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  1. #1
    Socal_infidel's Avatar PDER Piper
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    Default PRO DEO ET: PDER v0.4 Patch 1

    MEDIEVAL II TOTAL WAR:
    PRO DEO ET REGE
    “For God and King”
    UPDATE: PATCH 1



    GENERAL: This update contains numerous bug-fixes, map corrections, balance tweaks, and other revisions to PDER v0.4.[/LEFT]

    DOWNLOAD:
    Download from FileFront
    Download from MEGAUPLOAD

    INSTALLATION INSTRUCTIONS:

    1]To install this Patch, simply extract the .rar file to the following folder:

    C:\Program Files\SEGA\Medieval II Total War\PDER_v.0.4_Beta

    When prompted, click 'yes' to overwrite the existing files!

    Once installed you should continue to use use the PDER_v.0.4_Beta.bat file found in your SEGA\Medieval II Total War folder to run the game.

    REAL COMBAT USERS NOTE!
    If you have previously installed the PDER RealCombat files and would like to continue using the RC System, in addition to the above installation instructions, you will also need to rename the included RC_export_descr_unit.txt file to export_descr_unit.txt and replace the default export_descr_unit.txt to take advantage of the updated unit balancing.

    If you wish to revert back to Lusted's Battle AI and Unit Balancing (from which the original PDER files were based), then you will also need to download Lusted's Battle AI and Unit Balancing Files and install them. These will overwrite the existing Real Combat files and allow you to enjoy Lusted's work.

    NOT SAVE-GAME COMPATIBILE: Please note, the changes included in these files are not save-game compatible!

    CHANGELOG:
    -Fixed Rebel generals with no textures/liquid metal appearance [battle_models.modelsdb, descr_strat.txt]
    -Revised negative income AI assistance for certain faction [campaign_script.txt]
    -Corrected the mines in Southern Italy that produced no income[descr_regions.txt]
    -Increased effect of garrisons on public order[descr_ settlement_mechanics.xml]
    -Lowered/Increased the effect of tax rate penalty/bonus on public order [descr_settlement_mechanics.xml]
    -Slightly decreased the amount of trade income [[descr_ settlement_mechanics.xml]
    -Decreased rebel garrisons around Russia and Turks to facilitate expansion [descr_strat.txt]
    -Removed geographically incorrect resources around the Italian peninsula [descr_strat.txt]
    -Revised AOR System recruitment pools to fix inability of certain factions to recruit any units from Auxiliary Buildings in their home regions [export_descr_buildings.txt]
    -Corrected the minimum building requirement for Bimaristan buildings to allow Islamic factions to construct it [export_descr_ buildings.txt]
    -Corrected the minimum building requirements so the Turks and Hungarians can build Assembley Halls [export_descr_ buildings.txt]
    -Revised unit recruitment and upkeep costs and stats [export_descr_unit.txt]
    -The following AOR units have been given free upkeep when garrisoned to allow all factions to have free upkeep units in all AOR regions:

    -Levy Spearmen
    -Welsh Spearmen
    -Highland Rabble
    -Irish Kerns
    -Levy Andalusian Javelinmen
    -Slav Levies
    -Viking Raiders
    -Turkish Tribesmen
    -ME Levy Spearmen
    -Nubian Spearmen
    -Berber Spearmen
    -Sudanese Javelinmen
    -Cuman Spearmen

    -Thanks to gigantus, removed held regions win conditions [descr_win_conditions.txt] to facilitate more intelligent AI expansion.

