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Thread: OTZ's AoR Mod - SS6.1 - *UPDATED 09-19* Patches 1.5, KoJ 1.2 added - SSTC + SSTC/RAJ Available

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  1. #1
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    Default OTZ's AoR Mod - SS6.1 - *UPDATED 09-19* Patches 1.5, KoJ 1.2 added - SSTC + SSTC/RAJ Available

    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: 

    Italian Cavalry Militia
    EE Cavalry Militia
    Peasant Archers
    S Peasant Archers
    S Archer Militia
    Longbowmen
    Peasant Crossbowmen
    Pavise Crossbow Militia
    Archer Militia
    Crossbow Militia
    EE Peasant Archers
    EE Archer Militia
    EE Crossbow Militia
    Bosnian Archers
    Trebizond Archers
    Lithuanian Archers
    Norse Archers
    Hand Gunners
    Peasants
    Viking Raiders
    Javelinmen
    Swordsmen Militia
    EE Peasants
    Woodsmen
    Slav Levies
    Croat Axemen
    Levy Spearmen
    Highland Pikemen
    Sergeant Spearmen
    Armored Sergeants
    Spear Militia
    EE Spear Militia
    ME Spear Militia
    SE Spear Militia
    Scots Pike Militia
    Pike Militia
    Byzantine Spearmen
    Pavise Spearmen
    Italian Militia
    Billmen
    Bill Militia
    Swordstaff Militia
    Partisan Militia
    Halberd Militia
    Byzantine Infantry
    Galloglaich
    ME Peasant Archers
    Turkish Archers
    Turkish Javelinmen
    Desert Archers
    Nubian Archers
    ME Hand Gunners
    ME Archer Militia
    Sudanese Javelinmen
    ME Peasant Crossbowmen
    ME Crossbow Militia
    Azabs
    Nubian Spearmen
    Afghan Javelinmen
    Dismounted Arab Cavalry
    Saracen Militia
    ME Halberd Militia
    Urban Militia
    Desert Raiders
    Berdiche Militia
    Slavic Javelinmen
    Light Swordsmen
    Light Men at Arms
    Ulster Swordsmen
    Ceitherne
    Ostmen
    Saighdeoir
    Deisi Javelinmen
    Al Haqa Infantry
    Ducal Axe
    Ruthenian Archers
    Baltic Spearmen
    Ducal Spearmen
    Saracen Archers
    Persian Spearmen
    Cuman Axemen
    Pecheneg Tribesmen
    Nomad Archers
    Vlach Javelinmen
    Lithuanian Axemen
    ME Cavalry Militia
    Lithuanian Skirmishers
    Pisan and Geonese sailors
    Highland archers


    All AOR units are available in Custom Battles.

    Unit list changes
    Spoiler Alert, click show to read: 

    Only 1 Peasant type
    Only 1 Ballista type
    Only 1 Catapult type
    Only 1 Trebuchet Type

    Cossack Cavalry no longer available to Novgorod
    Dismounted Dvor no longer available to Novgorod
    Knights Templar and Dismounted Knights Templar no longer available to the Knights Templar through the Chapter House. They are available in the normal barracks tree.
    Andalusian Infantry are recruitable by the Moors

