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Thread: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

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  1. #1

    Default Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    For those that like the Late Era and want 2 turns per year with longer build times I've created this little mod. Along with changing the turns per year to 2 it also does the follow:

    Increased Build time by 50%, doubling just made them too long.
    Removed the endlessly spawning Mongol armies
    Added dismounted Knights to the Minor Guild houses

    I would strong recommend you back up all the files that this mod changes:
    mods/Stainless_Steel_6/data/export_descr_buildings
    mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/descr_strat
    mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script

    and to install by hand so you know what files you are replacing and where they go.
    export_descr_buildings is used buy all SS+ RR 1.3, RC 1.8 campaigns so the building times will effect all sub mods.
    Last edited by Balbor; January 11, 2010 at 07:43 PM. Reason: updated
    Balbor

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

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    Just out of interest, why did you change the event times?

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  3. #3

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    is the date based on years after start date? I though it was Turns
    Balbor

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

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    Quote Originally Posted by Balbor View Post
    is the date based on years after start date? I though it was Turns
    No it's years. It's one of the smarter things CA did cos it means that you dont have to change the dates whenever you change the timescale

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  5. #5

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    cheers i've updated the file
    Balbor

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

  6. #6

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    no compatibility for BGR IV i suppose, right?

  7. #7

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    i don't think so

    it's not too hard to do though, To change all the build times just used the find and replace for the line which contains the build lines in the export_descr_buildings. Start with the building that take the longest and work your way down to the shortest.
    Balbor

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

  8. #8

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    Been playing my 2yp2 VH campaign for 100 turns now and things seem fine.

    Turning off Mongol armies means they stopped expanding once the got around the Caucasus, so they probably need the one time only spawn from some settlements to let them really push on a bit more.

    All faction are still alive from Scotland (who I destroy as England on turn 30 with assassins) although the Teutonic Knight have lost all there settlements are are now just sitting in a boat on a lake. Vanilla M2TW used 2 different colours for water to represent the Atlantic ocean which only late era ships could cross, maybe this could be used for inland lakes to stop the AI buying merc ships and then never disembarking armies. Other struggling factions are the Turks, Moors, and Byzantiums. My settlement of Gaza and Antiock could account for the Success of the Crusader states who have survived a Jihad on Jerusalem (which has lasted over 50 turn because of Jihad armies on boats in the Jordan lake).

    Unlike my normal and hard campaigns I've played the HRE is doing very well (normally it gets its ass kicked by France, Poland, Denmark and Venice) although the Citizen armies of Genoa and Milan are giving them a good fight.
    Balbor

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

  9. #9

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    Yeah TO really needs help. In all of my campaigns they get dominated. One issue I always see is that they attack the rebel army right next to them...leaving their town exposed and also once they take the rebel fort they dont move out. The rebles should be removed IMHO.

  10. #10

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    I would love to use your Mongol script balbor,can you explain what txt you changed to allow this? i dont care much for RR 1.3 sorry.

  11. #11

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    i just ';' out the scripts that was causing the armies to start spawning, so its not really my script.

    Look at this topic for more in http://www.twcenter.net/forums/showt...=322282&page=3

    the original late era RR/RC cause the Mongols to spawn new armies every turn outside some settlements, giving them almost unlimited armies which are almost impossible to stop
    Balbor

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

  12. #12

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    Thanks for taking the time to give me the link balbor,much appreciated.
    Last edited by Mojo582; January 15, 2010 at 05:41 AM.

  13. #13

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    Well, since this thread lacks posts I'll just report that I'm playing HRE campaign now and everything is ok, no bugs no glitches
    Increased building time in turns forces you to choose careful what to build, although actually you'll be able to build more per year.

    I enjoy this "slow" campaign.
    Thank you, Balbor, for your mod
    Quote Originally Posted by Skooma Addict View Post
    After reading wikipedia for about ten minutes, I hearby declare myself an expert on medieval history.

  14. #14

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    just one question.
    From your thread title I assume this is compatible with RR/RC.
    but is it with the latest version (30th Oct)?


  15. #15

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    Quote Originally Posted by krolyn View Post
    just one question.
    From your thread title I assume this is compatible with RR/RC.
    but is it with the latest version (30th Oct)?
    I play with latest RR/RC.
    It works
    Quote Originally Posted by Skooma Addict View Post
    After reading wikipedia for about ten minutes, I hearby declare myself an expert on medieval history.

  16. #16

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    nice!!!

    @Balbor

    have you changed the unit recruitment time?
    with 2tpy shouldn't hte units take more time to recruit??


  17. #17

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    Great stuff. Do you plan to do it for the 1450 campaign also?
    Optio, Legio I Latina

  18. #18

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    I take it this does not alter the settlement growth rates?

  19. #19

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    If you have changed the turns from 1 to 2 for a year i hope you also reduced the growth rate of regions or there cities will grow to fast in regards to years time line

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  20. #20

    Default Re: Balbor Late Era 2TPY mod for SS+ RR 1.3, RC 1.8

    Wow I totally forgot I made this
    Balbor

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

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