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Thread: Buff and Shine 2.4: New Factions, Changed Recruitment and more

  1. #1

    Icon3 Buff and Shine 2.4: New Factions, Changed Recruitment and more

    Key Features:

    • Edited and Rewritten Text: All text in the game has been thoroughly edited and rewritten for clarity and immersion. No longer is there missing text—I've added and enhanced the many interesting descriptions that made Broken Crescent so engaging.
    • Improved AI: Battle and campaign AI have been improved, offering a more challenging and dynamic gameplay experience.
    • Redesigned Building and Recruitment: The building and recruitment systems have been completely reworked, featuring a new recruitment building chain and different Area of Recruitment (AOR) mechanics.
    • Dozens of New Events: Experience a richer game world with dozens of new events.
    • Hundreds of New Traits and Ancillaries: Enhance your characters with hundreds of new traits and ancillaries, adding depth and variety to gameplay.
      Reworked Units: Every unit has been meticulously reworked for better balance and gameplay.
    • Enhanced Battle Mechanics: Battles, sieges, and more have been reimagined to provide a more engaging and strategic experience.
    • Fixed Missing Image Cards: Missing image cards for buildings and units have been fixed, ensuring a more polished and complete visual experience.
    • Overhauled Trade, Growth, and Unrest: Trade, growth, and unrest mechanics have been overhauled for improved gameplay and strategic depth.
    • 3 New Factions: The Principality of Kyiv, The Atabeg Salghurids, and The Bavandid Ispahbahs, bringing the total faction count to 21.
    • Dozens of New Buildings: Including wonders, cultural buildings, and a brand new recruitment system inspired by federal iqta systems.
    • New RPG and Empire Management Mechanics: Features like religious tolerance, and supply management.
    • 3 New Historical Battles: Relive pivotal moments in history with three new historical battles.

    3 Optional Mechanics for Added Challenge:

    1. Legendary Difficulty: Armies must be led by family members or generals; otherwise, they are prohibited from attacking other armies or settlements with captains. Additionally, generals with small armies of or without siege education cannot build any siege equipment and must starve enemies out.
    2. Authority and Rebellion: Greater role-playing and challenge to the campaign. If your faction's ruler drops to a "Low Authority" rank, you may face rebellious subjects that could lead to a full-scale rebellion within your faction.
    3. Governor Script: With this script enabled, you cannot construct buildings or recruit units in settlements unless a governor is present to oversee these actions.



    Credits
    Mod assets/ideas that were integrated into this mod in no particular order:
    · The Vanilla Broken Crescent Team
    · Rolling_Wave's HUB.
    · MIKE GOLF Broken Crescent Portrait Mod.
    · Prince of Judah's Tiny Balance Mod.
    · Blood, Broads, & Bastards Dearmad & Pnutmaster.
    · Byzantineboy for integration of his JizyaKafirsDimmis.
    · vsivak for bug fixing and correcting all of the many mistakes.
    · The community of TWC for their enthusiasm, advice, and patience
    · The Rus 2 Total War team for some of their lovely models.
    · XAI team for their AI
    · Jurand of Cracow for his advice and insight.
    · Mountainhouzhe for help with the religion script
    · Gigantus for his guidance

    Download at Moddb: https://www.moddb.com/mods/buff-and-...en-crescent-22

    Last edited by WeekendGeneral; May 19, 2024 at 12:37 AM. Reason: Updated link.

  2. #2

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Sounds cool, Bookmarked... I'll check it out.

  3. #3

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Good work, thanks for the effort.

  4. #4

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Hello. I played 61 rounds of ERE , great balance . Congratulations, and even smaller number of troops . Sustainable development of the country . A great mod. Sorry for my English. I write as the Mongol invasion will be.

  5. #5

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Thanks, for the feedback! I'm working an update to come soon with a reinforcement system for struggling factions and some new traits.

  6. #6

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    I play on, the Mongol invasion is powerful but you can beat them . Overall, I think the Broken Crescent 2.4 player and Ai May, far too much income, so that they can afford numerous armies . Rather, I'll cut the proceeds to his personal use . Half of the army from what is on the map 100 round , it would be ok by me . Your submod is a nice complement the fashion in interesting ways. I play on Medium / Medium see how it goes on Hard and Very Hard . Good luck , I'm waiting for the next version , I salute . He also submodes do , but not as extensive as yours.

  7. #7

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Update

    There has been an improvement on most features:

    • The Unit Cards I believe are completely done now for all factions they should display, a unit info picture, unit description that is historically relevant and and a unit card.


    • The Mongols have had a minor change, they should now more readily invade the steppes.


    • A handful of new ancillaries have been implemented some from Stainless Steel and others that are brand new. Mainly for a rpg flavor. As an extension of this I have implemented the court system for all factions and not just the Christians. You will now be available to nominate the chancellor, steward, treasurer and others throughout your realm.


    • Introduction of a trophy system which was inspired by TATW if you defeat a different culture group decisively you will receive a trophy from them that gives unique benefits. A crusader shield for example will give you extra command and troop morale whilst a turkic bow will give you greater skill in ambushes and authority.


    • Finished the Royal Title traits no longer are muslim factions the only ones given a unique title to replace Faction_Leader now every faction has one.


    • Implemented Rolling_Wave's (HURB a submod of stainless steel - its a amazing mod well worth a look) Raiding script. Now Generals with a dread rating can loot and pillage enemy territory for a financial gain but at the cost of reduced movement and range of sight.


    • Mass Conscription will come into effect when a faction is reduced to their last settlement and an army of mixed strength will muster in effort to push of enemies.


    • Baggage Train looting after soundly defeating an enemy army don't forget to loot their baggage train maybe you might be able to scavenge some coin to offset the troops you lost. But be careful if you lose the enemy can do it to you as well.


    • Balancing and other miscellaneous stuff.

    Future Plans In No Particular Order: Flesh out ancillaries with more era specific peeps, Introduce a Garrison Script, Rebellion Script, Cool Traits and emergent factions

    Totally not Save game compatible but a lot cooler.
    Download https://www.mediafire.com/?cazf72chpl38kv8



  8. #8

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Also how do you edit posts?

  9. #9

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    looks quit interesting, will have to give it a go

  10. #10

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Forgot to add the update includes three new historical battles. More historically inspired than accurate, they are all fairly well balanced and work in multiplayer if that is your thing.
    Battle of Mamistra 1152: Byzantine Empire and Cilician Armenia
    Battle of Indus 1221: The last stand of the Khwarezmid Empire against the Mongols
    Battle of Arsuf 1191: Richard vs Saladin.

  11. #11

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    I play on version 0.2 . Georgia, a good balance . New developments work ok by me . Cool new anicillaries are added . Submod stable. Good job.

  12. #12

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Nearly Implemented a colony AOR system. The process involves a building chain that initially produces loads of unrest but allows the recruitment of your factions units outside of hidden resource areas. The colonial buildings have a much slower replenishment rate compared to the home provinces and cannot produce your elite units. This ensures a dependence of the core areas and attempt to stay, at least thematically faithful to vanilla.
    I think it should be ready for release by the end of the week.

  13. #13

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    AOR Broken Crescent is good news , it was in previous versions , and check well. National units should be in the starting provinces and possibly . Some neighboring countries. I am waiting for the result of your work.

  14. #14

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    How is the work ?

  15. #15

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Hi all, sorry for the delay work has been crazy for the last few weeks and I've been snowed under.


    I do have something for you try out, an extension to the current AOR system. It's not quite finished but I'm keen on getting some feedback on how well it works.


    At the moment Broken Crescent's AOR system forces the player to be dependent upon their home provinces making us think outside of the box. For the most part I enjoy this system, however for many of the smaller factions it can become rather restrictive fast especially when the ai is given access larger recruitment pool.


    There has been some talk of implementing RR whilst this would reduce the claustrophobia that can come about in the later game I'm not sure that this would fit thematically and the changes to the game dynamic would be significant of which I am uncertain it would be for the better.


    What I've implemented instead is a colony style system, in which I attempt to represent a portion of your faction's military/ethnic/culture group settles part of a region outside of your core lands. There they may provide you with limited elements of your core roster to help maintain and expand your empire.


    What does this mean in practice?
    I've added a new building chain for cities and castles that can enable the production of troops in any non-core region. They require basic military infrastructure to be built in effort to ensure that native troops are still used and the negative public order effects of the colony buildings are managed.
    The chain is
    Outpost – a few hardy souls claim a portion of this newly conquered land from your homelands this is met with outright hostility and unrest from the locals. Allowing you to build some of your basic core units at the cost of significant public order hit.
    Settlement – the outpost is well established and the people within are viewed less as invaders rather as unwelcome neighbors. The roster is further expanded to professional troops and the negative effects are reduced.
    Enclave – Your people are now seen as a distinct minority within this region – Noble troops can now be recruited and any negative effects are minimal.


    The colony doesn't remove Broken Crescent's AOR system it just makes it more manageable. Colony regions can not build elites they are core region locked. In addition while they do expand the recruitment pool, recruitment replenishment in non core provinces is much slower reflecting the smaller manpower pool of those regions. At the moment the building are lacking UI if anyone would like to contribute some that would be appreciated however I plan on adding them next update.


    Here's the patch https://www.mediafire.com/?zs475xtpe2p1b5p

  16. #16

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Hello can you explain me how to install your update please?

  17. #17

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    To Install the update open the file using either 7zip or Winzip, then open the Buff and Shine folder and drop the data folder into your Broken Crescent Folder. Agree to overwrite all files. Launch the game. Bingo.

  18. #18

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Thanks for yours answer

  19. #19

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Re: I see one of your post on this mod : The Historical Units Region building mods ! can you tell me what is the latest version of this mod and if patchs are needed? and does this mod really improve AI? That would be nice because i rediscover this game and its mods and it looks great. Sorry for my english

  20. #20

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    The links have been updated in the first post. The Ai has been tweaked a little I think it performs better, in the next update I hope to implement Skynet AI, the AI used in EB2

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