    **This Patch also includes gigantus' latest map files:

    Change log version 1.3
    - Moved river crossing south of Angiers to the east. Settlement was blocking traffic flow and enabled siege exploit (sieging from crossing).
    - Reduced the size of Bostra region to allow roads from Deir al-Zur to Bagdad.
    - Created crossing near Nizhny Novgorod for road to Yaroslavl.
    - Closed the coastal road between Genova and Marseille, goes now through the Alpine pass. Should make for lots of bridge battles for whoever holds Marseille.
    - Made road possible for Venice to their port, Zara and Zagreb.
    Change log version 1.2
    - Slightly enlarged the Asprokastran region and added a river crossing to enable direct traffic to Kyiv and Zhytomyr.
    Change log version 1.1
    - Enlarged the region of Olmutz slightly to allow for roads to eliminate 'cul de sac'.
    Change log version 1.0
    - Relocated the ports of London and Nikaia to avoid blocking of the Channnel and Bosporus respectively.
    - Relocated the port of Skovde to allow for proper funtioning (blocking was not possible).
    - Relocated the port of Tripoli to allow for proper functioning (could not be entered). This has not been tested and feed back will be appreciated.
    - Changed the map_feature and map_ground_type files to allow for roads between Sinope, Nikaia and Trapezous.
    - Enlarged the region of Tanja slightly to allow for road from Tanja to Ouahran.
    - Enlarged the region of Pisa slightly to allow for road from Pisa to Genova.

    CREDITS:
    -gigantus for taking the time to clean up the map and report and fix numerous other bugs! Including revising the resource placement! Big help!
    -izanagi11 for taking the time to report bugs and provide an export_descr_buildings file without the tabs!
    -Lusted and Palamedes for their latest unit balancing!
    -Everyone else who took the time to report bugs and/or post their feedback/suggestions! Thanks!
    Last edited by Socal_infidel; August 09, 2007 at 11:22 AM.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Winning Conditions

    Sorry, I messed up the winning conditions: download the new version here:
    http://www.twcenter.net/forums/showt...=108777&page=6










  3. #3
    Socal_infidel's Avatar PDER Piper
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    Default Re: Winning Conditions

    Quote Originally Posted by gigantus View Post
    Sorry, I messed up the winning conditions: download the new version here:
    http://www.twcenter.net/forums/showt...=108777&page=6
    No problem! I originally didn't allow Turks to build anything past the Auxiliary Buildings outside their starting regions!

    Links taken down while I update the files!

    EDIT - LINKS BACK UP! THE .RAR FILE INCLUDES THE CORRECTED DESCR_WIN_CONDITIONS FILE
    Last edited by Socal_infidel; August 08, 2007 at 11:27 PM.

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    Quote Originally Posted by Socal_infidel View Post
    2]*IMPORTANT* After you have extracted the files, you will need to delete your map.rwm file which can be found in the PDER_v.0.4_Beta\data\world\maps\base folder in order for the map revisions to take effect.
    This is not necessary if you provide the zero size map.rwm which I have included in my download.


    I AM fast, ain't I?










  5. #5
    Socal_infidel's Avatar PDER Piper
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    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    Quote Originally Posted by gigantus View Post
    This is not necessary if you provide the zero size map.rwm which I have included in my download.


    I AM fast, ain't I?
    D'oh! Actually forgot to include that!

    And yes you are very fast!

    EDIT - UPDATED LINKS TO INCLUDE THE ZERO-SIZE MAP.RWM FILE GIGANTUS PROVIDED WITH THE PATCH. SHOULDN'T HAVE TO DELETE YOUR MAP.RWM FILE NOW. CHEERS!
    Last edited by Socal_infidel; August 08, 2007 at 11:40 PM.

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    Quote Originally Posted by Socal_infidel View Post
    -The following AOR units have been given free upkeep when
    garrisoned to allow for free upkeep units in all AOR
    regions:

    -Levy Spearmen
    -Welsh Spearmen
    -Highland Rabble
    -Irish Kerns
    -Levy Andalusian Javelinmen
    -Slav Levies
    -Viking Raiders
    -Turkish Tribesmen
    -ME Levy Spearmen
    -Nubian Spearmen
    -Berber Spearmen
    -Sudanese Javelinmen
    -Cuman Spearmen

    Somehow I think this beats the purpose of the auxiliary buildings. The moment you have build the first one you will be able to recruit free upkeep units and can go on blitzing the next town. Wouldn't it be better to make sure that you can do that (recruiting free upkeep units) only from the town watch level onwards as originally intended? The problem there was the hidden resource with the city and castle units, came across it with Genova and Sicily.

