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Thread: Area of Recruitment Mod: 6.0 pre-release discussion/ideas

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  1. #1
    No, that isn't a banana
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    Icon14 Area of Recruitment Mod: 6.0 pre-release discussion/ideas

    Next version discussion starts on page 9




    Well, I thought I'd go ahead and get this mod out there. KK hasn't been around in a couple of days, and I'm assuming (and praying) he won't mind if I release this.

    I've playtested it for a few hours and it "seems" ok, but please remember I'm a one man team (for now) trying to balance my life with my love of this game, so there may be a few issues here or there.
    Report them in this thread.

    Here's the readme once again:

    AOR MOD Readme

    Version 1.0

    Compatable with SS Mod 4.1

    ;;;;;;;;;;;;;;;;;;;;;;;;;;
    How to Install:

    Back up your files first (just in case - or you can reinstall 4.0 and 4.1) The following are replaced:

    export_descr_unit
    export_descr_buildings
    export_units
    axport_descr_ancillaries
    settlement_mechanics
    descr_character
    vnvs
    character_traits
    battle_models
    descr_regions

    UnRAR to your main Medieval Folder, and say yes to copy/overwrite prompts

    Delete the map.rmw file located in M2TW/Stainless_Steel_Mod/data/world/maps/base

    ;;;;;;;;;;;;;;;;;;;;;;;;;;

    Release Notes:

    There are three main areas of recruitment; Muslim, Orthodox, and Christian

    The Muslim region includes Iberia, North Africa, Egpyt, the Middle East, Turkey, Russian Steppes and the Balkans

    The Christian zone includes the British Isles, all of Southern, Western and Northern Europe, and parts of the Balkans and Eastern Europe.

    The Orthdox area includes the Balkans, Turkey, parts of the Middle East, Russia and the Russian Steppes.

    Within each of these areas, your faction can recruit its own units, based on religion. As an example England can recruit English units as long as they remain in Christian territory. They will not be able to recruit national units in Orthodox or Muslim regions until the higher level barracks are built.

    When your faction spreads beyond it's own borders into enemy territory, you will be able to recruit some of that faction's units, as well as your own. When your faction goes beyond it's religious borders, you will only be able to recruit AoR units (depending on the settlement level you occupy)
    If you find yourself in a different religious territory, you will eventually be able to build your national units once you have constructed the higher level barracks.

    In total, there will be an additional 100+ units available for you to recruit (to see the full list, please review the export_descr_buildings file)

    The skins are primarily the Rebel textures (Some I couldn't change - but I may in a future release).

    Character movement points have been increased.

    Population growth has been reduced.

    Included Allu X's Retinue Transfer file

    Don't be alarmed if you can't build any units at the lower barracks levels in occupied territory - it's intentional!

    Supply and Overconfidence Traits have been completely removed.

    All correct unit cards are in-game

    Most unit-info cards are in-game (please report any that are missing - this was not a priority for me)

    Your feedback is important - I am willling to implement more units and alter the AoR, but you have to let me know what you want (as long as it's reasonable)

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    Known Issues:

    The gunpoweder trigger is a little funky - let me know if you find you can build firearms units too early

    Missing unit info - not crucial to the game, but 'll try and get them all n for future releases.
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    AoR Units

    Cavalry

    Spoiler Alert, click show to read: 

    Boyar Sons
    Heavy Horsearchers
    Mailed Knights
    Huscarls
    Polish Nobles
    Hungarian Nobles
    Byzantine Cavalry
    Arab Cavalry
    Turkomans
    Hobilars
    Border Horse
    Mounted Sergeants
    Scouts
    Jinetes
    Alforrats
    Polish Shooters
    Kazaks
    Magyar Cavalry
    Skythikon
    Desert Cavalry
    Turkish Horse Archers
    Mailed Knights
    Turkopoles


    Militia

    Spoiler Alert, click show to read: 

