This project is an on going attempt to address the roster's historical depiction, to try and bring a more balanced prespective across all faction and era. primarily, the goal is mostly focused on the less well historically researched islamic factions, and also will eventually try to address the early era's overly short roster as a whole.
In this mod I have also incoperated a large amount of BC models that are authorized by Alpha Delta to give the Islamic roster a much needed face lift. Another major change is the gradual implementation of two handed spearmens, essentially pikemens without pike formations, into the game to depict a different level fo unit that bridge that wide gap between early era one handed spearmen to late era two handed pikes.
Currently, I have made significant changes to the Moors and Egyptian roster, with the aim of next tackling the Turkish roster and most likely the Crusader States roster as well.
Installation
How to install: download the 7zip file from the link at the bottom, currently I have two versions avalible, one for Rozmod TM9 (i'll be uploading that shortly if you don't see it yet) and one for MSC's 2TPY early era version
To Install, just extract the data folder in the 7zip file over the SS6.3 folder's data folder.
Competibility
It should obviously be competible with Rozmod TM9 if your using that version, and for MSC I'm sure it's competitble with LLP and Next heir crown, havn't tried BYG yet though.
Features
Significantly Revamped roster
Adjusted stats
Incorperated BC models into parts of the Moorish and Egyptian roster
New units
A new type of unit , two handed spearmens
Spoiler Alert, click show to read:
Current Roster
Castles
Moors
Feudal:
Sanhaja Warriors (Lamtuna spearmens, now uber two handed spearmen)
Al-Murabitun Cavalry (basically a much buffed version of the desert cavalry)
Barrack:
Peasant infantry
Spear militia (changed upgraded model)
Berber Infantry (changed from Sudanese Javelinmen)
Berber spearmen (two handed spearmen)
Christian guards (adjusted stats and slight model change)
Ghulam infantry (adjusted stats, moors also get them at a much lower rate)
Askari (late era two handed spearmen)
Al-Muwahiddun pikemen (new unit)
Archery Range:
Peasant crossbow
Desert archer (nerfed down stats a bit to reflect that the Desert people weren't that well regarded as archers in terms of the islamic world, the Nubians and Turkish reputation was signficiantly better)
Granadine mounted Crossbow
Ramat (old heavy archer, late era professional archers, havn't changed model but gave them stakes)
Granadine Arbalester (changed from the crossbow militia model, above average arbalest unit)
Stable:
Berber Cavalry (old desert cavalry, stats increase to match more realistically with it's effect)
Faris (basically Arab Cavalry reduced stats and cost, changed model)
Andalusian Cavalry (the old Granadine Jinetes Improved stats signficantly, higher cost, changed model)
Granadine lancers (changed model signfiicantly)
Christian guard cavalry (slight stats and model adjustment)
Cities
Peasant crossbow
Spear militia
Axe militia (reduced it's armour and cost)
Andalusian militia (old urban milita, reduced it's armour but now can be acquired from the start)
Andalusian infantry (moved from mercenary, two handed spearmen)
Halberd militia
Hand gunner
Sudanese gunner (renamed black guards, very good shot but still no armour)
Granadine Arbalester
Camel Gunners (consider changing in the future. either remove or make them mount a horse instead, leaning towards the later for historical purpose)
Al-Muwahiddun Pikemen
Egypt
Feudal:
Iqta'dar (changed model dramatically, and it's now a lancer unit)
Stable:
Bedouin Cavalry (very light lancer)
Faris
Berber Cavalry (only up till a certain point)
Armenian Cavalry (only up till a certain point)
Al Halqa Cavalry (only appear after a certain point, basically the old Mamluk model with reduced stats)
Ghulam Cavalry (only up to a certain point)
Mamluks (the old Mamluk archer, with dramatically better model and slight better stats, only appear after certain point)
Royal Mamluk (only appear after certain point, changed model and now a HA as well)
Barrack:
Peasant infantry
Spear militia
Berber Infantry (only up to a certain point)
Arab Rijal (the old arab infantry, two handed spearmen)
Abid Al-Shira infantry (black swordsmen, changed model dramatically from Sudanese Tribesmen)
Armenian infantry (only up to a certain point)
Ghulam infantry (only up to a certain point)
Al-Halqa infantry (only appear after certain event)
Mamluk infantry (only appear after certain event)
Range:
Peasant archers
Desert Archers
Abid Al-Shira archers (nubian archers, changed model)
Wafidiyya cavalry (horse archer, only appear after a certain point)
Ramat (late era heavy archer)
City:
Spear militia
Axe militia
Saracen Militia
Archer Militia
Tabar unit
Hand gunners
Khassaki (after certain point, changed model)
Race tracks can now build Faris, and high level one can build Andalusian Cavalry (Granadine Jinetes) and Granadine Lancers for the Moors, Egypt can build Mamluks
note: also incorperated most of Rusmat's changes to move speed and range weapons, and also incorperated all the changes from Shoryn's Teutonic Crusade.