    New Units

    • Tripolitan Squires - Scotland, France, England, HRE, Portugal, Spain, Norway, Denmark, Milan, Venice, Sicily, Knights Templar/Jerusalem - Only in Acre
    • Slavic Heavy Footmen - Hungary
    • Hungarian Foot Knights - Hungary
    • Al-'Ashair Infantry - Egypt
    • Late Crossbowmen - Spain, France, England, Portugal
    • Santiago Sergeants - Spain, Portugal
    • Ahdath - Turks
    • Kurdish Auxiliaries - Turks
    • Moorish Auxiliaries - Moors
    • Grenadine Infantry - Moors
    • Novgorod Home Guard - Novgorod
    • Luchniki - Novgorod
    • Mounted Luchniki - Novgorod
    • Sulitsi Cavalry - Novgorod
    • Noble Knights - France
    • French Axemen - France
    • Frankish Swordsmen - Knights Templar/Jerusalem only in Antioch
    • Cliathairi - Ireland
    • Hospitaller Sergeant - St John's Chapter House
    • Hospitaller Crossbowmen - St John's Major Chapter House
    • Santiago Crossbowmen - Santiago Major Chapter House
    • Lithuanian Chivalric Knights
    • Dismounted Lithuanian Chivalric Knights
    • Norwegian Chivalric Knights
    • Dismounted Norwegian Chivalric Knights
    • Andalusian Swordsmen - Moors
    • Edessan Sergeants - Most Christian factions
    • Order Heavy Spearmen - Knights Templar/Jerusalem
    • Rhodes Palace Guard - Knights Templar/Jerusalem
    • Rhodesian Lancers - Knights Templar/Jerusalem
    • Highland Spearmen - Scotland
    • Solomon's Temple Guard - Knights Templar/Jerusalem


    Units added to the Knights Templar/Jerusalem Roster List (HR = Hidden Resource)

    • Constable of Jerusalem - HR Jerusalem
    • Knights of Jerusalem - HR Jerusalem
    • Pisan and Genoese Sailors - HR Antioch
    • Edessan Guard - HR Edessa
    • Knights of Antioch - HR Antioch
    • Dismounted Knights of Antioch - HR Antioch
    • Dismounted Knights of Jerusalem - HR Jerusalem
    • Frankish Swordsmen - HR Antioch


    Units added to the HRE Roster List (requires Teutonic Order Event + Hidden Resource)

    • Sword Brethren
    • Dismounted Halbbruder
    • Dismounted Ritterbruder
    • Livonian Auxiliaries
    • Christ Knights
    • Knechten
    • Halbbruder
    • Ritterbruder





    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.
    _________________________________________________________________

    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


    _________________________________________________________________
    PATCHES

    Spoiler Alert, click show to read: 

    _________________________________________________________________
    Patch 1.1:

    Download and extract to your M2TW\mods\Stainless Steel 6 folder.

    HRE AoR corrected
    CTD from Campaign Script fixed
    Corrected Building icon issue

    All the fixes noted above are included, as well as several new units:

    • Andalusian Swordsmen
    • Highland Spearmen
    • Rhodes Guards
    • Rhodes Lancers
    • Solomon Temple Guard
    • Edessan Sergeants


    Download:

    http://files.filefront.com/Patch+11/.../fileinfo.html

    _________________________________________________________________
    Patch 1.2:


    Fixed Unit Text file
    Fixed water-borne Knights Templar Army - now placed correctly placed in Rhodes
    Adjusted some unit stats
    Lowered religious requirement for AoR units
    Lowered requirements to recruit your faction's units (available outside of home territory earlier)

    Download:

    Download and extract to your M2TW\mods\Stainless Steel 6 folder

    http://files.filefront.com/Patch+12/.../fileinfo.html

    _________________________________________________________________
    Patch 1.3:


    Fixes CTD with Egyptian Al-Ashair infantry.

    Download and extract to your M2TW\mods\Stainless Steel 6 folder

    Download:

    http://files.filefront.com/Patch+13/.../fileinfo.html

    _________________________________________________________________
    Patch 1.4:

    This is for vanilla AoR only.

    Download and extract to your M2TW\mods\Stainless Steel 6 folder.

    Fixes:

    CTD with Hungarian Foot Knights
    CTD from William Wallace event
    Unit textures
    Unit stats
    Missing Unit Info and Unit Cards

    Added:

    Templar Squires to Templar Chapter House

    Download:

    http://files.filefront.com/Patch+14/.../fileinfo.html
    _________________________________________________________________
    Patch 1.5:

    This is for vanilla AoR only.

