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Thread: AOR Extreme v1.5

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  1. #1

    Icon14 AOR Extreme v1.5

    As the name refers, this is an Area of recruitment Sub-Mod for Broken Crescent.
    Units Available:
    -first tier in archery (Castles)
    -second tier in cavalry (Castles)
    -third tier in infantry (Castles)
    -fifth tier in Barracks (Cities)

    Concept of This AOR:
    When it came to the game there wasn't much options in applying new military styles, the mercenaries were very few and you couldn't recruit any natives when you capture their lands.
    In this mod even without the need to conquer lands you can assist your armies with natives, if you capture lands around the Mediterranean, you would have the ability to recruit turks or greeks to aid your military strategies, if you were playing as the ayyubids you would have the ability to use makurian units (mercenaries in the game concept). one of the reasons the Abbasid caliphate felt was their use of turks in warfare, in which they had high ranks that it was in their hands to put the caliph or remove him. there are many examples of how empires assisted themselves by using foreign units.

    Mongols now have the ability to train units, although not tested yet i think it might stop their cities from rebeling once and for all.

    Installation:
    1- Place (export_descr_unit-export_descr_buildings) inside your data folder.
    2-open the Medieval II Total War\broken_crescent\data\ui\unit_info folder.
    Copy all images from inside the folders (aztecs-byzantium-denmark...etc) into the merc folder.
    copy the images from within the merc folder and paste them into the folder of your faction WITHOUT OVERWRITING the orignal files.
    3-open the Medieval II Total War\broken_crescent\data\ui\units folder.
    Copy all images from inside the folders (aztecs-byzantium-denmark...etc) into the mercs folder.
    copy the images from within the mercs folder and paste them into the folder of your faction WITHOUT OVERWRITING the orignal files.

    Save-Game Compatible
    Known Bugs in v1.5:
    Missing models of some units for some factions.


    This thread is open for discussion.
    Hope you enjoy
    Last edited by The Cobra; August 17, 2008 at 10:29 PM.
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  2. #2

    Default Re: AOR Extreme v0.1

    Looks like we got beat to 1.5.

    Though right now we have a policy of not allowing mini mods, I think along with the no-aor that we'll allow this one as it's fixing a flawed aspect (no recruitment beyond native lands), and the release of 1.5 has been delayed some. So we won't close this one down.

    Once 1.5 is out we will probably clarify our approach on Mini mods so everyone is on the same page. And to anyone else, this does not mean it's open season, so please hold off on releasing mini mods. We're allowing this and the other one for now because it's fixing a fundamental feature that has been left absent.

  3. #3

    Default Re: AOR Extreme v0.1

    Sure.
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  4. #4

    Default Re: AOR Extreme v1.0 (Updated)

    I believe that while making this AOR mod i encountered every single hard-coded limit, faced every glitch that an AOR could cause.
    All that because i blitzed this mod in an hour and a half.
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  5. #5

    Default Re: AOR Extreme v1.0 (Updated)

    Tried this mod as soon as I can, and the hotfix was installed.

    However I think there is something wrong with the Egyptian faction's code.
    Whenever I play as non-Egyptian factions it always crash in the first turn when the Egyptian AI makes his move.

    However if I play as the Egyptians then the campaign can progress to the second turn without trouble. Also if I replace your files with the original ones then it's okay again.
    Anri Sugihara



    Click for more info

  6. #6

    Default Re: AOR Extreme v1.0 (Updated)

    I just reinstalled my Windows, expect a fix soon when i install medieval II and broken crescent.
    Probably it's because of an overloaded number of units that can be recruited in certain regions although i sort of fixed that.
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  7. #7

    Default Re: AOR Extreme v1.0 (Updated)

    No worries, this mod is much appreciated. Kinda breath of fresh air before BC 1.5 arrives.

