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Thread: [Release 1.0 - Save Compatible] Accurate Crusades, Jihads, Mongols, Guilds

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  1. #1

    Default [Release 1.0 - Save Compatible] Accurate Crusades, Jihads, Mongols, Guilds

    Why
    If you are a history buff, then you may be frustrated in how the game limits the targets or locations of guilds and invasions. I having been modifying the desc_regions to be more accurate when it comes to where the Mongols invaded, where Jihads were considered or took place, where Crusades were attempted, considered, or took place (including the reconquistas in Spain and Africa and the Baltic Crusades in Lithuania) as well as where certain famous guilds were located. (For example the Hashashim were not only located in Damghan, they held up in several different regions in the Middle East later towards Egypt)

    What
    Anyways, I am just putting my official declaration to patch up the default crusades/jihads/horde targets (mongol/timurid), and guild locations.

    How
    1) Install this into:
    Medieval Total War II/mods/SS6.3/data/world/base...

    2) Delete map.rwm

    3) Run the game, may take a while for the game to rebuild map.rwm.


    Comments
    Give me thoughts and comments. (No internet at my SS 6.3 computer so will take a while to upload any file)
    Last edited by Tan Zhi Han; September 12, 2010 at 11:42 PM.

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  2. #2

    Default Re: [WIP] Accurate Crusades, Jihads, Mongols, Guilds

    So... will it be a bit easier to get Hashashim's Guilds?
    Most Islamic factions REALLY need that heavy infantry
    that the Guild provides.

  3. #3

    Default Re: [WIP] Accurate Crusades, Jihads, Mongols, Guilds

    Having Hashashim guilds everywhere may be overpowered. But I will look into how Hashashim guilds are offered.

    I have already added Hashashim as a resource in several places, I am not sure what that does yet though (requires looking into campaign_db files).

    Will update this post tomorrow or some time after I go home to check it out.

    EDIT: Not an update. I may script Hashashim revolts into the game... (Reading over the Crusades, Jihads, Mongols, and Hashashim as I type this) - They would just be rebel armies though. Thoughts?
    Last edited by Tan Zhi Han; September 11, 2010 at 05:31 PM.

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  4. #4
    ninja51's Avatar Biarchus
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    Default Re: [WIP] Accurate Crusades, Jihads, Mongols, Guilds

    This sounds great! I was always a bit disopointed how few targets there were for crusades and jihads

  5. #5

    Default Re: [WIP] Accurate Crusades, Jihads, Mongols, Guilds

    Done with the descr_regions.

    This does not give you guilds, but it makes it more likely for the hashashim to more likely be offered in cities they were historically located in.

    This adds many jihad/crusade/horde targets which were historical. Jihads were mainly defensive, but the few that were offensive frightened all of Christianity. The crusades were made for many reasons: religion, money, territory, etc. Whatever the reason, crusades penetrated into Spain, Africa, the Holy Land, modern day Greece/Turkey, and Lithuania.
    Last edited by Tan Zhi Han; September 13, 2010 at 04:37 PM.

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  6. #6

    Default Re: [WIP] Accurate Crusades, Jihads, Mongols, Guilds

    No downloads yet???

    This is SAVE Compatible peoplesssss.

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  7. #7
    ninja51's Avatar Biarchus
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    Default Re: [Release 1.0 - Save Compatible] Accurate Crusades, Jihads, Mongols, Guilds

    Bravo sir! Bravo! Im a big fan of Crusades and Jihads and this is a no brainer download. The guild addition is nice as well and this as a whole is a great package. You also have my utmost respect for just seeing a problem with the base mod and fixing it for yourself and other people + rep

  8. #8

    Default Re: [Release 1.0 - Save Compatible] Accurate Crusades, Jihads, Mongols, Guilds

    Never crusades to Frankfurt anymore?If yes I will download Your script TaiZhiHan
    I didn't know that there are so many idiots, until I began using Internet. -Stanislaw Lem

  9. #9
    Gorrrrrn's Avatar Citizen
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    Default Re: [Release 1.0 - Save Compatible] Accurate Crusades, Jihads, Mongols, Guilds

    lots of horde_targets.
    note: once a horde has taken and set-up in its first settlement it ceases to be a horde and horde_targets become irrelevant.
    might be a better idea to just have a single horde target per horde?
    (ie 1 for teutonic order; 1 for mongols; 1 for Timurids.

  10. #10

    Default Re: [Release 1.0 - Save Compatible] Accurate Crusades, Jihads, Mongols, Guilds

    Dang! I knew it wouldn't be that easy. Where is the script info for that? I need to know what everything does before I make any changes.

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  11. #11
    Gorrrrrn's Avatar Citizen
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    Default Re: [Release 1.0 - Save Compatible] Accurate Crusades, Jihads, Mongols, Guilds

    horde_target is hard-coded AFAIK.
    (that is how the game engine deals with it - we decide which regions it applies to.
    oh and the game engine won't know which horde faction relates to which horde_target either.)

    if you script more than 1 attack on a settlement there's no way to know even if the horde will settle or trash and move on.
    it really only works (if it works at all) if you spawn an army (or more) next to the target and don't script further attacks.
    the horde usually captures the settlement and the bulk of the horde disappears.
    if you want to script further attacks you have to write it all out for every settlement.

    (one of the reasons why Mongol invasion scripts are such a pain.)

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