    Archer Militia
    Scots Pike Militia
    Crossbow Militia
    Genoese Crossbow Militia
    Pavise Crossbow Militia
    EE Crossbow Militia
    S Archer Militia
    Desert Raiders
    Saracen Militia
    Berdiche Militia
    Bill Militia
    Heavy Pike Militia
    Partisan Militia
    Halberd Militia
    Swordstaff Militia
    Swordsmen Militia
    Italian Cavalry Militia
    EE Cavalry Militia
    Byzantine Infantry
    Urban Militia
    ME Halberd Militia
    ME Crossbow Militia
    Heavy Bill Militia
    Hand Gunners
    Berdiche Axemen
    Arquebusiers
    ME Hand Gunners
    Guard Pikemen
    Dismounted Boyar Sons
    Broken Lances
    Janissary Musketeers
    Janissary Archers


    Infantry

    Spoiler Alert, click show to read: 

    Pavise Spearmen
    Billmen
    Norse Swordsmen
    Highland Nobles
    Armored Sergeants
    Almughavars
    EE Spearmen
    Croat Axemen
    Dismounted Huscarls
    Dismounted Arab Cavalry
    Dismounted Druchima
    Dismounted Sipahi Lancers
    Dismounted Byzantine Lancers
    Berber Spearmen
    Varangian Spearmen
    Light Swordsmen
    Light Men at Arms
    Sword and Buckler Men
    Zweihander
    Highland Pikemen
    Voulgier
    Venetian Heavy Infantry
    Lamtuna Spearmen
    Naffatun
    Dismounted Feudal Knights
    Dismounted Aragonese Knights
    Dismounted Boyar Sons
    Dismounted Broken Lances
    Dismounted Druzhina
    Dismounted Polish Knights
    Varangian Guard


    Archers

    Spoiler Alert, click show to read: 

    Yeoman Archers
    Noble Highland Archers
    Crossbowmen
    Pavise Crossbowmen
    Genoese Crossbowmen
    Venetian Archers
    Lithuanian Cavalry
    Byzantine Guard Archers
    Nubian Archers
    Ottoman Infantry
    Sudanese Javelinmen
    Varangian Archers


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    Thanks to KK for making such a great mod in the first place.

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;

    DOWNLOADS

    V1.0:

    http://files.filefront.com/Stainless.../fileinfo.html

    V1.01 (Attached to post as data.zip):

    Unizp to your M2TW/Stainless_Steel_Mod folder. Say yes to overwrite prompts.

    Please delete the map.rmw file after applying this fix.

    • Janissary Musketeers and Archers added


    • Burgos Fix added


    V1.03 (Attached to post as export_descr_unit.zip):

    • Added Point Blank's RC 1.3a adjustments.


    • Thanks to Point Blank for converting their latest version of Real Combat to this mod!


    Download/Install Real Combat 1.3a, located herehttp://www.twcenter.net/forums/showthread.php?t=115991

    Once this is finished, unzip the export_descr_unitR file attached to this post and copy/paste the EDU file into Medieval 2\Stainless_Steel_Mod\data


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    OPTIONAL DOWNLOADS

    • AoR Era mod now added 24AUG2007 - not available for two turns per year as of yet. This is compatable with SS 4.1 and RC1.3.


    Era Readme
    Spoiler Alert, click show to read: 

    Aor Eras Readme

    Credit primarily goes to tornnight. I adapted his eras system to my minimod.

    With these files you will no longer be able to recruit units earlier than they were histrocially available.

    There are several new events introduced that will control when units (and even some buildings) become available.

    To intstall:

    Unzip the files.

    *Backup your old files*

    Place the export_descr_buildings file into M2TW/Stainless/Steel_Mod/data
    Place the historic_events and historic_events.txt.strings files into M2TW/Stainless/Steel_Mod/data/text
    Place descr_events in M2TW\Stainless_Steel_Mod\data\world\maps\campaign\imperial_campaign

    Here is the list of additional events that will have an impact on recruitment:

    STONE_CASTLES
    game date 35 65
    ;(c. 1140 AD)

    CONCENTRIC_CASTLES
    game date 175 205
    ;(c. 1270 AD)

    PAVISE_SHIELDS
    game date 245 295
    ;(c. 14th century)

    MAIL_ARMOR
    game date 8 25
    ;(c. 11th century)

    HEAVY_MAIL_ARMOR
    game date 75 105
    ;(c. 13th century)

    HALF_PLATE_ARMOR
    game date 160 185
    ;(c. Late 13th century)

    FULL_PLATE_ARMOR
    game date 250 275
    ;(c. Late 14th century)

    GOTHIC_ARMOR
    game date 330 365
    ;(c. Early 16th century)

