Hey guys is there a way to remove aor system from 2.4 version. Because it's too hard to build an army. I have 200k and can't make an army while other factions have their 5-6 level experienced armies lol.
Hey guys is there a way to remove aor system from 2.4 version. Because it's too hard to build an army. I have 200k and can't make an army while other factions have their 5-6 level experienced armies lol.
There are ways to do it, but I don't believe anyone has yet put together a mod that makes it simple. Best as I can figure, there are two ways to do it. One is to go to the export_unit_descr file in the data folder for the mod. Then basically go through and delete all the recruiting hidden resource requirements that are faction specific, like "recruit_ayyubid". that still leaves other hidden resource issues like "noble_city", and "w1aor". You'd have to delete those as well.
I'm lazy, so I went into export_descr_buildings and copied into a single string all the hidden resource requirement that I thought affected recruitment. so all the "recruit_[faction name] name, and "w1aor" through "w6aor", putting commas between each entry. They appear right at the top of the file. Then I went into data/world/maps/base/descr_regions, and pasted that string into the hidden resource line for each province. It went pretty fast. I deleted duplicate entries but I don't know if that was actually necessary. I know that's a fairly inelegant solution, and it still leaves some units out that can only be recruited in one province, or by a building that also is limited by region (such as slavemarkets). Still, it does mean you can recruit a good chunk of your factions units anywhere. Anyway, after you paste that string into each region and save your edits, you have to delete the map.wrm file, otherwise the changes won't stick.
Now if I could just figure out a way to fix the apparently infinite Mongol problem....
there is mongol problem because i checked campaign script adnd there is a huge code for them. Mongols get like 30 full stack armies. They also get extra armies like when they have some cities. I mean code was wrote like if mongols get etc spawn army... And they get extra Money under of these codes and you know there is already ai cash script. Didnt check if mongols play for upkeeps yet. But if they dont they they are like unstoppable. all you need to do is make smaller these armies...
i have a question about this. i play Oman imamate and conquered all bahrein regions. they had citadele and well developed military buildings, but i couldnt recruit there any unit except some basic.is this definite or there is some building or religion requirement? i think thats little mad.they should add much more aor units for every location and faction,or make more units less dependat on location. it can ruin gameplay, but i started play this mod now and enjoying it.
Looks like you and me both. Am having exact same problem. Would like to see some higher tier units available for recruitment in captured castles, or to build some building that would assimilate region so i can recruit all my units there + ofc some region related.
This way i must haul my units across the map from one lonely castle...and upgrading other castles is useless...bc no reward in new tier units.
I always liked BC but this is really bad in regard of AOR. This does not make game to hard, but tedious.
edit:
main thing is with small factions who start with one castle and one or more towns, so this lonely castle is your only source of good troops. Like I said in my post above as Oman i captured castle from Yemen, and i will give you example to recruit cav in that castle i would need to spend 4000 (1 tier stable) 6000 (2nd tier) 8000 (3rd tier) - bedouin camel rides cav (1) 10000 (4 tier stables) - no changes in cav , 12000 (5 tier stables) - 2 bedouin camel riders available to hire! i mean is this normal to you? Now i need to do 5-7 turns to move my army from my 1st native castle to far end on south of arabic peninsula. This is not a hard game this is dumb(hope don't sound to harsh).
I respect all of your hard work, but its all in wain if this mod stays the way it is now regarding this RR.
Last edited by bojan811; April 07, 2016 at 06:31 AM.
In defense of the mod I will say this is how this mod always was. You get used to it.
Modders have different visions and the best start is to start with a submod and if it proves popular then it can shape the future directions of the mod. Personally I like to see that the player gets value for their money. If an infantry unit is worth two militia units in a head to head fight, it should cost double the money and have double the upkeep. A one-point upgrade in attack should cost a tiny amount of money and the same as the value of one-point of attack because that is all it is, just a one-point upgrade. Buildings too, if they give you nothing, they should cost very little. They usually give you something such as traits to governors. So building some barracks, even if they give you no new units, may be worth some money if they give your governor a trait and improve public order.
The problem with BC which I am not so happy about is that you don't know what you are getting when you are building something or hiring a unit. You have to check the EDU, then the EDB for buildings, then the trait system and check the building browser to see what building you can get after this one and whether it is all worthwhile. Nothing is linear, even if after a few building upgrades you get a new unit you need to check if that unit are really worth the money they cost and the investment in building the intermediate buildings. Are you going to hire this new unit at all, do you even need it? In the end you end up constructing your own table of what buildings and units are really worth, which is time consuming. And because each settlement has practically its own whimsical building benefits, this is a very laborious process. Even the guilds do not seem to always give the benefits you might have expected, e.g. I am not sure the horsemen guild gives you any benefits. Higher armouries do not give you better armour, only make it a little cheaper to upgrade experience, which still costs a lot considering you just gain one point of defense skill and one point of morale for the upgrade, that may have cost you half the recruitment cost for the entire unit. You get used to it but if this was my mod I would cost everything except mercenaries at what they are really worth.
There was a thought once to remove buildings that give you nothing, but that fell by the wayside because it is hard work to review building cues per settlement per faction and no one had the time and inclination to do it. Also BB ended up without much help near the end and managed to finish the task and after all the mod was always a bit like this. BB in fact improved things by adding the campment buildings that allow some good units to be recruited away from home.
