Page 1 of 2 12 LastLast
Results 1 to 20 of 21

Thread: Hardcore Micromod for SS 3.2

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Hardcore Micromod for SS 3.2

    Please note that version 1.4 is no longer available for download. Check the link for version 1.51 in my signature.

    Version 1.4 released
    (Free weekend, wife at work, guess what a few hours of work did)

    ME2_junky Hardcore Micromod. For the serious Medieval 2 junky.

    ==============================================================
    Before you even begin let me just tell you that if you like the game to be challanging, this is for you.
    ==============================================================
    What you need for 100% compatibility:

    1. Stainless Steel 3.2
    (if you do not have this, you have been living in the dark ages!)

    Get it here -> http://www.twcenter.net/forums/showthread.php?t=99463

    2. Ultimate A.I. 1.5 added (not needed, highly recommended)

    Explanation how to get Ultimate A.I. 1.5 working with SS 3.2 is at the same link as SS 3.2

    3. Byg's Grim Reality Enhanced Realism Traits
    (not needed, but recommended! if you install my mod over Byg's you will lose the morale bonus he gives to troops. AOR system for knights templar will stay intact.)

    Get it here -> http://www.twcenter.net/forums/showthread.php?t=106060


    After you have all those three mods & you install them properly without issues...extract all files to

    ..\Program Files\SEGA\Medieval II Total War\Stainless_Steel

    (the paths are stored already, don't be afraid to overwrite)

    Important note on resources

    Sometimes you will be UNABLE to build things due to LACKING resources, this can SOMETIMES be substitued by having a market of a certain size. If you hav ea castle, you CANNOT substitute.
    This is not 100% real...but the game has yet to give me a proper method of using resources and or supplying resources to build.

    Might make a special "resource supply chain" building (or something like that) to have it fill all resource requirements in a faction.
    You see...in the old days, if a city had iron, it would supply it to all the other cities. Since I cannot do this in MT2 I might allow this special building to fulfill such a role...probably going to need a huge city with max market as a requirement.

    =================================================================
    Changelog (I hate these things)
    Spoiler Alert, click show to read: 

    Version 1.4

    1. Fixed some spelling mistakes and some description mixups for Iron mines.

    2. Fixed arab cavalry shield, should have been 0.

    3. Afghan javelinmen upkeep set to 185, kurd javelingmen cost raised to 450 and upkeep set to 155. Desert archers improved to 9 missile attack, 20 reload, morale raised to 7, cost set to 450 and 135 upkeep.

    4. Removed minimum settlment size requirement for markets. Fairground requires a town, Great market requires a large town. Merchant quarters etc still require a city. And merchant banks require merchant quarters...god knows why this was not the default option.

    5. All agents now have substantial bonuses from the best buildings. The best building will provide +3 experience for the agent. This is true to diplomats, assassins, spies etc. Thus a huge cathedral will now give a 3 point experience boost to priests. A Huge jama will provide the same bonus. + religious buildings tweaked for population happiness etc to make the largest and most expensive worth building.
    (Seeing as though building walls is much harder, some might prefer to create religious buildings to keep the masses at bay.)

    6. Alchemy buildings now require a gunsmith to be produced FIRST. Alchemy building effects now doubles. Give +2 to gun powder units & siege weapons. To increase the vlaue of creating them.

    7. Bimaristan now has double effect for retraining. which shoudl justify its cost and construction time.

    8. Siege buildings now require timber as a resource. Should also reduce A.I.'s spamming of siege units. + contruction time for siege works building changed to ballista range 2, catapul 3 & siege works 4.

    9. Added timber to sarkel region.

    10. Removed/reduce health ponus provided by some city hall buildings. Mayor's palace provides two, then 1 & the first two provide 0.

    11. Artist studio first building builds in 1 turn & costs 1500, second 2 turns & costs 3000. Else no one will ever build them.

    12. Theologians guild religious bonus set to 1, 2, & 4 respectively.

    13. University now provides an additional bonus of 30 for stone construction.

    14. Printing press now requires the timber resource to be built OR a great_market. Printing house needs timber and cannot be built without it, market level irrelevant. I cannot imagine the amounts of wood needed for this...they defenitely did not make paper from sea weed, tough luck.

