Results 1 to 14 of 14

Thread: Mongol Bigger Starting Settlements Mod

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Aszrayel's Avatar Semisalis
    Join Date
    Aug 2007
    Location
    United States
    Posts
    491

    Default Mongol Bigger Starting Settlements Mod

    This is a simple mod that I made that I thought would help the Mongols out. Since about all the factions started with at least one large town and a wooden castle I upgraded the two starting Mongol regions to just that and also gave them some of the upgraded buildings. I also changed their 'building AI' to religious so they didn't just lose settlements because religious unrest being way too high. I found that the AI do build the Jewish Synagogue buildings and the conversion from those for the AI hurts them more than it should. I think they can 'deal' with it for a bit but not as good as a human player can. With his permission this mod also comes with a modified version of GrandViz's original desc_campaign_ai_db file from his 1.6 Ultimate AI (full credit goes to GrandViz). In this file all I did was copy and pasted DoW offensive parameters against all religions thinking this could help the passiveness of the Mongols. I ran through a test one night of this and it does seem to help them, but it wasn't tested extensively.

    http://files.filefront.com/Mongol+Se.../fileinfo.html

    *Change Log*

    2/24/08
    -changed can_force_invade lines back to false so these don't override the invade parameters
    -increased invasion parameters for the Mongol AI in the desc_campaign_ai_db file in some lines

    Install instructions:
    1)extract to your M2TW directory using 7zip
    2)delete the map.rwm file found in the DLV_ext\data\world\maps\base directory (pretty sure it's not save game compatible since you need to delete the map.rwm file)

    Edit: Any feedback would be much appreciated. Especially regarding the Mongols passiveness. Also of note, the desc_strat file I modified is for the main campaign. I did not modify the desc_strat files for no garrison and vanilla style campaigns yet.

    *Note*
    I made this modifying the files from DLV 5.3 so I'm not sure if some of the new parameters will work for any version of DLV that doesn't run from the kingdoms.exe
    Last edited by Aszrayel; March 06, 2008 at 10:14 PM.

  2. #2

  3. #3
    Aszrayel's Avatar Semisalis
    Join Date
    Aug 2007
    Location
    United States
    Posts
    491

    Default Re: Mongol Bigger Starting Settlements Mod

    This mod should work with any kingdoms version of DLV as it really only increases settlement sizes and replaces the desc_campaign_ai_db file with a different one. There is a desc_strat file for the main campaign also but this only changes each region's faction/culture 'ownership'. Thank you for trying it out.
    Last edited by Aszrayel; February 25, 2008 at 01:35 PM.

  4. #4

    Default Re: Mongol Bigger Starting Settlements Mod

    Quote Originally Posted by Aszrayel View Post
    This is a simple mod that I made that I thought would help the Mongols out. Since about all the factions started with at least one large town and a wooden castle I upgraded the two starting Mongol regions to just that and also gave them some of the upgraded buildings. I also changed their 'building AI' to religious so they didn't just lose settlements because religious unrest being way too high. I found that the AI do build the Jewish Synagogue buildings and the conversion from those for the AI hurts them more than it should. I think they can 'deal' with it for a bit but not as good as a human player can. With his permission this mod also comes with a modified version of GrandViz's original desc_campaign_ai_db file from his 1.6 Ultimate AI (full credit goes to GrandViz). In this file all I did was copy and pasted DoW offensive parameters against all religions thinking this could help the passiveness of the Mongols. I ran through a test one night of this and it does seem to help them, but it wasn't tested extensively.

    http://files.filefront.com/Mongol+Se.../fileinfo.html

    Install instructions:
    1)extract to your M2TW directory using 7zip
    2)delete the map.rwm file found in the DLV_ext\data\world\maps\base directory (pretty sure it's not save game compatible since you need to delete the map.rwm file)

    Edit: Any feedback would be much appreciated. Especially regarding the Mongols passiveness.
    What's happening in my game is there are thousands of Mongol stacks milling around the Middle East area, but they're doing nothing, apart from slowing down the AI's turns (massively). I'd like a mod that either kicks them out entirely or makes them actually attack something!!!
    OPEN BATTLEFIELD CAPTURE POINTS AND IMPACT PUFFS HAVE GOT TO GO!
    REVERT INFANTRY THROWING PILAE TO ROME TW'S SYSTEM AS IT WAS PERFECT!

    Mobo: GA-P35-S3, CPU: Intel Core 2 Quad Q8400 2.66Ghz, GPU: AMD HD 6850 1GB, RAM: 4.Gb Corsair DDR2, Sound: Audigy 4, O/S: Windows 7 64bit Home Premium

  5. #5
    Aszrayel's Avatar Semisalis
    Join Date
    Aug 2007
    Location
    United States
    Posts
    491

    Default Re: Mongol Bigger Starting Settlements Mod

    Quote Originally Posted by SonOfCrusader76 View Post
    What's happening in my game is there are thousands of Mongol stacks milling around the Middle East area, but they're doing nothing, apart from slowing down the AI's turns (massively). I'd like a mod that either kicks them out entirely or makes them actually attack something!!!
    This is happening in your game with this mod installed? In my 5.3 campaign I noticed them actually using the stacks. Some attacked some settlements and some other stacks they used to garrison their fronts and other settlements that needed.

  6. #6

    Default Re: Mongol Bigger Starting Settlements Mod

    In my 5.3 campaign as France they've attacked the kiev and the turks in the years 1235-1240. Captured 2 cities of each nation and then they've stopped their conquest to "sleep" some hours and just moving around the same province. After that, I lost my last spy in the east and I have to ship another spy there to see whats happenend to them.

  7. #7
    Aszrayel's Avatar Semisalis
    Join Date
    Aug 2007
    Location
    United States
    Posts
    491

    Default Re: Mongol Bigger Starting Settlements Mod

    Quote Originally Posted by Swiss Halberdier View Post
    In my 5.3 campaign as France they've attacked the kiev and the turks in the years 1235-1240. Captured 2 cities of each nation and then they've stopped their conquest to "sleep" some hours and just moving around the same province. After that, I lost my last spy in the east and I have to ship another spy there to see whats happenend to them.
    Well it's nice to see them do something at least . An easier way to keep tabs on 'em is to use the command console. Hit your ~ key on your keyboard to bring it up. Then type in toggle_fow. This will make the fog of war turn off and you will be able to see every region on the map. I am uploading a new version in which I made some changes. Will put changes in changelog.

  8. #8

    Default Re: Mongol Bigger Starting Settlements Mod

    I know the command "toggle_fow" but I play without the use of it. Surely for testing to see what the mongols do I will use it.

    -changed alliances so they only last 10 turns (hopefully-haven't tested this yet)
    Are all alliances cut after 10 turns? AI with AI? Player with AI?

    Is this the newest version on Filefront? "Sunday, February 24, 2008 10:56 PM"
    Is the new version savegame compatible?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •