OTZ's AoR Mod for SS6.1 + RR/RC
I know Banzai has an AoR mod out, and I don't want to step on his toes, but I had been intending to get the latest version of my AoR mod out for some time, but too many things got in the way....it's taken a while, but it's close to completion.
This is compatible with the Early Era Campaign only! If you plan to install it, please note that you will not be able to play the Late Era campaign.
Features:
Many new units!
European factions have new skins/textures.
Most of the Teutonic Order has been integrated into the HRE. Once the Teutonic Order event is triggered, the HRE will be able to build TO units in regions that were home to the Teutons.
Many of Jerusalem's units have been integrated into the Knights Templar, in order to beef up their roster. Many units are settlement specific though, examples include:
Edessan Guard in Edessa
Knights of Jerusalem in (you guessed it) Jerusalem
Pisan and Genoese sailors in Antioch
etc...
Recruit Time now set to 1 turn per unit.
Scots Pike now form phalanx instead of schiltrom.
Santiago, Templar and Hospitaller Chapter Houses:
Knights, Dismounted Knights, Sergeants, and Crossbowmen, are available through both guilds. Build your own private army of religious fanatics!
Teutonic Chapter House will only provide a health bonus, and 1 free unit upkeep.
Cultural and Religion-based AoRs
There are several "cultures" in this mod, and your ability to recruit units will depend on the culture of your faction.
The "cultural" groupings are as follows:
- The British Isles: England, Ireland, Scotland
- France: France
- Iberian: Spain, Aragon, Portugal
- Italian: Sicily, Milan, Venice
- Northern Europe: Denmark, Norway
- Eastern Europe: Poland, Hungary
- Greek: Byzantium
- German: HRE
- Russian: Novgorod, Kievan_Rus
- Pagan: Cumans, Lithuania
- Islamic: Turks, Egypt, Kwarezm, Moors
- Crusaders: Knights Templar/Kingdom of Jerusalem
Each group has it's own barracks-building trees associated with its culture.
So, as an example, England, Ireland and Scotland all build the same cultural barracks (City Barracks, Castle Barracks, Archery Ranges, and Stables.)
If any faction caputres a settlement belonging to a faction of the same cultural group, the conquerer can continue to use the previously built barracks.
However, if your faction conquers a settlement that does not share the same culture, you must start from scratch, at the bottom of the barracks tree.
The religions are your standard 4; Catholic, Orthodox, Islam, and Pagan.
In order to recruit your own units, and those of a similar religion, you must maintain a religious level of 65% in your settlements. If it drops below this level, you lose the ability to recruit those units.
When you conquer a settlement that has a different religion, you can recruit AoR units that share the native religion, as long as there is a minimum level of 25%.
For example, when the Templars conquer muslim settlements they can build Islamic units, as long as their is a Muslim religious level of 10% in the settlement. In order to recruit Templar units, they will have to work hard to increase the level of Catholics to 65%.
The AoR units have been limited to first/second tier units. for the most part, they are generally militia units. I have not included high-level, unique units, as I wanted to keep this somewhat simple.
The following list of units are available as AoR units, depending on the region you are occupying:
Spoiler Alert, click show to read:
All AOR units are available in Custom Battles.
Unit list changes
Spoiler Alert, click show to read:
Other Sub-mods that "should" work with this one:
Crimson Tide
Burning Man Effects
Stone Forts for SS
Recruitment Limitations
Lusted's AI Mods
Music Mod
No Borders
Lower Terrain
New Strarmodel Castles
Smoother Battle Maps
Xenophonia
Visual Improvement Pack
Garrison Script Mod - since it's a DIY anyway - just install after the AoR mod.
Improved torch flame
I'd probably recommend a few of the above, as they do add quite a bit of atmosphere - these guys deserve plenty of rep for their hard work!
Sub-mods that won't work:
Battle of the Baltic
Zuma Mod
Moors 1.0
Mongol Improvement Mod
SSTC
I don't know about BYG's GR III - didn't test it, but someone can feel free to and let me know if it works.
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DOWNLOAD LINKS
Main Data files
http://files.filefront.com/datarar/;.../fileinfo.html
Unit Info cards
http://files.filefront.com/unit+info.../fileinfo.html
INSTALLATION:
It would probably be best to back up your files first.
Extract the unit_info.rar to M2TW\mods\Stainless_Steel_6\data\ui
Extract data.rar to mods\Stainless_Steel_6
Click "Yes to All" for overwriting files.
Download Patch 1.1 and extract to your mods/Stainless Steel 6 folder.
Download Patch 1.2 and extract to your mods/Stainless Steel 6 folder.
Download Patch 1.3 and extract to your mods/Stainless Steel 6 folder.
Download Patch 1.4 and extract to your mods/Stainless Steel 6 folder.
Download Patch 1.5 and extract to your mods/Stainless Steel 6 folder.
If there are any problems let me know (and they're definitely might be...)
BUGS
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PATCHES
Spoiler Alert, click show to read:
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Kingdom Of Jerusalem Add-On
Spoiler Alert, click show to read:
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Optional Downloads
**These are for the vanilla version of the AoR Mod**
**SSTC + KOJ Add-On will be available later**
SSTC + AOR
These will be reposted in new thread...
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SSTC + RAJ + AOR
These will be reposted in new thread...
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Special thanks to:
Lord_Calidor for his great units from his Templar mini-mod!
Caesar Clivus for allowing me to use his Novgorod Mod,
Burrek for his European textures,
Candelarius for allowing me to use units from his Grand Unit Add-on Mod,
Point Blank for his Real Combat/Recruitment Mod,
Quark for his tips on photoshop
King Kong - for making a great mod to being with!
As always - I'm open to suggestions.
Upcoming Features
Spoiler Alert, click show to read:



