    If you are of that opinion then download my attachment and copy the files into your C:\...\Medieval II Total War\PDER_v.0.4_Beta\data folder.

    I cleaned up a lot of double entries as well while I was at it. It always annoyed me: in the building browser it said a lot of times that I could recruit the same unit twice.
    Otherwise I have removed the free_upkeep trait from the above units.

    The base files used are from your patch.




    The attachment has been removed. A newer version is here.
    Last edited by Gigantus; August 13, 2007 at 04:47 AM.










  7. #7
    Socal_infidel's Avatar PDER Piper
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    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    Quote Originally Posted by gigantus View Post
    Somehow I think this beats the purpose of the auxiliary buildings. The moment you have build the first one you will be able to recruit free upkeep units and can go on blitzing the next town. Wouldn't it be better to make sure that you can do that (recruiting free upkeep units) only from the town watch level onwards as originally intended? The problem there was the hidden resource with the city and castle units, came across it with Genova and Sicily.

    If you are of that opinion then download my attachment and copy the files into your C:\...\Medieval II Total War\PDER_v.0.4_Beta\data folder.

    I cleaned up a lot of double entries as well while I was at it. It always annoyed me: in the building browser it said a lot of times that I could recruit the same unit twice.
    Otherwise I have removed the free_upkeep trait from the above units.

    The base files used are from your patch.
    Yeah, you may a have point and it's one I considered before doing it. I guess my main concern was that some of the AOR units from the barracks line were free upkeep already, as in the case with the SE, EE, and Italian Spear militia. This gave certain regions a built-in advantage that I dealt with by giving at least one unit from each AOR region free upkeep.

    Also, if you're at the point where you can recruit auxililary units you have already survived ten (eleven by the time you get your first AOR unit) turns in the region with only your base troops to act as garrisons.

    Also, given that only 1 AOR unit is available upon construction of the Auxiliary Levy Barracks building and that the replenishment rate is 1 every 4 turns, you will have been in the region for 15 turns by the time you have even 2 free upkeep AOR units, 19 turns by the time you have 3 AOR units, etc.

    And I guess my thinking with restricting Italian Militia to Italy was that (1) they already have an advantage over other militia units, so Italian factions might have another advantage if they can just rely on these guys wherever they expand (2) it seems to me that one of the reasons they were given an advantage over other militia units is that they had a strong sense of civic pride and were fighting for their home City-State. I'm not sure it makes sense given this civic pride if Italian militia is able to be recruited in North Africa, say.

    Possible solutions to the problem:

    1] Removing free upkeep status from these AOR units and allow Italian militia units outside Italy
    2] If I decide to keep free upkeep, maybe increase the amount of time necessary before you can recruit any AOR units (i.e. increase Auxiliary Hall/Auxiliary Barrack/Bowyer build times) - maybe 5 turns/8 turns. That would mean 13 turns before you could recruit (14 turns before you actually get) free upkeep AOR units. So for 14 turns (7 years) at least, you'd have to leave at least some of your own troops there as garrison. More depending on how turbulent the area is.

    I'll probably change my mind again before I release the next version/update!

    Really appreciate your feedback and please report on how removing the Italian hidden resources from the Italian Militia works out. I'd love to hear your thoughts about my reasoning above when you get the chance!

    Oh, and thanks for cleaning up those double-entries. It was much easier at the time to just copy and paste that chunk of text for each building. Never got around to cleaning up the double-entries! Thanks for slogging through that for me!:
    Last edited by Socal_infidel; August 09, 2007 at 07:21 AM.