    15. Added global melee blade bonus of 1 to swordsmiths HQ.

    16. Creating a cathedral, orthodox cathedral or great jama will now have a +5% happiness global effect.

    17. Pope approval/disapproval for creating/destroying churches now follows this ladder: for the best build (E.G. Huge cathedral) approval will be 3 & disapproval will be 5. Every prior building have both stats reduced by 1 until they reach 0.
    An abbey has 1 approval & 3 disapproval, for instance.
    This way if you create a huge cathedral or two you can get away with being a really bad christian

    18. Squashed a bug that allowed anyone with a great market to build printing press.

    19. Rebalanced egypt...garrison quarters no longer gives kurd javelinmen, Thye are only received at Barracks level (two levels later, because they got too much too fast).
    Egyptian cities no longer produce Arrow militia first, now they produce spear militia and then arrow.
    Since both Army barracks & Militia barracks give NOTHING (until gun powder) to egyptian cities other than +5% (each) order I have added a relatively high experience bonus to egyptian troops priduced. Specifically the Spear & archer militia. In militia barracks they get +2 XP & army gives saracens +2xp and archer & spear +4
    (next version might feature a better solution, a new unit maybe)
    Marksmen range increased unit pool maximum of peasant archers to 3, decrease desert archers to 2 & nubian to 3.
    Naffatun unit pool maximum reduced by 1.
    Desert archers changes to elite archer unit over nubian. Nubian has less armour & less missile attack. Desert now has 12 missile, 7 melee and 2 charge. Nubian has 9 missile, 6 melee and 1 charge, armour 1 & def skill 4.
    Cost rebalance to make Desert archer slightly more expensive.
    Archery range decreased maximum unit pool for desret archers and nubian. In order to give the now elite archer unit desert archers a re-balance.
    Moved timber resource from just between Gaza and Alexandria (was in gaza region) to Alexandria region. so Alexandria can have a proper port later on.


    Version 1.3

    1. The creation of Iron Mines is now required for armourer (smith) or better. If the region DOES NOT have iron it cannot create that type of armouer or any better.

    2. Removed conquistadors from Knights templar build pools

    3. Have re-distributed Iron resources across the map. Allowing Almost every faction to either start wiht Iron resource or quickly conquer a rebel settlement with Iron.

    4. Changed all charge values for horses according to these guidelines:
    Pony 4, Fast pony 5, Mailed horse 7, Heavy horse 8, Eastern Armoured horse 7, Barded horse 8 and armoured horse 9
    Camel 6, Elephant 13. If they had a primary missile attack they charge bonus is dropped by 3 points.

    5. All ports now require markets or timber resource to be built. Shipwrights or better require wood & cannot be build anywhere that does not have timber. A city may expant & eventually reach a state that it has a great market, in which case shipwright will be allowed, but no larger port may be built without timber.
    =================================================================

    Version 1.2

    1. All missiles reload times tweaked. All crossbow minimum reload time set to 50 (they were notoriously slow) More experienced/elite archer units have minimum reload time reduced (base is 25) To compensate for slow reload all crossbows have Armour piercing & higher attack value.

    2. All missile ranges tweaked. Cross bow set to 150, steel crossbow 180, Arrows set 170, Composite arrows 200 & bodkin set to 250. (longbows could reach some 275 meters!) cavalry variations have -30 range as their bows needed to be smaller. cav crossbow remains as infantry.
    Javelin unit ranges increased to from 55 to 70 (world record javelin is 105 30 meters less should be fine)

    3. Some cavalry missile accuracy reduced. It is much easier to be steady on foot!

    4. All missile units rebalanced in the idea of arrow attack minimum 7, crossbow min 9, javelin 12 gun powder 16
    better units will have better values, these are the minimums. All named missile have +1 E.G. Armenian archers have 8 attack value, to distinguish from peasnts.

    5. All arrow missile unit reload times tweaked. The more proficient, the faster it reloads. Sherwood archers are fastest, peasnt archers slowest.

