Dragoon's little fix (traxx001@gmx.net)
Correct two Bugs in Medieval II Americas Campaign
for KINGDOMS PATCH 1.05
Place all files into "\Medieval II Total War\mods\americas\data"
Make a shortcut to Kingdoms.exe and add following after
"YOUR PATH\kingdoms.exe" --io.file_first --features.mod=mods/americas
otherwise the game won't use these files
This fixes affect the Apachean Faction only.
1) Horse Longhouse Building ( Horse-Tent line )
gave Experience Bonus for Heavy Cavalry (Knights)
but all Apachean Cavalry is Light Cavalry.
Changed from "heavy_cavalry_bonus 1" to "cavalry_bonus 1"
I removed the ability to upgrade the armor for certain Apachean units.
As I have seenm no native unit is able to upgrade their armor in this campaign. Even there are buildings that allow the first level of armor upgrade, units them self not. So I guess the developers did that on purpose and is not an oversight or "bug". If I add the ability to upgrade armor for Apachean units I should, to keep balance add this to all factions. However as I think this is intended I just nerfed my own fix. This means, the Armor Tipi is completely useless. It has no uses.
But I would like to open a discussion on that. What do you think? Should Native Faction Units that wear basic armor be able to upgrade their armor? Let me know and if enough people think so I will add this to my fix again and for all native factions.
You may also take a look at my proper unlock mod for Apaches and Chichimecs
http://www.twcenter.net/forums/showthread.php?t=130776
-OLD README-
INCOMPATIBLE WITH KINGDOMS PATCH 1.5!
(copy and paste from the readme I have written)
Dragoon's little fix (traxx001@gmx.net)
Corrects two bugs in Medieval II Americas campaign
Place all files into "\Medieval II Total War\mods\americas\data"
Make a shortcut to Kingdoms.exe and add following after
"YOUR PATH\kingdoms.exe" --io.file_first --features.mod=mods/americas
Alternatively use your current shortcut that you use to launch the Americas Campaign.
Right click on it. Click on properties add behind kingdoms.exe --io.file_first
otherwise the game won't use these files.
Both fixes affect the Apachean Faction.
1) Horse Longhouse Building ( Horse-Tent line )
gave Experience Bonus for Heavy Cavalry (Knights)
but all Apachean Cavalry is Light Cavalry.
Changed from "heavy_cavalry_bonus 1" to "cavalry_bonus 1"
2) Armour Tipi
To build Armour Tipi was useless because the export_descr_unit.txt
was broken. No unit could recieve armour upgrades.
Changed "armour_ug_levels 1" to "armour_ug_levels 0, 1"
for following units: War Chief, Koitsenko, Onde's Men, Apachean Brave
All these units starts with armour and are pictured/ modeled with armour.
Also they had in the export_descr_unit the "armour_ug_levels 1" entry.
Thunder Brave, Mounted Thunder Brave
I gave these units also the ability for an armour upgrade.
There are picture/modeled with leather armour I think. At least not naked like the
other Indian units. But start with no armour at all.
But the European Musketeers can upgrade so.. even you can't compare them.
As notice:
To be able to build the advanced apachean build your are required to do following things.
1) Recruit allot Melee units.
2) Recruit allot Archer units.
3) Conquer Settlements. There are triggers for 5 and 10 conquered settlements.
4) Fight allot Horse Units
5) Fight allot Gun Units.
So wage war against all this pesky Europeans, than faster you can recruit
Mounted Thunder Braves (weaker version of Dragoons).
They are really cool. Dragoons are better but my Spanish campaign was won before
I had even a city large enough to...
First and Final version.
You may also take a look at my proper unlock mod for Apaches and Chichimecs
http://www.twcenter.net/forums/showthread.php?t=130776
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