Edited 20/04/2020: You have the main post down there
Hi guys, I am Juanjo1420, I am from Colombia, so sorry for my english. Since few months I am working in a mod where I am improving the Americas Campaign. I am at this point right now (I used the Gigantus Map to make bigger the map itself, if you see this, thank you very much)
I added the followings factions:
The Sioux
The Cheyennes
The Algonquins
Dutch West Indian Company
The Caribs
Taironas
The Cherokees
-North and southamerica are full of regions with native names wich change when a european faction take it.
-It is not done yet the landscapes and and the weather.
-We need to do the agents with its textures and everything.
-The great region at the left top corner is the useless region. That place wasnt colonized until so late and the natives who lived there are no relevant. In this way we can focus the action to the atlantic sea and the caribe
Im looking for help for modding the model of the units and the map. If someone wants to help, it would be awesome.
Greetings!
June 23, 2013, 08:14 PM
St. Imperator
Re: Americas Grand Campaign
Though this is in the wrong forum, it's nice to see the Americas campaign getting some modding interest! If I can suggest, assuming this is in the right time frame, adding in some more factions, like the Spanish, Chichimecs, as well as the Portuguese, English, and French. I'm going to be following this, I hope to see some pictures of the campaign map sometime. :thumbsup2
June 23, 2013, 11:14 PM
Juanjo1420
Re: Americas Grand Campaign
Sorry for the wrong forum, it's difficult guide in this big forum, the mod is based in the Americas Campaign, namely: The Chichimecas, Apaches, Tlaxcalans, Aztecs, Tarascans, New Spain, New France, the English Colonies and the mayans are in the game alredy.
Yellow: New Spain
Red (In the Atlantic Coast): The English Colonies
The other red: The Cherokees
Pink: The Sioux
Grey and Black: The Algonquins
Brown in SouthAmerica: Taironas
Brown in NothAmerica: Apaches
Dark Blue: Iroquois Confederacy
Blue in the middle of NorthAmerica: Cheyennes
Blue in SouthAmerica: Caribs
White: Dutch West Indian Company
Blue in the upper right corner of NorthAmerica: New France
Greetings!
June 30, 2013, 06:39 AM
Desley
Re: Americas Grand Campaign
I would play this! Goodluck!
June 30, 2013, 11:12 AM
St. Imperator
Re: Americas Grand Campaign
You're going to work more on how the actual borders look, right?
July 12, 2013, 06:50 PM
Juanjo1420
Re: Americas Grand Campaign
The borders are based in maps of the epoch and indian settlements, so i don't think so.
The Warlord isn't go anywhere without his guard of honor. Chosen from the more strongest warriors in the tribe. Equipped with a axe and a wooden armor.
The warheads are trained in the use of the shield and the axe they are the heavy warriors of the tribe. Equipped with a shield, axe and a wooden armor.
Fearless warriors who fear nothing and scare any enemy, reject the shield to carry a second weapon in the left hand. Equipped with a axe in his right hand and a mace in his left hand.
The long arms learned to handle fire arms and horses, they have mixed and this is the result. Definitely a deadly mix. Equipped with a musket and a axe.
The Warlord isn't go anywhere without his guard of honor. Chosen from the more strongest warriors in the tribe. Equipped with a axe and a wooden armor. Equipped with a axe, shield and mounted in a horse..
Greetings! :D
July 18, 2013, 11:47 AM
L36END
Re: Americas Grand Campaign
I'm looking forward to playing it.
July 24, 2013, 04:43 AM
Kirila the Kitten
Re: Americas Grand Campaign
Hope this is still alive :)
July 29, 2013, 10:26 PM
Juanjo1420
Re: Americas Grand Campaign
Is still alive, but the mod is in Spanish and the transalation are so difficult, so i don't post much...
The main objective of this mod it's improve the Americas campaign that is default on the game.
General changelog:
Spoiler for General changelog:
- England and the Dutch are Protestant (This intesifies the fight for the new world between european factions too)
- European factions can recruit assassins when the appropiate building is constructed.
- Prestige points was erased, this means that you can improve yours city and access to the late game on the beginning.
- Attack and defense points calibrated.
- Wrong Unit cards corrected.
- The new native factions have included scripts that make them able to recruit gunpowder, chivalry and artillery after some battles.
- All the european factions have arrive events in diverse places of the map, the faction who has them more is Spain, all of them are historicaly accurate in his names but not in his dates, the England, France and the Dutch was fast forwared to make the mod more funny, all the conquerors have historical retraits.
- Chichimecs can't modernize because historicaly wasn't like that way, by the way, their models are now a mix to make the historical culture mix distinct.
- Campaign texture models corrected.
- The (original) three european factions now have a balanced roster.
- Native mercenaries recruitable if europeans ally with them, the new native factions also give mercenaries to recruit.
- All the new factions have missions as the original who was in the game.
- Three resoruces was added; salt, meat and hemp. Replacing respectively camels, dogs and ivory.
- Native factions now have traders and are recruitable in the respectively building.
A lot more of minor changes that you will be founding while you're playing, that, honestly, I didn't remember after so'many years ;)
-Some models and textures maybe cannot fit, essentially rebels captain of the new rebels sub-factions.
-Some general models in battle maybe cannot fit, same as above.
-Some text when France, England or the Dutch fulfil missions maybe cannot fit. (Only in the spanish version, the english version seems good)
-Random CTDs that I cannot find the source.
-On custom battles the only scenarios that work are: Desembocadura del Orinoco, Cañon chichimeca, Dunas áridas, Plantación caribeña, Selva Amazonica y Valle Muisca. (Will be translated further when I completely add the rest of custom battles)
Posible future content:
-Add a regional campaign with all Northamerica and another for Southamerica.
Installation:
Download the file, unrar it and paste it on the Americas campaign folder replacing all the files, and execute the game by this file:
Acknowledgments:
-Miguel80tp by share a lot of modding knowledge.
-Werety by giving to me historical content and give me ideas.
-Legionarius Argentum by giving to me historical content, give me ideas and be someone who cheer me up to make me go in the modding world.
-Juglar by giving to me a lot of historical content and great proposals to the mod, he's part of my modding team.
-elchopin by modify the original map and made this one.
-Gigantus for give us the original map that is this based on (NorthAmerica).
-CommodusIV by helping translating the mod to english.
And all the people who give me ideas and work to get this job done, thank you very much! :)
If you have any advice or thing that I said and isn't in the mod, say to me by this way or in a PM ;)
Greetings! :D
April 17, 2020, 07:32 PM
Dismounted Feudal Knight
Re: Americas Grand Campaign
It's not often you see something like this actually come to life after years of absence. Well done, I will be sure to take a look.
April 17, 2020, 07:57 PM
sullivanclan1
Re: Americas Grand Campaign
Do you know when the rest will be finished?
April 18, 2020, 02:29 AM
Juanjo1420
Re: Americas Grand Campaign
Quote:
Originally Posted by CommodusIV
It's not often you see something like this actually come to life after years of absence. Well done, I will be sure to take a look.
Thank you, when I started this mod I was just starting the high school, nowadays I'm on second year of University, the main reason because I'm so late it's that I do it mostly alone, so I only work on this in my free time.
Quote:
Originally Posted by sullivanclan1
Do you know when the rest will be finished?
As you can see, I just be 7 seven years late, so give you a date maybe it's not the best option :laughter:
This campaign it's playable and (in my opinion) very complete, but the following step will be add another campaign of NorthAmerica like you see in the previous posts.
P.D: I figured out that I doesn't translated all the post, sorry about that, when I have the posibility to edit it I will do it.
April 18, 2020, 04:56 AM
Jadli
Re: Americas Grand Campaign
Good job there :thumbsup2
April 18, 2020, 07:05 AM
Dismounted Feudal Knight
Re: Americas Grand Campaign
Quote:
Originally Posted by Juanjo1420
Thank you, when I started this mod I was just starting the high school, nowadays I'm on second year of University, the main reason because I'm so late it's that I do it mostly alone, so I only work on this in my free time.
As you can see, I just be 7 seven years late, so give you a date maybe it's not the best option :laughter:
This campaign it's playable and (in my opinion) very complete, but the following step will be add another campaign of NorthAmerica like you see in the previous posts.
P.D: I figured out that I doesn't translated all the post, sorry about that, when I have the posibility to edit it I will do it.
Again, impressive and very well done.
Things look pretty complete at a glance. Lack of translation for descriptions, traits etc means I'll be doing some work to translate it unless there's some files already available that I've missed. If that's the function of the exe, oops. I don't use executables whenever possible, batch files instead for being cleaner as a policy.
April 18, 2020, 07:27 AM
Juanjo1420
Re: Americas Grand Campaign
Quote:
Originally Posted by CommodusIV
Again, impressive and very well done.
Things look pretty complete at a glance. Lack of translation for descriptions, traits etc means I'll be doing some work to translate it unless there's some files already available that I've missed. If that's the function of the exe, oops. I don't use executables whenever possible, batch files instead for being cleaner as a policy.
The only reason because I use the .exe is for the icon of the mod, so all the files are in data folder. By the way if you will traslate know that the settlement change name script was do it to translate to original language of the faction. For example: Puerto Real in Jamaica will be Port Royal if is conquered by the english or Port-au Prince in case of France conquering Haiti. The only trait I remember modify was Hate Moors, because certain spanish conqueror hate natives, so I modify the original trait name.
Greetings :D
April 18, 2020, 07:33 AM
Frunk
Re: Americas Grand Campaign
Always good to see an Americas mod released (I've been making my own for several years, link in sig). Really great work! I'll check this out when I get my new PC. +rep
Not sure if you're keen on any type of collaboration, but if so, please feel free to get in touch (and maybe expect a PM from me :tongue:).
April 18, 2020, 09:10 AM
Juanjo1420
Re: Americas Grand Campaign
I upload a few videos to let you see something without download it, first one, battle of Pueblo Tribes againt Spain, Pueblo Tribe are capable of have new units through the campaign winning battles to european factions:
Second one, a little video showing the campaign map at start and little more later on a campaign that I'm testing all:
And last one, a battle of Tairona Nation againt Spain, Tairona Nation aren't capable of have new technologies, his only way to get for example gunpowder units is through maroon mercenaries when the last event of they happen (uprising in Haiti)
And a bonus; I'm already working into a custom campaign inside the mod, this is a remake of my Wolf Warriors that I does many years ago: https://i.postimg.cc/4N7D775J/Lobo.png
April 18, 2020, 11:55 AM
Morrowgan
Re: Americas Grand Campaign
I'm amazed +rep
April 18, 2020, 01:02 PM
Juanjo1420
Re: Americas Grand Campaign
Quote:
Originally Posted by Frunk
Always good to see an Americas mod released (I've been making my own for several years, link in sig). Really great work! I'll check this out when I get my new PC. +rep
Not sure if you're keen on any type of collaboration, but if so, please feel free to get in touch (and maybe expect a PM from me :tongue:).
Your mod look just great! Congrats for the great work, especially with the map :worship:
Actually my problem is the time, normally I don't have it to make great advances, only in my free time, but with all the coronavirus and quarantine stuff i'm all the day in my house so...:laughter:
so i'm open to any type of collaboration but my time normally is so limited ;) feel free to ask me anything you want
Not a problem! Yes, I think all our team suffers from the same lack of time. I'll PM you soon and we can at least see about chatting further. :)
I fixed your videos to show up correctly on the previous page. Use the [youtube] tag instead of [video], like follows:
[youtube]eKWWjclBfIM[/youtube]
April 19, 2020, 04:59 AM
Virian
Re: Americas Grand Campaign
Great mod, the spanish text is a bit meh but I eagerly await further updates(and hopefully a translation).
April 19, 2020, 05:24 AM
Juanjo1420
Re: Americas Grand Campaign
Quote:
Originally Posted by Frunk
Not a problem! Yes, I think all our team suffers from the same lack of time. I'll PM you soon and we can at least see about chatting further. :)
I fixed your videos to show up correctly on the previous page. Use the [youtube] tag instead of [video], like follows:
[youtube]eKWWjclBfIM[/youtube]
Oh I see, thank you, I'll have it on mind the next time :)
Quote:
Originally Posted by Virian
Great mod, the spanish text is a bit meh but I eagerly await further updates(and hopefully a translation).
Actually, I was thinking about the translation, when the mods start his development, was originally thinked to be announced on a spanish forum that it's already dead (Despite that, I announced it samely)
But things changed, so probably I will be doing the translation in the next days, I think isn't so'much, so, maybe expect a full translation soon ;)
Greetings :D
April 19, 2020, 06:06 AM
Jadli
Re: Americas Grand Campaign
Well, its definitely playable even in the current language ;)
April 19, 2020, 06:07 AM
Dismounted Feudal Knight
Re: Americas Grand Campaign
I blew out a massive chunk of the unit descriptions with google translate. Didn't test for stability when putting them back, but if that works out, suffice to say most of the job should be complete on the spot even if it'll take a bit of editing to be truly set.
April 19, 2020, 06:47 AM
Juanjo1420
Re: Americas Grand Campaign
Quote:
Originally Posted by CommodusIV
I blew out a massive chunk of the unit descriptions with google translate. Didn't test for stability when putting them back, but if that works out, suffice to say most of the job should be complete on the spot even if it'll take a bit of editing to be truly set.
I can help you doing a good translation, I send you a PM ;)
April 19, 2020, 02:22 PM
Morrowgan
Re: Americas Grand Campaign
Would it be possible to extend the map further south so that the Inca Empire and Portuguese Brazil can be included?
April 19, 2020, 07:31 PM
Juanjo1420
Re: Americas Grand Campaign
Quote:
Originally Posted by Morrowgan
Would it be possible to extend the map further south so that the Inca Empire and Portuguese Brazil can be included?
Of course, what I have on mind is do two custom campaigns more, one for Northamerica (I'm currently on it), and another to Southamerica.
Greetings! :D
April 19, 2020, 10:35 PM
sullivanclan1
Re: Americas Grand Campaign
will every faction have enough units when the version is finally done?
April 20, 2020, 04:00 AM
Juanjo1420
Re: Americas Grand Campaign
Quote:
Originally Posted by sullivanclan1
will every faction have enough units when the version is finally done?
Honestly I don't think so, for two reasons:
1. ¿The natives really haved such variety of units? When I start the mod I thinked to add a lot of units to the natives, but as I and my partner (Juglar, who is anthropologist) investigate we getting know that the natives have what it's on the mod, Spearmen, Hunters and some Warriors. The only natives that have more variety of units was the survivors of the XVI century, ergo, the Northamerica natives; Apachean, Cherokees or Pueblo.
2. When I do the mod I think that the real challenge being a native faction it's know how to use your units to win against a big amount of variety european units.
Despite this, maroon mercenaries can be a good option to South and Mesoamerican factions to have gunpowder units, if, of course, survive enough ;)
April 20, 2020, 04:42 AM
Dismounted Feudal Knight
Re: Americas Grand Campaign
Conceptually, it would be interesting to explore the natives evolving further. I imagine part of why they went so far downhill in the first place is because they tried adapting, but they didn't quite innovate enough to gain a technical advantage. Perhaps the mod could add what-if, european inspired but unique evolution of their units if they last to later game. Some interpretation for the changed history.
April 20, 2020, 04:45 AM
Morrowgan
Re: Americas Grand Campaign
What really brought them down were European diseases, without them the Europeans would have remained a tiny minority
April 20, 2020, 05:03 AM
Jadli
Re: Americas Grand Campaign
Indeed, I believe like 90% of them died due to diseases... That could be somehow included, that they would field huge armies (compared to spanish) but also very prone to plagues.... (perhaps its already added, sorry Didnt have time to check the mod thoroughfully yet :whistling)
The low amount of units is fine I assume, the americas units/battles are supposed to be very different anyway.
But perhaps I suggest you include, that if one tribes destroys another tribe, they would be able to hire their units? I can imagine for regular players it would make it more interesting to play the factions with less units...
April 20, 2020, 06:06 AM
Juanjo1420
Re: Americas Grand Campaign
Quote:
Originally Posted by CommodusIV
Conceptually, it would be interesting to explore the natives evolving further. I imagine part of why they went so far downhill in the first place is because they tried adapting, but they didn't quite innovate enough to gain a technical advantage. Perhaps the mod could add what-if, european inspired but unique evolution of their units if they last to later game. Some interpretation for the changed history.
I though this a few years, and the option that I think can use the Marian Reforms script, who is also on Medieval II and use it to do the same but focused on the American conquest, for example:
If Aztecs, Tlaxcalans, Mayans, etc... Survive enough they will have gunpowder and cavalry units and more advanced units with better weapons and all stuff.
But first I need to learn how to use Marian Reform in Medieval II and adapt it.
Quote:
Originally Posted by CommodusIV
But perhaps I suggest you include, that if one tribes destroys another tribe, they would be able to hire their units? I can imagine for regular players it would make it more interesting to play the factions with less units...
It's a good suggestion, besides can motivate the player to fight against other native factions, and not only europeans.
Thanks to CommodusIV for his help, was so helpful ;)
The only thing that we change was the txt so if you're playing a campaign you shouldn't have any problem.
April 20, 2020, 12:51 PM
sullivanclan1
Re: Plus Ultra
What other updates will you make for this mod? Great job! I mean it!!
April 20, 2020, 09:39 PM
Juanjo1420
Re: Plus Ultra
Quote:
Originally Posted by sullivanclan1
What other updates will you make for this mod? Great job! I mean it!!
I just get noticed that in the teutonic campaign are a change religion script, I'm working on it to bring it to the mod and the natives factions because this can be used like a tech development.
;)
(though, dont want to talk into your stuff, but Im not sure "Plus Ultra" is a good name for a mod... I mean people usually check mods by names.. perhaps name it "Plus Ultra Americas"? );)
April 21, 2020, 03:41 AM
Jadli
Re: Plus Ultra
And if I might have other suggestion, perhaps you should increase amout of men in natives units? You can increase it to 250 I believe, and with using this tool even more (but ba careful to not increase it too much). Though, or just making the units cheaper so there would be more natives units will do the job as weill I suppose...
April 21, 2020, 05:08 AM
Juanjo1420
Re: Plus Ultra
Quote:
Originally Posted by Jadli
:thumbsup2
(though, dont want to talk into your stuff, but Im not sure "Plus Ultra" is a good name for a mod... I mean people usually check mods by names.. perhaps name it "Plus Ultra Americas"? );)
You was right, I just added that little () to aclarate. ;)
Quote:
Originally Posted by Jadli
And if I might have other suggestion, perhaps you should increase amout of men in natives units? You can increase it to 250 I believe, and with using this tool even more (but ba careful to not increase it too much). Though, or just making the units cheaper so there would be more natives units will do the job as weill I suppose...
Can be a posibility, but, actually I'm testing the mod with the Pueblo, so the caribbean are free of human intervention and the natives are fighting so'well against the europeans. Increase the number means go down their damage and their attack to equilibrate the things, but still if the numer of natives in the battleground are much, the europeans will run away without fight.
Make them cheaper can be another posibility that i will explore with a calculator :laughter:
Regards :D
April 21, 2020, 10:55 AM
sullivanclan1
Re: Plus Ultra (A better Americas campaign)
Having more regions in the northern part North America would be better because there were settlements during the early stages of the European colonialization. I believe (from history) that many native americans had several different types of axemen and spearmen units while having a limited amount mounted horsemen. While western Europe has less cavalry and more swordsmen militia and musketeers. So you may want to consider those options in your latest update.
April 22, 2020, 05:52 AM
Juanjo1420
Re: Plus Ultra (A better Americas campaign)
Quote:
Originally Posted by sullivanclan1
Having more regions in the northern part North America would be better because there were settlements during the early stages of the European colonialization. I believe (from history) that many native americans had several different types of axemen and spearmen units while having a limited amount mounted horsemen. While western Europe has less cavalry and more swordsmen militia and musketeers. So you may want to consider those options in your latest update.
Which can be a good option instead to add more units that do the same function it's a mix of these ones, for example like Cannibal Warriors or Caribs Hunters which can be a useful distance unit but also fights on melee without problem.
Regards.
April 22, 2020, 08:25 AM
Morrowgan
Re: Plus Ultra (A better Americas campaign)
@Jadli, "Plus Ultra" is the motto of the Spanish Coat of Arms and hence topical
April 22, 2020, 09:39 AM
Juanjo1420
Re: Plus Ultra (A better Americas campaign)
Okay I was thinking about a little historical context for the modernization of mesoamerican and southamericans, and i think the best way is establish some rules about how both cultures and religious were mixed, so:
1. No suits, because this was a way to venerate the animals who in his original culture was a religion thing and any priest who the faction have will be directly disolved.
2. They'll has some units that to get the new technology will needs an upgrade because his own level in the society doesn't allows them to get the new equipment.
3. All old religious buildings will get destroyed and they will be capable of build some western buildings like a church and maybe (if the game allow me) a wall.
4. The original top units like jaguars, eagles, arrows or cuahchiqueh will keep some details from their original model because their was from the high society so their privilegies will be respected and more of their will can conserve old heritage things (Look the images)
5. The posibility of change your religions and therefore the modernization will arrive at different times and circunstances, if Aztecs can maintain their empire untouched, then they will not have any reason to change their religion or modernizate (maybe after this patch I can see the posibility of a modernization without change your religion) but if they start to fall, that can be a option, with diplomatic consecuences of course, no one faction will have the same requirements.