    6. Fixed billmen and other polearm units to have bonus fighting cavalry.

    7. Removed shiled defense bonus as it does not work. Added half of the original value to armour and skill rounded down. If a unit had 6 armour, 5 skill 5 shield, it now has 8 & 7 respectively.
    This issue was causing havoc with segeant spearmen that had NO ARMOUR AT ALL. Peasant archers were making minced meat out of them. Not anymore.

    8. Sherwood archers, hashashin & battle field assassins now have 1 HP but have 50% more men.
    Khan's guard now has 2 HP (was 1), templar guard unit reduced by 50% and given 2 HP.

    9. All Two handed units have more mass in order to 'cut into' an enemy unit + increased charge bonus.

    10. Added basic mines ONLY, to iron resource.

    11. Building tree has certain requirement, such as not being able to buil a tanner (first smith) without stables. Admiralty requires a shipwright for the last upgrade.
    =================================================================
    Version 1.1

    1. Tweaked unit costs, pony units +50 upkeep, fast pony +75, heavy horse +125, Barded horse +125, armoured horse +150
    To name but a few.

    2. Added cost to feudal knights and d. feudal knights. The idea is that these are lords given money, lands and grants, they are not cheap. There are too many of these for too little money making other units pointless. Now you will appreciate other unique faction units with LOWER costs. (professional armies replaced the feudal system for a reason)

    3. All flaming projectiles (including arrows) now inflict damage to siege engines. If you fire at a ram/tower it will take damage.

    4. All siege machines tweaked to allow realistic flammability & enhanced hit points in order to deal with new damage by archers.

    5. Rebalanced gun powder units to have much higher attack value and much lower damage in descr_projectile.txt
    this is due to an unforseen problem that the gun powder units would destroy siege equipment much too quickly and easily.
    They now still do serious damage, bu siege equipment will most likely reach walls.

    6. All siege weapons tweaked. All explosive round capable units now have better radius to inflict more damage.

    7. All siege units now have double artillery pieces, E.G. 4 in any unit. Despite strengthening siege units by a factor of two I have strengthened walls by as much as 2.5. This simply gives the game a nice 'epic' feeling when multiple siege units fire.

    8. All siege weapon ranges & angles tweaked.

    9. Building tree build times tweaked as several buildings still took too long to complete.
    (no changes to size upgrades as in walls/castles)

    10. Ram damage cut down by two thirds & gate strength increased (especially the later gates which are Iron)
    This is to illustrate reaslim. All gates are breachable, just some take a VERY LONG time to breach.
    (make sure you have at least two rams for any siege assult, the math is simple, two rams per gate. If you are going after a citadel, 6 rams. Think its crazy? try ramming your way into a citadel! :-P
    This ensures that after the large investment of upgrading walls your settlement will not fall to a measly ram. thats what siege engines are for.
    ==================================================================
    Version 1.0

    1. Several balance changes for knights, making feudal slightly weaker than order knights.

    2. All mounted knights are onw balanced according to assumed strength from weak to strong:
    Scouts ,Cav Militia, M. segeants, M. knights, Italian Men at Arms, F. Knights and Chiv. Knights.

    3. Elite and late cavalry units tweaks to be useful (made cheaper or stronger). original version had units like the Stradiots & Famiglia Ducale completely outclassed by the relatively same strength F. knights (which were much cheaper too)

    4. Several changes to the building tree to be more realistic in its building times (1 year per turn!)

    5. Castle/city size upgrades are now extremely costly & time consuming, making sure no one develops at an exponential rate.
    For huge stone walls 25000 gold & 15 turns & for citadel 20000 gold & 13 turns etc.

    6. Tweaked all gun powder units to be more effective, especially the musketeers which now practically shred unarmoured units.

    7. Morale tweaks to elite/professional units that seemed to suffer from poor morale (V. guard for instance)

    8. All arrow/javelin/crossbow units tweaked, ranges & angles. This is based on historical knowledge of which weapon had which range & how fast it could reload.
    Keep in mind that this is not 100% true to historical realism as gameplay would suffer tremedously.