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    Quote Originally Posted by Socal_infidel View Post
    Given that only 1 AOR unit is available upon construction of the Auxiliary Levy Barracks building and that the replenishment rate is 1 every 4 turns, you will have been in the region for 15 turns by the time you have even 2 free upkeep AOR units, 19 turns by the time you have 3 AOR units, etc.
    Who is going to recruit them in the city where they are needed? You simply recruit where they are available and then shift them. Needs a bit of micro management, but it takes only a minute or two per round. Example: Produce in Napoli in excess of free upkeep, shift it to Rome until more then free upkeep, from there shift the excess to Firenze and so on.

    Quote Originally Posted by Socal_infidel View Post
    And I guess my thinking with restricting Italian Militia to Italy was that (1) they already have an advantage over other militia units, so Italian factions might have another advantage if they can just rely on these guys wherever they expand (2) it seems to me that one of the reasons they were given an advantage over other militia units is that they had a strong sense of civic pride and were fighting for their home City-State. I'm not sure it makes sense given this civic pride if Italian militia is able to be recruited in North Africa, say.

    Possible solutions to the problem:

    1] Removing free upkeep status from these AOR units and allow Italian militia units outside Italy
    2] If I decide to keep free upkeep, maybe increase the amount of time necessary before you can recruit any AOR units (i.e. increase Auxiliary Hall/Auxiliary Barrack/Bowyer build times) - maybe 5 turns/8 turns. That would mean 13 turns before you could recruit (14 turns before you actually get) free upkeep AOR units. So for 14 turns (7 years) at least, you'd have to leave at least some of your own troops there as garrison. More depending on how turbulent the area is.
    Slow and easy works like this: the first city and castle unit is available everywhere. After that all bets are of. And only the previous upkeep units are still upkeep If anything at all you might want to change the first unit and then have the Italian units available as AOR units.

    Quote Originally Posted by Socal_infidel View Post
    I'll probably change my mind again before I release the next version/update!
    Nothing is more constant then change!

    Quote Originally Posted by Socal_infidel View Post
    Really appreciate your feedback and please report on how removing the Italian hidden resources from the Italian Militia works out. I'd love to hear your thoughts about my reasoning above when you get the chance!
    You asked again! Hope my reasoning above about above does the trick.

    Quote Originally Posted by Socal_infidel View Post
    Oh, and thanks for cleaning up those double-entries. It was much easier at the time to just copy and paste that chunk of text for each building. Never got around to cleaning up the double-entries! Thanks for slogging through that for me!:
    One is glad to be of service










  9. #9
    izanagi11's Avatar Semisalis
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    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    Geez, I disappear for a few days and I come back to a ton of new stuff. Come to think of it, maybe I should disappear more often! Great to see all the new variation added to this great mod!
    "The shape of you, the shape of me, the shape of everything I see.."

  10. #10

    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    I am downloading PDER .4 and I was wondering if there is anything else I am going to need besides patch 1 right now.

    You would think I would be able to figure this out on my own but I wanted to be sure!

    Thanks!

  11. #11
    Socal_infidel's Avatar PDER Piper
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    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    Quote Originally Posted by Pellinore View Post
    I am downloading PDER .4 and I was wondering if there is anything else I am going to need besides patch 1 right now.

    You would think I would be able to figure this out on my own but I wanted to be sure!

    Thanks!
    1] Download and install PDER v0.4
    2] Then download and follow the installation instructions for updating to Patch 1

    Optional
    -If you want to have a go with Lusted's latest unit balancing and battle AI, download that and follow the installation instructions.
    -If you prefer the Real Combat system, you can download that and follow the installation instructions for it.
    -If you want to try GrandViz's Campaign AI, you can download that and install it.

    If you haven't played PDER before and/or are inexperienced at modding, I would say you'll be fine if you just install the game and the patch.

    Let me know if you have any additional questions. I'm here to help

  12. #12

    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    Wow! Thanks for the prompt and informative reply!

    1 quick question:

    Is Real Combat the system that changes all of the attack/defence values to like 2/4 for spearman and 6/14 for DFK or is that Lusted's?

