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| DarthMod for M2TW Successor of the known series, its main target is to trace gameplay inconsistencies and destroy them using balance and AI techniques. |
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#1 | |
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Quartermaster Sergeant
Posts: 729
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Brief Description of Darth_Battle_AI_Kingdoms:
=================================== -uploaded version 1.2!(Scroll down and download) -also available with an automatic installer! -this mini-mod will replace the kingdoms vanilla battle AI with a new one based on Darth's battle AI -by using this you will get the great battles found in Darth Mod. This means:powerful cavalry, smart AI,unit cohesion, great effects...etc(Who played DarthMod knows what I'm talking about) -the the new units(Kingdoms specific) were adapted in order to work properly similar to Darth units. -play some battles and find out yourself! -it is compatible with your saved game. There should be no problems. -Enjoy! Install notes(no need for that. You can just use the new version with the automatic installer.): ========================================================== -copy the files from the archive in to your Medieval2 root folder(C:\program files\SEGA\Medieval II\) -modify the shortcuts for the 4 campaigns. Add the --io.file_first as a parameter. It should look like this: C:\program files\SEGA\Medieval II\kingdoms.exe --io.file_first --features.mod=mods/teutonic ->for the teutonic campaign Notice the added --io.file_first parameter! If you don't add the --io.file_first as a parameter then it won't work! -play the game! Uninstall notes: ============== -just remove the --io.file_first from the shortcuts. -another way is to delete all the text files found in the data folder for all 4 campaigns. But the first one is preffered Darth_Battle_AI_Kingdoms vers 1.2 ================================= -fixed the Jaguar Warrior unit info card bug(for Mayans) -added the fear capability for mounted units(like conquiestadores, new world bodyguard), gunpowder units, artilery units. Now native warriors are afraid of horses and gunpowder units, just like it should be. -fixed the description error for Richard and Saladin -tweaked the charge distance for the new units -corrected some formations bugs for pikemen. They were tweaked. They should be ok now. -fixed the bug of silver-model for some units(some units like Knigths Hospitaliers could upgrade their armor, but there were no new models for them) -missile units are more powerful now(not too much, +2 or +4 for the missile power). They now have more punch and can deal with the enemy. -also gunpowder units are more powerful -other tweaks. Darth_Battle_AI_Kingdoms vers 1.1 ================================= -this version has many fixes. The first version of the mod was based more on making Darth AI compatible with Kingdoms and the units were tweaked specifically. -important changes made for cavalry. They have less defense value, weaker secondary weapon(stat_sec) and more powerful charges. Thus they will be more devastating in charges, but will last less and will inflict less damage in melee. So it is important to use your cavalry wisely. -pikemen units were tweaked. Previously they had a formation(and if defensive mode was used) that was too tight and sometimes they were a wall against infantry. Now the formation is a bit looser and thus allow infantry to better infiltrate trhough the pikes and disrupting the pikemen lines. -I fixed an error were I put too many soldiers per unit(usually a cav unit had 60 men/unit, but in kingdoms the new unit size was 45 instead of 60). -fixed the soldier size for infantry units for the americas campaign(dismounted conquistadores, sword and buckler men) -added 2 hitpoints for some spanish units in the americas campaign. I accidentally left them with 1 hitpoints. Now the fewer men from a spanish infantry unit can deal with 2 large size 'american' units, just like it was intended for this particular campaign. -added missing unit card for Jaguar Warriors for mayans. -added missing burning oil to the projectiles file. -lots and lots of tweaks for units(formations, attack&defense stats for most of the units) keeping in mind the campaigns ideea(for example mounted knights like Knights of Antioch in the Crussades Campaign are a bit less powerful than they should have been. This was done so that the 2 Kingdom of Jerusalem and the Kingdom of Antioch will not be too powerful, and giving a fighting chance for the muslim factions) Darth_Battle_AI_Kingdoms vers 1.0 ================================= ...check the readme found in the mod for more details... Credits: ======== Credits go to DARTH VADER for his great work with Darth Mod and myself(Tiberiu_R) for my part of the work. Download it here(VERSION 1.2): ----------------------------------------------------- Automatic Installer (recommended for normal users) ----------------------------------------------------- Darth Battle AI for Kingdoms v1.2.zip (for advanced users!) ----------------------------------------------------- NOTE: The automatic installer is recommended for players who experience problems getting the mod working, or for lazy ones The automatic installer will: -automatically find the correct path(if you the game is correctly installed) and will install the mod, no harm will be done to your game, saved games, configs etc. -added 4 new working desktop shortcuts for the 4 campaigns -added new splash screens for the 4 campaigns so you know you are using the mod(look for Darth in the upper-right corner when you start the campaign -smooth uninstall which will completely remove the files and will do no harm to your game -also there is a link to the uninstaller in the Start Menu. For the advanced version you will need to follow the instructions posted above and do all the things manually I recommend the automatic version, but you could do it any way you want... And some extra reputation wouldn't hurt... If you like it rep me, if you have some bugs/suggestions post them here and i will try to improve the mod. Last edited by Tiberiu_R; October 30, 2007 at 03:06 PM. |
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#2 | |
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Quartermaster Sergeant
Posts: 729
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Uploaded the first version.
Download and enjoy. |
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#3 | |
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Quartermaster Sergeant
Posts: 806
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i ight be a noob but, I don't know whats wrong with kingdoms AI. I thought it wasn't half bad.
![]() I am the bad boy of these forums. promoting illegal activity posting indecent or graphic images flaming (insulting other users) posting indecent or graphic images flaming (insulting other users) |
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#4 | |
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Grenadier
Posts: 57
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WOW this is extacly what I was looking for after kingdoms got released. THX man!
