Proper unlock for Apachean/Chichimec Buildings and Units (Onde's Men, Thunder Braves)
For Kingdoms Patch 1.05
Dragoon's little fix (traxx001@gmx.net)
Link to my Apachean Bug Fix
http://www.twcenter.net/forums/showthread.php?t=124411
Introduction:
Removed delays from Apachean/Chichimec unlocks in Medieval II Americas Campaign
Installation:
Copy the mod Folder into "\Medieval II Total War\"
This will replace the "campaign_script.txt" file found in
"\Medieval II Total War\mods\americas\data\world\maps\campaign\imperial_campaign"
Unlike with other Modifications this one has no need for a shortcut.
No backup is need unless you have edited campaign_script.txt, as a backup is included.
To revert back to the original files copy the contend of the backup folder to
"\Medieval II Total War\"
Overview
In the Americas Campaign of Medieval Kingdoms, the factions Apaches and Chichimec's have several of their Units/Buildings
locked until certain requirements are meet.
As by design decision they are not immediately, unlocked when the requirement are meet.
Instead, a hard-coded delay of an unknown random number of turns is added,
similar to the Marius Reforms from Total War Rome introduced by Patch 1.2.
This was most noted with Onde's Men. Not only the delay but also a possible copy&paste error by CA
made it often unlikely to be unlocked except on very draw out games.
This delay will be bypassed by installing this Modification.
(Please note I called a Mod not a Bug Fix because this delay is not a Bug. It is a feature.)
One turn after the requirements are meet the Units/Buildings will be unlocked.
The requirements are still the same as defined by CA only the Raiders Tipi-Longhouse line had been corrected to the right values.
CA changed the requirements for Apachean Scouts/ Onde's Men from Recruit 20 infantry units & Win 5 battles to Recruit 10 infantry units & Win 7 battles
and Recruit 50 infantry units & Win 10 battles to Recruit 50 infantry units & Win 15 battles
and so did I.
Here the complete list what to do to unlock…
Chichimec
-----------------------------------------------------------------
Chichimec Riders --> Defeat an army with cavalry 2 times and killed at least 1 horse
Chichimec Gunners --> Defeat an army with gunpowder units 2 times and killed at least 1 man bearing gunpowder weapons.
This includes also gunpowder artillery.
Apaches
-----------------------------------------------------------------
Hunters Wigwam (allows recruitment of Dog Soldiers) --> Recruit 20 missile units & Capture 5 settlements
Hunters Longhouse (allows recruitment of Koitsenko) --> Recruit 50 missile units & Capture 10 settlements
Raiders Wigwam (allows recruitment of Apachean Scouts) --> Recruit 10 infantry units & Win 7 battles
Raiders Longhouse (allows recruitment of Onde's Men) --> Recruit 50 infantry units & Win 15 battles
Horse Tipi (allows recruitment of Mounted Apache) --> Defeat an army with cavalry 2 times and killed at least 1 horse
Horse Wigwam (allows recruitment of Mounted Thunder Brave when guns unlocked) --> Defeat an army with cavalry 3 times and killed at least 1 horse
Horse Longhouse (gives Cavalry exp Bonus when installed my Bugfixs otherwise just increase unit pools)
--> Defeat an army with cavalry 4 times and killed at least 1 horse
Gun Tipi (allows recruitment of Thunder Brave) -->
Defeat an army with gunpowder units 2 times and killed at least 1 man bearing gunpowder weapons. This includes also gunpowder artillery.
Gun Wigwam (increase of unit pools) -->
Defeat an army with gunpowder units 3 times and killed at least 1 man bearing gunpowder weapons. This includes also gunpowder artillery.
Please note that all foot troops have as category Infantry and all units that use range weapons (except siege units) have as class missile.
Therefore, if you recruit as example Apachean Braves or Rabid Boys you will fulfill both requirements for recruiting infantry and missile units.
On request, I have made a modded version of my export_descr_buildings.txt provided
with my bugfixes, that unlocks all Apachean building and Chichimec's Units from start.
You should consider using it when NOT playing Apaches or Chichimechs so the AI can use the units from start.