    Fixes Mongol Invasion CTD

    Download:

    TWC Download http://www.twcenter.net/forums/downl...o=file&id=2112


    _________________________________________________________________

    Kingdom Of Jerusalem Add-On

    Spoiler Alert, click show to read: 


    • Knights Templar replaced by the Kingdom of Jerusalem.
    • Early Era starts at 1090, with the KoJ holding Jerusalem.
    • Unit roster for the KoJ is similar to the Knights Templar, with a few minor tweaks.
    • Some changes to the recruitment of artillery (now a little slower - the AI was still a little siege-weapon heavy).
    • Some tweaks to unit stats.
    • Canons of the Holy Sepulchur added to Jerusalem's roster, but only available at St John's Chapter House Headquarters


    Download:

    *IMPORTANT*

    Before playing the KoJ Add-On, please delete your map.rmw file located in your \mods\Stainless_Steel_6\data\world\maps\base folder

    Download and extract to your M2TW/mods/Stainless Steel 6 folder

    Once installed, the Knights Templar Faction will no longer be available.

    The download includes the descr_strat fix on page 6.

    Install order should be

    1. AoR Mod
    2. Patch 1.1
    3. Patch 1.2
    4. Patch 1.3
    5. KoJ Addon
    6. KoJ patch 1.1
    7. KoJ Patch 1.2



    http://files.filefront.com/KoJ+Add+O.../fileinfo.html

    _________________________________________________________________
    KoJ Patch 1.1:

    Patch 1.1, 1.2, 1.3 are required. Patch 1.4 and 1.5 are NOT - it is only for the vanilla AoR.

    Download and extract to your M2TW\mods\Stainless Steel 6 folder.

    Fixes:

    CTD with Hungarian Foot Knights
    CTD from William Wallace event
    Unit textures
    Unit stats
    Missing Unit Info and Unit Cards
    Reduced starting population of Jerusalem

    Added:

    Templar Squires to Templar Chapter House

    Download:

    http://files.filefront.com/KoJ+Patch.../fileinfo.html

    _________________________________________________________________
    KoJ Patch 1.2:

    Fixes Mongol Invasion CTD

    Download:

    TWC Download http://www.twcenter.net/forums/downl...o=file&id=2113


    _________________________________________________________________


    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...
    _________________________________________________________________

    SSTC + RAJ + AOR

    These will be reposted in new thread...
    _________________________________________________________________

    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: 


    • New historic events to simulate personal unions between:


    HRE and Hungary
    Poland and Hungary
    Poland and Lithuania
    Denmark and Norway

    This will create brief periods of time during the campaign that will expand the unit roster for each faction involved in the union.

    • Incorporating Bulgaria Total War


    New Bulgarian faction
    Revamped Hungarian unit roster

    Last edited by OTZ; September 20, 2008 at 07:47 AM. Reason: Update Changes

  2. #2
    romy's Avatar Semisalis
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    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    wow looks very very nice dude

    Ps:for a suggestion , you can maybe add the Andalousian infantry unit for the Moors , I love this unit.
    +rep
    Last edited by romy; July 08, 2008 at 04:21 AM.

  3. #3
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    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    Very interesting and pleased to see this mod.

    query - perhaps combine France in with England and have a Celtic group of Scotland, Ireland (and Wales as region?) Given the English (Anglo-Normans) start with a region of France it might be more better to let the French and English recruit each others units ? (The English did recruit local units in Gascony and Normandy when they controlled them.)

    The Scottish and Irish rosters are unique and the military culture differed from the English more than the English did from the French.

  4. #4
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    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    It crossed my mind to combine France and England into one culture group, but I thought it would be more challenging to include England with Isles grouping. If England and France shared the same building-tree, then they would both have an advantage in each other's home turf - ie, England could use France's Barracks buildings all the way down to the Med.

    The way I have it set up now, England must build the British Isles Barracks tree in any territory it captures outside of Caen (thus being a bit more of a challenge.)

    Keep in mind that England can recruit French units in Caen or the continent (using the British Isles Barracks tree), and vice versa.

    The AOR units are not specific to the building trees, but only specific to settlement and religion requirements.

    Does this make sense?

    @ romy - are the Andalousian from the Moors 1.0 mod?

  5. #5

    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    Excellent +rep



  6. #6
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    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    Yes and no , they're available in SS 6 as mercenaries I think.
    The first time I've seen this unit was in the Road to Jerusalem mod by ramtha , I loved this mod.