So, just for example, aztec roster will be:
Peasants -> Can recruit but no modernization
Coyote -> Totally erased
Warriors -> Can recruit old ones but the upgrade will give them a much better equipment
Bodyguard -> Replaced by the second image since modernization happens
Spearmen -> Same that Warriors
Cuahchicueh -> Same that bodyguards
Spear Throwers -> Can recruit, but they will be a residual unit
Archers -> Can recruit, they will be a residual unit but will be a dismounted muskets unit
Eagles -> Totally erased and replaced by the unit of the last image
Jaguar -> Totally erased and will be replaced by a cavalry unit
Arrow -> Totally erased and replaced by the first image unit
I hope the native american factions gain more units after certain historical events. Plus, western europe would destroy the native americans with their elite troops. It would be unfair if the aztecs, mayans, apachaens, and many other native american tribes have less units than western europe. I would go with an overhaul on all native american factions, including the buildings, religion, culture, and economy so that way when westeners move onto their territory then the native american would have a fighting chance.
April 22, 2020, 01:58 PM
stevietheconquer
Re: Plus Ultra (A better Americas campaign)
they had fighting opportunities against Europeans, but many died from Europe disease such as measles, smallpox and many others
April 22, 2020, 02:21 PM
Morrowgan
Re: Plus Ultra (A better Americas campaign)
Yeah it's a quiet tragic piece of history
April 23, 2020, 05:49 AM
Dismounted Feudal Knight
Re: Plus Ultra (A better Americas campaign)
It's worth noting that while the Europeans will certainly expand, the natives as they are set up now aren't without a fighting chance AI vs AI. Juanjo is considering how technical evolution over time would work, so I wouldn't be too concerned.
April 23, 2020, 10:53 AM
sullivanclan1
Re: Plus Ultra (A better Americas campaign)
true! Just speaking my opinion! I hear you! starting to enjoy this mods development.
April 25, 2020, 01:33 AM
Virian
Re: Plus Ultra (A better Americas campaign)
I think coyote priests should be kept. They're not really much use as troops themselves, not when compared to their chanting ability which actually makes the aztec roster particularly scary.
I also liked the eagles, their attack was amazing and I'd like the aztecs and the other natives to retain their two handed weapon unit.
April 26, 2020, 07:26 AM
Juanjo1420
Re: Plus Ultra (A better Americas campaign)
Quote:
Originally Posted by Virian
I think coyote priests should be kept. They're not really much use as troops themselves, not when compared to their chanting ability which actually makes the aztec roster particularly scary.
I also liked the eagles, their attack was amazing and I'd like the aztecs and the other natives to retain their two handed weapon unit.
Doesn't have much sense maintain that units in that context, I mean, after years of war of europeans vs. natives and knowing that the natives make sacrifices, cannibalism, etc... And they convert later in a desperate way of save their people and the europeans let them maintain that units?
Despite that, It's a balance stuff, you can't keep what you like about original natives and at the same time get modern units, or yes, but as I said in my previous post maybe later I can think a way about how natives can modernizate withut change their religion.
Regards.
April 27, 2020, 01:39 AM
banskie100
Re: Plus Ultra (A better Americas campaign)
I played the England and I saw Dismounted Feudal Knights recruitable in Town Guard building. Is there any way to remove those dism. Feudal knights in recruitment barracks?
April 27, 2020, 02:49 AM
Juanjo1420
Re: Plus Ultra (A better Americas campaign)
You must go to the data folder and search a file named export_descr_buildings and open it, search "dismounted feudal knights" and remove every line who starts with "recruit pool", that must work, but some invasions use it
April 27, 2020, 09:25 AM
Virian
Re: Plus Ultra (A better Americas campaign)
Quote:
Originally Posted by Juanjo1420
Doesn't have much sense maintain that units in that context, I mean, after years of war of europeans vs. natives and knowing that the natives make sacrifices, cannibalism, etc... And they convert later in a desperate way of save their people and the europeans let them maintain that units?
Despite that, It's a balance stuff, you can't keep what you like about original natives and at the same time get modern units, or yes, but as I said in my previous post maybe later I can think a way about how natives can modernizate withut change their religion.
Regards.
then perhaps replace them with christian priests if you'll have them change religion? Not like there isn't a precedent of christian priests going into battle.
April 27, 2020, 10:44 AM
banskie100
Re: Plus Ultra (A better Americas campaign)
Quote:
Originally Posted by Juanjo1420
You must go to the data folder and search a file named export_descr_buildings and open it, search "dismounted feudal knights" and remove every line who starts with "recruit pool", that must work, but some invasions use it
Yep, thanks I got it working! BTW as a suggestion, I think in the future update, the voulgiers (france) and dism. feudal knights (england) should be replaced with units that were more appropriate in early 16th century. Could be a halberdier unit both for them. It's just that the current version breaks immersion. Overall, a great mod!
April 28, 2020, 09:03 PM
Steward Denethor II
Re: Plus Ultra (A better Americas campaign)
^ Yeah make them either a Halbarad based off Swiss Guard. If not at least Voultiger/Voulge Militia and Heavy Billmen for France/England, respectively. Those units are at least 15th century, while Feudals are late 13th century and earlier.
Also I suggest making the English Archery Range recruit Longbowmen/Yeoman Archers/Retinue Longbowmen/Sherwood Archers at the respective levels. English did not use crossbows so much and variety is cool.
Congratulations on the release!
Historically Georgia was founded later than the other colonies, in 1732. I think the English should start with the Bahamas, St Kitts, Barbados, Providence and maybe some land on the Mosquito Coast. Those colonies were founded in the 1620-30's.
