Ahhhh. Yes, I probably changed that in version 5.3 or 5.4. I recommend updating to the latest version, and then use the latest version to base your modified files on.
Thanks smiechu. That's actually referring to Rome Total War, but, still, their is a limit of 500 units in the EDU. He is just saying that multiple factions can use the same unit, so you actually can have many hundreds of units....but, that isn't really the point, you can still only have 500 entries in the EDU.
Regardless, though, I don't plan on adding any more new units anyway to my own mod, I'm quite content with the mod as it is for now. You can mod this game all day till your fingers are numb, and still think of something new and fun to add...but, I prefer to actually finish a mod and then play it rather than modding it forever.
I know that its reffering to RTW but its all the same (almost) in M2TWthe same rules
ok i suppose you are right with the limit but i will try to put more then 500 units and i will see what happened
unless you have done that already so just tell me so i wont have to loose time trying to do that
Btw i have made a compilation...i have used your mod with Regnum Dei - All factionsand now you can play as Mongols, Timurids, Papal States or Aztecs with all those units from your mod
i have just changed couple of things...Elephants and Elephants Artillery comes with gunpowder, i have added imams to recruitment pool for timurids and mongols and changed the turns : 1 turn = 1 year
i have just left your mercenary file cause Regnum Dei changes it but it would be pointless to loose all those mercenary units
Can i use your mod as official part of this compilation? cause i would like to create a "smiechu's compilation"i am going to ask Regnum Dei team for their permission as well
cheers
Last edited by smiechu; February 27, 2008 at 09:50 AM.
Thank You very much![]()
Hey smiechu, I downloaded your file and replaced the original retrofit mod export_exec etc. with it but just how does it work? Does it just mean you can build those units in campaign mode? Cause they aren't in custom battle mode.
Last edited by smiechu; February 28, 2008 at 11:50 AM.
Does this mod work for the 1.3 version of kingdoms ?
Im sorry I hurt your feelings that much
Btw maybe you should write that on the info moore than just "be warned, the Muslim factions have some seriously nasty units, too!"
Btw: Is jerusalem smaller? I just qonquered it and man it got less population than antioch! (I don't got the time to make a research myself)
Last edited by Neptulon; March 10, 2008 at 08:43 AM.
I'm working on an update for this mod, version 5.5, that will be just a small fix for a few issues I've noticed in my current campaign. I just started working on the update and will probably wait for the Kingdoms patch (just in case). If the Kingdoms patch fixes buildable stone forts, I may probably include them, too (I'm still undecided). Here is my current list of changes so far:
1. Minor mercenary pool tweaks in the Holy Land and Egypt.
2. Fix for Council Mission awards giving Canons of the Holy Sepulchre unit.
3. Removing the Early Generals Mod. This was a hard decision, but, I've decided to go this route for the following reasons:
a. It bothers me that the strat map generals do not match the battle map generals.
b. It bothers me that the generals in the FMV and event pictures, and faction vids, do not look alike.
c. My mod was supposed to be a unit addon mod, and it bothers me that I've allowed myself to toss in non unit addon stuff.
d. Sure it's nice in the early era to have early generals, but, when one gets to the late era, ones generals still look out-of-place anyway.
Should I also remove the king character strat map models or leave them? I may leave them and instead give all factions Kingdoms battlemap king models.
EDIT: I'm going with that option, actually.
Your thoughts are welcome.
Thanks!
I think Kings should stand out from Generals. I would say to keep the King models on the strat map and add them in for battles.![]()
Yup, I decided to do just that, it's taken me all night but I got it to work.
My revised change list for 5.5:
1. Minor mercenary pool tweaks in the Holy Land and Egypt.
2. Fix for Council Mission awards giving Canons of the Holy Sepulchre unit.
3. Removing the Early Generals Mod. This was a hard decision, but, I've decided to go this route for the following reasons:
a. It bothers me that the strat map generals do not match the battle map generals.
b. It bothers me that the generals in the FMV and event pictures, and faction vids, do not look alike.
c. My mod was supposed to be a unit addon mod, and it bothers me that I've allowed myself to toss in non unit addon stuff.
d. Sure it's nice in the early era to have early generals, but, when one gets to the late era, ones generals still look out-of-place anyway.
4. Add faction leader battle map models from Kingdoms.
Just use the early generals strat models. The early generals looks far superior to the vanilla knights, at least maybe for heirs or something.Removing the Early Generals Mod. This was a hard decision, but, I've decided to go this route for the following reasons:
a. It bothers me that the strat map generals do not match the battle map generals.
b. It bothers me that the generals in the FMV and event pictures, and faction vids, do not look alike.
Last edited by Tyre; March 11, 2008 at 02:39 AM.
Here you go mate.Where can I find early generals strat models? I wasn't aware they existed. But, I'm not really going for "looks" with my mod don't forget, I'm trying to keep this project as "low impact" as possible. This is a "vanilla" mod, unlike SS and others.
Yes but they are skinned to match my armored generals mod, I can post them if you like or you can always just resize the vanilla early geneals skin and paste it on a strat skin.
CAn i have this mod and another AL mod? If so, would you give me a sugestion?
You mean AI mod not AL mod, right?
You can add any AI mod you like, as long as the AI mod only contains AI files and nothing else. Just copy the AI files into the data folder located in the Retromod folder.
I personally have no AI mod suggestions, as I've never met an AI mod that I liked. The AI in the Retrofit Mod is already pretty good and I don't think the other AI mods actually improve anything. They usually feature some sort of "forced diplomacy" component that people think is all wonderful and such because it allows them to have nice long alliances at their leisure. However, this handicaps the AI from having the ability to expand wherever it wants, whereas the human player doesn't suffer from this restriction, thereby making the game easier for the human player...and the AI already needs all the help it can get. This based solely on my exeperience with most of the major AI mods (I'm not mentioning any names on purpose), so, it's entirely up to you.