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Thread: To The Death RC/RR mini mods

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  1. #1

    Default To The Death RC/RR mini mods

    I've been testing my modded version of the latest beta, running from an early campaign and I now 160+ turns in playing as England.

    My current changes are:

    Increased the population level needed to upgrade cities and castles.

    Added heavy mail event requirement to upgrade to fortress and large city and added concrete castles event to upgrade to citadel

    Increased Unit size (most by 25%) If i can get around to it I will adjust the recruitment and upgrade costs to coincide with the size increase.

    Added larger Garrisons to many of the rebel settlements

    Increased the King's Purse of the Rebel Faction. Slave factions purse is now Dynamic and will decrease to a normal level after 50 turns, Independent settlements will start to develop early on and will recruit new units, but won't become so powerful the AI factions are put off trying to conquer them

    All Factions will horde upon loosing there final settlement, most will horde with 2 armies of early level units, mainly locals, a few feudal and a few militias. A few factions will horde with larger armies.

    Added a land bridge from Rhodes to mainland Anatolia and lowered the mountains near there (this is because the Island always fills up with troops that never move off). Corsica and Sardinia are now bridged, and there is an extra bridge linking Spain and Africa.

    Added Dismounted Knights to all chapter houses.

    A few minor boarder changes, mainly in Northern Italy, the Middle East and North West Africa. The final change seems to of help the Moors Survivability as the Normans no longer steam-roll them within 10 turns

    Replace wooden forts with stone ones. Cost of building them has been increased to 3500, although they do come with free upkeep slots. Been testing it at 4, this would be OK if only free upkeep units were effective but if I was to set it to 2 then the player would simple build more to compensate, so i may set the construction cost to 5000-6000. Thanks to Recon5000 for helping me set it up and Wolfslayer and Master Zuma for the stone fort files.

    AI builds Stone forts quite tactically, securing there borders with them and placing them in vulnerable routes. Since adding stone forts the HRE has done quite well, and Denmark/Norway built a number of them in there long war which ended in stalemate (normally one of them will steam roll the other to destruction).


    Changes to make.


    Make sure one of the VC settlement targets of each faction has the horde target hidden resource.

    Add Simon de Montfort's Barron uprising
    Add Provisions of Oxford event
    Add Llewelyn Welsh uprising

    Old changes that didn't work out,

    I year per turn aging. Needs too much extra work to fix such as recruited generals, higher birth rates and bigger bonuses to agents recruited from more advanced buildings

    Longer build times (made redundant with higher population upgrades and linking more advanced settlments to events to slow things down)

    If any one has any comments or suggestion please let me know
    Last edited by Balbor; July 20, 2010 at 07:09 PM. Reason: Updating information
    Balbor

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

  2. #2
    romy's Avatar Semisalis
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    Default Re: To The Death RC/RR mini mods

    Looks interesting! ;-)
    I'll give it a try , thanks. :-)
    R.I.P. Calvin

  3. #3

    Default Re: To The Death RC/RR mini mods

    A link to file?

    Kill Them All, Let God Sort Them Out!


  4. #4

    Default Re: To The Death RC/RR mini mods

    Quote Originally Posted by Gogolometro View Post
    A link to file?
    ATM it's not really finished, still need to add most of the factions horde units
    Balbor

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

  5. #5

    Default Re: To The Death RC/RR mini mods

    Is this compatible with the Final Beta Version?

    Link:http://www.twcenter.net/forums/showthread.php?t=370579
    Last edited by ER5013; July 09, 2010 at 12:56 PM.

  6. #6

    Default Re: To The Death RC/RR mini mods

    Quote Originally Posted by Balbor View Post
    Change the kings purse for the slave faction to be dynamic so it is reduced to about 10,000 after the first 50 turns, can anyone help me with this?
    Set the kings purse to the level you want after 50 turns and give them money via add_money tied to a condition in the campaign script that stops beeing true after a event roughly 50 turns in. There is bound to be one preexisting you could use and similar code is already in the AI finance script - combine them with an event check and that should be it.