  7. #7

    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    You know, i knew there was something missing in this mod but i couldn't get a hand to and yep, it was this. I remember when you first discussed about something like this and i was extremely excited and i have to thank you because it really does change how you play the game. It is revolutionary; thank you

    Q: The only thing bugging me is those words in the military buildings which say "isles", etc. It actually took me some time to be able to read it and i personally don't like it. Is there any other way to be able to distinguish different barracks without those names, if there isn't or it's too much of a hasal then don't worry about it.

    Also, are you thinking of making a Late era campaign afterwards?

    Lastly but not least; with what submods will it be compatible to? (eg: RR, KoJ emergent Script, etc)
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  8. #8
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    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    Quote Originally Posted by spanish_emperor View Post

    Q: The only thing bugging me is those words in the military buildings which say "isles", etc. It actually took me some time to be able to read it and i personally don't like it. Is there any other way to be able to distinguish different barracks without those names, if there isn't or it's too much of a hasal then don't worry about it.
    Yeah...I know it can be hard to read the text...I wasn't sure what else to do. I could just stick the faction symbols in there as the identifier (I'll gladly take suggestions though). It's not difficult to change. I'll see what I can do. Thanks for the feedback!

    Also, are you thinking of making a Late era campaign afterwards?
    I don't see why not - but at this point it's not a priority.

    Lastly but not least; with what submods will it be compatible to? (eg: RR, KoJ emergent Script, etc)
    It is based on RR already, so it can be installed over RR.

    It won't be compatible with the KoJ Script, as I've incorporated the KoJ into the Templars.

    Hmm...any mod that alters the EDB/EDU files, or the campaign script won't work with this, but it wouldn't be difficult to make anything compatible with the AoR.


    @ romy, I'll make the Andalusian Infantry recruitable for the moors, instead of as mercs.

  9. #9

    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    OTZ
    Ok, these are just first thoughts, but not really sure about the 75/25% split as it would be almost impossible to maintain that balance if you wanted both types of troops. I would suggest a 60 20 split. Personally I would also have chosen a less 'dramatic' text style for the identification of each type in the buildings menu.

    My view of an AOR has always been that each culture in effect starts with the maximum culture buildings required to recruit thier units in that era, so in descr_stat you just give starting regions the maximum in that chain. When a new settlement is conquered they must then build this new chain and all units come from this. From here they can also recruit the regional local troops eg

    France conquers London, builds the french culture building chain, and then can recruit its soliders from the barracks etc, as well as up to longbowmen (NEVER above as this reduces the uniqueness of factions and hence replayability). It has nothing to do with religion as both are assumed to be catholic.

    By the time you had built such a chain in foriegn parts eg a muslim area, you would have converted the region to catholic anyway, so this is not really a restriction. This I feel means that there is a greater cultural difference between factions, as religion can be common to some very different cultures eg byzantium and novgorod, venice and sicily.

    The only problem with using buildings, is whether the Ai will destroy them in the same fashion as the player will to limit their opposition, so I would suggest making them undestroyable, which will be fine as long as they do not have a religion bonus.

    Another thing to consider is mercanaries. I think it might be an idea to remove such from regions and make them only recruitable from a 'mercanary guild' like building.

    Another thing is that I would like to see unit types limited by smith levels, it seems strange that you can recruit heavy plate units, without a smith to produce such.

    btw did you fix it so Templars can recruit, well Templars from the guild, I took out this guild in my mods as only the templars should get such.

    Personally of course I am happy that you are using RR and RC, although it is the later which puts some people off.

    Have you created a different 'style' of recruitment for Byzantium?

    Have you thought about adding a Slave Market to the game. Personally I use such for the mamaluks, and think it is a valid part of AOR/recruitment.

    One thing I am usless at is 3D graphics, but if you can do such, a natural resource is horses, which I wanted in SS, as would make recruiting cavalry more sensible.

    Do you have a list of which files you are editing (just so I can see the impact on my own version, and it helps when figuring out what works with what).

