Naw what would you do without me finding the weirdest bugs in the game? =P.. you'd have too much free time on your hands!
Naw what would you do without me finding the weirdest bugs in the game? =P.. you'd have too much free time on your hands!
You are right, if it was not for you, I could do something useful with my life XD
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@4zumi
I know how to deactivate that - but sometimes when i do this in some certain modifications then we got an Error - beside this Turks have no other Heavy Infantry then those Dismounted Hashams - neither they have other good Infantry to rely on - also never understood the addition of Peasants - Azaps - Ahdath <----- For what are those are really good? What was the Idea?
You should have no problem here with getting an error, by deactivating this.
And you are right they have no really good castle troops besides the Hasham, but they have very good city troops.
Saracen Militia and Janissary Heavy Infantry. The Turks rely on mounted and foot bow units to soften their target up, which can be a bit tricky when taking castles.
The Azabs replace the Peasants for the Turks now (recent change in my built right now). Just adds some flavor.
The Adath are a slightly better variant. Yes they are almost interchangeable.
Both act as Tarpits, so the archers can shoot the enemy.
I understand the lack of heavy (sword) infantry in the turks as a design choice. They have decent spearmen down the line, so they have good infantry.
I might think about the Adath Azab thing amd see with what I can come up.
Proudly under the patronage of King Athelstan of the Imperial House of Hader
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
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Oh damn,
Edit:
I am also playing as the turks right now to test them out. We will see where this leads.
Proudly under the patronage of King Athelstan of the Imperial House of Hader
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
Developer of Total Bananas mod for Medieval 2 - Kingdoms (beta)
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Will there be any changes to the unit list for the arab fations?
@sulli
Regarding availability of units in the Americas, yes, they will get access to some of their castle units through cities there.
Otherwise there will be no changes except the already mentioned integration of the Kingdoms units in their roster.
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Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
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Could you also change the faction colour of Russia please? =P on the campaign map Russia and Lithuania are almost identical, and to stay vanilla you could rename Russia to Novgorod and use the gold faction colour from the Teutonic Campaign
Not sure if this can be changed or not, but the forts in America are wooden which is fine, but you can still build ladders which are useless and the AI always seem to build them
Also little custom campaign request, if you have time and want to make it =P could we have the Mongols, Timurids and Teutonic Order start on the campaign map as playable factions? Not with large armies, just generic starter forces like everyone else. And for Teutonic you will need to remove someone so Wales? Brittania is crowded enough as it is
Really minor but when choosing a faction to play as, the campaign map still shows Portugal owning Pamplona
We can hire Native American mercenaries in Iberia.. is this normal?
@dragour
That is a very good idea. Not sure if I rename them, but I will definitvely change the colors (maybe skins and textures as well)Could you also change the faction colour of Russia please? =P on the campaign map Russia and Lithuania are almost identical, and to stay vanilla you could rename Russia to Novgorod and use the gold faction colour from the Teutonic Campaign
Uh, here we have a little problem. I can only set one condition (as far as I know) for the siege equipment of forts. That would mean wooden forts will have to go and /or preplaced with castles or you are stuck with only a battering ram at the stone forts. I will give it some thought (right now I also removed the prebuilt forts in my version as it did not felt right and gave the option to built a permanent fort for 3000 florin like in Total Vanilla. What i do in the case of the Mesos, i do not know yet.Not sure if this can be changed or not, but the forts in America are wooden which is fine, but you can still build ladders which are useless and the AI always seem to build them
That would be possible, but at the moment I woul give it a "maybe not". Would fall into deep submod territory.Also little custom campaign request, if you have time and want to make it =P could we have the Mongols, Timurids and Teutonic Order start on the campaign map as playable factions? Not with large armies, just generic starter forces like everyone else. And for Teutonic you will need to remove someone so Wales? Brittania is crowded enough as it is
The overview map is not final until 1.0. I already made some more minor changes like giving the HRE Magdeburg at the start, so they have a better chance of suriving while getting jumped from all sides or giving the turks Baghdad while removing Yerevan. But thanks for mentioning it. This will be one of the last changes before release.Really minor but when choosing a faction to play as, the campaign map still shows Portugal owning Pamplona
Nope, they must have taken the wrong turn with their canoe. I will shoo them back to where they belong.We can hire Native American mercenaries in Iberia.. is this normal?
Thanks for the list testing
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Edit: In which region in Iberia can you recruit the Natives? I could not find the instance in the Merc List?
If you meant the Caribbean Isles this would be normal.
Proudly under the patronage of King Athelstan of the Imperial House of Hader
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
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Janissary Heavy Infantry <----- This is not a Heavy Infantry neither they are good for anything -----> Saracen Militia is the only good Militia that Turks can rely on with Egypt while Egypt even have Archer Militia.
Beside that their Horse Archers arenīt so good if we compare them with others.
OK, it seems that the Turks get a very close look by me and some more testing.
I may shift the Turkish Crossbowmen into the city line instead of the castle were they are originally.
That would be a start
Proudly under the patronage of King Athelstan of the Imperial House of Hader
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
Developer of Total Bananas mod for Medieval 2 - Kingdoms (beta)
Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2
Discord: zumi's cookie corner
Fighting for launch of "Cookie Friday" and "No Pants Saturday"
News from the Frontline
The Turkish Empire endures the Mongol hordes for more than 50 years now, kicked them out of Antioch once and now faces a comeback with fresh troops from the Mongol hinterland.
If that is not enough, the Pope decided to call a crusade on Jerusalem a few turns ago. Guess who is knocking on the door now... 6 stacks and at least one more on the way...
If I was the Turkish Sultan, I would hate my life right now. At least we have taken Constantinople, which is nice...
Oh and in other news from Iberia, the Egyptians have had a successfull Jihad and conquered even a small island.
Spoiler Alert, click show to read:
Proudly under the patronage of King Athelstan of the Imperial House of Hader
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
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Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2
Discord: zumi's cookie corner
Fighting for launch of "Cookie Friday" and "No Pants Saturday"
It was either next to Lisbon or Porto, definitely was not the Caribbean =P
Ok Lisbon has generic Iberian mercenaries but Porto has "Native Mercenaries" which are the native American warriors
Spice Islands has a tiny land border with Cathay, is this intentional?