You might want to work with the Colonies and Empires mod. They made a really good map; maybe at some point you two can combine.
^ Yeah make them either a Halbarad based off Swiss Guard. If not at least Voultiger/Voulge Militia and Heavy Billmen for France/England, respectively. Those units are at least 15th century, while Feudals are late 13th century and earlier.
Also I suggest making the English Archery Range recruit Longbowmen/Yeoman Archers/Retinue Longbowmen/Sherwood Archers at the respective levels. English did not use crossbows so much and variety is cool.
Congratulations on the release!
Historically Georgia was founded later than the other colonies, in 1732. I think the English should start with the Bahamas, St Kitts, Barbados, Providence and maybe some land on the Mosquito Coast. Those colonies were founded in the 1620-30's.
You might want to work with the Colonies and Empires mod. They made a really good map; maybe at some point you two can combine.
The reason because England is there isn't historical and being honest I didn't remember it, was many years ago :laughter: but I'll se the posibility to change their initial place to another one.
And yes, as I say later in this post I'll check the European Factions to give them a little more of originality to their roster ;)
About giving their more settlements I didn't do it because, despite most of the time I prefer bring fun to the mod, also take into account a little historical context, and being honest England doesn't arrive to caribbean more later but I think that can be interesting give competitors to Spain but also giving to the person who plays with England, France or the Dutch a challenge to become the most powerful european faction on caribbean, despite this, all the settlements that you mentioned are included with a script who makes conquer it for England.
Quote:
Originally Posted by banskie10015906215
Yep, thanks I got it working! BTW as a suggestion, I think in the future update, the voulgiers (france) and dism. feudal knights (england) should be replaced with units that were more appropriate in early 16th century. Could be a halberdier unit both for them. It's just that the current version breaks immersion. Overall, a great mod!
I was thinking and I think you're right about a pure medieval unit overthere so I will work to give to the others europeans faction that wasn't Spain a more original roster, for example:
then perhaps replace them with christian priests if you'll have them change religion? Not like there isn't a precedent of christian priests going into battle.
Still it's a little odd for me being honest, but I'll check it out ;)
May 01, 2020, 05:22 AM
Magnentius
Re: Plus Ultra (A better Americas campaign)
Very interesting project and respect for the lot of work you did alone.
Greets Mag
May 03, 2020, 09:34 AM
King Athelstan
Re: Plus Ultra (A better Americas campaign)
Nice work on this! The mod looks very cool, I'll be sure to try it out once exams are over and all that
May 04, 2020, 05:36 PM
Juanjo1420
Re: Plus Ultra (A better Americas campaign)
Well the update wouldn't be until I return to the development of the mod because I started my university exams recently, I'll be finishing the last week of june, so:
What is ready for the next update?
- Modernized aztecs after adopt the christianism changing their units, strat models (not all), buildings and allow it to build one level more of the wall to their cities.
- The north native factions can be a horde if they're are expelled from their homeland.
- Portugueses will spawn on the campaign on a horde invasion
- Traduction errors
What isn't ready for the next update?
-Modernize all the other mesoamerican factions with their own activation script, units, etc...
What I need to test to know if can I add it to the mod?
-Activation of Marian Reforms to can use it as a change of era to the American Revolutions and the consequent posibility of add Gran Colombia, USA or Mexico doing the campaign much more longer and interesting;)
Regards.
May 04, 2020, 07:24 PM
sullivanclan1
Re: Plus Ultra (A better Americas campaign)
Will there be more units for native americans tribes? Just asking!
May 06, 2020, 04:05 PM
Virian
Re: Plus Ultra (A better Americas campaign)
Will it be possible in future updates to get gunpowder units as the aztecs without accepting chrstianity?
May 07, 2020, 04:08 PM
Switz
Re: Plus Ultra (A better Americas campaign)
Nice mod, have been enjoying it greatly. One recomendation, however. Can you remove or "trick" the distance from capital multiplier for European factions? Seems odd like for instance, playing as the English, having rampant squaler issues in the Carribean. The game really breaks down about 100 turns in because of unrest in long held territories that have grown in size.
Also, musketeers are absolutely underpowered. Would recruit mercenary archers way before ever building expensive and inadequate musketeers with how mod is currently operating.
Have played several campaigns now. Love it even with the issues above.
May 26, 2020, 11:24 PM
Steward Denethor II
Re: Plus Ultra (A better Americas campaign)
About the Musketeers, they have been improved since vanilla but are still not great.
I suggest removing the fire_by_rank.
Your point about the English is well taken, it is impossible to be perfectly accurate in 1521 while having other Europeans playable. I think starting in the Bahams with a couple of villages is probably the best idea. Even in 1600 the other Europeans should not have colonies.
July 01, 2020, 07:34 PM
Awka_Atoq
Re: Americas Grand Campaign
[CITA = Juanjo1420; 15902120] Por supuesto, lo que tengo en mente es hacer dos campañas personalizadas más, una para Norteamérica (actualmente estoy en ella) y otra para Sudamérica.
¡Saludos! :D[/ QUOTE]
si agrega los incas, podría ponerlos en los tiempos de la revelación inca de Manco, ya que en ese momento los incas tenían caballería (caballos tomados de los españoles) y arcabuceros
July 08, 2020, 12:45 PM
Juanjo1420
Re: Americas Grand Campaign
I'm back after my university exams so'll retake the work on the mod ;)
Quote:
Originally Posted by sullivanclan1
Will there be more units for native americans tribes? Just asking!
Only the new which I added via modernization as I said
Quote:
Originally Posted by Virian
Will it be possible in future updates to get gunpowder units as the aztecs without accepting chrstianity?
Yes! But, not in my next update, I'll take care of that on a newer version.
Quote:
Originally Posted by Switz
Nice mod, have been enjoying it greatly. One recomendation, however. Can you remove or "trick" the distance from capital multiplier for European factions? Seems odd like for instance, playing as the English, having rampant squaler issues in the Carribean. The game really breaks down about 100 turns in because of unrest in long held territories that have grown in size.
Also, musketeers are absolutely underpowered. Would recruit mercenary archers way before ever building expensive and inadequate musketeers with how mod is currently operating.
Have played several campaigns now. Love it even with the issues above.
I take note of all your issues and I'm gonna work on it to improve that problems that you mentioned, thank you very much! :D
Quote:
Originally Posted by Steward Denethor II
About the Musketeers, they have been improved since vanilla but are still not great.
I suggest removing the fire_by_rank.
Your point about the English is well taken, it is impossible to be perfectly accurate in 1521 while having other Europeans playable. I think starting in the Bahams with a couple of villages is probably the best idea. Even in 1600 the other Europeans should not have colonies.
I take note of your suggestion, I'm gonna try it ;)
As I said in previous posts, I was looking for a funnier campaign with more europeans and natives to fight along the continent so I put several european generals and conquerors and put it on a much closer date that in reality anyway your suggestion about a Bahamas colonie was good but in my next update as I gonna show below I put the europeans right when they have their first colonie.
Quote:
Originally Posted by Awka_Atoq
[QUOTE = Juanjo1420; 15902120] Por supuesto, lo que tengo en mente es hacer dos campañas personalizadas más, una para Norteamérica (actualmente estoy en ella) y otra para Sudamérica.
¡Saludos! :D[/ QUOTE]
si agrega los incas, podría ponerlos en los tiempos de la revelación inca de Manco, ya que en ese momento los incas tenían caballería (caballos tomados de los españoles) y arcabuceros
I take note of your suggestion and I will see it when I start work on Southamerica, thanks ;)
Tomo nota de la sugerencia, lo veré cuando empiece a trabajar con el mapa de Sudamerica, gracias ;)
Added features
New map Only remains to add the resources and add the script names for the new settlements
looks really good so far! I have some opinions and to give you some suggestions:I doon't know if you have 199 settlements already but if you don' then you should put more settlements in Canada, western U.S. North Eastern U.S., northern Mexico, and expanding the islands to put more settlementsIf you can do that then you will be able to put more factionsAll factions should have more variety of units so that the gameplay would be better.The idea is great and I hope for future updates. :)
July 08, 2020, 03:23 PM
Morrowgan
Re: Plus Ultra (A better Americas campaign)
Amazing work man!
July 14, 2020, 01:56 PM
Metal.Pigeon
Re: Plus Ultra (A better Americas campaign)
I'm not sure how I didn't see this mod sooner, since I'm part of the C&E team (unit modeling/roster development), but nice work so far! I do have some suggestions regarding unit rosters though.
Spain:
Spoiler Alert, click show to read:
-Add Halberd Militia, Mounted Crossbowmen, and Trebuchets.
Trebuchets were used by Hernán Cortés during the Siege of Tenochtitlan because the Spanish were running low on gunpowder. Plus, you can use them to spread disease if you're feeling particularly evil. If you're feeling up to it, I'd also suggest making a unit based on the soldados de cuera.
England:
Spoiler Alert, click show to read:
-Add Bill Militia, Billmen, Yeoman Archers, Hobelars/Border Horse, and Trebuchets. Maybe add Mounted Longbowmen and Crossbow Militia/Archer Militia.
-Remove Crossbowmen.
England didn't hop onto the pike-and-shot trend until the 1600s, and in 1520 they still mostly relied on billmen and longbowmen. They almost never had crossbowmen in their armies, although crossbows were still used for hunting on occasion. Mounted longbowmen were real, but historically they dismounted before shooting rather than shooting from horseback. While the Border Horse are a Scottish unit in vanilla, they were some of Queen Elizabeth I's favourite soldiers, and they were hired by the English very often, especially during this time period.
France:
Spoiler Alert, click show to read:
-Add Voulge Militia and Trebuchets. Maybe add French Mounted Archers, Dismounted French Archers, and/or Mounted Crossbowmen.
France still used archers in the 1500s, but this was pretty much exclusively as a militia force in Europe. French mounted archers were pretty much identical to English mounted archers. I would also suggest giving France better heavy cavalry than anyone else, since that was their thing.
The Dutch invented the blunderbuss, which was mostly used by cavalry and marines; it's possible to implement these if you're willing to add a new projectile. Maurice of Nassau's elite guard was armed with pikes, swords, and bucklers. You could also give them a low-tier archer unit.
Aztecs:
Spoiler Alert, click show to read:
-Add Coyote Priests.
Warrior priests in coyote suits was a thing, although admittedly it's not known if they had a special role or if they just had different equipment. If they're being removed because the chanting ability is a little gamey, I'd recommend making them a larger unit with the "frightens nearby enemies" and "inspires nearby troops" passive abilities instead. The Aztecs were reported to have made makeshift pikes or long spears using captured Spanish swords, according to Bernal Diaz: "the lances which [the Aztecs] carried [were] made from the swords captured from us during the great slaughter on the causeways at Mexico."