    By the way your mod looks impressive! Can't wait to try it!

  13. #13
    Socal_infidel's Avatar PDER Piper
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    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    Quote Originally Posted by Pellinore View Post
    Wow! Thanks for the prompt and informative reply!

    1 quick question:

    Is Real Combat the system that changes all of the attack/defence values to like 2/4 for spearman and 6/14 for DFK or is that Lusted's?

    By the way your mod looks impressive! Can't wait to try it!
    Real Combat does reduce the stats across the board for units in an attempt for a more realistic combat system, e.g. battles last longer, etc.

    Lusted's work is not as drastic and seeks to simply improve vanilla balance issues. It's closer to vanilla and not as radically changed.

    It's a matter of personal preference really. Which is why I provided people with both options!

    Cheers!

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Install Package

    @Socal_infidel

    I see that you are using the 'Clickteam Install Creator' for installation. Just a few small suggestions:

    1- In the 'files' tab you can highlight a file, click the 'view/run' tab and then choose for instance the option 'while endpage is displayed'. That way you can run any executable (for instance PDER_Copy.bat) at the end of the installation.
    2- Specify the name of the uninstaller, eg: PDERuninstall. After a while there will be quite a few uninstallers in the root of M2TW, helps to know who is who in the zoo.
    3- Don't include files or directories in the installer that exist in the M2TW directory. They can easily be copied by a batch file (again see PDER_Copy.bat)
    I removed the 'Norman prologue' and 'E3 demo' directory from imperial campaign folder, the data\sound directory, the map.rwm file and ended up with 9 MB less in size. Guys with superfast broadband connection might not care, but for me (115 kbps dial-up) it means 15 minutes less.
    4- Simply name the mod's directory 'PDER'. That way updated versions and/or patches will simply overwrite the existing files. No need to change files in the root (cfg, launch) then either.

    Check out the files in the attachment


    Attachment removed. Included in this download.
    Last edited by Gigantus; August 20, 2007 at 12:15 PM.










  15. #15
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    Default Blood, Broads & Bastards

    I love this game! You can always find something new, even more so if it is a good mod like this. Picture the following:
    I have got now all the latest patches, files and updates (including the one with Henry, Mao, Stalin and the other guys plus Lusted's AI) and thought I should start a new campaign. Having come from my favorite singing party and humming "Rule Brittania" the choice was clear.
    To combine my goodness as an observant mod player and my evil side (the dark force IS with me) I decided to bring Scotland "Heim ins Reich" shore up whatever I can grab on the continent and then turtle before the brown stuff hits the fan.
    The road to glory: first two rounds every city, village and castle was producing units and building roads. By round five I was knocking on the Scottish castle (don't you dare ask me to spell the name!) with the lads away besieging the castle in the North. Two turns later that was their only holding and I was excommunicated. But then who cares this early in the game, nothing a nice amount of moula couldn't fix. Two turns later the Scots saw the wisdom of joining the up and coming force called England and my eyes turned South.
    On the way to the channel my stalwarts made short shrift of the rebels in the Southern Wales area, albeit with heavy losses (auto-calc really sucks now - more of it another time). After replenishing the losses and building a few commercial thingies the heroes crossed the Channel and had their D-Day at Calais (suffice that the French had lain some nice ground work and not many defenders were left).
    During all this time a multitude of Generals came to the fore and begged to govern the 'freed' provinces: I did not want for loyal and piteous governors. But know comes the reason for this apparent AAR (took me long enough to get there, didn't I?):

