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  1. #1

    Default RAF ADDON final 2 for retrofit 1.0 + big map

    Here my little mod than you can find in Minor Mods and Tweaks there :

    http://www.twcenter.net/forums/downl...o=file&id=1685

    .............................
    RAF ADDON for retrofit 1.0 - Medieval Total War II 1.3 final 2

    25-02-2008
    gaius_pilum@yahoo.ca


    Hello, I have made a little mod for my own tastes, I share it maybe someone
    will enjoy also. It is a mix of different mods, you need to install first RETROFIT 1.0
    from "Unspoken Knight".

    Fixed : for some reason, the AI has some problem to build naval units except the Byzantium faction (?) …I tried every thing to fix it with little success for 3 days , time to time others factions start to build but not the others and so and so … finally I gave up the bridge between lands as the AI seems to not understand them when they are too long for crossing it in only one turn (I had to learn how to edit a map by the way , thanks to the TWCENTER forum) , at last , exhausted and pretty p**** off , I made some arrangement that fix the problem some how, see below , (the funny thing is maybe because the AI has too much money than it doesn’t build naval units)

    *final 2, I wanted to make the Aztecs more active, changed to Muslims now they go jihad (see picture)

    What the mod do:

    - retrofit 1.0 for Medieval Total War II 1.3 by Unspoken Knight
    - BIG MAP from RPM 2.4 base map from SB2ean
    - Ultimate AI Pack 1.6 (some files) by GrandViZ
    - combat AI from DARTH* (optional you can add instead the combat AI from ULTIMATE AI)
    - No capital distance idea from some guy
    - No units moral** (optional) idea from some guy

    My changes:

    - New campaign with powerful Islam factions
    - advanced in time gunpowder/invasions/round earth
    - delay events like black plague
    - No traitor army
    - add 1000 more turn in game
    - More mercenaries
    - Lot of more starting money to every factions (so decrease bride chance)
    - Less inquisitors/witches/heretics
    - 24 family children maxi
    - Family members/generals: life time increase to 400 years
    - Muslims crusades more frequents
    - Long campaign needs more territories to win
    - More easy to have military access (for AI to move better)

    …………….. Fixed mod

    - All factions start with huge fleets
    - Increase production slots from towns and castles, and increase a bit the recruit_priority of naval units (hopefully making AI build naval units)
    - Cost and maintenance of naval units reduced
    - Increase the number of mercenary naval units (the player should let them to the AI)
    - The Aztecs faction has naval units + road + port + farm and they are unfrozen at the “earth is round” event
    - Alternate campaign with alternate default AI *** (optional)

    ….. ………… Final add
    -Second campaign (default) with challenging small factions to play
    -cleaning all last ghost units bugs

    ……………….Final mod 2

    - Aztecs now go jihad making them more active, added few building for them and diplomats
    - Tweaked a bit diplomacy to make “military access” more easy to obtain
    - disable fatigue for units, loose of reality for a lot more stables and aggressive battles**


    Install:

    1-install first the original retrofit 1.0
    2- Copy and paste the files from my mod in the folder retrofit
    3- Start a new game
    4- To add combat AI from DARTH, copy/ paste the file from the folder with the same name in the folder: retrofit\data
    * I didn't figure which was the best
    5- Back moral to units, copy/ paste the file from the folder with the same name in the folder: retrofit
    ** Without moral and fatigue I thought the battles are more stable, especially with city assault and more hard in field (see pictures)
    6- To start an alternate campaign normal (with rebel towns at start), copy/ paste the file from the folder with the same name *** in the folder: retrofit\data\world\maps\campaign\imperial_campaign
    7-To play alternate AI, copy/ paste the file from the folders alternate AI in the 2 folders campaign (normal or big) in the folder: retrofit\data\world\maps\campaign\imperial_campaign

    Fixed bugs:

    I have fix the ghost units from RPM 2.4 base map, if there is still some of them
    note the city or the enemy general name then go to the file "descr_strat.txt" with a
    text editor in retrofit\data\world\maps\campaign\imperial_campaign then change the ghost units who not belong to the army example :

    character sub_faction scotland, Stuart Maknauchtan, general, male, age 32, x172,y 323
    army
    unit Highlanders exp 1 armour 0 weapon_lvl 0
    unit Highlanders exp 1 armour 0 weapon_lvl 0
    unit Highlanders exp 1 armour 0 weapon_lvl 0
    unit Highland Rabble exp 0 armour 0 weapon_lvl 0
    unit Highland Archers exp 0 armour 0 weapon_lvl 0
    unit Highland Archers exp 0 armour 0 weapon_lvl 0
    unit Native Warriors exp 1 armour 0 weapon_lvl 0

    Last unit doesn't belong, erase it or copy/paste a Scottish army on it like highlanders

    How to know if the unit belong? Check the file "export_descr_unit.txt" in folder DATA

    To check the AI behaviour I use the code: toggle_fow

    You can see the whole world map when inputted.

    Press the tilde (~) out [ç] key and enter these codes

    toggle_fow: Toggles on or off the fog of war.

    This little mod is not historical accurate and real, enjoy it as a fantasy mod, play it
    at least in hard level (the mod is tested )

    Ralfsolo

    NEW http://files.filefront.com/raf+mod+m.../fileinfo.html

    old http://files.filefront.com/raf+mod+m.../fileinfo.html









  2. #2

    Default Re: RAF ADDON final 2 for retrofit 1.0 + big map

    Excelent mod!!

  3. #3
    DrIstvaan's Avatar Artifex
    Join Date
    Jan 2007
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    Budapest
    Posts
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    Default Re: RAF ADDON final 2 for retrofit 1.0 + big map

    This seems very interesting! I'll try it out when I'll have time.

    You may want to take a look at my small mod, Like Orange in Black Chocolate.
    Under the patronage of Silver Guard

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