Traditionally the Moors had two aspect, one was the thriving urban centers in Iberia, some of the wealthiest and most cultured of the world at the time, and one was the fierce berber tribesman back in North Africa, this roster represnts both as it's feudal unit now becomes two berber units which represnt the core elites of the Almoravid, a dynasty founded upon nomadic berber tribes and used them as their core forces, and signficantly improved it's city roster, to represent the obvious facts that the various taifa rulers and later Emir of Granada still needed to field an armed forces when they were faced with the prospect of dealing with the Christian without North African Berber support.
On the other hand, Egypt's history saw two distinct phase, with Saladin marking the divide, before Saladin's arrival, the Fatimid just recovering from a devastating famine on top of a full blown civil war, it's army was composed of different ethincs, including berbers, local bedouin and arabs, black slave soliders known as Abid Al-Shira, and Armenians that the Vizier who ended the civil war brought in (he was an Armenian Mamluk himself). a diverse force but one that was too stationary (due to them purging their turkish forces during the recent civil war) lacked horse archers and had much trouble dealing with the Crusader armies.
After the arrival of Saladin, and in the Mamluk dynasty that follwed, a very noticable change began to take place, the elite slave soldier system known as the Mamluks became much more systematic, and with it also the forming of Al-Halqa professional forces to support the Mamluks, although they retained some elements of the old Fatimid's ethnic armies, it was not nearly the same as before, with some elements disppearing altogether while others decline in use.
The comming of the Mongols also brought a different type of units to Egypt, although it was standard practice for most local rulers to reach arrangements with local tribes so that they provide military forces in times of war, the Mongol invasion brought a new opportunity as many Turkish tribes fled towards Syria . so the Mamluks were able to establish a unit called the Wafidiyya based on these tribesmen, they were later supplemented by defecting Mongolian tribes as well.
Enjoy and I hope to hear some feed back / bug reports.
Here's some pictures!
Spoiler Alert, click show to read:
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Future goals:
1. tackle the rest of the Islamic roster, i have a fairly good idea for the Turks already, probably will address crusader states with the next version as well
2. implement the two handed spearmen across the board, most more skilled spearmen will get this, this will result in some roster adjustment for pretty much everyone.
3. some roster improvement for a few catholic faction as well, namely Scotland and at least one more unit for the Scandanavians
4. some changes to most catholic roster as well to make early rosters less boring and more diverse, right now most catholic factions have a blend and very short roster until heavy mail event as well. I plan on changing that.
ETA: I hope I can get the next version, which should predominantly address the Turks and Crusader States roster, out within the month.
Mod files will be attached to the bottom of the this post
Credits
Alpha Delta and his great BC models
Rozanov for his Rozmod !
Shoryn for tips on modding and help with unit cards
Iberia Auxilla for his help in making my mod competible with others
Helpers wanted!
High priority
Someone who can do UIs! I have tried to use BC unit card as much as I can, but due to a lot of my units swapping equipments this is not truely viable espeically in the longer run, I really need someone who can do unit card and unit info card helping me out here.
Mid priority
Someone helping me make different competible versions, such as say... help turn the early 2TPY MSC version at least so that normal SS and normal MSC early can use.
Low priority
Someone to help me spell check my text files and look for bugs / oversights in general, I'm not a native English speaker, so I tend to have quite a bit of grammar and/or spelling errors when I type fast.
If your interested, please PM me.