    Anyway Luck

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  10. #10
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    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    Quote Originally Posted by Quark View Post
    OTZ
    Ok, these are just first thoughts, but not really sure about the 75/25% split as it would be almost impossible to maintain that balance if you wanted both types of troops. I would suggest a 60 20 split. Personally I would also have chosen a less 'dramatic' text style for the identification of each type in the buildings menu.
    I'm half way on agreeing with you on the religious splt...it'll take a couple more day sof play-testing before I can fully agree, but I can see myself making the change at this point in my game.

    My view of an AOR has always been that each culture in effect starts with the maximum culture buildings required to recruit thier units in that era, so in descr_stat you just give starting regions the maximum in that chain. When a new settlement is conquered they must then build this new chain and all units come from this. From here they can also recruit the regional local troops eg

    France conquers London, builds the french culture building chain, and then can recruit its soliders from the barracks etc, as well as up to longbowmen (NEVER above as this reduces the uniqueness of factions and hence replayability). It has nothing to do with religion as both are assumed to be catholic.
    That is essentially how my system works - the settelements you begin with have the necessary building to construct your units, as well as AoR units (if applicable). Any new settlements you occupy, you are required to start the building tree all over again - unless the settlement you're conquering happens to be of the same "culture" type, allowing you to use any previously constructed barracks.

    I initially started this mod in the way you describe - each faction gets its own culture buildings (I started with two per). In order to construct any barracks buildings, each faction had to build Culture I or Culture II, depending on the level. This eventally didn't work out because the AI wouldn't build them in order to get access to it's units. If there was a way to change the AI's build priority/order, I can definitely go back to this method.

    The only way to ensure the AI would build "culture" buildings was to make them part of the barracks build trees - and this also caused problems because you are limited to the number of structures in the EDB file.

    So as a comprimise, I created the culture groupings above, and made seperate build trees for each.

    The only problem with using buildings, is whether the Ai will destroy them in the same fashion as the player will to limit their opposition, so I would suggest making them undestroyable, which will be fine as long as they do not have a religion bonus.
    No religion bonuses - but I'll have to see how the AI handles the foreign barracks in their settlements.

    Another thing to consider is mercanaries. I think it might be an idea to remove such from regions and make them only recruitable from a 'mercanary guild' like building.
    I had floated this idea with the 5.1 version of my AoR mod, but I was never sure if the AI would recruit units from buildings that weren't the traditional recruitment centres (ie a Stables...etc).

    If I can get confirmation that the AI will handle recruitment through other buildings, than this would be preffered by me as well. I always liked that aspect from MTW I.


    Another thing is that I would like to see unit types limited by smith levels, it seems strange that you can recruit heavy plate units, without a smith to produce such.
    Again - this could be a problem with the AI's ability to recruit units in a complex requirement-based tree. While I agree 100%, I'm not sure how the AI handles it - any thoughts?

    btw did you fix it so Templars can recruit, well Templars from the guild, I took out this guild in my mods as only the templars should get such.
    Not yet - I think I saw it mentioned in one of your other posts today, and I had made a note of it.

    Personally of course I am happy that you are using RR and RC, although it is the later which puts some people off.
    They are both great additions to SS - very much appreciated. If people want a non-RR version, it shouldn't be hard to do.

    Have you created a different 'style' of recruitment for Byzantium?
    In what sense?

    Have you thought about adding a Slave Market to the game. Personally I use such for the mamaluks, and think it is a valid part of AOR/recruitment.
    I haven't - what influene/role does it have for you?

    One thing I am usless at is 3D graphics, but if you can do such, a natural resource is horses, which I wanted in SS, as would make recruiting cavalry more sensible.
    I haven't tried any 3D modelling, so I think we're in the same boat...a hidden resource might work if no one is up for the graphical challenge.

    Do you have a list of which files you are editing (just so I can see the impact on my own version, and it helps when figuring out what works with what).
    Off the top of my head...

    EDB
    EDB_enums
    descr_building_battle
    descr_building_battle_enums
    building_battle
    export_buildings
    export_units
    EDU
    descr_strat
    descr_regions
    campaign_script
    battle_models
    descr_names_lookup
    descr_rebel_factions
    descr_sm_factions? < something like that
    Last edited by OTZ; July 08, 2008 at 11:21 AM.

