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Thread: Giving the Knights Templar extra to start with. (help)

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  1. #1
    Civis
    Join Date
    Feb 2009
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    Default Giving the Knights Templar extra to start with. (help)

    In my early campaign the Knights Templar get crushed by the fatimid caliphate(egypt).

    So what i want to do is to give the templars an extra starting town/city or two.

    Any idea where i should do this? Somewhere in the settlement things probably but i have no idea what to "mess" around with.
    If its needed, i always play with the difficulty on VH/VH and im on patch 6.2

    Note: This will give them a fighting chance, seeing as every early campaign i do they get massacred by the fatimid caliphate. Feel sorry for them =/

    PS: Sorry if i posted this at the wrong place. I'm clueless as to where i should post.


    Edit: Talking about the AI, not me. I dont need anything extra, but the AI does.
    Last edited by Viscule; March 13, 2009 at 03:05 PM.

  2. #2

    Default Re: Giving the Knights Templar extra to start with. (help)

    found it pretty easy and boring on h/vh in 6.2 , kwarezim one the other hand was interesting.. but after each turn my army was 10% closer to his.. as i kept beating him and mine was just growing.. , fatimid was now my others generals play ground.. snatching town after town, just dont let them recover after they get first crusade.. and thats like 99.9% they will get one pretty fast

  3. #3

    Default Re: Giving the Knights Templar extra to start with. (help)

    Quote Originally Posted by Smikis View Post
    found it pretty easy and boring on h/vh in 6.2 , kwarezim one the other hand was interesting.. but after each turn my army was 10% closer to his.. as i kept beating him and mine was just growing.. , fatimid was now my others generals play ground.. snatching town after town, just dont let them recover after they get first crusade.. and thats like 99.9% they will get one pretty fast
    i think he meant letting the AI live longer, not himself

  4. #4
    Civis
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    Default Re: Giving the Knights Templar extra to start with. (help)

    Quote Originally Posted by Smikis View Post
    found it pretty easy and boring on h/vh in 6.2 , kwarezim one the other hand was interesting.. but after each turn my army was 10% closer to his.. as i kept beating him and mine was just growing.. , fatimid was now my others generals play ground.. snatching town after town, just dont let them recover after they get first crusade.. and thats like 99.9% they will get one pretty fast
    Talking about the AI, when i play as the templars the fatimid is the first faction to be destroyed. o_O

  5. #5
    Waffen9999's Avatar Tiro
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    Default Re: Giving the Knights Templar extra to start with. (help)

    If I ever see the Templars fall, it's not until about 80 turns into the game. Usually the first faction I ever see destroyed is Genoa or Portugal, or sometimes Norway when it gets killed by Rebels.
    "When I lead my army against Baghdad in anger, whether you hide in heaven or in earth, I will bring you down from the spinning spheres; I will toss you in the air like a lion. I will leave no one alive in your realm; I will burn your city, your land, your self. If you wish to spare yourself and your venerable family, give heed to my advice with the ear of intelligence. If you do not, you will see what God has willed." -Hülegü, the "Destroyer of Baghdad"

  6. #6
    Civis
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    Default Re: Giving the Knights Templar extra to start with. (help)

    Quote Originally Posted by Waffen9999 View Post
    If I ever see the Templars fall, it's not until about 80 turns into the game. Usually the first faction I ever see destroyed is Genoa or Portugal, or sometimes Norway when it gets killed by Rebels.
    Well on patch 6.2 VH/VH, the first to go is either Lithuania or Knights Templar. Egypt is always the faction ranked number 1, unless i prevent that by strangling their economy.

