His stuff is included in mine already.
His stuff is included in mine already.
Just stopping by here again to say that I really appreciate the effort going into this submod.
A polite way of saying "Hurry the ___ up!".
I think I'll release what I have so far in a day or two, since the only problem is a graphical one.
New files uploaded in the first post.
Before installing the new files, please check your games and tell me the culture levels of the rebel settlements in Iceland.
have you made it so that the magyars actually win in auto_battles?
all looks good though, may download this whole thing again
They have 3 secondary HPs. I gave them that from the beginning, but no, they won't do well in auto resolve because they have no armour. Even if they did, I don't know how much it would help them. Horse archers are underestimated by the auto resolve calculator in every mod that has them. In a SS Cuman campaign, in 150 years I won more Heroic Victories than in all other campaigns put together - all because the AI thought my army of horse archers was outmatched by an army of spear and javelin militia. It's like the Dwarves crushing everyone in auto resolve in TATW.
yeah i get it, its an issue every mod has.
they can have up to 6 hidden hitpoints btw, i think thats the hitpoint limit anyway (sauron has 6 in TATW?)
That's because he's an elephant. In battle, the primary hitpoints will be those of the rider (none, in this case) and the secondary hitpoints will be those of the mount (Sauron). Riders of horses and camels share hitpoints with their mounts and secondary hitpoints will count up to 3 in auto-resolve.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Going to give your hard work a try here k/t, I've been looking forward to it for a long time!
Is this updated to RC 2.0's stats based on PB's release docs?
Wealth beyond measure, Outlander.
I've tested few campaigns after your last update and here's some feedback.
Each faction has enormous amount of money. This was a problem before unfortunately. This screen shows money chart after few turns. After about 100 almost all Ai factions have around 300 000!Spoiler Alert, click show to read:
Now 2hand/axe units have shields strapped to hand.Spoiler Alert, click show to read:
Milites throws their spears very unrealistic. I think that Polish Piast Nobles animation suit well for this type o heavy cavalry.
I really enjoy playing this mod with your RC/RR contribution. Any news about mod team and they plans for future release?
"I've been looking forward to it for a long time!"
I had a playable version out in March or so... Since then I've made some changes. The November version is the third one. You only started using it now?
Please read post #48 on page 3. I update it with every release. I suppose I should just move all the information to the first post in the thread, though. It makes more sense. - EDIT - I have moved all the information to the first post.
The economy in TLK is rather generous, nothing like BC or TA 3. The fact that the AI only has to spend 1 dollar per building increases its wealth, but I don't mind if the AI has too much money. It's better than too little. It can't recruit too many units with that money due to the lowered replenishment rates, but now it can afford mercenaries too. Has a small faction spammed you with armies? That would be an issue to address, but if a large treasury does not manifest itself in ways that unduly annoy the player or ruin his experience, I don't see a problem.
Raiding its settlements, destroying the infrastructure and blockading its ports does a great deal to cause it to lose money.
I have seen the somewhat weird look of the spear-throwing, but I can't edit models or make animations. Perhaps I could add an animation from another mod. I haven't played Poland in SS, but I remember the Piast Nobles having a lance and a sword or axe. They don't throw anything. Polish Nobles threw javelins in M2, though.
One thing I realize I haven't done is play around with the recruit_priority_offset. Does the AI recruit balanced armies? Are there enough heavy units in its armies?
At this time, there is no work being done on this mod (TLK, not the RR/RC submod) by its creators, and none will be done for the foreseeable future. Still, it's a finished product, and there are some submods for it.
Last edited by k/t; December 12, 2012 at 01:27 PM.
2handed axemen have a very bad animation, leaving them at a disadvantage.
That has not been my experience. Also, units without shields shouldn't be used in prolonged combat. They're for a mighty charge.
So glad this exists. I immediately installed it from the get go being a fan of it implicitly. And my first and only battle so far as Hordaland taking the little village to the southeast was great, I really love long battles, slow kill rates. Though it probably helped I fought most of it with shieldwall. They only had 3 units to my 5, and it took forever. Again, I'm saying this in the best possible way being a fan of exactly this style of battle. The siege defense ai was a little wonky though, I'dunno if it was the no walls, or if it was just a fluke having not had any other battles yet. This submod probably doesn't even touch the ai though probably huh? Don't remember seeing it in the info post...
Anyway, thanks for making this happen, I'm loving it. Don't say it.
The AI is the Vanilla one. I want to add Soulson's campaign AI and Germanicu5's battle AI, though. I hope to eventually get around to it.
If the battles aren't long enough, you could add 1 to the defense skill of every unit and check again. Then add again as needed.
"being a fan of it implicitly"
Did you play SS or TA with RR/RC? Or you just liked the sound of what the submod does?
Hordaland was my first campaign in this mod too.
Last edited by k/t; February 04, 2013 at 02:24 AM.
AI additions sounds good. And the battles are currently long enough all right, had a couple more since then and it's great. I use RR/RC with any mod that has it available, including the ones you mentioned. I've made some good progress in my campaign, taking almost all of the west coast, with the king to the south sending his brother further along that way, and the king to the north taking the northern territories himself. I've run into a standstill now though, huge armies halting further progress for the time being. I'll need to consolidate armies now or just bide my time and build up, can't build any units really. Lot of fun, and enjoying taking time to delve into the traits and roleplay a little, with the memories of that other more micromanaged game still fresh in my head providing inspiration.
-edit-
Since you're still considering updates, would you give any thought to a four turn per year modification? I feel it would be more in line with the scale both historically and with the recruitment limits within the submod. Of course there's a number of things such a change would entail, build times, some traits that track time, probably a bunch more stuff if you want to be thorough about it. I'm having an epic campaign and loving every minute of it, but can't help but wish I had more time with characters and defined seasons. Anyway, just a thought to toss around!
Last edited by Dooz; February 05, 2013 at 07:15 AM.
Enhanced AI is indeed something I wish for in this mod. k/t, I don't know if you're very familiar with editing the export_formations.txt file and combat scripts, but it would be great to see the Normans use different tactics as opposed to the Saxon and Scandinavian factions. It would make for an interesting enemy once they come into play.
Looking at the unfortunate lack of activity on this board and the absence of the mod's leader, I'm really glad that you're still trying to improve on this mod. It's one of my most favorite mods for Medieval 2, and the only thing which kept me from playing it regularly was the lack of battle balance.
I have never touched that file or those scripts. However, Germanicu5 has posted instructions for integrating his battle AI in any mod. I'll have to check Soulson's as well.
Now that I'm starting to do it for BC, I realize I have to check all the animations in bmdb too, to make sure they are what they should be in terms of speed. I also found a kind soul that has been doctoring units for me, so I will further abuse his niceness by asking him to glue the infamous five's shields to their backs.
"would you give any thought to a four turn per year modification?"
You would just need to change the timescale to 0.25 in descr_strat and put this in campaign_script:
Spoiler Alert, click show to read:
I took it from my TA campaign_script.
Last edited by k/t; February 26, 2013 at 12:42 AM.
Hey k/t I love your submod but in my opinion your installation instructions are a bit messy. So I took your files and made a zip folder with the folder-directory/structure of the mod so all you need to do is drag the mods folder into your MedII directory and say yes to all overwrites. I think this will help people who want to try your mod but aren't as savvy as others when it comes to navigating mod folders and such.
I attached the easy-install zip folder to this post, feel free to include it in your OP if you want.
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