  11. #11
    strife1013's Avatar Campidoctor
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    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    Wow, a lot of work, quite amazing, plus rep!


  12. #12
    Gorrrrrn's Avatar Citizen
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    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    If you need to free up a couple of hidden resources we can lose chocolate and tobacco.

    (ooh and a vote for a non-RR version please.)

  13. #13

    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    OTZ
    Byzantium: different cultures had different ways of recruiting units for there armies, an obvious example is the thematic system operated by byzantium, hence wondered if you had done anything in this direction.

    Mamaluks: these where brought as slaves from kypchak regions and hence to replenish or recruit such you should have such a building type available in the tree (its one of the things that BC got right imo), so although you have to create your own images and text to add such to SS, I felt it was worth doing.

    Mercanary Buildings: having such, and perhaps making this where you recruit local troops certainly makes sense, whether the Ai copes is of course always the stumbling block to reality. I think your best bet though is to try it, let people run campaigns and then test/report the results. Its certainly where I am heading in my stuff, but at present my game is in small buildings blocks that I have to put back together .

    descr_rebel_factions: personally I have added in other minor factions as rebels in my stuff, have you done the same?

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  14. #14
    No, that isn't a banana
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    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    Quote Originally Posted by Quark View Post
    OTZ
    Byzantium: different cultures had different ways of recruiting units for there armies, an obvious example is the thematic system operated by byzantium, hence wondered if you had done anything in this direction.
    In that case - no I haven't. Depending on the number of hidden_resources I have left, it would be possible to implement for Byzantium though. I wish there was a way to change the hard coded limit of resources - so much potential.

    Mamaluks: these where brought as slaves from kypchak regions and hence to replenish or recruit such you should have such a building type available in the tree (its one of the things that BC got right imo), so although you have to create your own images and text to add such to SS, I felt it was worth doing.
    Interesting! I'll have to see how it's done in BC to see if it's worth implementing. I'll have to see how many building slot's I've got left in EDB...

    Mercanary Buildings: having such, and perhaps making this where you recruit local troops certainly makes sense, whether the Ai copes is of course always the stumbling block to reality. I think your best bet though is to try it, let people run campaigns and then test/report the results. Its certainly where I am heading in my stuff, but at present my game is in small buildings blocks that I have to put back together .
    Like I said - I think it's a good idea, and I'd love to go that route. It might take a bit more legwork, but I'll see if I can get it done before the release...if not, it can always go out later.

    descr_rebel_factions: personally I have added in other minor factions as rebels in my stuff, have you done the same?
    No, I had to edit the peasant entries as I had removed the ME/EE/Souther Peasants and Highland Rabble from the game.


    @ Rozanov - good point. I just checked though, and neither are in the game as hidden resources.

  15. #15
    Gorrrrrn's Avatar Citizen
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    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    @ Rozanov - good point. I just checked though, and neither are in the game as hidden resources.

    oops - should have checked!

  16. #16

    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    Man I'm so glad you kept working on your AOR-mod, even that one's out already and it has been somewhat quite in your first topic!

    I don't care about the late aera, as I only play early. I'd prefer to stay on early aera, so there's time to make your mod better and better!

    I was just hoping you would also add the unique and high-end units... would've made more fun in my oppinion. Are you planning an additional release, including them?

    I just think there is no big difference between my spearmen and the ones from an other faction, only the skins! It would be sweet to recruit Longbowmen as Scottish, when you finally defeated them!

    Well anyways, hats off for your work OTZ!

  17. #17
    No, that isn't a banana
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    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    Thanks Hambi!

    You're right - there really wouldn't be much difference in some of the units, but I think there's enough variety in some of the militia units to keep it interesting.

    One thing to remember, is that your faction's units may not always be available to you, depending on the religious level in your settlement.