  7. #7

    Default Re: To The Death RC/RR mini mods

    Quote Originally Posted by bane_tw View Post
    Set the kings purse to the level you want after 50 turns and give them money via add_money tied to a condition in the campaign script that stops beeing true after a event roughly 50 turns in. There is bound to be one preexisting you could use and similar code is already in the AI finance script - combine them with an event check and that should be it.
    The only one I've found so far is based on giving the AI more cash if they drop below a certain amount or loose settlements

    I have this from the ageing script i tried

    monitor_event FactionTurnEnd FactionType slave
    if I_TurnNumber = 0
    console_command season winter
    end_if
    terminate_monitor
    end_monitor

    can i change it to

    monitor_event FactionTurnEnd FactionType slave
    if I_TurnNumber = 0
    console_command add_money slave, 15000

    end_if
    terminate_monitor
    end_monitor
    Balbor

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

  8. #8

    Default Re: To The Death RC/RR mini mods

    Hm. Why not go for the cake with
    monitor_event FactionTurnEnd FactionType slave
    if I_TurnNumber < 51
    console_command add_money slave, 15000

    end_if
    terminate_monitor
    end_monitor
    Somebody else will have to confirm the viability of that - its been a while since I looked at that stuff seriously

  9. #9

    Default Re: To The Death RC/RR mini mods

    Quote Originally Posted by Balbor View Post
    Increased the population level needed to upgrade cities and castles.

    Added heavy mail event requirement to upgrade to fortress and large city and added concrete castles event to upgrade to citadel
    Interesting. Are any other changes being made to settlement growth? I often find it hard to make it to Citadel level without a +Chivalry general staying there. Also, the AI rarely, if ever, seem to reach Huge City level

    Quote Originally Posted by Balbor View Post
    Increased Unit size (most by 25%) If i can get around to it I will adjust the recruitment and upgrade costs to coincide with the size increase.
    Not a fan of this. While it can give some epic looking field battles, larger unit size often screws up sieges because they simply aren't able to properly fit on the walls.

    Quote Originally Posted by Balbor View Post
    Added larger Garrisons to many of the rebel settlements

    Increased the King's Purse of the Rebel Faction (This has a few problems, at the beginning it's OK as the Rebels income is spread out over all its proveniences resulting in normal settlement upgrading and unit production, but as the game goes on, those rebel settlement that don't get grabbed within the firth 40-50 turns turn into powerful mini states with many fully stack armies defending them).
    Also very interesting. I loved how in a Denmark Campaign in 6.2 it was almost harder to conquer rebel Sweden, than the AI controlled Norway. Do they also build buildings in their towns, or only extra units?

    Quote Originally Posted by Balbor View Post

    Added a land bridge from Rhodes to mainland Anatolia and lowered the mountains near there (this is because the Island always fills up with troops that never move off).
    New Landbridge between Rhodes and Anatolia, and plans for even more landbridges between Spain and Northeast Africa (are that really that much of a problem?) but no bridge planned between England and Caen? If the issue are that the AI are unable to properly handle naval transportation, then the British isolation deffinatly could need handling aswell.

    All in all, an interesting sub-mod, though not one I'm ready to download just yet. Keep up the work though!

  10. #10

    Default Re: To The Death RC/RR mini mods

    Quote Originally Posted by PerXX View Post
    Interesting. Are any other changes being made to settlement growth? I often find it hard to make it to Citadel level without a +Chivalry general staying there. Also, the AI rarely, if ever, seem to reach Huge City level
    I find it depends on the region, Caen for example will easily level up to fortress even with no governor while others need a Chivalry general to do so. In Vanilla RR/RC I was finding settlement levelling too fast, often with only the 2nd level of farm building installed


    Quote Originally Posted by PerXX View Post
    Not a fan of this. While it can give some epic looking field battles, larger unit size often screws up sieges because they simply aren't able to properly fit on the walls.
    I'm not a fan of sieges in general and i prefer to wait them out.