    Out of the blue the little Scottish castle with the fancy name was rioting! This was the first time ever since my trusted associate AI had been in change of the taxes (mind you I don't trust him with the building and recruiting). Anyone can remember a castle rioting? But then the something odd happened as well with that little sleepy town in South Wales: with about 1500 inhabitants it had 300 men garrison troops (remember: it just got incorporated) and was still on low with a negative growth rate of 13%! Like every seasoned M2 player a barely suppressed groan escaped my lips: "This must be a major bug! This will break the game!" And on the horizon loomed a re-install of truly gigantic proportions.
    But before giving up and consigning the game into the "disastrous, better forget it" category due diligence required to check at least on the surface. So I brought up the little town's detailed list: the squalor stretched 3/4 of the way to the left! More shaking of the head - not even the plague has got such an impact. And last not least I interrogated my Governor: he simply said: "Ju ar not mi Kaiser". Kinda. He had picked up some mean traits like 'Rebel!', same thing happened to his counterpart in Scotland. I barely managed to kick them out of town as their movement rate was nearly zero, everything went normal after that.

    Now my question: I have been playing several campaigns, albeit short ones (never beyond 1200AD) - twice each of Genoa, Moors and Sicily - without ever coming across any trait like that. Everyone of my governors\generals has now some trait like royalist or rebel (obedient line of trait), which has never happened before. I am aware that this is part of the BBB mod but in the original form they had some ancillaries, apart from the titles, like the crown, royal banners - in short heraldry.
    Sorry, got carried away.

    1. Why now and not before?
    2. Checked the traits and it only says 'and FactionIsLocal', nothing in the line of 'FactionType'.
    3. Found one nasty trigger that fires when the king is away from the capital more than 50 units. I think it has got to do with loyalty as well. (And didn't my valiant king lead the Scottish campaign?)
    4. What happened to the rest of the BBB mod? See attached ReadMe for BBB ver2.0.










  16. #16

    Default Re: Blood, Broads & Bastards

    4. What happened to the rest of the BBB mod? See attached ReadMe for BBB ver2.0.
    Is this compatable with PDER? Also, will it require a new save game? As always guys, keep up the great work on this wonderful mod.

  17. #17
    Socal_infidel's Avatar PDER Piper
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    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    @gigantus

    Thanks for the tips regarding the Installer. Will keep them in mind next time.

    As for you other questions/concerns:

    1] Haven't had the chance to look through the files yet, but suspect you just got really unlucky with the percentage chances for the Noble Rebellion triggers. I'll take a look at the files after I get back from a nice day at the park in New York City though.

    2] I don't think that's a problem for the noble rebellion traits.

    3] I thought that had a really low percentage chance for acquiring the offensive to nobles trait, though.

    4] Actually, thanks for reminding me about these ancillaries. I'm pretty sure that when I reworked the building trees for the AOR system (e.g. Town Hall and Military building-trees), I may have lessen the chance of acquiring/disabled these triggers.

    As I'm pretty sure for Titles like Master of the Horse, you need like a Baron's Stables or something, which, if you've poked around my EDB you know no longer exists for Western factions. So thanks for bringing that to my attention, I was meaning to fix those. But overlooked them.

    @jethrokirby

    Enjoy your campaign. I'll be fixing the Ancillary traits gigantus mentioned later, but they shouldn't be gamebreaking.

  18. #18
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    Quote Originally Posted by Socal_infidel View Post
    @gigantus

    3] I thought that had a really low percentage chance for acquiring the offensive to nobles trait, though.
    Never mind 'offensive to nobles' , that wouldn't have been too bad - he was at the 'inspires civil war' stage. Nothing helped anymore and I sent him to Ireland to singlehandedly capture a town. Without a ship nearby. Tragically he and his bodyguards succumbed to approximately 900 clover swinging Irish men.

    Now I am waiting what will happen to the Heir. If he shapes up the same way, than he will end up the same way. And very fast too. I had a total of 6 generals rebelling (locked) and 2 went traitor. That really messed me up. Every round spending a lot of time checking who might have left the fold was annoying but I have learned from it.

