Check out this mod if you haven't already: http://www.twcenter.net/forums/showthread.php?t=103128
He made a very good AOR system and I think it could help BC to do something very similar.
Check out this mod if you haven't already: http://www.twcenter.net/forums/showthread.php?t=103128
He made a very good AOR system and I think it could help BC to do something very similar.
Yeah I saw his mod a little while ago. Our AOR system is going to be considerably more in-depth than that though.
You will be able to recruit a select few of "local" unit in foreign castles that dont belong to your AOR. A new building will be dedicated for this purpose too.
Looks like an interesting mod, but what exactly is the suggestion you are making?
Cheers
The AOR system he uses. When you conquer a settlement, you can't build any troops at first. You must build an auxiliary hall, town hall, and auxiliary barracks to build troops, and to get more than local levies, you must build your normal barracks buildings (you must build all those buildings first). I really like how he did this because you can build local levy units which diversify your roster, and it slows down your expansion considerably, and he isn't even using a field script! For example, when I'm playing the Byzantines, in my home Greek regions I can recruit all my normal units, but in the rest of eastern Europe, I can mainly only recruit units like Slav levies and Croat Axemen. Going into Asia, I can recruit mostly units like turcopoles and Turkish tribesmen. I know BC is using home regions, but I like how that mod let you gradually recruit some of your faction units out of your original regions, but gave you access to lots of local units. I just thought you might want to try it out and maybe incorporate a few of his ideas in BC.
While I'm not sure I support the borrowing of someone else's AoR ideas, I do like that he's extended the lives of characters. It always bothered me that they ALWAYS died at 60, haha. So, I do hope you change the 'age limit' in Broken Crescent. Besides, this doesn't seem too different from what Broken Crescent had been planning to implement.
Yeah, what's the deal with dying at age 60?
Will you guys be changing the age of death for Generals/Family members?
Me and GrandViz will sit down and make all necessary changes with regards to the camapaign xml file. So, yes, we will indeed modify all the common improvements that other mods have done.
Don't worry guys, we will balance the campaign settings to the best of our knowledge, and if that counts anything, with all the experiences from the Ultimate AI. This will include all vanilla bug fixes, balanced economy and population growth settings, balanced agents, rebel spawn rates, etc. AND OMG 215+ units!!!
So, don't ask for improvements from other mods.
This isn't 'his idea'. Very similar AoR systems have been incorporated into TW mods for a long, long time. Infact this is a slightly simpler version of our levy and AoR system. The theory is almost identical to what we have been implementing all along.The AOR system he uses. When you conquer a settlement, you can't build any troops at first. You must build an auxiliary hall, town hall, and auxiliary barracks to build troops, and to get more than local levies, you must build your normal barracks buildings (you must build all those buildings first). I really like how he did this because you can build local levy units which diversify your roster, and it slows down your expansion considerably, and he isn't even using a field script! For example, when I'm playing the Byzantines, in my home Greek regions I can recruit all my normal units, but in the rest of eastern Europe, I can mainly only recruit units like Slav levies and Croat Axemen. Going into Asia, I can recruit mostly units like turcopoles and Turkish tribesmen. I know BC is using home regions, but I like how that mod let you gradually recruit some of your faction units out of your original regions, but gave you access to lots of local units. I just thought you might want to try it out and maybe incorporate a few of his ideas in BC.
Where we go an extra few steps onwards is that we have plans for a series of regional AoR buildings for recruiting local castle units, a local recruitment station type building (the name is a work in progress). We also already have a slave trade building that will most likely be used for buying slave warriors (ghulams) in the future. We have mosques allowing you to recruit ghazi's etc. The levy AoR system is already in-place, coded and more or less tested. All in all we have a very detailed system and I doubt any other M2TW mod has implemented anything similar (certainly not with 215 + new units)
Cheers
Better believe it homez.
215 new units!!!![]()
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"Aut viam inveniam, aut faciam." -Hannibal Barca
http://[IMG]http://img52.imageshack.....png[/IMG]
"Mmmmmmm, 215 new units"
Nice simpsons tie-in.![]()
"Aut viam inveniam, aut faciam." -Hannibal Barca
http://[IMG]http://img52.imageshack.....png[/IMG]
I didn't believe it when AD told me either. But when you count all faction units, levies, and the ghulams that Strelac made its comes out to over 215 units.