    Quote Originally Posted by PerXX View Post
    Also very interesting. I loved how in a Denmark Campaign in 6.2 it was almost harder to conquer rebel Sweden, than the AI controlled Norway. Do they also build buildings in their towns, or only extra units?
    Yes they fully upgrade and recruit armies, Switzerland and Genoa after 160+ are a formidable force, they are even moving into neighbouring regions to cause trouble. The problem is that as the Slave faction looses settlements it's able to spend more money on the few that are left, which is why i need a script to give them a bonus for the first 40-50 turn before it settles down to it default. Technically it also pumps more money into the game as towns being upgraded by the slave faction is money the other faction won't have to spend. As England it took me 100 year to finally take the whole of the British Isles. The new lower kings purse meant i could only afford 2 main armies, one stayed on the Humber, watching out for raiding Viking while the other took Dublin, he then move to Inverness to take Scotland which had just lost its Royal household and was now run by Rebels. Night Fighting generals are really worth there weight in gold if you don't want to right 3-4 full rebel armies at once in the later one.

    Quote Originally Posted by PerXX View Post
    New Landbridge between Rhodes and Anatolia, and plans for even more landbridges between Spain and Northeast Africa (are that really that much of a problem?) but no bridge planned between England and Caen? If the issue are that the AI are unable to properly handle naval transportation, then the British isolation deffinatly could need handling aswell.
    I passed games i've always noticed that Rhodes fills up with troops until it occupies every bit of space on the Island with full stacks, often a the last settlement a faction owns (mainly the Templars or Romans). An extra landbrigde between Spain and Africa might open up the Iberian conflict which often results in the moors being whipped out within the first 100 turns. They seems totally incapable of dealing with the Normans who land in Africa and spread west within the first few turns. As for England, the English channel a tough crossing when the water weren't calm, and Norway never seems to have any problems invading.

    Quote Originally Posted by PerXX View Post
    All in all, an interesting sub-mod, though not one I'm ready to download just yet. Keep up the work though!
    I never normally get past the first 100 turns of a campaign before an issue i want to fix so I'm quite please with how things are turning out. When i play the late era campaign the Mongol turn up and steam roll the Khwarezmid Empire. In my Early campaign the Khwarezmids have quite a successful early campaign and were in a better position to at least hold them back. They did however make one possible fatal mistake and not take the last Seljuk stronghold at Mosul, holding it as a vessel at one point. For over 50 turns the Seljuk had one settlement but now with the Khwarezmids busy trying to deal with the Mongols they have recaptured most of Iraq. I'm still disappointed with the HRMs performance, they suffer form bad game geography with enemies hitting them from all sides, in the popes bad books from the off. Often by turn 100 it has lost all of its outer territories with 1 of either Denmark, France or Hungary looking to swallow them up. I have only played one campaign there the HRE reversed this trend and that was when i was testing the 1 year 1 Turn ageing script.
    Balbor

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

  11. #11

    Default Re: To The Death RC/RR mini mods

    PB sent me this one

    monitor_event FactionTurnEnd FactionType slave
    console_command add_money slave, 15000
    if if I_TurnNumber = 50
    terminate_monitor
    end_if
    end_monitor

    After looking at the Accurate Regions SubMod I'll probably make similar changes to North West Africa

    BTW is the Knights Templar's faction used in any of the other campaigns?
    Balbor

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

  12. #12

    Default Re: To The Death RC/RR mini mods

    More landbridges could be a good idea. Lower King's Purses would be OK also, but probably not when playing with BGR, that's tough enough already.