    9. Tweaked javelins to have more mass to add impact and slow enemies down.
    Last edited by ME2_junky; July 23, 2007 at 01:07 PM.

  2. #2

    Default Re: Hardcore Micromod for SS 3.2

    Plans for version 1.5 Thus far:

    Dismounted Mamluks, Dismounted royal mamluks and dismounted mamluk archers for Egypt.
    with an event allowing their recruitment after 1171.
    Why?
    Spoiler Alert, click show to read: 
    Although mamluks, which were slave soldiers were in egyptians armies from possibly the 10th cetuary, it is not until Salah ad-Din ibn Ayyub took the "throne" in 1171 that the mamluks began being used in a more dominant way. Before the army would consist of several different types of soldiers/people with mamluks being a spearhead, but by 1250 the mamluks were the army.
    In 1260 a large mamluk army commanded by general Qutuz, in the battle of Ain Galout he DEFEATED the mongols. The mamluks were considered the saviours of Islam just after, but this enthusiasm did not last.

    Mamluks should also be made available for the Seljuks.
    Spoiler Alert, click show to read: 
    In the battle on Mazikert that saw the defeat of the Byzantine army against the Seljuk turks. alp Arslan commanded a force of mamluks.

    Slavers guild/building (not decided) for mass selling of slaves. A good economy boost.

    Remove happiness bonus given by walls. There is very little reasoning in walls making people happy. It may provide a slight increase in order but little else. (Other buildings give plenty of happiness and are cheaper.)

    Rework the entire building tree to be more realistic/logical.
    This is already in progress & I will upload a VISUAL building tree so you do not have to read the changelog to figure it out!

    Require the creation of a Gunsmith before any gunpowder units can be produced.

    Modify certain starting settlements, such as Constantinople to have better walls/defence.

    Possible unit creation time change. Something along the lines of... 1 year infantry, 2 years archers, 3 cavalry. +1 year for better units (like d. feudal knights will take 2 years) and elite will have an addtional +1 so units such as Knights Templar (mounted) will take 5 years.
    Maybe 1 year infantry (including archers) 2 years cavalry & +1 for an elite. So retinue longbow would be 2...well, I am still thinking about it...
    But as much as it adds 'realism' it might take away from the game...so I am CAUTIOUS not to include this before thorough testing...opinions on the subject are welcome!

    (more to follow as inspiration hits me)
    Last edited by ME2_junky; July 06, 2007 at 12:42 PM.

  3. #3

    Default Re: Hardcore Micromod for SS 3.2

    Now this is what I'm talking about:
    Castle build tree.
    Spoiler Alert, click show to read: 



    And the city build tree.

    Spoiler Alert, click show to read: 


    Sounds good?


    P.S.

    I DID NOT rip off RBT 3.0. I have considered these changes before I even knew about it.
    Last edited by ME2_junky; July 03, 2007 at 10:13 PM.

  4. #4

    Default Re: Hardcore Micromod for SS 3.2

    lol... i must say, that's a lot of things you got there, you must have a lot of time on your hands. Anyways, i know you mentioned that on the top about before telling you about challenging stuff and w/e.. This is great, it's completely realistic. I always wanted to ask this, why do you guys seek so much realism? what does it do? IMO sometimes too much realism hurts gameplay A LOT. , it's only out of curiousity, hopefuly you won't take offense to what I just said

    +rep for me if you agree with me , i might give it right back to you

  5. #5
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Hardcore Micromod for SS 3.2

    Quote Originally Posted by Mike13531 View Post
    I always wanted to ask this, why do you guys seek so much realism? what does it do? IMO sometimes too much realism hurts gameplay A LOT. , it's only out of curiousity, hopefuly you won't take offense to what I just said

    The more realism the better! I seek realism because I am so interested in history. IMO realism doesn't ruin gameplay, it makes it more challenging and more rewarding when you succeed. God knows this game is easy enough as it is

    And Me2_junky: I'll be trying out your micromod after 4.0 is released when I'm playing the game again.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  6. #6

    Default Re: Hardcore Micromod for SS 3.2

    No offense taken. Personally I feel that vanilla is just lame.

    In an effort to balance between realism/challange and gameplay, this is what I came up with.

