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Thread: Mauiaw's mods - Harder Campaign

  1. #1

    Default Mauiaw's mods - Harder Campaign

    Here is the collection of mods I use to make the campaign harder. I am not a big fan of AI modding and besides I wouldn't really know what I am doing. Therefore, each of these mods makes simple changes to campaign mechanics that affect the player.


    MORE WAR WEARINESS: https://drive.google.com/open?id=1DX...38-kSqA9NxPfOc

    This mod increases the rate at which war fervour decreases per faction you are at war with. My hope is that you won't be able to keep war fervour in the positive through battles alone.


    GREAT POWER PENALTY:
    https://drive.google.com/open?id=1GL...Actd7kunEspoYp

    This mod increases the great power diplomacy penalty (that scales off a factions fame).


    NO FOOD LOWER REPLENISHMENT:
    https://drive.google.com/open?id=1FG...2YnQHSilrm8-DY

    This mod drastically increases the replenishment penalty for your armies in the event that food becomes negative.


    FOOD UNCHANGED BY TAXES: https://drive.google.com/open?id=1cz...bLQC_cq02TJxsw

    This mod stops tax level from affecting food production. Increasing taxes will no longer save your starving armies.


    DYNAMIC SUPPLIES: https://drive.google.com/open?id=1cP...jAcg0iE5hETtEs

    This mod doubles the rate at which supplies are gained and lost. This makes the supply system more dynamic, and you should run out of supplies more frequently


    MORE MEANINGFUL ESTATES (MOD PAGE): http://www.twcenter.net/forums/showt...ingful-Estates

    This mod makes handing over estates cost money (to represent losing control over that estate), conversely stripping estates will earn you money. My aim with this mod is to make estates more than just quick fixes to character loyalty.
    Last edited by mauiaw; May 07, 2018 at 02:36 AM.

  2. #2

    Default Re: Mauiaw's mods - Harder Campaign

    I like that. Thank you

  3. #3

    Default Re: Mauiaw's mods - Harder Campaign

    Lots of good stuff here. Always best to target the player rather than the AI in TW games when possible.

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  4. #4
    Yerevan's Avatar Campidoctor
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    Default Re: Mauiaw's mods - Harder Campaign

    Good ideas ! I like the FOOD UNCHANGED BY TAXES

    Was wondering actually, what made CA link those tow. Was food tax a thing at the time ?
    " Gentlemen, you can't fight in here! This is the War Room! "

  5. #5

    Default Re: Mauiaw's mods - Harder Campaign

    There needs to be something in place where food doesn't completely snowball and become a non factor toward the middle and end game. Maybe some kind of diminishing returns effect. As it is food is only important at the very start

  6. #6

    Default Re: Mauiaw's mods - Harder Campaign

    Quote Originally Posted by Yerevan View Post
    Good ideas ! I like the FOOD UNCHANGED BY TAXES

    Was wondering actually, what made CA link those tow. Was food tax a thing at the time ?
    I don't know much about the middle ages, but I imagine food could easily be used as a form of currency, so increasing tax would lead to an increase in food going to whoever was levying the tax. Actually, I'm not sure centralised taxation was really a thing in the early middle ages anyway.

    You can interpret the amount of food you have as the amount of food your king has in order to feed his army, or you can interpret the amount of food you have as the surplus amount your kingdom has as a whole. I think of it in the second sense, and so increasing taxes should not affect food stocks.

    Quote Originally Posted by rockman4417 View Post
    There needs to be something in place where food doesn't completely snowball and become a non factor toward the middle and end game. Maybe some kind of diminishing returns effect. As it is food is only important at the very start
    I think that is the 'holy grail' for modders; finding something that prevents the player from snowballing in the late game. I have an idea, but I haven't figured out how to implement it yet. I basically want to limit the amount of regions you can directly control and instead force you to expand your kingdom through granting land to your vassals (think CK2 style demesne). I thought that you could have some of the characters you would normally use as governors and generals to represent the leader of a vassal state. You could then change the political actions to actions relating to the vassal (such as being able to grant land)

  7. #7

    Default Re: Mauiaw's mods - Harder Campaign

    I've updated the supply mod. I found that while doubling the loss of supplies caused me to run out of supplies frequently enough, it was too difficult to recover supplies when I returned to my home territories. Therefore I have doubled everything to do with supplies (both gain and loss) in order to make the system more dynamic.

  8. #8
    Erik Hammarstrom's Avatar Foederatus
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    Default Re: Mauiaw's mods - Harder Campaign

    Thank you for the clever mods mauiaw! I look forward to testing them. The game is too easy even on L/L.

  9. #9

    Default Re: Mauiaw's mods - Harder Campaign

    Good luck in your feudal overhaul quest, that sounds awesome. Also solid updates! I'm playinga Wessex game and even on legendary it feels way too easy, hoping some of these help balance it out.
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  10. #10

    Default Re: Mauiaw's mods - Harder Campaign

    Quote Originally Posted by Yerevan View Post
    Good ideas ! I like the FOOD UNCHANGED BY TAXES

    Was wondering actually, what made CA link those tow. Was food tax a thing at the time ?
    It was a thing, yes. Farmers would generally pay a portion of their harvests equivalent to the tax in place of paying actual money.

  11. #11

    Default Re: Mauiaw's mods - Harder Campaign

    these sound great, going to give them a try, any idea if these will conflict with the 12 turns per year and seasonal effects?
    Last edited by Sidious; May 08, 2018 at 02:42 PM.

  12. #12
    Brips's Avatar Ducenarius
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    Default Re: Mauiaw's mods - Harder Campaign

    Very good (needed) mods for restart! On steam too in future?
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

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