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Thread: All factions horde mod for 6.1

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  1. #1
    YD23's Avatar Cторожевая Cобака.
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    Default All factions horde mod for 6.1

    This script makes all the factions horde.

    For example, if you destroy let's say, England, an army of remaining citizens will spawn and continue to exist. The army that will spawn will contain a variety of units

    That army will then attack the faction that owned that particular city in the first place. - If it was always theirs, they will attack a faction they are at war at, apart from you.

    When a Ai faction has become a horde, the player will get a message saying 'A people in flight' - telling you which faction is now a horde"

    The player will also get a message saying which town the horde as took as their new capital - this helps give an idea of where the faction has migrated too

    It is also good for the human player, if you are getting annihilated you can still survive, move somewhere, eh, a little safer, and later continue the world domination.

    Basically this script makes it harder to kill of a particular faction.


    To Install place this file in SS/data

    Download.

    Cheers.
    Last edited by YD23; September 18, 2009 at 07:31 PM. Reason: Edited Link.

  2. #2

    Default Re: All factions horde mod for 6.1

    yellowdog 23, thanks for this amazing sub-mod! I would say that it works quite well and there are no obvious glitches!

    However, an idea occured to me!

    Saying that you only have only one settlment left, you could push a button on the bottom, near the show settlment button saying "Leave this settlment and become a Horde"

    I don't know if this could be included or not into M2

    But I do know that it was implented in one RTW Mod So it might be possibe here

    ~BioHazard

  3. #3
    Texassassin's Avatar Civis
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    Default Re: All factions horde mod for 6.1

    Bumping this to see if anyone else has used or tried this and if it works with RR, TC, etc.

  4. #4
    aduellist's Avatar Push the button Max!
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    Default Re: All factions horde mod for 6.1

    Should work fine with any mod that doesn't change descr_sm_factions.txt or unit names. What yelowdogg23 did was add horde information for each faction to that file.

    Should be fine with RR and SSTC, I think.

    Example:

    Spoiler Alert, click show to read: 

    Code:
    faction						venice
    culture						southern_european
    religion					catholic
    symbol						models_strat/symbol_venice.CAS
    rebel_symbol				models_strat/symbol_rebels.CAS
    primary_colour				red 121, green 3, blue 3
    secondary_colour			red 255, green 215, blue 0;red 221, green 176, blue 69
    loading_logo				loading_screen/symbols/symbol128_venice.tga
    standard_index				0
    logo_index					FACTION_LOGO_VENICE
    small_logo_index			SMALL_FACTION_LOGO_VENICE
    triumph_value				5
    intro_movie					faction/major_intro.bik
    victory_movie				faction/venice_win.bik
    defeat_movie				faction/venice_lose.bik
    death_movie					faction/venice_lose.bik
    custom_battle_availability	yes
    horde_min_units				10
    horde_max_units				20
    horde_max_units_reduction_every_horde 10
    horde_unit_per_settlement_population	250
    horde_min_named_characters	2
    horde_max_percent_army_stack 80
    horde_disband_percent_on_settlement_capture	0
    horde_unit					Italian Spear Militia
    horde_unit					Italian Militia
    horde_unit					Italian Cavalry Militia
    horde_unit					Light Swordsmen
    horde_unit					Peasant Crossbowmen
    horde_unit					Pavise Crossbow Militia
    can_sap						no
    prefers_naval_invasions		yes
    can_have_princess			yes
    has_family_tree					yes


    As long as the faction info at the top is valid and the specified horde units still exist and can be owned by the given faction within a given mod there should be no problems.

    Now that you've brought this up again, I'm just gonna have to play with it and OTZ's AoR mod over the weekend.
    Last edited by aduellist; September 11, 2008 at 01:13 PM.
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  5. #5
    Texassassin's Avatar Civis
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    Default Re: All factions horde mod for 6.1

    Quote Originally Posted by aduellist View Post
    Should work fine with any mod that doesn't change descr_sm_factions.txt or unit names.
    I got Battle for the Baltic and Knights Templar Minimod....which changes unit names for Novgorod, TO, and KT.