  13. #13

    Default Re: To The Death RC/RR mini mods

    I tried to change the regions a bit but when i tried to save (in Photoshop) it said i didn't have permission (which i should do as I'm the admin), so i save to desktop and then copied into the folder. I then noticed all the folders were locked so i tried unlocking them, but now when i save to save from photoshop the map regions file just disappears from the folder. Photoshop will still find it under resent films and i have to save it to the desktop again. It didn't do this when i first started modding the beta a few weeks ago. Anyone got any ideas, I'm using Windows 7.
    Balbor

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

  14. #14

    Default Re: To The Death RC/RR mini mods

    Quote Originally Posted by Balbor View Post
    I tried to change the regions a bit but when i tried to save (in Photoshop) it said i didn't have permission (which i should do as I'm the admin), so i save to desktop and then copied into the folder. I then noticed all the folders were locked so i tried unlocking them, but now when i save to save from photoshop the map regions file just disappears from the folder. Photoshop will still find it under resent films and i have to save it to the desktop again. It didn't do this when i first started modding the beta a few weeks ago. Anyone got any ideas, I'm using Windows 7.
    I'm guessing your install is in Program Files? You can try editing the security settings of your mods directory but generally I'd advice choosing a install directory outside of system protected ones (yes, program files is one). It might also help to elevate the programs used for modding with admin priviliges (rightclick start as admin).

  15. #15

    Default Re: To The Death RC/RR mini mods

    Stone forts added thanks to Recon5000
    Balbor

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

  16. #16

    Default Re: To The Death RC/RR mini mods

    cheers bane_tw i'll give that a try
    Balbor

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

  17. #17

    Default Re: To The Death RC/RR mini mods

    All faction (appart from Papal States) now horde.

    Slave Faction income bonues for first 50 turns added.

    North Africa regional changes. I added Sifilmasa although it is still technically the settlement i moved. Need to find out which files i need to edit for that.

    Extra land bridges added.
    Balbor

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

  18. #18

    Default Re: To The Death RC/RR mini mods

    Does anyone have any idea what could be causing a CTD while trying to load a quicksave and autosave

    The log file says
    15:11:44.267 [game.script.exec] [trace] exec <siege_settlement> at line 6445 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:11:44.284 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
    15:11:44.284 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
    15:11:44.619 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    line 6445 is 'siege_settlement teuton4leader, Palanga, maintain'

    I tried to load a quick save from the preiovious line, and it CTD, so i tried to load the autosave and it still CTD. I can load my save from 1220 ok.
    Balbor

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

  19. #19

    Default Re: To The Death RC/RR mini mods

    Whats the situation of Palanga [ownership,etc]? "maintain" should be fine - afaik former problems where caused by a "attack" line and the settlement already beeing owned by the attacker. Maybe check PBs latest files for any updates concerning Palanga. If you need to avoid the issue make sure the settlement is owned by slave, else I can't offer any solutions as the script is already part of your current save and can't be altered anymore.

  20. #20

    Default Re: To The Death RC/RR mini mods

    Quote Originally Posted by bane_tw View Post
    Whats the situation of Palanga [ownership,etc]? "maintain" should be fine - afaik former problems where caused by a "attack" line and the settlement already beeing owned by the attacker. Maybe check PBs latest files for any updates concerning Palanga. If you need to avoid the issue make sure the settlement is owned by slave, else I can't offer any solutions as the script is already part of your current save and can't be altered anymore.
    I'm guessing Palanga is a settlement the Teutonic Knights besieged when they emerge and I'm guessing that they take it quickly but the script somehow causes a crash if i try and load a game during a time period were they are still suppose to be besieging but have already taken it. I played my earlier campaign pasted this point (i remember that i hadn't had the gunpowder event yet in problem save but i have got to it before and managed to load up saves passed that point.

    Does any of this sound about right? Are some scripts designed to force AI factions to maintain sieges for a minimum amount of time to stop the faction abandoning it? Which can cause problems if they take the settlement before the script finishes?
    Balbor

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

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