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Thread: LUMBERJACK'S ++REALISM MOD v1.5beta for Kingdoms DLV 5.1 ★★★★★

  1. #1

    Icon14 LUMBERJACK'S ++REALISM MOD v1.5beta for Kingdoms DLV 5.1 ★★★★★

    LUMBERJACKS'S ++REALISM
    Version 1.5
    For DLV 5.1

    Features
    Quote Originally Posted by Added units
    -Teutons
    -Sergeant Swordsmen
    -Musketeers
    -Ritterbruder
    -dismounted ritterbruder
    -sword brethren
    -order spearmen
    -burgher pikemen
    -order swordsmen
    -clergymen
    -prussian archers
    -England
    -Musketeers
    -Crusaders
    -sergeant swordsmen
    -dismounted mailed knights
    -pike militia
    -hand gunners
    -arqubuisers
    -musketeers
    -dismounted french archers
    -edessan squires
    -edessan guards
    -HRE
    -landschenckt pikemen
    -Ireland
    -dismounted Knights templar
    -dismounted Knights hospilater
    -caliver
    -mounted caliver
    Quote Originally Posted by RealCombad 1.3 (by PointBlank) with ++Realism tweaks
    original thread
    -reballanced pikemen
    -cavalry vs cavalry charges more deadly
    -Reworked heat penalty system based on faction & armor type
    -reballanced vulnerability to arrows, infantry & cavalry hit rates
    Quote Originally Posted by Realistic Terrain Modifiers
    -Combat
    -based on unit region, unit type and armor
    -Affects combat on scrub, sand, forest and snow
    -Movement
    -poor terrain now gives significant penalties
    -roads give movement bonus
    Quote Originally Posted by Realistic Build Tree
    -Units (only castle units for now) require the appropriate smith to train
    -Ships (tier 2 and up) require lumber resource
    -Cannon's require sulfur or port/market
    -Restructured unit availability & unit pool
    -Fixed unit exp progression
    -Fixed AI siege spam
    Quote Originally Posted by New & Improved Starting & Selectable Formations
    -Wedge: powerful offensive infantry formation with a reinforced center for breaking the enemy line. (to manually select group army then select "sorted single line" formation)
    -Pike/Musket line: never again manually align your pikes/muskets, have it done perfectly automatically! (to manually select group army then select "sorted double line" formation)
    -Improved "Triple line missile in front" formation
    -Improved default AI starting formation
    Quote Originally Posted by Improved Battle AI
    -better army cohesion
    -less passive
    -vastly improved skirmishing
    Quote Originally Posted by Realistic Gunpowder Implementation (by Furin
    original thread)
    -1270 (+90).....gunpowder is discovered, you can start building the alchemy lab tree up to an university. Unfortunately it is still impossible,even with this minimod,to actually have a university in Paris when tokus_university_of_paris on year +77 fires.
    -1324 (+144)....The early gunpowder period, this allows you to recruit hand gunners and basic bombards and build the first tier of cannon foundries. The exception are the turks, being able to recruit their Janissary Musketeers this early, but still from the high tier city structures. This is to give the turks an early advantage about the western factions, maybe it encourages them to besiege Vienna now. The other islamic factions also get their gunpowder troops earlier. This is just my design idea, I will explain further down how you can change that if you want to.
    -1419 (+239)....The medium gunpowder period, you can now recruit more advanced gunpowder troops like Arquebusiers and better bombards as well as build the 2nd and 3rd best cannon foundries. Again the muslim factions get a slight advantage, being able to build cannons already while the western factions still have the bombards and mortars only. The cossak musketeers also become available now, this is to give the russians a counter weapon to the turkish musketeers as well as a chance for expansion. Please take into consideration that only citadels can build the 2nd and thrid tier of foundries, therefore castles and fortresses will always be reduced to bombards, even if the medium and late even fires.
    -1481 (+301)....The late gunpowder period (regarding the game). The highest tier units and structures (royal arsenal) become available.
    Quote Originally Posted by Historical 1180 KoJ & Egypt (by gfortune)
    Quote Originally Posted by and more!
    -++Realism Banners
    -battle map banners smaller and wave less
    -campaign map banners no longer reveal army/garrison strength
    -improved performance on night and siege battles

    -Tweaked Guilds
    -horse breeders guild available in castles
    -theologians & merchants guilds give bonus to agent limit
    -less popular guilds improved
    -guild availability tweaked

    -Lumberjack's Mo Betta Blood
    -Improved, realistic projectile impact effects
    -Turned misty misty sprays into chunky squirts

    -RealArrow mod optimized for less lag
    -Black Fog of War (by Harry Lime)
    *ver 1.5BETA*
    -no KoJ realism mod (gfortunes)
    -no 1 year turn option
    -no custom campaign support

    -KNOWN BUGS
    ---artillery cards missing for non northern european factions
    ---cannon availability (for factions) might not be 100% right
    ---CRASH TO DESKTOP 12-15 turns in
    -use at own risk
    -
    Change History:
    Spoiler Alert, click show to read: 

    1.5 sept 26
    -added bugfixer01 units
    -unified artillery
    -tweaked gates/rams (in progress)

    1.43 sept 18
    -black fog
    -fixed sea trade
    -KoJ/egypt fixes by gfortune
    -adjusted wall towers

    1.42 sept15
    -Teutonic Order roster complete, revamped tech tree
    -Improved towers & defense
    -unit balances
    -realistic KoJ and egypt (courtesy of gfortune)
    -guild tweaks
    -switched to DLVanilla5.0 battle ai for the time being
    -included lusted's campaign ai
    -1 year turn scale version included

    ver1.41 sept9
    new units from kingdoms
    -Ritterbruder
    -dismounted ritterbruder
    -sword brethren
    -order spearmen

    -fixed boiling oil

    ver1.4 sept8
    -updated for Kingdoms and DLV5.0
    -explorers guild now requires paved roads
    -road construction gives points towards explorers guild
    -updated with latest RealCombat

    ver1.31 sept8
    -fixed missing region in merc file

    ver1.3 sept3
    -added gradual gunpowder implementation
    -new recruit rate
    -progressive experience
    -added musketeers to teutons & england
    -added sergeant swordsmen to teutons
    -no longer save game compatible

    ver1.26 aug30
    -added units to ireland: dismounted knights templar, dismounted knights hospitaller
    -added units to Crusaders: handgunners, arqubuiser, dismounted french archers, pike militia
    -fixed irish bodyguard availability

    ver1.25 aug29
    -increased quality of nubian archers
    -added missing armenian units from high level city barracks
    -improved less desirable guilds

    ver1.24 aug25
    -updated for bugfix03
    -minor changes

    ver1.23
    -improved flemish castle barracks unit recruit tree
    -fixed CTD

    ver1.22a
    -important bugfix related to recruitable landschenckt

    ver1.22 aug16
    -Updated for RealCombat 1.3
    -Reduced pikemen morale
    -made landschneckt pikemen recruitable for HRE (late game from highest level city barracks)

    ver 1.21
    -made compatible for bugfix02

    ver 1.2
    -fixed invisible units
    -fixed missing unit card/info
    -fixed CTD caused by irish spearmen
    -added sergeant swordsmen and dismounted mailed knights to Kingdom of Jerusalem

    Thanks goes to Abocromos for work on unit cards and teaching me about moding the modelsdb

    ver1.13beta
    -NEW TERRAIN COMBAT MODIFIERS! (dont cry bug when your russian army gets **** on in the dessert, or if muslim armies get whooped in northern winters)
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ME 1, 2, 0, -2
    1, 4, -6, -6 cammel
    1, 2, -6, -4 ponies/heavy horse
    1, 0, -6, -2 armored
    1, 2, 1, -2 light generic
    1, 1, 0, -2 heavy generic
    1, 2, -3, -2 archer
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;SE 2, 0, 0, -1
    2, 0, -6, -3 pony/H horse
    2, -1, -6, -2 barded
    2, -2, -6, -1 armored
    2, 0, 1, -1 light
    1, 0, -2, -1 light pike
    2, -1, 0, -1 heavy
    1, -1, -3, -1 heavy pike
    2, 0, -3, -1 archer
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;NE 0, -2, 2, 1
    0, -2, -4, -1 pony/H H
    0, -3, -4, 0 barded
    0, -4, -4, 1 armored
    0, -2, 3, 1 light
    -1, -2, 0, 1 light pike
    0, -3, 2, 1 heavy
    -1, -3, -1, 1 heavy pike
    0, -2, -1, 1 archer
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EE 0, -2, 1, 2
    0, -2, -5, 0 pony/hh
    0, -3, -5, 1 barded
    0, -4, -5, 2 armored
    0, -2, 2, 2 light
    -1, -2, -1, 2 light pike
    0, -3, 1, 2 heavy
    -1, -3, -2, 2 heavy pike
    0, -2, -2, 2 archer
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;MON 0, 0, 0, 1
    0, 0, -6, -1 pony
    0, -2, -6, 1 armored
    0, 0, 1, 1 light
    0, -1, 0, 1 heavy
    0, 0, -3, 1 archer
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AZT 1, 0, 2, -2
    1, 0, 3, -2 light
    1, -1, 2, -2 heavy
    1, 0, -1, -2 archer

    -New heat penalty system based on faction and armor type
    -minor bug fixes
    -known bugs: unit cards missing for units which have had their faction changed (SE factions peasant unit changed to southern peasants, but the card doesnt show up for the added factions)
    -some "new" units are invisible on battle map

    ver1.12c
    -known bugs: terrain penalties not fully implemented

    ver 1.12a
    -fixed missing units

    ver1.12
    -NEW & IMPROVED STARTING & CUSTOM FORMATIONS(!!!):
    -The Wedge: powerful offensive infantry formation with a reinforced center for breaking the enemy line. (to manually select group army then select "sorted single line" formation)
    -Pike/Musket line: never again manually align your pikes/muskets, have it done perfectly automatically! (to manually select group army then select "sorted double line" formation)
    -Improved "Triple line missile in front" formation
    -Improved default AI starting formation
    -Battle siege AI improved (hopefully, need feedback)
    -More ++REALISM building tree
    -requirements for cannon foundries
    -ships require timber, but can be constructed at citiers
    -Updated Guilds for new units (eg training new swordsmen gives points for swordsmith guild)
    -reballanced arab/muslim swordsmen
    -restored cavalry to default unit size
    -fixed flaming ballista shots effect

    ver1.11
    -improved skirmishing
    -minor improvements to ++techtree (still no militia)
    -increased construction time for stone walls/castles
    -lowered wall tower hp
    -rebalanced cavalry:
    -weaker in sustained melee
    -light cavalry charge vs units rebalanced,
    -less horses per unit cavalry


    ver1.10
    -new recruitment techtree (half implemented) all castle units will require the appropriate smith to recruit them (ie gothic knights require armor factory to train)
    -reballanced artillery to match DLV wall strength

    ver1.03b july 31
    -lowered general HP to 1
    -fixed issue from RC causing certain units not to receive spear vs cavalry bonuses
    -tweaked my ++cavalry vs cavalry jousting


    ver1.03 july30
    -updated all units to REAL COMBAT 1.21 with new projectile balancing system (vera nice) darthmod + my tweaks are still in effect.
    -fixed issue with my "low lag" tweak for Real Arrow
    -Lumberjack's banner mod: smaller, banners that dont flap around as much.

    ver1.02 july29
    -buildings.txt + darths modeldb updated for bugfix03
    -horsebreeder guilds unavailability in castles fixed
    -Officer mod implemented
    -various minor tweaks/adjustments


    Thanks goes to
    Harry Lime (unit cards, black fow)
    Furin (3 stage gunpowder)
    PointBlank (real combat)
    NIKO_TWOW.RU (real arrow)
    Repman (dlv)
    Myrcury (battlefield building tweaks)
    Lusted (ai)
    gfortune (KOJ/egypt realism map)
    danwood
    All DLV developers for input, feedback and technical support

    *ATTENTION* -Bug Reports
    -verify that the bug persists over multiple turns
    -make sure the bug is something that could be affected by my changes (dont bother me with character trait bugs and other things that AREN'T CHANGED BY THIS MOD)
    -Post all the details (version, faction, year, and as much circumstantial information as you can)
    -if its a CTD problem you MUST post your system.log

    By downloading this mod you agree to thoroughly read the change list. You also agree to happily take any verbal sodomy (with a smile) you will receive for making "bug reports" on changes you'd know are intentional if you werent a ****ing idiot
    version 1.31 -For DLV4.0.3 -OUT DATED AND NO LONGER SUPPORTED
    version 1.5beta (14,195KB) -For DLV5.1


    *ATTENTION*
    -Not compatible with existing DLV vanilla save games
    -If you wish to restore the default strat map banners, rename dlv_ext\data\descr_standards.txt.bak
    -backup your files
    Last edited by Lumberjack; September 28, 2007 at 01:03 PM.