    So incompatible. Right?

  6. #6
    Gnostiko's Avatar Campidoctor
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    Default Re: All factions horde mod for 6.1

    And what about compatibility with CBUR?

  7. #7

    Default Re: All factions horde mod for 6.1

    Quote Originally Posted by Gnostiko View Post
    And what about compatibility with CBUR?
    works perfectly
    ΝΙΨΟΝΑΝΟΜΗΜΑΤΑΜΗΜΟΝΑΝΟΨΙΝ

  8. #8

    Default Re: All factions horde mod for 6.1

    So...if we where to give "Horde" armies Mercenary squads...they would have to be recruitable at that region where the army goes into "Horde mode"?...or it doesnt matter since all mercs are considered recruitable anywhere for this case?
    Last edited by dw420; September 12, 2008 at 10:50 AM. Reason: corrected spelling

    Byzantines too purple for ya? -=Yellow Byzie Mini-mod=-

  9. #9
    Jynx's Avatar Decanus
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    Default Re: All factions horde mod for 6.1

    What if Ireland becomes a horde, will they generate boats to go onto the mainland? Or will I have to use the teleport cheat to move them?

    If you lose all your family members, does it generate new ones?
    Last edited by Jynx; April 20, 2009 at 01:24 PM.
    80 years is simply not enough to enjoy all of the fun in the world, and out of it...

  10. #10

    Default Re: All factions horde mod for 6.1

    Is this one compatible with SS 6.1 or 6.2?

  11. #11

    Default Re: All factions horde mod for 6.1

    the link is dead can i have new one pleas

  12. #12
    tuore's Avatar Senator
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    Default Re: All factions horde mod for 6.1

    Please, reupload is needed.


  13. #13

    Default Re: All factions horde mod for 6.1

    Sounds good, I'd better sort out my files before downloading though
    ...ceterum autem censeo Carthaginem esse delendam.

  14. #14
    Jynx's Avatar Decanus
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    Default Re: All factions horde mod for 6.1

    This mod is too awesome for the link to be dead, the file is here:

    Attachment 53965
    80 years is simply not enough to enjoy all of the fun in the world, and out of it...

  15. #15

    Default Re: All factions horde mod for 6.1

    so i just ovewrite with descr_sm_factions.txt this will work ?

  16. #16
    YD23's Avatar Cторожевая Cобака.
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    Default Re: All factions horde mod for 6.1

    Yes.

  17. #17

    Default Re: All factions horde mod for 6.1

    ...ceterum autem censeo Carthaginem esse delendam.

  18. #18

    Default Re: All factions horde mod for 6.1

    thanks

  19. #19

    Default Re: All factions horde mod for 6.1

    Could someone re-upload this please?

    Edit: Nevermind, working now

  20. #20

    Default Re: All factions horde mod for 6.1

    To make a faction horde do i only need to add this text?

    Spoiler Alert, click show to read: 
    horde_min_units 10
    horde_max_units 20
    horde_max_units_reduction_every_horde 10
    horde_unit_per_settlement_population 250
    horde_min_named_characters 2
    horde_max_percent_army_stack 80
    horde_disband_percent_on_settlement_capture 0
    horde_unit XXXXXXXXXXXXX
    horde_unit XXXXXXXXXXXXX
    horde_unit XXXXXXXXXXXXX
    horde_unit XXXXXXXXXXXXX
    horde_unit XXXXXXXXXXXXX
    horde_unit XXXXXXXXXXXXX


    Is there a max/min number of units i need to define as being horde units (horde_unit).

    I'd like to mod my current RR/RC mod so that many of the royal household are not destroyed if they loose there last settlement. What happens to the other factions units which are still in the field when the last settlement is lost. Does this also give factions the ability to horde themselves when they are down to one settlement 1 (as in BI:RTW).
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

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