Last edited by RollingWave; November 02, 2010 at 07:45 AM.
1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....
Is there any screens on this? Or is it just a name and stat change? Id love some new graphics for the moors, for the entire muslim group of factions in fact, actually, I'd like some new graphics for the bulk of the factions to get rid of that ugly vanilla stuff, but thats besides the point I checked out the real moors project a while back and all that seemed like was some new names and, in my opinion, some ugly red and black textures. The point is, what exactly did you change? From what I can gather you edited some stats and there appears to be new units but are those just renames?
Nice mod... In fact I am looking forward to a Moorish Roster Improvement since a discussion thread was made. +rep to you. But it seems not compatible with Enhanced Teutonic Crusades?
Looks cool. Few questions, is it compatiable with the mods in meneth's compilation? And is there any chance it will be included in it, as what you have done is pretty vital! lol. Also does this change the name of the faction from the Moors?
Nice mod... In fact I am looking forward to a Moorish Roster Improvement since a discussion thread was made. +rep to you. But it seems not compatible with Enhanced Teutonic Crusades?
No it's not, unfortunately that's the nature of these type of mods, unless we share our couple of key files and figure out where we changed so that we have one file that include the changes from both, it simply won't work together. I still need to tidy up some aspect after a bit of play testing , some units replenish a bit too fast for example.... and units that should no longer be mercs are still showing up as mercs, need to see if I miss something there.
Originally Posted by Smokey Bacon
Looks cool. Few questions, is it compatiable with the mods in meneth's compilation? And is there any chance it will be included in it, as what you have done is pretty vital! lol. Also does this change the name of the faction from the Moors?
It works with the other sub mods like LLP / Faster turn times etc... as long as the mod doesn't change any unit stats / roster positioning or models. it doesn't appear to be very save competible though.
Originally Posted by ninja51
Is there any screens on this? Or is it just a name and stat change? Id love some new graphics for the moors, for the entire muslim group of factions in fact, actually, I'd like some new graphics for the bulk of the factions to get rid of that ugly vanilla stuff, but thats besides the point I checked out the real moors project a while back and all that seemed like was some new names and, in my opinion, some ugly red and black textures. The point is, what exactly did you change? From what I can gather you edited some stats and there appears to be new units but are those just renames?
It's only using existing stuff, so no real new units, just borrowed onces, the aim is basically to make the faction's roster more historically accurate, and more enjoyable to play as (without overpowering them of course). essentially aside from stats adjustments the real changes to the roster is changing the fedual unit tree (from Faris to two elite desert units instead) and turning the crossbow militia into a arbalest unit (obviously the same date restrictions to other arbalest also apply.). adding the Andalusian infantry merc unit to the Moorish roster (as it should be). and shareing two units with the Fatimids (Halberd militia and Ghulam infantry).
Aside from historical accuracy (in which two desert unit is infinitly closer to the reality of the Almoravid dynasty instead of the ole Faris). it's also give them a unique touch, since they're basically now the only faction who's eltie fedual unit is a hard hitting spearman and light(ish) cavalry. and a very complete roster set from the city build tree onces fully developed. (they can now build 2 cavalry , 2 spearman, 2 crossbow, 2 sword/axe men type from the cities)
Here's a picture of the Arbalest unit with the Andalusian infantry, obviously not actually new units, but look at the picture I posted at the start of the OP, it's a historical drawing from early 16th century on the late Granadine warfare, which clearly depicts armour spearmens similiar to the Andalusian, and a ton of very heavy crossbowmens. while we KNOW that the Almoravids were heavily based on North African tribesmen (the more nomadic onces too) . so why was their old fedual unit a turkish horse archers ?
1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....
Hey RollingWave, I'm totally open to share TC files with you if you want . I think the key file to adapt is the EDU; You can use the one provided in TC as you please and edit it to add your changes, or I can do it and give it to you so you can add a TC-compatible version of your mod.
Looking forward to this submod evolution, I would really love to see some new models (from Broken Crescent for exemple )
Totally agree. Shoryn and Rolling Wave, you two should make a sub-mod together, like Enhanced Faction Rosters, etc. And we want a Enhanced Teutonic Crusades or Moorish Roster Project which are compatible with each other. Please make one, sir!!