This will give a much better game experience especial when fighting Apaches as the AI is usually to passive to unlock most buildings by them self.
--OLD README--
INCOMPATIBLE WITH KINGDOMS PATCH 1.5!
This fix requires you to start a new game to work!
Proper unlock for Apachean/Chichimec Buildings and Units (Onde's Men, Thunder Braves)
Dragoon's little fix (traxx001@gmx.net)
Link to my Apachean Bug Fix
http://www.twcenter.net/forums/showthread.php?t=124411
Introduction:
Remove delays from Apachean/Chichimec unlocks in Medieval II Americas Campaign
Installation:
Copy the mod Folder into "\Medieval II Total War\"
This will replace the "campaign_script.txt" file found in
"\Medieval II Total War\mods\americas\data\world\maps\campaign\imperial_campaign"
Unlike with other Modifications this one has no need for a shortcut.
No backup is need unless you have edited campaign_script.txt, as a backup is included.
To revert back to the original files copy the contend of the backup folder to
"\Medieval II Total War\"
Overview
In the Americas Campaign of Medieval Kingdoms, the factions Apaches and Chichimec's have several of their Units/Buildings
locked until certain requirements are meet.
As by design decision they are not immediately, unlocked when the requirement are meet.
Instead, a hardcoded delay of an unknown random number of turns is added,
similar to the Marius Reforms from Total War Rome introduced by Patch 1.2.
This was most noted with Onde's Men. Not only the delay but also a possible copy&paste error by CA
made it often unlikely to be unlocked except on very draw out games.
This delay will be bypassed by installing this Modification.
(Please note I called a Mod not a Bug Fix because this delay is not a Bug. It is a feature.)
One turn after the requirements are meet the Units/Buildings will be unlocked.
The requirements are still the same as defined by CA only the Raiders Tipi-Longhouse line had been corrected to the right values.
Here the complete list what to do to unlock…
Chichimec
-----------------------------------------------------------------
Chichimec Riders --> Defeat an army with cavalry 2 times and killed at least 1 horse
Chichimec Gunners --> Defeat an army with gunpowder units 2 times and killed at least 1 man bearing gunpowder weapons.
This includes also gunpowder artillery.
Apaches
-----------------------------------------------------------------
Hunters Wigwam (allows recruitment of Dog Soldiers) --> Recruit 20 missile units & Capture 5 settlements
Hunters Longhouse (allows recruitment of Koitsenko) --> Recruit 50 missile units & Capture 10 settlements
Raiders Wigwam (allows recruitment of Apachean Scouts) --> Recruit 20 infantry units & Win 5 battles
Raiders Longhouse (allows recruitment of Onde's Men) --> Recruit 50 infantry units & Win 10 battles
Horse Tipi (allows recruitment of Mounted Apache) --> Defeat an army with cavalry 2 times and killed at least 1 horse
Horse Wigwam (allows recruitment of Mounted Thunder Brave when guns unlocked) --> Defeat an army with cavalry 3 times and killed at least 1 horse
Horse Longhouse (gives Cavalry exp Bonus when installed my Bugfixs otherwise just increase unit pools)
--> Defeat an army with cavalry 4 times and killed at least 1 horse
Gun Tipi (allows recruitment of Thunder Brave) -->
Defeat an army with gunpowder units 2 times and killed at least 1 man bearing gunpowder weapons. This includes also gunpowder artillery.
Gun Wigwam (increase of unit pools) -->
Defeat an army with gunpowder units 3 times and killed at least 1 man bearing gunpowder weapons. This includes also gunpowder artillery.
Please note that all foot troops have as category Infantry and all units that use range weapons (except siege units) have as class missile.
Therefore, if you recruit as example Apachean Braves or Rabid Boys you will fulfill both requirements for recruiting infantry and missile units.
On request, I have made a modded version of my export_descr_buildings.txt provided
with my bugfixes, that unlocks all Apachean building and Chichimec's Units from start.
You should consider using it when NOT playing Apaches or Chichimechs so the AI can use the units from start.
This will give a much better game experience especial when fighting Apaches as the AI is usually to passive to unlock most buildings by them self.




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