  7. #7
    Trajan's Avatar Capodecina
    Join Date
    Oct 2004
    Location
    USA
    Posts
    10,934

    Default Re: Hardcore Micromod for SS 3.2

    Moved to the SS sub-forum.

  8. #8

    Default Re: Hardcore Micromod for SS 3.2

    And there I was thinking no one is paying attention to my thread...
    Welp...version 1.5 is just about done. I did not know SS 4.0 will delay so much.
    I guess the integration version will have to be 1.6

    The only thing left for 1.5 is some dismounted units for egypt. (like 2)

  9. #9

    Default Re: Hardcore Micromod for SS 3.2

    Cool man. If all goes well I'll have the two extra Egypt units done & I think 1.5 can be out the door....

    Assuming I don't run into trouble we should have Dismouted Mamluks & Either D.Mamluk Archers or D.Royal mamluks...

  10. #10
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Hardcore Micromod for SS 3.2

    Cool. Just means different types of troops for my Byzantine armies to defeat

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  11. #11

    Default Re: Hardcore Micromod for SS 3.2

    Well so far the dismounted mamluks rock. Just a little issue of having their maces float 2 meters above them...need to fix that

  12. #12

    Default Re: Hardcore Micromod for SS 3.2

    A little something for things to come in 1.5
    The mamluks are dismounted, but textures all messed up. Check it.
    Spoiler Alert, click show to read: 




    P.S.

    After ra hard fight with the templars, the mamluks lost. The templars paid dearly for it though.
    Last edited by ME2_junky; July 13, 2007 at 04:19 PM.

  13. #13
    Libertus
    Join Date
    Jun 2007
    Location
    Finland
    Posts
    86

    Default Re: Hardcore Micromod for SS 3.2

    Looks cool

    I assume you will be making a new version for 4.0 when it is released?

  14. #14

    Default Re: Hardcore Micromod for SS 3.2

    I don't know if you saw it before...cause there was a problem with the link. Its fixed now.

    And yes, I will be making an SS 4.0 compatible version


    Just need to make the unit display card, fix sprites & its done. Oh and I need to fix their textures...cause their faces and stuff are all in the wrong places

    Hmm...maybe I should give them a different shield. This one is not very uhm...menacing.

    Progress report:
    Textures fixed. Unit card black...but this will be fixed.
    Spoiler Alert, click show to read: 

    Last edited by ME2_junky; July 13, 2007 at 04:20 PM.

  15. #15
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Hardcore Micromod for SS 3.2

    ME2_junky: just a thought but is there any way of setting it so that if you have a merchant on an iron or wood resource then it counts towards your total supply? It'd be great cos then merchants would play a much more strategic role than simply making money

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  16. #16

    Default Re: Hardcore Micromod for SS 3.2

    Spoiler Alert, click show to read: 
    where is 4.0??? what is this mini mod you speak of??!?!!?!



    BYZANTIUM WILL LIVE AGAIN!!!!!!!!
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    "Rhetoric is the art of controlling the minds of men"
    Plato

  17. #17
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Hardcore Micromod for SS 3.2

    For the love of god stop spamming your 4.0 crap everywhere. The joke got very old ages ago.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  18. #18

    Default Re: Hardcore Micromod for SS 3.2

    @Caesar Clivus
    I'm afraid that does not seem possible. I really wanted a better implementation of requiring and supplying resources but the game seems too limited in that respect. I still have a few ideas...but at this point I would rather wait for kingdoms next month & see if there is any helpful change in that department.

    Still a good idea though


    @gr33kp1mp777

    Please try to keep the posts relevant to the thread...you are funny, but it's getting out of hand. Now would be a good time to stop...

  19. #19

    Default Re: Hardcore Micromod for SS 3.2

    In case anyone is wondering...version 1.5 will be delayed until I get my hands on SS 4.0 (a few hours) and then I'll have to take a look and see what needs changing, if at all...

    So bare with me...(although I had 1.5 finished just today )

  20. #20

    Default Re: Hardcore Micromod for SS 3.2

    How it looks with your mod for SS4.1?

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •