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  1. Replies
    4
    Views
    312

    Re: more technologies

    I'll add a few new technologies into my submod, I was planning on doing this soon after adding in the new skill traits.
  2. Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Hey Bran Mac Born, want to do a fusion your AI Campaign and my RP Campaign mod? We can run through compatibility issues/fixes and create a better experience for our players. Let me know if you're...
  3. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98p (Updated)

    I am beginning to test out the Pope's Favor in the 1212 Script, I plan to add a little more dynamic to it so the less the pope favors your nation the less other christian kingdoms will like you. This...
  4. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98p (Updated)

    No worries, I made a version that has the campaign fix and everything together. Remove "MugenMod1212 and MugenZoomFixMod" I'll update it every time I update the regular version. Link:...
  5. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98p (Updated)

    Try out different factions, the dynamic is always changing in each campaign now, factions that stay all depend on if HRE gives gifts to certain factions. So I played multiple Campaigns and found that...
  6. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98p (Updated)

    No problem, thanks for the ideas I will always give credit to those who help make the submod more amazing!

    I also did some noticeable Battle changes last month (just been calling them small...
  7. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98p (Updated)

    Try now I just updated it to be closer to the original zoom and make sure the zoom fix is above the submod.
  8. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Yep try this out and let me know if it fixed the campaign zoom problem. http://www.mediafire.com/file/04a3p84ar62rja9/MugenCampaignViewFix.pack/file
  9. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98p (Updated)

    do you have the main Medieval Kingdoms mod?
  10. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98p (Updated)

    Update 0.98p




    Holy Roman Empire - now has conflict with the Papal State (Historically) which will cause them to be a major antagonist in Europe, more of their client states will have to pick...
  11. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98n (Updated)

    I'll look into it and see what can be done, I tried making a Blood Mod for WarHammer when it first got out but actually putting it on the workshop pages seems like I have to download a different...
  12. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98n (Updated)

    If you want you can be in-charge of the steam version for me, I tried making a steam workshop version but it got confusing :laughter:. I'm still new to coding Attila but, we can work together making...
  13. Thread: No agents mod

    by Mugen234
    Replies
    4
    Views
    255

    Re: No agents mod

    Here you go, there shouldn't be any agents now. Let me know if you need the army caps to the original values as I used my submod as the base.  ...
  14. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Nice I'm glad France is holding up better now, also you might get that kinda army comps but it is few. I'll keep searching to figure out why those show up. How are the Maritime Kingdoms behaving, any...
  15. Thread: No agents mod

    by Mugen234
    Replies
    4
    Views
    255

    Re: No agents mod

    I'll make you a minimod for no agents.
  16. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Is that a new campaign? Also it might be because it's seeing some missile units as also melee or maybe I need to change the manpower type for the crossbows so the AI can't recruit them so much.
  17. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Update 0.98n





    [*=center]France - now gets attack bonus from garrisons toward raiding armies, this should help with keeping them alive and making sure they can fight off the multi-battles.
  18. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Here try this over my mod and let me know if it works, if not we'll keep at it till it's fixed. http://www.mediafire.com/file/04a3p84ar62rja9/MugenCampaignViewFix.pack/file
  19. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    I kinda wanted to give the Papal State Vassals to see if it would make Europe a little more exciting in terms of wars and christendom infights so it feels like going to war as France with England...
  20. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    I think the political structure plays a part in that as well, I'll make it so when you are a normal Kingdom the more political you get the less integrity your army has thus leading to civil war when...
  21. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Okay, so thoughts on a +1 or +2 Integrity when in own territory when traversing instead? Also think about it this way, being fortified is how your general keeps his armies from being bribed into...
  22. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Integrity during open stance or traversing around, meaning your soldiers are kind of disorganized as an army sometimes going to local minor cities causing trouble, gambling, brothels, all that fun...
  23. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    well not necessarily increase the amount of units just the types, so some factions have like 11 units garrisoned but 5-7 of them are missile units when you get to like lvl 2 buildings and lvl 2...
  24. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Also mercenaries can be added they just aren't in the province arrays, I still need to study more on the different mix of people at each parts of the world, like Europe due to the mass migration of...
  25. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    I'll check on the subjugate option but you can delegate a province to the original kingdom, it just shows up on your left lower UI with a eagle icon, only for certain cities though. Thanks for the...
  26. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Thanks for letting me know, glad you enjoy it! I'll make you and others who have this issue a separate minimod with the regular campaign zooms
  27. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    :laughter: Save then try a new campaign, I went 100 turns and got one plague in my Zagwe campaign. I made plagues more realist in the submod, they aren't as frequent but when they are they can last...
  28. Re: War Weariness and Faction Relations snowball

    Warweariness is an interesting function, I'm still learning the files of the game but it's mainly good at when you have multiple wars, I was thinking of making it so the Militia type Edicts can also...
  29. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Oh okay, it's a submod to the mainmod Medieval Kingdoms 1212 AD (Link: https://steamcommunity.com/workshop/filedetails/?id=1429109380) download these files everything in the required section, do you...
  30. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Update 0.98j



    [*=center]AI Kingdoms - now do better as their public order progresses slowly but also is balanced by Imperium bonuses to public order for certain levels, making the growth and...
  31. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98i (Updated)

    Hey Zaar, try turning Portrait Graphic Setting from 2D to 3D and redownload the new update tell me what you think.
  32. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98i (Updated)

    I agree with you on that, next update you can get about +2 - 4 Integrity throughout leveling up your generals military career skills. I also lowered the Civil War rates by making it so Factions get...
  33. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98i (Updated)

    Hey, Thank You for enjoying the Submod! I'm currently working on editing battles to feel more progressive as your army grows. I'll add more foreign territory bonuses to supplies and some general...
  34. Re: War Weariness and Faction Relations snowball

    I'll tweak war weariness in my submod to have more various affects like diplomacy changes so factions like you the more your people want peace (unless they really want war), also towards your army...
  35. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98i (Updated)

    Update 0.98i

    Secondary Skill Traits




    [*=center]The Cavalry Strategist - Will give your cavalry units more agility throughout the field but also can be upgraded to give your heavy cavalry...
  36. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98g (Updated)

    I haven't reached there yet, still fleshing out some important parts of the campaign to make it a more strategic experience. Download this 4 year per turn mod, it has the scripted events you can add...
  37. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98g (Updated)

    Update 0.98g




    Secondary Skill Traits (WIP/Beta)
  38. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98c (Updated)

    Okay it's really fixed now, I tested it out and you can now reduce your squalor in populated provinces with the Religion Edict and General Skills, thank you for this bug report (Re-Download the new...
  39. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98f (Updated)

    Update 0.98f





    [*=center]Upkeep - Increases when your Empire's Imperium grows and lowers when you garrison in a settlement, or build a fort. When an Army force marches you will be paying...
  40. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98c (Updated)

    Download the new Update, I did a few bugfixes. Best order of Mods is MugenMed1212 >> MugenMovement>> SkiillPoints4yr >> Other Submods (due to some mods changing up a few Campaign things I've already...
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