    CANNONS
    game date 220 260
    ;(c. 1324 AD)

    HANDGUN
    game date 245 285
    ;(c. 14th century)

    MATCHLOCK
    game date 330 350
    ;(c. Mid 15th century)

    ADV_MATCHLOCK
    game date 375 395
    ;(c. Mid 16th century)

    PIKEMEN
    game date 200 240
    ;(c. Mid 13th century)


    • Two years per turn files have been adjusted and added to this post. Download and follow the instructions to paste them to the correct folders


    • Projectile fix also added - corrects trajectory for archer units. Copy to your M2TW/SSMOD/Data folder - THIS IS ONLY NEEDED IF USING SS with RC1.2
    Last edited by OTZ; February 01, 2008 at 08:30 AM.

  2. #2
    No, that isn't a banana
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    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    Frankfurt bug-fix added to this post

    unzip and copy to your M2TW\Stainless_Steel_Mod\data\world\maps\base folder.

    Remember to delete the map.rmw file!





    Bugs and Suggestions

    Fixed/Added:

    • Need to add Janissary Archers and Musketeers to EDB


    • Burgos


    • Byzantium error in descr_regions


    • Eras


    • RC 1.3


    • Frankfurt - no recruitment


    To Do:

    • Add camel Gunners


    • Remove unique units


    • Add more lower-tier units


    • Correct faction textures - this is done, but not uploaded


    • Eras for 2 turns per year


    • Polish Knights needs a fixin
    Last edited by OTZ; August 28, 2007 at 05:34 AM.

  3. #3

    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    Ill have to try it

    King Kong is the modder equivalent of Chuck Norris. - Poisoner

  4. #4
    republic_bohemia's Avatar Decanus
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    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    I"ve also got to try it out,thanks for the early release mod.

    Hi can you make a Guild of International Units of Recruitment for the Byzantium Faction please.

  5. #5
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    Quote Originally Posted by republic_bohemia View Post
    I"ve also got to try it out,thanks for the early release mod.

    Hi can you make a Guild of International Units of Recruitment for the Byzantium Faction please.
    Surely that would be superfluous with this mod installed.

    OTZ, just a quick suggestion. I know this is your mod but unless its vital to the AOR system, perhaps release the mod without removing the supply and traits system. There are people out there who do use them (believe it or not ) who would like to use your mod also. If people dont like Byg's traits, then chances are they have already removed them with files others have posted. Just a thought

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

  6. #6

    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    caesar, that's easy, replace these three files with your original and it'll work.
    descr_character
    vnvs
    character_traits

    great job OTZ, don't owrry about the rebel skins, man, it's perfect. We think of them as our slave soldiers i'll have suggestions and feedbacks by tomorrow i have to sleep now...

    PS: what did you do man? O_O, it shouldn't be that big... did you put any extras?

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

  7. #7
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    Quote Originally Posted by Mike13531 View Post
    caesar, that's easy, replace these three files with your original and it'll work.
    descr_character
    vnvs
    character_traits
    Oh I know how to do it, I'm just going by the old KISS principle: Keep It Simple Stupid It's just the old programmer in me kicking back in.

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

  8. #8
    No, that isn't a banana
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    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    Quote Originally Posted by Mike13531 View Post
    caesar, that's easy, replace these three files with your original and it'll work.
    descr_character
    vnvs
    character_traits

    great job OTZ, don't owrry about the rebel skins, man, it's perfect. We think of them as our slave soldiers i'll have suggestions and feedbacks by tomorrow i have to sleep now...

    PS: what did you do man? O_O, it shouldn't be that big... did you put any extras?

    The unit cards and info cards - they take up most of the space...

  9. #9

    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    Wow I got mentioned

    Good work

  10. #10

    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    How will this deal with the templars? They are a christian faction starting off in muslim land?

    I think they should be able to recruit their own units pretty much anywhere. If you make it only at tortosa they will be an impossible faction, as you have to convert tortosa to a town almost immediatly in order to have any money to be able to do anything.

    Glad to see this. I've always thought it was goofy to be able to recruit highland rabble in madagascar!

    When small men attempt great enterprises, they always end by reducing them to the level of their mediocrity.
    * Napoleon I

  11. #11
    No, that isn't a banana
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    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    Quote Originally Posted by Marine Hoplite View Post
    How will this deal with the templars? They are a christian faction starting off in muslim land?

    I think they should be able to recruit their own units pretty much anywhere. If you make it only at tortosa they will be an impossible faction, as you have to convert tortosa to a town almost immediatly in order to have any money to be able to do anything.

    Glad to see this. I've always thought it was goofy to be able to recruit highland rabble in madagascar!
    I thougt about the problems faced by the KT, and I felt they shouldn't have free reign over their conquered lands. They historically had a tough time. I think they can certainly survive on crusades, mercs, and AoR units. Granted, it'll be tough to play as them, but it's doable. I can always adjust the settings down the road if it proves too hard.

  12. #12

    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    OTZ, i just tried it man, it's looking great, but i have to ask, where did all the unit go? i can't recruit any units anymore from cities, that's a bit unrealistic isn't it? since cities recruit militias?

    edit: bug report, nothing can be recruited out of corinth either.
    Last edited by Mike13531; August 09, 2007 at 10:09 AM.

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

  13. #13

    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    You forgot to delete the map.rwm file .

    Dont worry, I did the same thing.

  14. #14
    No, that isn't a banana
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    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    You have to build up a bit before you can recruit any. Starting at the City Watch level you can start building AoR units, and then Militia Drill Square allows you to start your national units.

    If you find it's hard to hold on to conquered territory because of this, I can adjust it to start recruitment at a lower level of barracks. I just thought it would kind of keep the human player in check and limit blitzing style of gameplay.

  15. #15

    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    lol, dude, before i try any mod, i always use cheat to build every building in the first turn to test out any bugs, i have everything built and nothing.

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

  16. #16

    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    So the KT can only recruit their units in tortosa?

    that is going to be very very difficult.

    When small men attempt great enterprises, they always end by reducing them to the level of their mediocrity.
    * Napoleon I

  17. #17
    No, that isn't a banana
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    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    I'll have to look into the byzantium issues - I used them as my test and I had no problems with the AoR as I tore through Venice, Milan, and Mr Pope.

    Again, just double check the map.rmw file was deleted - if not, I don't think you'll be able to recruit anything.

    I do apologise if there's problems - I thought it was working fine before I released it.

    EDIT: I've checked the regions.txt file and EDB, and everything looks ok for byzantium. I'll have to look into it further when I get home.
    Can anyone else confirm Mike's reports?

    EDIT #2:

    Yeah, the KT should be tough. They have two locations for their national units - Tortosa and Cyprus. I may increase their range to include Jerusalem and maybe even Acre.
    Last edited by OTZ; August 09, 2007 at 11:02 AM.

  18. #18

    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    Quote Originally Posted by OTZ View Post
    Yeah, the KT should be tough. They have two locations for their national units - Tortosa and Cyprus. I may increase their range to include Jerusalem and maybe even Acre.
    I'd say definately include those two. If the templars took Jerusalem, they'd have fanatical knights from all over coming to the holy land to sign up.

    When small men attempt great enterprises, they always end by reducing them to the level of their mediocrity.
    * Napoleon I

  19. #19
    republic_bohemia's Avatar Decanus
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    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    Hmm I think this is perfect for gaming hard.I mean if it is too hard than pick a lower difficulty for your style or pick a faction that does not offer to much of a challenge for you."Life equals hard,nothing is easy as you think"

    In my opinion OTZ this mod should stay how it is,maybe make some improvements where units can be requested,but not to much because than it be too easy for veterans of TW.

    So make two downloads Normal and Very hard a option for people,or just leave it how its now.

  20. #20
    beezneez's Avatar Civis
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    Default Re: Area of Recruitment Mod: 1.0 - Release and Discussion!

    glad to see it's been released. i've been looking forward to an AOR system. i tried "Pro Deo Et Rege" mod briefly which uses an AOR system, is your system similar as far as what troops can be recruited?

    i like how this will affect the templars. you should only be able to survive w/ help from the Almighty playing them. the odds/logistics were against them.

    thx for all the work, i'll report back after a decent play through.
    "And so the population was gradually led into the demoralizing temptations of arcades, baths, and sumptuous banquets. The unsuspecting Britons spoke of such novelties as 'civilization', when in fact they were only a feature of their enslavement."
    -The Roman Author Tacitus

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