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Thread: My submod for Baltic Campaign

  1. #1

    Default My submod for Baltic Campaign

    I started the Baltic campaign of this beautiful submod and found few things that I did not find very balanced and decided to change them. I do now know if anybody is still playing this submod (I do no think so) but for all who wants to try it I attach the changed files.

    My changes:
    1. All the villages can evolve, not only some of them.
    2. I reduced kings purses of all factions (except Mongols) and increased the farming and tax income from the settlements.
    3. I reduced regeneration of the units in order to prevent spam stacks.
    4. I buffed the Mongols. They can recruit their units in Ukraine, their kings purse and starting armies were increased a lot.
    5. I fixed few traits according to the latest bugfixer for SS 6.4.
    6. I updated Germanicus battle AI script to the latest version.
    7. I fixed battle CTD caused by norwegian king model and battle CTD caused by dismounted men at arms.
    8. I added few BYG'S REALITY & SUPPLY TRAITS
    9. I fixed not working Hansa league guild.
    10. I decreased the age the generals can decease and increased the chance of generals turning into rebels.
    11. I deactivated floods because they are bugged (permanent slow down for affected characters and permanent inability to build towers and forts in the region after flood)
    12. Poland begins with only 4 provinces (only Lesser Poland) to more precisely reflect historical situation in the year 1253.
    13. Holy roman empire has no family tree and starting leader is now correctly Wilhelm von Holland (and not Rudolph Habsburg).
    14. Holy roman empire has negative kings purse to reflect the non-cohesivity of the empire.
    15. I fixed the logging camp and stonemason because they were using the nonfunctional EDB commands. Now they increase income by 100.
    16. Nearly all villages start with few at least few units.


    Link:
    http://www.mediafire.com/file/z53g7s...n%20submod.ZIP
    Last edited by vsivak; December 31, 2017 at 01:36 PM.
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  2. #2
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: My submod for Baltic Campaign

    Hi Vsivak,
    that's great you've taken up improving the BtfB submod! I think there'll be people coming to play it so your submod might by useful for them. And the Baltic campaign of BtfB is the best submod to be played in this part of Europe (given that both HRR and AMaM have not been finished), while the other parts of Europe were covered (Western Europe in DoC, Spain in HiMA, South-Eastern part in the Broken Crescent) or are likely to be covered (Britain in ATW).
    Actually, I'm very happy that you've fixed the King of Sweden bug (as I've highlighted in an old entry here). Could you tell me what have you done? I'd be happy to continue my old campaign - I still have it on my drive.
    (I expect the whole submod is not save-compatible, right?)
    cheers!
    JoC
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  3. #3

    Default Re: My submod for Baltic Campaign

    Hi JoC,

    Yes my changes are not save game compatible, you have to start new campaign.
    Regarding the norwegian king battle CTD. The problem is the red part in this line in descr_strat:

    Code:
    character    Haakon Haakonsson, named character, male, leader, age 46, x 9, y 170, label haakon1, battle_model haakon_general
    If you take a look at battle_models.modeldb you will see this part:
    Code:
    14 haakon_general 
    1 1 
    74 unit_models/_Generals_and_Captains/Norwegian_King/haakon_general_lod0.mesh 6400 
    1 
    6 norway 
    81 unit_models/_Generals_and_Captains/Norwegian_King/textures/Norwegian_King.texture 
    86 unit_models/_Generals_and_Captains/Norwegian_King/textures/Norwegian_King_norm.texture 0
    1 
    6 norway 
    60 unit_models/AttachmentSets/Final General_norway_diff.texture 
    60 unit_models/AttachmentSets/Final General_norway_norm.texture 0  
    4 4 None 
    15 MTW2_Non_Shield 0  1 
    18 MTW2_Sword_Primary 0 5 horse 
    18 MTW2_HR_Non_Shield 0  1 
    18 MTW2_Sword_Primary 0 8 elephant 
    18 MTW2_Elephant_Crew 0  1 
    18 MTW2_Sword_Primary 0 5 camel 
    18 MTW2_HR_Non_Shield 0  1 
    18 MTW2_Sword_Primary 0 -1 0 0 0 0 0 0
    But if you start to search for these files in your installation you will find they are not part of the game which leads to CTD. So if you want to continure your savegame you have to switch the paths to some existent files (I would advise you to use mesh and textures for northern_general) or add these files to your game.
    As I prefer simple solutions even for complex problems I just deleted the red part from descr_strat. But that is not savegame compatible.