    This is usually under 40 turns also. Which is.. pathetic. >.<

  7. #7

    Default Re: Giving the Knights Templar extra to start with. (help)

    The templars always do well in my games. Mainly because I am them.
    Long live the templars!
    Sophisticated dragon

  8. #8

    Default Re: Giving the Knights Templar extra to start with. (help)

    I've always wondered this as well. Want to take away settlements for Byzantium as I feel they start with way to many, which makes playing them way to easy

  9. #9

    Default Re: Giving the Knights Templar extra to start with. (help)

    dont know about giving out cities, but youcould improve his units>
    C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data\world\maps\campaign\imperial_campaign
    open campaign_script
    find this
    ;-------------- TEMPLAR REEINFORCEMENT --------------;


    monitor_event FactionTurnStart FactionType knights_templar
    and IsFactionAIControlled

    spawn_army
    faction knights_templar
    character Maximillian, general, age 28, x 336, y 98
    unit Great Cross exp 2 armour 0 weapon_lvl 0
    unit Templar Spearmen exp 1 armour 0 weapon_lvl 0
    unit Templar Spearmen exp 1 armour 0 weapon_lvl 0
    unit Templar Spearmen exp 1 armour 0 weapon_lvl 0
    unit Templar Spearmen exp 1 armour 0 weapon_lvl 0
    unit Templar Spearmen exp 0 armour 0 weapon_lvl 0
    unit Templar Spearmen exp 0 armour 0 weapon_lvl 0
    unit Templar Spearmen exp 0 armour 0 weapon_lvl 0
    unit Mounted Sergeants exp 2 armour 0 weapon_lvl 0
    unit Mounted Sergeants exp 1 armour 0 weapon_lvl 0
    unit Mounted Sergeants exp 1 armour 0 weapon_lvl 0
    end

    terminate_monitor
    edit to your hearts content.(yes reinforcement has been mispelled by modders not me )
    also ive no idea what you would write in there for the elite units, ive little interest in non-late period based factions, so as a offhand comment you could give them all 9 experience to guarantee this guy has an effective fighting force, thus giving the templars an alternate chance of survival that wont stretch their defenses beyond their economic capability


  10. #10
    dragonsign's Avatar International Brigade
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    Default Re: Giving the Knights Templar extra to start with. (help)

    To give another settlement to the templars, just go to C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data\world\maps\campaign\imperial_campaign make a backup of the descr_strat txt file (just in case). open descr_strat, scroll down (or press Ctrl + B to open the search function, type templar and search next) to the knight_templar section. It looks like this:
    Code:
    faction    knights_templar, fortified caesar
    ai_label    catholic
    denari    10000
    denari_kings_purse    2200
    settlement castle
    {
        level town
        region Tortosa_Province
    
        year_founded 0
        population 2000
        plan_set default_set
        faction_creator england
        building
        {
            type core_castle_building wooden_castle
        }
        building
        {
            type castle_barracks mustering_hall
        }
        building
        {
            type temple_catholic_castle small_chapel
        }
    }
    
    character    Hugues de_Payns, named character, male, leader, age 36, x 336, y 97 
    traits Factionleader 1 , LoyaltyStarter 1 , MilitaryInclination 1 , NaturalMilitarySkill 1 , Military_Edu 2 , GoodAdministrator 1 , PublicFaith 2 , ReligionStarter 1 
    army
    unit        NE Bodyguard                exp 2 armour 0 weapon_lvl 0
    unit        Sergeant Spearmen                exp 2 armour 0 weapon_lvl 0
    unit        Sergeant Spearmen                exp 1 armour 0 weapon_lvl 0
    
    character    Athalwolf, spy, male, age 21, x 342, y 95
    traits NaturalSpySkill 1 , GoodSpy 2 
    
    character    Andreas, priest, male, age 34, x 339, y 98 
    traits NaturalPriestSkill 2 , GoodDenouncer 2 , PriestLevel 1 
    
    character    Henry, diplomat, male, age 29, x 172, y 144 
    traits NaturalDiplomatSkill 1 , GoodDiplomat 1
    