If anyone is inclined to work on the EDB please go ahead and release a submod. Remove buildings that give you no real benefits, or cost them according to whatever added benefits they give (if they give them in all regions), overhaul the guilds and maybe then we can have an alternative that might prove more popular.
funny is that in some mods(now example The last kingdom) in their vanilla form u almost like it but there is something you miss( weak useless cavalry), some game unbalances but still good and playable, so go and download submod RR/RC which balance battles, but absolutelly unbalance campaign gameplay, make it boring and changing it only on end turn click game. In this mod units requires enough of faith(culture)% in settlement to recruit. minimum is 60%, but even with 8 bard(priest) near settlement and some ,,holy'' building with + point to conversion they do max 2% per turn and only untill they reach 30%- than it become even slower(in my opininon mad- not rebalance).This led into that i played with 1 tier units and mercenaries untill 110 turns due to low conversion rate,extremely expensive buildings,poor city incomes and incredibly slow pop grow. what im trying to say is that, when i scrooling through mods and trying it, there is almost always some ,,rebalance'' , improvements etc etc- which make it just senseless,boring etc. sometimes bcoz somebody like overwhelming dificulty, sometimes bcoz AI dont assimilate with changes and freeze(what makes boring game) and most often bcoz submoders add 10 good things but 30 do senselessly bad. in my opinion game is game and tries make historical accuracy shouldnt do game funless and boring due madly expensive everything,endless building times nor recruitment but to AI give milions and milions credit. in BC that is not so terrible since they at least increased merchant profits, so it can be managed some good economy. battle balance on open field is relative good, sieging battles are debacle. and about that aor, well in Rome realism was axulians phases,in others are not aor at all, others have faith dependancy, i dont know. in this mod ai doesnt suffer to unability recruit units and reunite armies and just a such thing like auxilia phase, or religion conversion dependence can be stopping brake from headless conquering, even mongols. But in religion version would be best add to every faction priests( hinduist,buddhists,pagans) for their playability. than only thing missing- define unit type, which should auxilias or faith open, now i see it would be best add both axulias and faith. with auxilias should be acces to professional soldiers, with faith some religious maniacs. and it slows down game even on start in fact, that priests are able to recruit in 3rd tier of mosques. i dont know they surely will not want those changes or dont even read this. im absolutelly 0 in modding so i dont know how much work it need.about buildings they should be fixed or defined profits. only what i dont like but its trifle is, that one tavern is enough to spam endless spies and assasins.well this change is maybe interresting and more acurate, but its just doesnt looks well. me with paramara rajput was in war with those yelow india more in assasination and spying than on fields
on second hand it gave to spies some usability(i placed spy in every city for sure)
Last edited by Maroslav; April 07, 2016 at 05:13 PM.
@geoffrey regarding the sub-mod am waiting for prince of judah to finish his RR mod, but he will not post release until 2.4.1 or what ever update patch for 2.4 is released. IMO he did a good job regarding spearman units and some 2h, in his current release. So am having high hopes for this.
@maroslav my thoughts exactly regarding auxiliaries. It would be nice to capture enemy castles and after some turns, or upgrades be able to recruit some real units, and not some low tier (useless) units.
Once again I don't know nothing about modding, and am grateful for creators of this mod, even if his bad for me in some aspects. You made me come back to MTW2, despite the thing i bought RTW2 and Attila, bcs this is far best TW game for me. Thing is major work is done, 2.4 is finally here, now some good modders can tune it a bit with some sub mods and we are all set.
hello everyone,
in my bc2.4 AOR does not work at all so can someone please somehow tell me what shall I make to make the system to work, I can for now recruit all kinds of troops everywhere, but i am really get used to AOR system,
thans
Just reinstall the mod maybe? Its either that or something with your Medieval 2
Anyways If you want to remove AOR you need to go in export_descr_buildings and find units
Its gonna be something like this
recruit_pool "aor anatolian nobles" 1 0.12 1 0 requires factions { turks, moors, denmark, russia, hre, timurids, normans, cumans, yemen, milan, venice, egypt, spain, hungary, } and hidden_resource e_anatolia and hidden_resource noble_city
And then you remove everything after factions so it should look like this
recruit_pool "aor anatolian nobles" 1 0.12 1 0 requires factions { turks, moors, denmark, russia, hre, timurids, normans, cumans, yemen, milan, venice, egypt, spain, hungary, }
I still dont get it why would you disable it fully, but it if you want to you will need to do this for every single unit.
I'd be careful with that solution as it completely breaks game immersion by making all units assigned to your faction recruitable everywhere, including the AoR units. (You'd be able to recruit Indian war elephants in Konstantinoupolis.)
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Actually it seems I can see which units are faction-specific by seeing if only one faction can recruit them. I'm not sure if this applies to all faction-specific units (or faction-native?), but I guess there's no easy way around it, otherwise other factions would be able to recruit other factions' units anywhere.
I would like to know what "event_counter ai_is_abbasid 1" does though. As in if that's something I should delete along with the resource requirement, but I'm doubting I should. Yet, it seems some recruit lines have it and some don't, so I'm not sure what it does.
Ok apologies for so many posts, but forget the above two.I figured out what "event_counter ai_is_suchandsuch" does. I think all I need to know now is what "event_counter khitan_nestorian 1" is for. Is this some type of reform event for the khitai?