase



    Modding Resources and Tutorials
    Creating a mod pack with PFM

    • A short guide, listing the required steps for setting up your own mod.
    • Uses several features of PFM to make the users life easier


    Database Table Fragments

    • A detailed explanation of what they are, when and how to use them and the advantages they present for mod makers


    Guide to Buildings

    • Details all the tables relevant to buildings, including a tutorial on how to create/modify all aspects of them


    How to update PFM Schema

    • An explanation of the schema, and how to resolve those pesky red tables after a patch


    Modifying the unit stat UI

    • How the unit UI can be modified to better present unit information
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  5. #5

    Default Re: CrzyRndm's mods

    Quote Originally Posted by makawa View Post
    Thumbs up if Ishan brought you here

    Great work crzyrndm.
    Is there a way turning off, losing a city without a fight. Enemy AI takes after turns run out, would like to fight it out and make them attack?

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