    I'm stalled right now on development - I'm having problems changing the user interface so I can adjust the look of the building TGAs (in order to add identifiers other than the text I've got in them now). Here's my thread in the Workshop in case anyone can lend me hand! >>> http://www.twcenter.net/forums/showthread.php?t=176833

  18. #18

    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    OTZ
    The black area is a alpha channel layer and hence is transparent. I have done quiet a few buildings, so if you let me know what you want I could make them for you.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  19. #19

    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    Still, as I said way before; I've been waiting for the release to start a whole new campaign ever since you meantionned what you are planning to do!

    By the way, have you made a decision whether to add some unique units later on? Or is it just too much work?


    ----

    I've checked your new thread, but I'm sure I can't help you out with grafic-issues, though there are already people around willing to help! (I'm impressed of the this community here!)

    ----


    One more thing: about other mods; you've already mentioned some files which are changed, but if you look at the following list, could you maybe tell what for sure will not be compatible?
    (I took all of them, even the ones I don't really care about)


    - By Point Blank: Real Recruitment - Updated
    > I think its built on it, right?

    - By Byg & Nerazzurri: Byg's Grim Reality - Updated
    > No affect I think

    - By Chimaeira: Total Combat
    > Built on it I think

    - By Tsarsies: Recruitment Limitations
    >

    - By Tsarsies: Garrison Script (No turn-lag)
    > choosable?

    - By Lusted: New Battle AI*
    > AI file shouldn't be touched by your mod, right?

    - By Lusted: New Campaign AI (WIP)*
    > same as Battle AI?

    - By Caesar Clivus: Revised Novgorod Roster
    > possibly not compatible

    - By Firebat11: Teutonic Order Mod
    > You said you included the units already

    - By the42up: The Moors Mod
    > here as well?

    - By wolfslayer: Kingdoms/British Isles Stone Forts
    > shouldn't be touched by your mod, right?

    - By Master Zuma: Stone Forts
    > as well I guess

    - By Master Zuma: Zuma Mod 3
    > probably not compatible since much is changed in this mod

    - By Banzai!: Area of Recruitment
    > no question

    - By The Lionheart: Faction Crowns
    > probably possible

    - By Magus: Crimson Tide (Blood Mod)*
    > same files modded?

    - By Vindahl: Additional Portraits*
    > should be possible

    - By devereau: Xenophobia (Factions use native speech)*
    > shurly possible

    - By Grand Duke Vytautas: Music Mods*
    > shurly possible

    - By Shaxx: Text Overhaul Mod
    > ?

    - By Schweizergarde: Lingua Materna Mod
    > ?

    - By Resurrection: Historical Accurate Starting Positions
    > ?

    - By ignasigh: Bigger and Realistic Battles
    > probably not, since descr_export_unit is probably modded here

    - By Caelifer_1991: Caelifer's Mod
    > ?

    - By yelowdogg23 & y2day: Visual Improvement Pack*
    > ?

    - By Barser: New Faction Leader Skins*
    > should be possible I think

    - By Lusted: Smoother Battle Maps*
    > shurly possible

    - By Santiago de Pola: Improved Burning Men Effects*
    > shurly possible

    - By TempestKhan: New Stratmodel Castles*
    > shurly possible

    - By wolfslayer: Lower Terrain*
    > shurly possible

    - By hekk: No Borders Mini-Mod
    > shurly possible


    I think there are many people interested in this. Would very much appreciate a quick answering, without wanting to bug you with it!!!

    I'm just tired of running campaigns over and over suddenly realizing CTD's or failures just because some mods I like are not inclueded.

    No question for me: all incompatible mods will just not be added by me until compatible...


    greez
    Last edited by Hambi; July 10, 2008 at 02:48 AM.

  20. #20

    Default Re: OTZ's AoR Mod - SS6.1 - *coming soon*

    Hambi
    Have a look at the bottom of post 11, as OTZ has stated the files that are edited in his mod, not really his job to go running around and check all the other mods files. He has also said that RR +RC is in this as well, along with CC's revised Novgorod Roster. The biggest 'difference' will be with Master Zuma, as he incorporates lots of mods together, so its a bit 'cart before the horse' to ask OTZ to make it compatible with his stuff. Strat model stuff (like forts) would be uneffected.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

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