    Regarding this mod, I have to agree it is the best for this part of Europe but I also like Baltic: Total War (I play it with Baltic: TW submod - http://www.twcenter.net/forums/showt...e-and-bugfixes). But the map of BftB is just beautiful and very detailed. Maybe I will add a few more units to Lithuania and Poland and bring back the conversion script for Lithuania. And your posts in Bug Reports for Battle for the Baltic 2.0 helped me to find the bugs.

    Update: I balanced a few more things in EDB and updated my submod.
    Last edited by vsivak; January 04, 2018 at 02:48 PM.
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  4. #4

    Default Re: My submod for Baltic Campaign

    2 vsivak
    Thank you for great job! You defeat a CTD and this mod now good playable, and looks like this is the only playable mod about Baltic.


    I want only one ask, can you tell, how to return limit for villages evolve? I played without, and it's not for me, but I can't change this moment back by myself.

    And thanks again for this Sabmod!

  5. #5

    Default Re: My submod for Baltic Campaign

    Also I found little texture bug with Lithuanian officer in Ducal cav, if you interesting this

  6. #6

    Default Re: My submod for Baltic Campaign

    Quote Originally Posted by Fritz_Sh View Post
    2 vsivak
    Thank you for great job! You defeat a CTD and this mod now good playable, and looks like this is the only playable mod about Baltic.


    I want only one ask, can you tell, how to return limit for villages evolve? I played without, and it's not for me, but I can't change this moment back by myself.

    And thanks again for this Sabmod!
    If you want to put back village evolution limit you have to edit EDB and add back hidden resource requirements in 4 places. So find the corresponding parts and change them to

    Code:
        wooden_pallisade city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource town_development
        {
          convert_to 1
          capability
          {
            wall_level 0
            tower_level 1
            free_upkeep bonus 2
            happiness_bonus bonus 1 requires not event_counter is_the_ai 1
            recruitment_slots 1 requires not event_counter freeze_recr_pool 1
            happiness_bonus bonus 2 requires event_counter is_the_ai 1
            law_bonus bonus 2 requires event_counter is_the_ai 1
            population_growth_bonus bonus 2 requires event_counter is_the_ai 1 and not event_counter thinks_of_his_people 1
            trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
            religion_level bonus 2 requires event_counter is_the_ai 1
            income_bonus bonus 100 requires event_counter is_the_ai 1
            population_growth_bonus bonus 3 requires event_counter thinks_of_his_people 1
            income_bonus bonus -200 requires event_counter thinks_of_his_people 1 and not event_counter is_the_ai 1
            construction_cost_bonus_stone bonus 10 requires event_counter wise_administrator 1 and not event_counter is_the_ai 1
            construction_cost_bonus_wooden bonus 10 requires event_counter wise_administrator 1 and not event_counter is_the_ai 1
            construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
            construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
            construction_cost_bonus_religious bonus 20 requires event_counter strictly_religious 1
          }
          material wooden
          construction  3
          cost  800
          settlement_min village
          upgrades
          {
            wooden_wall
          }
        }
        wooden_wall city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource full_development
    Code:
        wooden_castle castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource town_development
        {
          convert_to 0
          capability
          {
            wall_level 1
            tower_level 1
            gate_strength 2
            free_upkeep bonus 2
            law_bonus bonus 2 requires not event_counter is_the_ai 1
            recruitment_slots 2 requires not event_counter freeze_recr_pool 1
            happiness_bonus bonus 2 requires event_counter is_the_ai 1
            law_bonus bonus 4 requires event_counter is_the_ai 1
            population_growth_bonus bonus 1 requires event_counter is_the_ai 1 and not event_counter thinks_of_his_people 1
            trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
            religion_level bonus 2 requires event_counter is_the_ai 1
            income_bonus bonus 150 requires event_counter is_the_ai 1
            population_growth_bonus bonus 3 requires event_counter thinks_of_his_people 1
            income_bonus bonus -150 requires event_counter thinks_of_his_people 1 and not event_counter is_the_ai 1
            construction_cost_bonus_stone bonus 10 requires event_counter wise_administrator 1 and not event_counter is_the_ai 1
            construction_cost_bonus_wooden bonus 10 requires event_counter wise_administrator 1 and not event_counter is_the_ai 1
            construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
            construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
            construction_time_bonus_defensive bonus 40 requires event_counter protector 1
            construction_cost_bonus_religious bonus 20 requires event_counter strictly_religious 1
          }
          material wooden
          construction  3
          cost  1500
          settlement_min village
          upgrades
          {
            castle
          }
        }
        castle castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource full_development
    And regarding Baltic mods as I wrote above I can also recommend you Baltic: TW submod by NN (http://www.twcenter.net/forums/showt...e-and-bugfixes).
    I will take a look at Ducal cav texture problem. Please post any bugs you find. Thank you
    Last edited by vsivak; January 27, 2018 at 02:51 PM.
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  7. #7