Is there any way you can remove the faction colors? A la all the other "enhanced" mods? I really think they make units look cartoony and it's the main reason why the only Muslim faction I can play is the K-shah with all the mods.
I'll definately go down that path eventually, though for now I still need to figure out the kinks in the current version (As well as get better at actually doing this damn modding thing ) .
1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....
I'll definately go down that path eventually, though for now I still need to figure out the kinks in the current version (As well as get better at actually doing this damn modding thing ) .
I am actually made the compatible mod of yours and Shoryn. Only battlemodel.db file is left to make it compatible. Will you provide me fine details on what you have edited in battlemodel.db file.
Edit: Oh.. and I also need your permission to continue. And can you give me accurate detailed changes on EDB so I can make it also compatible with Meneth's 2TP. Won't you give me?
Last edited by Paladin94610; September 27, 2010 at 11:08 AM.
IB, I plan on incorperating alot of BC models into the next version. (see the broken sword mod in the RR/RC forum, i plan on incorperating most of it with some adjustments) i'll give you the current version I have when I get home but the next one will have some dramatic difference (though probably need a little time to get done)
some other changes i plan on doing.
a. incorperating a "andalusia" region in the hidden resource to better seperate the difference of roster (so for example you will get more plentiful berber units in Alger than Valencia, but more plentiful Andalusian / Granadine units vice versa)
b. probably make the Al-Murabitun / Sanhaja unit dissappear after awhile, to better represent the shift to the Almohads (and even if they didn't change regime, the Almoravids would have most likely lost their nomadic heritage and religious zeal anyway).
c. mayyybe introduce another fedual unit after the Al-Murabitun units disappear, though I need to think about it. (the Almohads were less nomadic in nature and generally incorperated themself better into the Andalusian culture)
d. begin changing around the other muslim roster, on a general level, share more of their basic units to free up roster spots and diversify roster at the same time (they really weren't THAT different, the Seljuqs were turks with Persian backings while the Kwarem were Persians with other nomads backing them, Saladin essentially came out of the crumbling Seljuq empire and took over egypt etc)
e. look into some other hidden resource aspects, Roz told me that if you put units in non primary recruitment centers (walls, barracks, stable , ranges etc..) the AI often doesn't recruit them. I think I saw some other mods do this well so I'll look into how to incorperate... sayyyy for example recruiting Arab cav recquires militia barrack + race track .
1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....
It's exciting seeing all the kick-@## submods going on in development...I'm definitely looking forward to this one when I play as Portugal. The Moors needed some attention.
I don't always talk in tautologies, but when I do, I talk in tautologies.
Iberian A, here's the files you requested on the competibility issues with mercs and stuff, i'm still doing the
2TP
1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....
IA here's the edited version, should have everything set strait, though obviously need a test run to see if everythign is in order
Also a few minor changes I added that wasn't in my original releast (but will be in the next one)
1.Both Sanhaja (Lamtuna) spearman and Al-Murabitun Cav will only exist up to until a certain event (the only real moorish related event in the game, the Torre del Oro ). I used it as a cut off between officially switching to the Almohad regime (and the assumption that even if they didn't switch , the Almoravid would have lost it's zeal / nomadic feorcity after this much time anyway)
2.also added Granadine lancer to the sultan race track.
1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....
1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....
look into some other hidden resource aspects, Roz told me that if you put units in non primary recruitment centers (walls, barracks, stable , ranges etc..) the AI often doesn't recruit them. I think I saw some other mods do this well so I'll look into how to incorperate... sayyyy for example recruiting Arab cav recquires militia barrack + race track .
I'd qualify what I said by saying adding units to the buildings the AI normally prioritises should be OK.
having multiple requirements - whilst adding flavour and variety might cause the AI problems as it won't look for combinations of buildings when deciding what to build as fas as i know.
(I've just shifted the CS Marinae to ports - which seems to work OK and seems reasonable. )
from what I've observed the AI will recruit from whatever units are available from any buildings in a settlement, but won't necessarily look to see what buildings it needs to build to recruit specific units.
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anyways keep up the good work!
Last edited by Gorrrrrn; September 29, 2010 at 04:25 PM.