    character    Gottfried de_Payns, named character, male, heir, age 21, x 337, y 98 
    traits Factionheir 1 , LoyaltyStarter 1 , MilitaryInclination 1 , Military_Edu 1 , GoodCommander 2 , Energetic 1 , StrategyDread 2 , ReligionStarter 1 
    army
    unit        NE Bodyguard                exp 1 armour 0 weapon_lvl 0
    unit        Mounted Sergeants                exp 1 armour 0 weapon_lvl 0
    unit        Sergeant Spearmen                exp 1 armour 0 weapon_lvl 0
    unit        Pilgrims                exp 0 armour 0 weapon_lvl 0
    unit        Pilgrims                exp 1 armour 0 weapon_lvl 0
    unit        Pilgrims                exp 0 armour 0 weapon_lvl 0
    
    
    character_record    Antonia, female, age 29, alive, never_a_leader
    character_record    Theodericus de_Payns, male, age 7, alive, never_a_leader
    character_record    Isabell de_Payns, female, age 6, alive, never_a_leader
    
    relative     Hugues de_Payns, Antonia, Gottfried de_Payns, Theodericus de_Payns, Isabell de_Payns, end
    As you can see there is one settlemet listed under the knight_templar, Tortosa.
    Code:
    settlement castle
    {
        level town
        region Tortosa_Province
    
        year_founded 0
        population 2000
        plan_set default_set
        faction_creator england
        building
        {
            type core_castle_building wooden_castle
        }
        building
        {
            type castle_barracks mustering_hall
        }
        building
        {
            type temple_catholic_castle small_chapel
        }
    }
    I will now add Antoioch to the Templars. Open the search function again, search for antioch. It will be under the rebel faction and looks like this:
    Code:
    settlement
    {
        level city
        region Antioch_Province
    
        year_founded 0
        population 6500
        plan_set default_set
        faction_creator moors
        building
        {
            type core_building stone_wall
        }
        building
        {
            type barracks town_guard
        }
    }
    Now cut the whole antioch section and paste it under Tortosa in the Templar section. (if you want Antioch to be the new capital for the Templars, paste the text above Tortosa)
    Code:
    faction    knights_templar, fortified caesar
    ai_label    catholic
    denari    10000
    denari_kings_purse    2200
    settlement castle
    {
        level town
        region Tortosa_Province
    
        year_founded 0
        population 2000
        plan_set default_set
        faction_creator england
        building
        {
            type core_castle_building wooden_castle
        }
        building
        {
            type castle_barracks mustering_hall
        }
        building
        {
            type temple_catholic_castle small_chapel
        }
    }
    
    settlement
    {
        level city
        region Antioch_Province
    
        year_founded 0
        population 6500
        plan_set default_set
        faction_creator moors
        building
        {
            type core_building stone_wall
        }
        building
        {
            type barracks town_guard
        }
    }
    Now save the descr_strat, go to C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data\world\maps\base and delete the map.rwm file.

    Run SS and start a new campaign, your old will not work. The templars should now hold antioch from the beginning.

  11. #11
    Civis
    Join Date
    Feb 2009
    Location
    Norway
    Posts
    132

    Default Re: Giving the Knights Templar extra to start with. (help)

    Quote Originally Posted by dragonsign View Post
    To give another settlement to the templars, just go to C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data\world\maps\campaign\imperial_campaign make a backup of the descr_strat txt file (just in case). open descr_strat, scroll down (or press Ctrl + B to open the search function, type templar and search next) to the knight_templar section. It looks like this:
    Code:
    faction    knights_templar, fortified caesar
    ai_label    catholic
    denari    10000
    denari_kings_purse    2200
    settlement castle
    {
        level town
        region Tortosa_Province
    
        year_founded 0
        population 2000
        plan_set default_set
        faction_creator england
        building
        {
            type core_castle_building wooden_castle
        }
        building
        {
            type castle_barracks mustering_hall
        }
        building
        {
            type temple_catholic_castle small_chapel
        }
    }
    
    character    Hugues de_Payns, named character, male, leader, age 36, x 336, y 97 
    traits Factionleader 1 , LoyaltyStarter 1 , MilitaryInclination 1 , NaturalMilitarySkill 1 , Military_Edu 2 , GoodAdministrator 1 , PublicFaith 2 , ReligionStarter 1 
    army
    unit        NE Bodyguard                exp 2 armour 0 weapon_lvl 0
    unit        Sergeant Spearmen                exp 2 armour 0 weapon_lvl 0
    unit        Sergeant Spearmen                exp 1 armour 0 weapon_lvl 0
    
    character    Athalwolf, spy, male, age 21, x 342, y 95
    traits NaturalSpySkill 1 , GoodSpy 2 
    
    character    Andreas, priest, male, age 34, x 339, y 98 
    traits NaturalPriestSkill 2 , GoodDenouncer 2 , PriestLevel 1 
    
    character    Henry, diplomat, male, age 29, x 172, y 144 
    traits NaturalDiplomatSkill 1 , GoodDiplomat 1
    
    character    Gottfried de_Payns, named character, male, heir, age 21, x 337, y 98 
    traits Factionheir 1 , LoyaltyStarter 1 , MilitaryInclination 1 , Military_Edu 1 , GoodCommander 2 , Energetic 1 , StrategyDread 2 , ReligionStarter 1 
    army
    unit        NE Bodyguard                exp 1 armour 0 weapon_lvl 0
    unit        Mounted Sergeants                exp 1 armour 0 weapon_lvl 0
    unit        Sergeant Spearmen                exp 1 armour 0 weapon_lvl 0
    unit        Pilgrims                exp 0 armour 0 weapon_lvl 0
    unit        Pilgrims                exp 1 armour 0 weapon_lvl 0
    unit        Pilgrims                exp 0 armour 0 weapon_lvl 0
    
    
    character_record    Antonia, female, age 29, alive, never_a_leader
    character_record    Theodericus de_Payns, male, age 7, alive, never_a_leader
    character_record    Isabell de_Payns, female, age 6, alive, never_a_leader
    
    relative     Hugues de_Payns, Antonia, Gottfried de_Payns, Theodericus de_Payns, Isabell de_Payns, end
    As you can see there is one settlemet listed under the knight_templar, Tortosa.
    Code:
    settlement castle
    {
        level town
        region Tortosa_Province
    
        year_founded 0
        population 2000
        plan_set default_set
        faction_creator england
        building
        {
            type core_castle_building wooden_castle
        }
        building
        {
            type castle_barracks mustering_hall
        }
        building
        {
            type temple_catholic_castle small_chapel
        }
    }
    I will now add Antoioch to the Templars. Open the search function again, search for antioch. It will be under the rebel faction and looks like this:
    Code:
    settlement
    {
        level city
        region Antioch_Province
    
        year_founded 0
        population 6500
        plan_set default_set
        faction_creator moors
        building
        {
            type core_building stone_wall
        }
        building
        {
            type barracks town_guard
        }
    }
    Now cut the whole antioch section and paste it under Tortosa in the Templar section. (if you want Antioch to be the new capital for the Templars, paste the text above Tortosa)
    Code:
    faction    knights_templar, fortified caesar
    ai_label    catholic
    denari    10000
    denari_kings_purse    2200
    settlement castle
    {
        level town
        region Tortosa_Province
    
        year_founded 0
        population 2000
        plan_set default_set
        faction_creator england
        building
        {
            type core_castle_building wooden_castle
        }
        building
        {
            type castle_barracks mustering_hall
        }
        building
        {
            type temple_catholic_castle small_chapel
        }
    }
    
    settlement
    {
        level city
        region Antioch_Province
    
        year_founded 0
        population 6500
        plan_set default_set
        faction_creator moors
        building
        {
            type core_building stone_wall
        }
        building
        {
            type barracks town_guard
        }
    }
    Now save the descr_strat, go to C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data\world\maps\base and delete the map.rwm file.

    Run SS and start a new campaign, your old will not work. The templars should now hold antioch from the beginning.

    Thanks alot for taking the time to post this, helped alot. Now the AI wont die so fast. +rep

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