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#5 | |
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Quartermaster Sergeant
Posts: 729
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@ Harm: Well, if your primary concern are battles then you will see that the vanilla AI is not that great. There are numerous bugs that are from med2 till kingdoms. A really bad things is that CA didn't do any bug fixing for this expansion.
I suggest you play some battles with the original campaign AI and then try the Darth AI for kingdoms. There should be a significant difference between them. And remember that Darth's AI and formations are used in most mods!! This was also true for Rome. Thank DARTH VADER for this one, mate. @shonelli I'm glad you like it. It is good to get positive feedback for your work. Also some bugs are also welcomed. So if you, or anybody else, do find something that they think is not right, then just post them here and i will try to fix them. Cheers |
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#6 | |
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Chosen Man
Posts: 178
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Play the campaign on vanilla and then on Darth's.
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#7 | |
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Quartermaster Sergeant
Posts: 710
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Tiberiu_R - honor and glory!!! (aint allowed to add rep yet)
You made me to go on "second holy pilgrimage" (playing Crusades) after long while and now I am very eager to go with Apachean cavalry hordes again through preires and jungles of America. Thanks a lot again (as usually) for great work! |
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#8 | ||
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Quartermaster Sergeant
Posts: 729
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Quote:
I also started playing the Teutonic campaign and it rocks! I will try the apachean tribe later. I want to see what they are made of. Cheers |
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#9 | |
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DARTIS
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Tiberiu I noticed that you have not changed anything in the new units of Kingdoms EDU...so are not darthed.
I suspect you plan this for the future |
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#10 | |
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Grenadier
Posts: 78
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We have to use the shortcuts to play the game with the new ai or from the autoplay?
I ask this because i cant get it to run from the shortcuts.It says something about fatal error.
Last edited by pansoiatr; October 09, 2007 at 03:52 PM. |
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#11 | |
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Colour Sergeant
Posts: 429
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It is possible to make this mod not compatible with vanilla kingdoms save?
Because in a HotSeat Campaign, who uses this mod will have harder battles but other players can "cheat" and not use the mod to get easy battles! |
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#12 | |
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Quartermaster Sergeant
Posts: 729
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@Darth: Indeed the new units from kingdoms are not Darthed 100%. This will be done in the future versions.
@pansoiatr: you will have to use the shortucts. I don't know if it works with the autorun. What you can do is to go to the desktop, copy and paste one of the shortcuts, so that you now have "Copy of Medieval II Total War Teutonic" link.Rename it to "NEW AI ...." or anything else. Now go to the properties of this new shortcut and add the --io.file_first thing as a parameter. It should look like this: C:\program files\SEGA\Medieval II\kingdoms.exe --io.file_first --features.mod=mods/teutonic @PorT_Lobo: I don't know if this is possible. You should tell the other players to use this AI or all of you could use the vanillla AI. Read more here. You might find some usefull settings for hotseat. http://www.twcenter.net/forums/showthread.php?t=70942 |
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#13 | |
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Grenadier
Posts: 78
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Sorry to trouble you with my questions again but my problem continues.
I unzip your files and i paste them in my md2 folder as you say. I change my shortcuts and then i try to start the game.It doesnt start but a window pops up that says CA_LIB medieval 2 suffered a fatal error and will now exit. Any advise would be welcomed. Thank you again.
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#14 | |
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Quartermaster Sergeant
Posts: 710
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So you inserted (the rest is unchanged) to your shortcuts just:
--io.file_first and it keeps crashing?? |
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#15 | |
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Rifleman
Posts: 30
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i have two questions: I replace the files of the original campaigns with your mod or i put the files's mod in without replacing?
I didn't understand a think of how : Add the --io.file_first as a parameter. Can you be more clear, i'am not very good in mods and stuff like that. thanks in advance. |
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#16 | |
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Grenadier
Posts: 82
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WaZaaa!!!
Just wanted to holler many big cheerz ter Tiberiu_R for allowing us M2TW fans ter finally have a go against better custom battle AI. Did everything as follows, no crashes, but just wondering how could I verify that my Kingdoms is using the new Darth Battle AI... :hmmm: I mean, I've noticed different AI formations, somewhat smarter cavalry, as well as increased effects of cavalry charges on morale but just wanted to double check to make sure I'm using Darth. Peaceage ![]() Merely a humble advocate of the positively developed mod, "The Fouth Age Total War." ...as well as a peaceful proponent of the exhaustedly developing mod, "Broken Crescent." ![]() |
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#17 | |
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Drummer and Fifer
Posts: 136
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Everything's playing out nicely so far for the crusades campaign, but I did have an initial ctd at campaign start. The problem was a conflict between the way Saladin is named in the desc_strat ("Sultan_Saladin") and his name as listed in the EDU. Simply changing his character name to "Saladin" in the desc_stat allowed the campaign to start.
nice work!
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#18 | |
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Grenadier
Posts: 78
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Yes,the disc starts playing then appears the message i reported in my previous post
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#19 | |
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Quartermaster Sergeant
Posts: 710
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Well, in this case I dont know now, if you have courage to reinstall m2tw then try it, (perhaps some "dejavu" effects from previous mods are messing that).
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#20 | ||
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Quartermaster Sergeant
Posts: 710
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Quote:
Now I can start my Crusade again, I didnt know what to do with that. Even after I read what you wrote I renamed wrong "Saladin", then the second one (unit) was correct. Thanks again. |
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