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Hardgame Mod A mod aimed at making M2Tw as hard as it can be, it features a garrison script and other things to make this possible.

 
 
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NIKO_TWOW.RU
Old December 31, 2006, 10:58 AM / HARDGAME - Gameplay mod for M2TW   #1
 
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HARDGAME 1_2 Playable Beta Description:

General:
POLITICS and STRATEGY
- Now during cities/castles militia (home guard) is spawned.This happens only if the settlement owning faction matches the nation that originally lived on this land (support by the population of the state) thus quantity of a home guard depends on the sizes of city (the Level of walls), all the neutral grounds (rebels) create home guards. The home guard costs a few money and upkeep, and also accessible units for hiring decrease. The home guard arises at everyone siege. At several attempts of storm successively quantity of civil guardsmen can will decrease, but after some time the home guard begins appears in former quantity.
- one turn is equal half a year, building construction times are proportionally increased, slowed down growth of the population.
- Hirable units disappear after settlement capture.
- the quantity of heretics and inquisitors Is reduced, time of their occurrence is increased.
- The quantity of money for sacking/extermination of the population is reduced
- disorders with due to other religions are increased
- the chance of inquisitors for burning not heretics/witches Is reduced
- speed of armies on crusades and a degree of desertion Is reduced
- Allied armies no longer cause relationship deterioration while passing through each others territory
- Relationship deterioration modifier on VH difficulty has been reduced
- Rebels (neutral) AI changed. They are more aggressive with defense/attack if their numbers are superior
- The quantity of rebel armies during revolts is increased, revolt frequency reduced
- Turn sequence changed - from weak to strong. Gives tactical advantage to small fractions.
- Religious buildings give morale bonuses to units constructed in the province
- Buildings give bonuses only to corresponding religion.
- Bonuses from some buildings are redistributed and changed
- the initial treasury and kings purse changed according to population size and historical traits of different fractions.
- Elimination of historical enemies added to victory conditions
- AI improvements:
AI will better fight with rebels (neutrals)
AI will not go to war with allies or vassals unless absolutely required
AI will not lead war many fronts
AI will declare war if trusted ally is attacked

STRATEGIC UNITS
– Spies Deleted (not historical and hampers game play). Accurate data on enemy armies in Middle Ages was impossible. Opening of a gates, all three at that, was extremely rare. Use towers on borders and in strategic places instead. They can be built only in your territory and they will reveal some population and military data. Diplomats, priests and princesses can also be used for gathering of spy data.
- Assassins, except for Muslim Hashishins who really made political murders across all Europe, are deleted. Other political murders basically were business of intrigues inside of the state, instead of being carried out by the external enemy.
- Merchants contributed to micromanagement, with the minimal final result, and thus have been deleted. Trade buildings (the markets, ports, roads, etc.) simulating development of trade in provinces are modified

MILITARY UNITS and TACTICS
- The quantity of artillery (cannon) units is increased. Penetrative force of a shell has been reduced. Infantry amount increased to match foot soldier units.
- the quantity slots for hiring is increased according to a level of city/castle (1 - 1 lev, 3 - 2 lev, 5 - 3 lev, 7 - 4 lev and 9 – 5 lev), thus overall quantity of units available for hire is lower.
- Upkeep for generals, admirals, and family members has been increased.
- The weight of all animals has been changed to reflect reality. The cavalry can no longer be stopped by a single unit of foot soldiers in a line formation. Much more “foot soldier density” is required to stop a cavalry charge.
- Units hit points have been increased - 2 - infantry / 3 - a cavalry / 4 - the general, (calculation for 120*2=240, 3*80 = 240, 4*60=240 i.e. the total of hits will be identical to any unit). This causes longer battles.
- Generals influence on troop moral reduced thus if the general dies or flies the army is likely to flee as well. If he enters battle units around him are likely to get a moral boost. This influence should be sufficient. (Generals bodyguards now get Command perk as well)
- the quantity of arrows for foot archers is reduced. Artillery ammo also reduced (15-20). This is more historical and prevents Human Player from abusing AI passiveness. Horse archers - 25 arrows, units with fire-arms - 20 bullets.
- the flammability of siege machines (now they do not catch fire after being hit by several tower arrows). Longer bombardment by several groups of archers (2-3) is now required to set the equipment on fire.
- Missile weapons attack angles are changed. Crossbows now shoot in a straighter line. They are no longer effective for shooting from behind obstacles or over walls. They are most effective for shooting in a straight line at troops on the walls or on the battle field. Javelinmen are no longer effective from behind obstacles or troops. Their application now more historical - in the forefront - to exhaust the opponent before the fight.
- Landscape effect on unit movement has been changed
- Gate durability has been increased thus making wall taking more crucial.

LOTS of little changes.

1_2
-New auto installer
-Added mini mod Real Arrow 1_2
-Towers will fire only if manned by 10 soldiers
-Increased quantity of wall defending squads
-Anti infantry artillery: Number of cannons increased to 6. Ammo reduced by 50%
-Archers dmg increased, armor piercing removed. Archers are now effective only against non armored units
-Crossbowmen and gunpowder units effective agains armored units
-Walls, gates and buildings had total HP changed.
-Artillery dmg changed. Now an artillery regiment can only breach one wall section of suitable level.
-Quantity of diplomats restricted to no more then 1 per city
-Factions get 5000 rewards only if their purse is empty (for balancing purposes)
-Castle units removed. Unit recruitment tweaked. Better units are available in lesser quantities.

NEW AI (99% new !)

Main Features
1. Tries not to attack allies if enemies are available
2. Doesn't not attack protectorates
3. Declares war against enemies of trusted Allies
4. Tries not to be involved in wars with more then 2 factions
5. Attacks rebels first if doesn't have enemies
6. Attacks PC with greater forces
7. Attacks weaker factions first
8 Tries to attack mostly neighboring factions
9 Goes to full defense mode (in the city) if significantly outnumbered by enemy forces at the border
10 Tries to keep armies in territories bordering with neutral factions if no enemies are available.
11 Catholics will only attack Catholics only if no other enemies are available or nation is excommunicated. If at war with 3 or more nations tries to agree to peace with other Catholics.
12 Papacy doesn’t attack (except excommunicated nations and near rebels) Mostly defends lands, attacks rebels. Will only attack neighboring provinces
13 Muslim nations will attempt to agree to peace if non Muslim enemies are available.

I recommend installing the following mods together with HARDGAME:
1. Xenophonia - voice mod, 6 languages.
http://www.twcenter.net/forums/forumdisplay.php?f=256
2. Fix for all 2H axe units' animation (zxiang1983)
http://rapidshare.com/files/7978280/animations.zip.html

Download link:
http://www.twcenter.net/forums/downloads.php?do=file&id=1037


PS Thanks Moretz for translate this description, and for his work for do HARDGAME better.

Last edited by NIKO_TWOW.RU; February 26, 2007 at 04:13 AM.
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