  2. #2

    Default Re: PINKO's Sub-Mod 1.0 ----july 24

    Looks good, pinko; I've been meaning to try out your blood mod anyway, and this gives me even more reason to dust off my DLV. Thanks!

  3. #3

    Default Re: PINKO's Sub-Mod 1.0 ----july 24

    Great, thanks! I will try it!

    Just one question: you took the the RC for 3.1, so it isnīt adapted to 3.2? I mean the new factions arenīt in?

  4. #4

    Default Re: PINKO's Sub-Mod 1.0 ----july 24

    Very nice, I aways love realism mods, Downloading right waay!


  5. #5

    Default Re: PINKO's Sub-Mod 1.0 ----july 24

    Is there anyway you can put back the captains?


  6. #6

    Default Re: PINKO's Sub-Mod 1.0 ----july 24

    Rog,

    I started with zappa's ported RC (for 3.1) and have since updated it to include all the new units.

    KingChibi,

    There is, but as far as I can tell it'd be a lot of work.



  7. #7

    Default Re: PINKO's Sub-Mod 1.0 ----july 24

    Does this work with 3.2? And what does Real Arrow do?

  8. #8
    Trajan's Avatar Capodecina
    Join Date
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    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    There you go pinko, title changed.

  9. #9

    Default Re: PINKO's Sub-Mod 1.0 ----july 24

    Quote Originally Posted by Old Snedly View Post
    Does this work with 3.2? And what does Real Arrow do?

    It's for 3.2 bugfix02.


    Real Arrow makes arrows/bolts/javelins stick into the ground rather than disappear.



  10. #10

    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    Quote Originally Posted by Trajan View Post
    There you go pinko, title changed.
    Holy **** that was fast! I barely had time to reload the page after asking.



  11. #11

    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    Just FYI, officers aren't included in the export_desc_unit file. Is this intentional or not?

    If not, is there any way other than manually adding the officers line for every unit by hand? Otherwise... I guess I'll start adding them.

    Otherwise the mod seems to be good from the few moments I've played.

    Edit: also, after installing the mod I wasn't able to recruit tier 1 melee units (I was just 6 turns into a new campaign) in my cities or castles. Just a heads up.
    Edit #2: It seems like officers are included afterall, at least in the export_desc_unit file. But they're not showing up for me. Hmm...
    Last edited by jedisponge; July 25, 2007 at 07:38 PM.

  12. #12

    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    Using your realism mod in my Roman Empire(Byzantine) campaign I cannot recruit any ground units from my cities now, only agents and ships.

  13. #13

    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    Im not sure but think the recruitment issue might just be dlv3.2, as I noticed the same thing playing as Teutons (no early militia), but just assumed it was intentional. I havent altered the buildings file in any other way than the aforementioned changes. I'll look into it though.



  14. #14

    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    I've installed this mod and everything seems to be working well so far (I really like the RC changes) with one exception. I'm not seeing any arrows or bolts, neither in the air or sticking on the ground. All I see is a whizzing projectile graphic, but no longer any arrows or bolts.

    Any suggestions?

    (to Chibi, below: I've already reinstalled the mod; both manually and using the "unzip to folder" command).
    Last edited by Old Snedly; July 26, 2007 at 09:35 AM.

  15. #15

    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    Re-install the mod


  16. #16

    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    Am I right? It's RC that works with Darth (last one 1.4B) and DLV 3.2 ?

    Ps-as I understood it's compatibile with saves of DLV + Darth 1.4B ?

  17. #17

    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    Qucik question. I've been using the converted DarthMod by oldguardian:

    You use:

    *DarthMod (Battle AI + Formations, battle_models converted by oldguardian)

    Question: is it with fix4?

    wieeeee!

  18. #18
    bandicoot's Avatar Biarchus
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    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    I just realized what this is and a huge +Rep for you even before trying it out.

    This is like discovering plutonium ...

  19. #19

    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    I most defently will try this version out, since i dont like darth battle at all, i know its a matter of taste.

    To bad the officers are messed up in this minimod. I hope you clear the matter soon Pinko =)

  20. #20

    Default Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    Whoever said that you can't recruit units after installing the mod... I forgot to mention that this happens in a saved game. When I loaded up a new campaign it worked fine.

    But I still can't figure out why no officers are showing up.

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