BROKEN CRESCENT 2.3: QUESTIONS and SUGGESTIONS

BROKEN CRESCENT 2.3: QUESTIONS and SUGGESTIONS

As to the Hindi nations, its possible to play as them, and succeed. the trick is to invest in troops early on and try to take everything you can nearby. Trying to cripple the other Hindi faction early on is recommended. Use your diplomat to the hilt and make everyone else happy (or at least not in a mood to attack you) then disband a lot of your expensive units and concentrate on trade and garrisoning your remaining troops in trouble spots until your money gets back into black then invest on more troops and infrastructure. :)
 
Silver surfer general has been around since.. 2.01 or BC 2, its usually with the rebel generals
 
Re: BROKEN CRESCENT 2.3 RELEASE!

Just something of note here, extremely aggravating and tbh i only see it with mods that dont get attention. BC is obviously the other case so ill just mention it and get some feedback.

Just leisurely conquering territories along the persian gulf with the abassid caliphate with my faction heir and a near full roster army. I approach firuzabad or whatever and it has near to no garrison. >End Turn> My Faction heir (who had about 8 loyalty and 7 piety because he had al quran and the first quran and other traits) is a traitor to your people.

What
the
hell
is
that. Literally standing on the other side of my territory and my faction heir decides he likes the goodlife in firuzabad province? I have no idea what happened so I just rage quit.

Honestly the rest of my dynasty sucks because he was conquering east and some other general I had was conquering west because I had no other family members at that time.
 
Re: BROKEN CRESCENT 2.3 RELEASE!

Silver surfer general has been around since.. 2.01 or BC 2, its usually with the rebel generals
Easy to fix, but problem should go into 2.3 Problems Reporting thread, guys. No one will later look for reports posted in wrong places, and you will be unsatisfied seeing the same bugs and glitches.
Just leisurely conquering territories along the persian gulf with the abassid caliphate with my faction heir and a near full roster army. I approach firuzabad or whatever and it has near to no garrison. >End Turn> My Faction heir (who had about 8 loyalty and 7 piety because he had al quran and the first quran and other traits) is a traitor to your people.
Has he just rebelled? What are his traits?
 
Hello everybody, this is my first post here at TWC, though i've been playing total war for a couple of years.
I recently decided to give this mod a try, and I have no words, its and awesome work, congrats.
I have some questions I hope you can help me with:
-first of all, i've started a campaign on H/H with the makourians, i just destroyed the egyptians and i have quickly found that my native troops have a long way from my home cities/castles to any other enemy's lands. moving my fresh troops from faras to syria or northern arabia takes around 5-more turns. i know its intended to have your main recruitment center at your home cities, thus giving a more challenging factor to the campaign map. but given the geographical situation of faras, ibrim, dongola... (the very southwest corner of the map) your frontiers become quickly isolated from your home, issue that more central factions dont have, because they can expand to any direction.
what do you think about this? would it be possible to expand makouria's native AOR to adress this issue? maybe the 2-3 settlements south of arabian dessert (rebels at the start)?

-also, i have noted that Indian Ocean Trade yields a poor income boost, usually around 50-80 per turn, when costing 3200 to build (maybe more, im not sure)
whats the point of building something that is taking more than 40 turns to start giving a benefit?

-last, but not least, i have read something that made me think:
Yes, half of their income, and if the AI gets insane bonuses, you get half of it too...
he is talking about the income you get when you have a vassal faction. i dont know if its a hardcoded thing, but i think its totally unfair that you can get half a faction's income, given that AI factions are making insane amounts. i think it sholud be something like 20%-25%, no more, because if you manage to get 2 or 3 vassal factions, that would be more or less like having infinite money.

once more, congratulations for this fantastic mod, i hope you keep working on it.
PS: and sorry for my english :whistling
 
Hello everybody, this is my first post here at TWC, though i've been playing total war for a couple of years.
I recently decided to give this mod a try, and I have no words, its and awesome work, congrats.
I have some questions I hope you can help me with:
-first of all, i've started a campaign on H/H with the makourians, i just destroyed the egyptians and i have quickly found that my native troops have a long way from my home cities/castles to any other enemy's lands. moving my fresh troops from faras to syria or northern arabia takes around 5-more turns. i know its intended to have your main recruitment center at your home cities, thus giving a more challenging factor to the campaign map. but given the geographical situation of faras, ibrim, dongola... (the very southwest corner of the map) your frontiers become quickly isolated from your home, issue that more central factions dont have, because they can expand to any direction.
what do you think about this? would it be possible to expand makouria's native AOR to adress this issue? maybe the 2-3 settlements south of arabian dessert (rebels at the start)?

-also, i have noted that Indian Ocean Trade yields a poor income boost, usually around 50-80 per turn, when costing 3200 to build (maybe more, im not sure)
whats the point of building something that is taking more than 40 turns to start giving a benefit?

-last, but not least, i have read something that made me think:

he is talking about the income you get when you have a vassal faction. i dont know if its a hardcoded thing, but i think its totally unfair that you can get half a faction's income, given that AI factions are making insane amounts. i think it sholud be something like 20%-25%, no more, because if you manage to get 2 or 3 vassal factions, that would be more or less like having infinite money.

once more, congratulations for this fantastic mod, i hope you keep working on it.
PS: and sorry for my english :whistling

English is fine, its very hard to get vassals, you have to be much bigger than the vassal most of he time and your reputation has to be good.
Is that all it yields really?

Also for the AOR problem http://www.twcenter.net/forums/showthread.php?t=322055
 
quickly found that my native troops have a long way from my home cities/castles to any other enemy's lands. moving my fresh troops from faras to syria or northern arabia takes around 5-more turns.


I hope the BC team addresses this in a new recruitment system. Personally I'd like to see the ability to recruit all levy through professional troops of the faction anywhere I've got the right religion % and faction buildings. No elites and obviously no region specific troops, so no Kabuli axemen in Jersusalem. Also no elephant units unless there are elephants present (as trade good) in the region, etc.

The sub mod doesn't address any of that so I'd rather stick with the official release on this.


For your immediate problem, use the sea as best you can to ship men and otherwise have one of your family members institute some army reforms - demanding a certain % of foreign auxiliaries in each army :)
 
Are the stone forts and placement of cities on river crossways messing up AI pathing? Rather than entering the stone fort/city I could swear I saw the AI auto-path some completely inefficient route way out and around these things.

I hope the BC team addresses this in a new recruitment system. Personally I'd like to see the ability to recruit all levy through professional troops of the faction anywhere I've got the right religion % and faction buildings. No elites and obviously no region specific troops, so no Kabuli axemen in Jersusalem. Also no elephant units unless there are elephants present (as trade good) in the region, etc.

I heartily agree with this idea.
 
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Please fix the dismounted knights of KoJ, they are the joke of the Middle East :no::no::no:.

I dont know if u have tested them but the early templars and early and late hospitallers (all the knights with sword) cant beat no one... even the cheapest and weakest unit of the game can beat them... And the late templars and teutonics are good, but I dont know if their price is justified...
 
Are the stone forts and placement of cities on river crossways messing up AI pathing? Rather than entering the stone fort/city I could swear I saw the AI auto-path some completely inefficient route way out and around these things.

I've seen this as well. It hinders movement in the Persian Gulf especially, even if you own the settlements and forts
 
I have started 3 games now with 3 different factions and they all have ended with a CTD shortly after the 4th crusade arrives. Is this because my BC 2.3 is installed under Program Files or some other problem. Any help would be greatly appreciated.
 
How do I get an alliance? I'm finding it very hard playing as the Abbasids.
 
Re: Hazaraspids (Atabegs of Luristan)

bit off topic, and im not really into bc region history, but why timurid emergence isnt in bc 2.x and isnt planned for 3.x while its there in vanilla, ( they didnt look as powerful or big as mongols from wiki and stuff, but i felt it added bunch of fun stuff in vanilla )
 
Re: Hazaraspids (Atabegs of Luristan)

bit off topic, and im not really into bc region history, but why timurid emergence isnt in bc 2.x and isnt planned for 3.x while its there in vanilla, ( they didnt look as powerful or big as mongols from wiki and stuff, but i felt it added bunch of fun stuff in vanilla )
That's because BC 3 will end in 1300.
 
Re: Hazaraspids (Atabegs of Luristan)


That's because BC 3 will end in 1300.

About that.... how will that work? I don't recall ever playing a game through to the year limit set. Does the game stop, or may we play on? With a limit at 1300, that won't be hard to reach at all, I would already have done so in several 2.2 games -- something I've never done in any mod before.
 
will there be some buildings like the haiga sofia also on battlemap?
 
are BC team going to relase some patch for 2.3? there are lot of things to correct..
 
How to extract music.dat file? i want to change some of the music, and how to make it back to .dat file? help me please


I have a related but different question, specifically to BC (so not the mod workshop)....
How can I change the music back to the way it was in 2.02 - where the music is not faction specific?


At first, I thought this was a great idea, but in practice, the repetition is driving me nuts. Plus, on further consideration, the ability to hear music and songs from the entire BC map while playing a faction really adds to the epic scope of the game play for me. Can anyone help direct me to where/how I could restore the older music system?

Or at least group factions into larger regional groups so there are many more songs to hear instead of the same 2 or 3 over and over for hundreds of years! Thanks!
 
Or at least group factions into larger regional groups so there are many more songs to hear instead of the same 2 or 3 over and over for hundreds of years! Thanks!
That's weird because each factional soundtrack has at least five different tracks separately for summer and for winter. Are you sure you are not using a hyperbole? Also, what is an average time of you playing a turn? And which factions exactly have you tried so far? Is this general issue?
 
And I'm with Dago Red, 2.02 had great music, I've added them to my iPod they are so epicy :yes:
That music is still in game, with very few exceptions, but it was rather weird to hear Tibetan songs or Hindu mantras while playing with KoJ, don't you think? :)

Repeating tracks are not issue of 2.3, but of M2TW. I think it may be adjusted a bit, but I don't know how yet. Maybe I'll check it and change it for next patch. If you play one turn for 5 minutes, then yes, you will hear 2 or 3 tracks, but that will happen no matter what soundtrack is in game. It is physically impossible to hear 10 tracks in 5 minutes, obviously. With longer turns, you can hear more tracks. If you want to hear different music, then try out different factions.

If you don't like particular factional soundtracks, I'm waiting for suggestions of how to change them (what new tracks to use). And if you, guys, want to completely revert to 2.02 soundtrack, you have to do it by yourselves. I haven't spend five (yes, five) months putting that stuff together to foil my own efforts now. ;)
 

That's weird because each factional soundtrack has at least five different tracks separately for summer and for winter. Are you sure you are not using a hyperbole? Also, what is an average time of you playing a turn? And which factions exactly have you tried so far? Is this general issue?


I have been playing a Ghurid campaign almost every night for about 2 weeks now. The only other campaign I've started is Georgia I noticed the lack of variety there too. Maybe I've just picked 2 of the factions with the most homogeneous soundtracks of the bunch by coincidence?

I do spend a lot of time during a turn sometimes, reading everything, exploring the map, looking for the best resources for the particular faction, arranging my armies just so, etc.

As far as it being a general issue, I don't know. I'm sure some people aren't bothered by it. But one of the greatest triumphs about BC for me was/is it's music -- I believe I mentioned it in one of my first posts here. The music is incredible, draws you in, deepens your experience with the game (as music can do for everything). But I'm hearing the same tracks each turn, as a result, over the course of hours a kind of musical monotony sets in. That was not the case with the last system, which always brought a wonderful surprise each turn.


but it was rather weird to hear Tibetan songs or Hindu mantras while playing with KoJ, don't you think?

I always liked the musical diversity, but I agreed fully with you that this 2.3 style was a good feature and better way to go. I was looking forward to this. However, as I have found, in practice it is not as good an idea. I would prefer a broader "music of BC" experience, hearing the cultures of the entire map come alive on the air no matter who I'm playing.




If you don't like particular factional soundtracks, I'm waiting for suggestions of how to change them (what new tracks to use). And if you, guys, want to completely revert to 2.02 soundtrack, you have to do it by yourselves. I haven't spend five (yes, five) months putting that stuff together to foil my own efforts now. ;)

No, I like the music for the most part (something about the battle music i've heard I don't like as much as 2.2). The Ghurid's have an incredible jam with bells and a really uproarious beat that I love! But hearing it almost each and every turn takes away from it's impact.

:( hate to foil your work.... well how can I go about keeping it in tact, but adding songs from other factions into the faction group then? Like adding some of those Tibetan chants and songs from the neighbors into the Ghurid's playlist for example?
 
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I've checked Ghurids twice. Certainly, I've heard more than 2-3 tracks; 5-7 in fact.

Current Ghurid soundtrack consist of 14 tracks, divided on summer and winter seasons, while previous BC soundtrack for whole middle_eastern culture consisted of 22 tracks in general. I think there is an improvement.

However, there are two tracks that have been divided on four parts in total, so actually there are 10 totally different tracks. Impression of homogeneity may be linked with that there are parts of the same tracks included.

If you want to change that, look for info in Tools, Tutorials, and Resources section of Mod Workshop. ;)
 
I think it has everything to do with M2TW looping the songs and nothing to do with the variety of songs. If your turns are 30 seconds long, you're going to get teh same song over and over.
 
Neither sons nor daughters

Hi, in my Makurian campaign I am on 170 turn, I have 25 regions but I only 21 generals, many are very old, but not new sons, nor adoptions. No new birth in the last 30 turns. In M2TW and many other mods at this point in the game I had many generals, now I have big problems to expand my kingdom. What do I do? Artificial insemination?
 


However, there are two tracks that have been divided on four parts in total, so actually there are 10 totally different tracks. Impression of homogeneity may be linked with that there are parts of the same tracks included.


The impression of homogeneity is certainly due in part to that, but it's mostly due to the general similarity o the area's music in question. This is inherent in the new system. SUre, there are songs that stand out and are wildly different from others on the soundtrack, but overall there is a theme. This is what you were trying to achieve, and you did!

But as I said, I prefer more variety. I'm not a cheerios every day for breakfast kind of guy. I like to different cereals, omelets, french toast, trout and eggs, humus and eggs, cocoa puffs.... you get the picture. But it's more than that, I really feel that a diverse soundtrack serves this time period of clashing civilizations better. I'll ask for help in the mod area when i have time.



UNRELATED NOTE: Just tried to re-test swordsmen match ups and found only 2 factions playable in custom. This a known issue?
 

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