Tlaxcalans:
Spoiler Alert, click show to read:
-Remove Eagle Warriors and Jaguar Warriors.
Tlaxcala should definitely have better archers than the Aztecs and Tarascans and maybe a new elite archer unit, since they were famous for being skilled at archery. The Spanish also gave them crossbows, although there isn't evidence they were actually used in battle. After the Spanish conquered Mexico, the Tlaxcalans were the only natives allowed to own guns and horses as thanks for their help.
Tarascans:
Spoiler Alert, click show to read:
-Remove Jaguar Warriors.
I don't have many suggestions regarding what to give them to make up for this, but a fun fact is that the Tarascans were the only native people in this mod that developed metallurgy; they had bronze axes.
Maya:
Spoiler Alert, click show to read:
-Remove Jaguar Warriors.
I'm not sure why CA added them here in the first place. Only the Aztecs used them.
Chichimeca:
Spoiler Alert, click show to read:
-Add Chichimec Lancers.
The Chichimeca captured horses from the Spanish and used cavalry against them in the Chichimeca War, and it's believed that the Chichimeca were the first natives in the Americas that fought Europeans from horseback.
I'd be happy to share any work I did on C&E with you. It's mostly European units (you can see the Portuguese here), though I did make a few Aztec and Maya units for another mod, mostly by reskinning vanilla models.
July 14, 2020, 05:57 PM
sullivanclan1
Re: Plus Ultra (A better Americas campaign)
i believe each native faction should have jaguar warriors, coyote priests, and add some ships and some ports. Some mounted units would be nice as well.
July 15, 2020, 10:16 AM
King Athelstan
Re: Plus Ultra (A better Americas campaign)
Nice going dude! Keep at it
September 20, 2020, 07:05 PM
Juanjo1420
Re: Plus Ultra (A better Americas campaign)
Hi to everyone!
I'm sorry for the time that I didn't update the mod, I was doing personal life stuff, but I'm doing some progress recently, I just finished the Iroquois and Algonquin roster which you can see in the next battle:
As you can see, It's snowing but the battlefield aren't snowy, I figured out that Americas has blocked the winter on battlefield, I was only able to activate the Snow and Blizzard condition posibility in some custom battles and the campaign, but, still can't give you a snowy battlefield, I'll be trying and thinking about it, for now will stay like you see.
November 08, 2020, 08:12 PM
intel
Re: Plus Ultra (A better Americas campaign)
Nice! Keep up your great work! :)))
May 26, 2021, 11:31 AM
BLS total war
Re: Plus Ultra (A better Americas campaign)
where is download link?
June 01, 2021, 06:30 AM
King Athelstan
Re: Plus Ultra (A better Americas campaign)
Quote:
Originally Posted by BLS total war
where is download link?
Post #12 has the download link to the 1.0 version
June 11, 2021, 04:23 PM
BLS total war
Re: Plus Ultra (A better Americas campaign)
great mod,looking forward to next update,would also be nice if it was mod foldered and didnt overwrite vanilla americas
March 10, 2022, 10:14 AM
l5c4sl3m0s
Re: Plus Ultra (A better Americas campaign)
For many time I looking for a true Americas experience, and now I'm think I found...
May 31, 2022, 12:21 PM
BLS total war
Re: Plus Ultra (A better Americas campaign)
hey there cant you make the mod mod foldered?it is extremely strange to see a non mod foldered mod for med 2
October 25, 2022, 03:53 AM
Werety
Re: Plus Ultra (A better Americas campaign)
Hi, actually I have the same problem but I solve creating my own modfolder, I can show my steps to do, is very easy:
1- Copy your original vanilla americas modfolder and rename with plusultra need to look like this:
*General features:
-France and England become playable, also Portugal is added as a playable faction.
-Campaign descriptions and win conditions for all of the new factions, and modified some of the old ones: now Spain has to also destroy Portugal and the Apacheans have to destroy England and France.
-Building/recruitment times of European nations set according to Spain's settings (the default ones).
-Scripted fleet arrivals throughout the game become controllable reinforcements if the player is using the corresponding faction (England/France). Portugal also gets reinforcement fleets/armies.
-New factions also receive Council of Nobles missions.
-More units for all European factions.
*Step by step installation instructions:
-Install M2TW + Kingdoms americas campaign.
-Make sure M2TW folder is not write-protected by checking its folder properties (X:\Program Files\SEGA\Medieval II Total War\ by default). In case it is deselect that option and apply the new setting to all sub-folders and files.
-Unpack americas campaign by going to X:\Program Files\SEGA\Medieval II Total War\tools\unpacker (where X is the letter of your hard drive) and double clicking on 'unpack_americas.bat' (watch out because this requires some free hd space, 2 gigs approx.).
-Extract 'War_for_the_Colonies_1-07.zip' to a folder and run 'WftC_Installer.jar'.
-Select your M2TW folder folder as the destination directory (X:\Program Files\SEGA\Medieval II Total War\ by default) and click on the install button.
-Execute the mod by double-clicking on the file 'War for the Colonies.bat' in /mods/americas folder or its shortcut on the desktop.
NOTE1: In case you have any problems with the installer you can manually extract the contents of the 'wftc' folder into the M2TW folder, overwriting existing files, and delete the files '/mods/americas/data/descr_geography_new.txt' and'/mods/americas/data/descr_geography_new.db' afterwards.
NOTE2: The installer automatically backs up any files that are overwritten during installation to ' M2TW folder/wftcBK'.