    BTW, have you tested to see how the AI copes with this mod?? Would say...a KoJ army look much the same as a Ayyubid army since they can pretty much recruit each other's units?
    Anri Sugihara



    Click for more info

  8. #8

    Default Re: AOR Extreme v1.0 (Updated)

    They are used as auxiliaries, some castles can recruit 50 different units.(that's why the game crashes due to the hard-coded limits)
    It's like a mercenary system, if you were the Ayyubids then you would have the choice to use makurians in your military, turks from the Mediterranean...etc.
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  9. #9

    Default Re: AOR Extreme v1.1

    Can i have some feedback, please.
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  10. #10

    Default Re: AOR Extreme v1.1

    Just started a KoJ campaign with AoR extreme, and thought I'd check out the Ayyubid army before I attack them but....the Sultan's got mostly armenian and jerusalem spearmen augmented by tawashis and askaris!!! All rounded armies with no weakness.

    But the battle is less enjoyable though since both sides are fighting with essentially the same units. KoJ, Ayyubids, and Armenians armies can actually look identical on the battle fields.
    Anri Sugihara



    Click for more info

  11. #11
    Jazz19's Avatar Civis
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    Vancouver, B.C. Canada
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    Default Re: AOR Extreme v1.1

    I will assume that the answer is "no" but I'll ask anyways.

    Can this be applied to an existing campaign? Me and 2 cousins have a hotseat campaign going. We are only in the year 1185 but don't want to lose the progress we have made so far....

  12. #12
    Taneda Santôka's Avatar Artifex
    Join Date
    Jul 2006
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    Begging around.
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    Default Re: AOR Extreme v1.1

    Surprisingly, yes, you can...

  13. #13
    Bernem's Avatar Senator
    Join Date
    Jul 2007
    Location
    Frankfurt, Germany
    Posts
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    Default Re: AOR Extreme v1.1

    hi, first of all this mod is very good!
    the only thing I have to critisize is that there are even too many units available for many places. I.e. in Acre as Ayyubids I can recruit KOJ, Ayyubid, ERE and Makurian units.... and in other places even more! that's honestly too much! My faction has lost many of its weaknesses, for example because I can recruit some of the best spearmen now (armoured sgt. spearmen) You should define one or two factions for each region which provide auxilia units not more!

    Pollish this mod and it will be perfect!

  14. #14

    Default Re: AOR Extreme v1.1

    i'm working on this now.
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  15. #15

    Default Re: AOR Extreme v1.1

    Take your time, AoR is very difficult to implement.

    Back in the days of RTR the devs had to construct a new line of buildings and a whole new genre of auxillary units who are almost the same but not quite as powerful as the original.
    Anri Sugihara



    Click for more info

  16. #16

    Default Re: AOR Extreme v1.1

    Quote Originally Posted by Bull View Post
    Take your time, AoR is very difficult to implement.

    Back in the days of RTR the devs had to construct a new line of buildings and a whole new genre of auxillary units who are almost the same but not quite as powerful as the original.
    Preaching to the choir, it's one hell of a job.

  17. #17

    Default Re: AOR Extreme v1.5

    New version uploaded. Enjoy
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  18. #18

    Default Re: AOR Extreme v1.5

    So if I interpret step 2 correct: I need to install this mod for each faction I wish play?
    Patronised by Voltaire le Philosophe

    Therefore One hundred victories in one hundred battles is not the most skillful. Seizing the enemy without fighting is the most skillful. War is of vital importance to the state and should not be engaged carelessly... - Sun Tzu

    Orochimaru & Aizen you must Die!! Bankai Dattebayo!!

  19. #19

    Default Re: AOR Extreme v1.5

    You need to put the files for the faction you're playing so that it's units wouldn't look like peasants, you collect them in the merc/mercs folder so that you can copy them to other factions easily.
    Last edited by The Cobra; August 10, 2008 at 07:21 PM.
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  20. #20

    Default Re: AOR Extreme v1.5

    Dear brother (the cobra) how about making the native units could be recruited in non-native settlements with less numbers
    I.E : sgt spearmen for KOJ recruitable in Bilbeis with limited number and longer replenshing time .......... for example ACRE= 1 sgt spearmen every 1 turn
    Bilbeis= 1 sgt spearmen every 4 turns
    Do it your way for the barracks
    peace!!= Salam in arabic

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