Greetings,
I have edited export_descr_buildings so that factions will be able to recruit their older units after upgrading their military buildings, which they cannot do in TVB.
For example, with...
Type: Posts; User: Delta35; Keyword(s):
Greetings,
I have edited export_descr_buildings so that factions will be able to recruit their older units after upgrading their military buildings, which they cannot do in TVB.
For example, with...
I haven't even seen everything this has to offer but I couldn't hold myself and have to reply now.
It is hard to believe something like this could be created mostly solo. I'm utterly speechless,...
Great idea! I'm giving this a try right now!
Thanks Gigantus! I remember wanting to try this mod but giving up easily when I saw that it was an old mod. Thanks to you I can give it a go now.
I've been working on tweaks to make pikemen more reliable and I think I've found and implemented an okay method. Instead of removing the secondary weapons, I changed the secondary weapon to another...
Since the link died, I uploaded this again if anyone is interested. You don't need the attachments in the previous replies for this. File size is 261 MBs.
...
Dude, you're a saint for sharing this! Thanks a lot!
Here's the patch for Reworked Recruitment. The changes are:
-Missed units fixed
-Missed recruitment buildings fixed
-Dealt with some errors with the ships
I feel there won't be another need for...
This is kind of embarrassing but turns out I've missed most of the recruitment from the guild buildings, I'll put a patch soon. This only makes me admire mod makers more, seeing how tedious it is...
So far, I've noticed in the recruitment rework A) Hungarian Nobles upkeep is 25, should have been 325. B)War Galleys take 3 turns to build, should have been 2. C)Merchant Cavalry Militia unit is...
Sorry for the small mistake, here's the unlocked link https://mega.nz/file/CrYzTSaR#mroMIyzdQAZe-wuAtTXMeb1o-HxAGzCSHeJJoeWZEa4
This mod is a great one overall but I wanted a few things changed to my liking. The changes made are listed down below, I decided to upload these because I thought there might be other people who...
I'm downloading this, will give feedback after I see how it's like. From the thread I'm guessing this is awesome!
Does this add non-recruitable units to campaign aswell? For example Milan has ownership of Zweihanders but can't recruit them in KGCM campaign.
I thought you were done with this mod. I'm glad to see it updated again, always find myself coming back to this and seeing it updated was a pleasant surprise.
Thanks, this is awesome! I think this should be saved for future use.
Can anyone upload the Hotfix2 for 3.3 please? It's the only broken link in this thread and I can't find it anywhere else, it's so frustrating...
If I were to suggest something, I'd suggest reduced unit pools and high replenish times overall so settlements can't pop out armies like factories.
It's sad that you'll leave TVB though.
I just saw this, downloading immediately! Incredible work!
Thanks, dude! I'll definitely check these out.
Hey. I noticed that Merchant Cavalry Militias' charges do almost no damage to even light infantry, making them kinda useless. Is this intended?
Damn, it's been too long since I checked in. Thank you so much for that fix with Damascus Turkomans.
Keep up the great work! :thumbsup2
I think I stumbled upon a CTD problem. Whenever Damascus has Turkomans in their army the game crashes while loading the battle.
I wonder if someone else has it too?
Playing as France in 1108, enjoying the mod so far.
I noticed this merchant and want to ask something.
https://i.imgur.com/s7iU90x.jpg
As you can see this Scottish Merchant is earning a fortune...
Thank you for your answer.
Now that you explain it I think you are right. Good thinking.
Yes, I've always looked for mods like this that protect the vanilla feel. Great job!
I have one question though, I think gunpowder units having half the unit size is a very big nerf.
What is your...