    Something from the dark side: HRR was contesting Antwerp and taking it (last rebel town in that area) when they got excommunicated. As the Pope and me were as close as cheese on a pizza I dropped a hint if it wouldn't be prudent to declare Milan a viable Crusade target. And wouldn't you know it: he agreed! The fact that it was owned by HRR never influenced my suggestion. So I took Antwerp and the man in black came and offered peace and understanding and I gracefully accepted. Guess he had enough on his plate with all the other guys coming to the party.

    Oh yeah, the merchants: I am having a lot of the guys with the 'shady deal' trait. Takes two levels away at the start. One of my guys actually didn't even had profit\income on amber! Said: "My Lord this is not profitable." or some such thing.

    Resources: found some 'slaves' way up North, in Scandinavia. Co-ordinates 166,182. Guess this needs changing. I am going to create another amber.
    Last edited by Gigantus; August 11, 2007 at 01:14 PM.










  19. #19

    Default Re: PRO DEO ET: PDER v0.4 Patch 1

    Quote Originally Posted by gigantus View Post
    Never mind 'offensive to nobles' , that wouldn't have been too bad - he was at the 'inspires civil war' stage. Nothing helped anymore and I sent him to Ireland to singlehandedly capture a town. Without a ship nearby. Tragically he and his bodyguards succumbed to approximately 900 clover swinging Irish men.

    Now I am waiting what will happen to the Heir. If he shapes up the same way, than he will end up the same way. And very fast too. I had a total of 6 generals rebelling (locked) and 2 went traitor. That really messed me up. Every round spending a lot of time checking who might have left the fold was annoying but I have learned from it.

    Something from the dark side: HRR was contesting Antwerp and taking it (last rebel town in that area) when they got excommunicated. As the Pope and me were as close as cheese on a pizza I dropped a hint if it wouldn't be prudent to declare Milan a viable Crusade target. And wouldn't you know it: he agreed! The fact that it was owned by HRR never influenced my suggestion. So I took Antwerp and the man in black came and offered peace and understanding and I gracefully accepted. Guess he had enough on his plate with all the other guys coming to the party.

    Oh yeah, the merchants: I am having a lot of the guys with the 'shady deal' trait. Takes two levels away at the start. One of my guys actually didn't even had profit\income on amber! Said: "My Lord this is not profitable." or some such thing.

    Resources: found some 'slaves' way up North, in Scandinavia. Co-ordinates 166,182. Guess this needs changing. I am going to create another amber.
    Hey gigantus, im pretty sure your rebels had to do with you being excomunicated. It happened to me too in my eglish campaing it was awesome!!! no only that but many rebels appeared in southern england and actually took 2 of my towns!! Besides that the danes invaded england and took nottingham!! and the pope wouldnt accept me back so i eventually had to take my brave king on a boat ride to meet some nice pirates , after this all was good my generals could move again (although loyalty stayed low) and after taking nottingham and bloking a danish port they offered ceasefire, and i went to reassume control over the island.

    Cheers nico
    Nico

  20. #20
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Updated Resources

    Little update on the resources (about 30 entries changed): you might have to do some copy paste business here to fix it. Delete the resources section in this file:
    C:\...\PDER_v.0.4_Beta\data\world\maps\campaign\imperial_campaign\descr_strat.txt
    and paste the content of the resources.txt file into the same section.
    As usual any change in the descr_strat file will only come into effect when you start a new game. But you can apply the change already, no problem there.

    Underneath a trigger to create the equivalent of a bishop for the muslim factions. Simply copy from the dotted line down and paste it into this file:
    C:\...\PDER_v.0.4_Beta\data\export_descr_character_traits.txt
    This change will take effect immediately.

    Oh yeah, don't forget to save!

    ;------------------------------------------
    Trigger priestinit14 ;great imam trigger for muslim factions
    WhenToTest AgentCreated

    Condition AgentType = priest
    and SettlementBuildingExists >= jama
    and Trait PriestLevel = 0

    Affects PriestLevel 1 Chance 100




    Attachment removed: included here
    Last edited by Gigantus; August 15, 2007 at 11:58 PM.










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