    Default Re: My submod for Baltic Campaign

    Big thanks!

    And regarding Baltic mods as I wrote above I can also recommend you Baltic: TW submod by NN
    Unfortenutly it's not remove winter CTD, few years ago I tryed heal Baltic TW, but failed.

  8. #8

    Default Re: My submod for Baltic Campaign

    Please help me little. What exactly 4 places need to change in EDB? I found this two places what you indicated.

    Hidden resurse as I understand it's
    population_growth_bonus bonus 1 requires event_counter is_the_ai 1 and not event_counter thinks_of_his_people 1
    But I not sure where else need to ADD this. I compare your EDB and original BftB EDB and see not 4 but 7 places where was this line. I need add it only at parts where levels 0-1

    wall_level 0
    tower_level 1

    or in sections where upper (2, 3, 4) level too?
    Last edited by Fritz_Sh; January 25, 2018 at 08:41 AM.

  9. #9

    Default Re: My submod for Baltic Campaign

    Quote Originally Posted by Fritz_Sh View Post
    Please help me little. What exactly 4 places need to change in EDB? I found this two places what you indicated.

    Hidden resurse as I understand it's


    But I not sure where else need to ADD this. I compare your EDB and original BftB EDB and see not 4 but 7 places where was this line. I need add it only at parts where levels 0-1

    wall_level 0
    tower_level 1

    or in sections where upper (2, 3, 4) level too?
    I meant that you have to edit your EDB so that it look like the code I posted above. Add the red parts to your EDB.

    And btw wasnt winter CTD fixed in Baltic: TW submod by Neige?
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  10. #10

    Default Re: My submod for Baltic Campaign

    Ooops Sorry for my inattention, now understood. Just I'm didn't touch MTW modding for a few years, forgot many simple things...

    Quote Originally Posted by vsivak View Post
    And btw wasnt winter CTD fixed in Baltic: TW submod by Neige?
    No, some peoples here wrote that CTD is fixed, but I and few comrads try it and all we had CTD. If start teutonic it 100% crash when you try winter assault. There is very many little problems in EDU. I trayed to fix it, but it's didn't help.

  11. #11
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: My submod for Baltic Campaign

    Quote Originally Posted by Fritz_Sh View Post
    If start teutonic it 100% crash when you try winter assault. There is very many little problems in EDU. I trayed to fix it, but it's didn't help.
    Could you just describe when that CTD happens? Every winter battle, or only winter battle with the Teutonic knights? (after vsivak made his fix for the Swedish general, I'm thinking about playing another game with BftB:BC.

  12. #12

    Default Re: My submod for Baltic Campaign

    As I remember most CTD with teutonic order winter assaults. I'm not remember summer CTD, but I not sure about only teutonic problem.

  13. #13

    Default Re: My submod for Baltic Campaign

    Quote Originally Posted by Jurand of Cracow View Post
    Could you just describe when that CTD happens? Every winter battle, or only winter battle with the Teutonic knights? (after vsivak made his fix for the Swedish general, I'm thinking about playing another game with BftB:BC.
    Fritz_Sh described the winter CTD that impacts Baltic: Total War and Baltic: TW submod by Neige (http://www.twcenter.net/forums/showt...e-and-bugfixes), not this submod.
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  14. #14

    Default Re: My submod for Baltic Campaign

    Hi, is this submod already integrated into Gigantus' installer? If not, would it work if I install this submod on top of Gigantus' version of the mod?

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