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  1. #1
    Condottiere SOG's Avatar Domesticus
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    Default Improvements to EDU; standard for TLR...

    Above all, I think most will like halberdiers and other polearm units. They are more historically accurate now. They act like assault troops or defenders of forts and settlements and no annoying animations in the way. They are truly elite. As they go from a militia format to a more professional format. Many other improvements.
    Last edited by Condottiere SOG; October 29, 2007 at 01:17 PM.

  2. #2

    Default Re: Improvements to EDU; standard for TLR...

    Condo,

    I would like to thank you for all of your hard work that is making TLR great and keeping it alive.

    I have one small request: is it possible to respond in this post with a link or links to your most current files? I have tracked your posts across many threads and I just worry I am combining files that shouldn't be combined. I notice your most recent ultimate battle AI file, but then there is the other post you had with a whole bunch of TLR improvements that changed many, many files.

    Maybe a post here with the latest files?

    Anyways, thanks for everything !

  3. #3
    Condottiere SOG's Avatar Domesticus
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    Default Re: Improvements to EDU; standard for TLR...

    for you, ok!

    http://files.filefront.com/TLR+modif.../fileinfo.html

    I believe these are in WinZip and not RAR. Not sure. Should open anyway.

  4. #4

    Default Re: Improvements to EDU; standard for TLR...

    yes, thank you for your work on keeping TLR alive, im almost 20 yrs into my HRE campaign with your mod and the gameplay(battle, siege, campaign ai) has been better then ever

    so thank you for making me enjoy TLR more then i have before

  5. #5
    kepper's Avatar Artifex
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    Default Re: Improvements to EDU; standard for TLR...

    Like some suft you made in TLR but the money now is to much
    and population growt it now 12.5% by turn
    the mines after finishe will give 9000 florin for turn
    are planning add more stuff to the rebel cites the need for defendi for the player and for the rival faction control by the IA
    good luck wit your work
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  6. #6
    kepper's Avatar Artifex
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    Default Re: Improvements to EDU; standard for TLR...

    Can you make a description of all the change you made in this last release.
    Are you planning to continuework the of tornnight, is bin way for a long time i is busy it is real life there alot of sufft to made bug to be dead,
    new things to by add like buildings, more faction, unit to by add and some to by remove. Mabe you can send a pm to tornnight if it can send some new sufft for you to add to this mod.
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  7. #7
    Condottiere SOG's Avatar Domesticus
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    Default Re: Improvements to EDU; standard for TLR...

    Yes and just had a major interview the other day with an architectural company. I got the job. So, in my spare time, which will become more sparingly little I will attempt to take this mod into the future. Currently, looking over Kingdoms for forts and boiling oil. I wonder if sapping is also now possible.......

  8. #8
    kepper's Avatar Artifex
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    Default Re: Improvements to EDU; standard for TLR...

    I have made change in the original export_descr_buildings of TRL for my work better comper it your last version please give a try to this version
    i have reduce the constructiontime as cost of some buildings and have increased the bonus give by some buildings but notinng comper it your version.
    For my this way the faction are creating more armys and attacke more off the rebel and another provice faction because the can get more monay to spend in new buildings and unit to increse is power.
    Last edited by kepper; November 01, 2007 at 06:57 PM.
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  9. #9
    Condottiere SOG's Avatar Domesticus
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    Default Re: Improvements to EDU; standard for TLR...

    Right on, kepper. Looking into it. Thanks.

  10. #10
    kepper's Avatar Artifex
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    Default Re: Improvements to EDU; standard for TLR...

    Can in your next release more buildings to rebel faction cites and castell because rebel don´t have almost any buildings form where get some money to recruit more unit and expande the cites.
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  11. #11

    Default Re: Improvements to EDU; standard for TLR...

    I think the rebels are too strong as it is. None of the AI factions in my game were attacking the rebels, and it turned out to be a combination of the AI not being agressive enough towards them, and not wanting to attack them because their armies are too good at the start. I noticed that the rebels cities have some really good troops in them at the beginning, and it's next to impossible for the AI factions to take the cities with armies of peasants and spear militia.

    In order to fix it I had to lower the starting money and king's purse for the rebels so they can't retrain a lot of troops right away, and I made the armies you start with for a few of the factions stronger so that they have a chance at taking some of the settlements. I also had to increase the AI's aggression towards the rebels.

    For some reason though, I still can't get Novgorod, Kiev or the Kwarezmid's to do anything except build troops. They're surrounded on all sides by nothing but rebels, and all they do is sit in their regions building massive stacks, but they don't use them. The only way any of these factions will move their armies is if rebels pop up in their regions, they'll send armies to get rid of them.

    I was also thinking of lowering (or completely removing) the king's purse on some of the factions, since there are buildings in the game that can make you just as much as the king's purse in most cases. I haven't done it yet, but I'm hoping the lack of income early in the game will pursuade them to take cities and build things like mines for the income, then the high income game comes when you have a few cities with money making buildings in them.

    I still have a lot of work to do on this to get it balanced out, but the factions that are working properly do some really interesting things now. They all expand at a decent rate at first, trying to grab the settlements they should be (ie denmark goes for lubeck, kalmar, oslo, etc., england goes for york, southampton, etc), and some of the factions actually end up having small fights over rebel territories. What I found interesting about that was the fact that they don't have huge wars right after. They seem to fight about the rebel settlement, then once the settlement is secured by one side the fighting stops. Everyone in Italy does a decent job expanding, with the Papal States usually being the most aggressive (they usually have 3 or 4 settlements in Italy after the first 10 years). The AI in this game is really amazing, once I have the last three factions figured out I think the campaign will be a lot of fun to play.

  12. #12
    kepper's Avatar Artifex
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    Default Re: Improvements to EDU; standard for TLR...

    In my correct campaing almost havery faction are taking provice for the rebel.
    I am using my version of export_descr_buildings and is bin very good, for my.
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