Baltic: TW submod by NN
What's this? This is a submod for Baltic:TW 1.2. The mod adds new units for Norway and Denmark, re-balances several aspects of the game and includes a bunch of fixes. Full list of changes and improvements below. Please keep in mind, that this is my first mod and I realize there may be some bugs (in fact I know there are), but I can't promise I'll keep supporting this. If you get any crashes, I'll try to help. Huge thanks to all the guys in the mod workshop who helped me hunt down all the ctds.
Main features
- 12 New units for Norway
- 3 new units for English roster (TO's crusade troops)
- Fixed all the units not fighting, including Ritterbruder (in total, more than ten units had this bug)
- New historic events for TO. This will make the game more challenging for this faction. You'll have to deal with some rebellions and aftermaths of some historic defeats.
- Complete rebalance of the EDU. (More details below.)
- Rebalanced some aspects of economy.
- New menu art, loading screens, info pics
- New main intro video, faction videos (including victory videos) for all reskinned factions, except Norway.
- Fixed Mongol victory conditions and UI.
- New settlement models (by Agart)
- Better water (by davide.cool)
- New custom portraits for all factions for characters and agents. I used Medieval I portraits (thanks to SoulBlade for extracting them).
- Numerous other fixes and adjustments, I don't recall them all anymore.
Unit Previews Raaka's Norse roster for Norway and Denmark: http://www.twcenter.net/forums/showthread.php?t=225499(I took almost all of the units shown here)
Lord Hamilton's English units: http://www.twcenter.net/forums/showthread.php?t=427333(I took 3 units from this: levy archers, levy spearmen and spear militia)
Art preview
Some aspects in more detail:
EDU and battle system
- Longer battles, allowing for more strategic movement. Keeping reserves is now a favourable tactic.
- Stats arranged based on units' equipment. Units in armour will almost always be superior to light troops.
- If a unit is well armoured, it is likely to be capable in melee (even archers).
- Morale adjusted for troops to fight a bit longer.
- If they are near the main body of the army, units will not rout even after suffering heavy losses. If a unit does rout with a fair amount of troops left, it will likely regroup and come back. Routing units is generally more difficult, although it's still possible (on rare occasions) to rout a unit quickly after an initial charge. Having a general nearby can be a substantial boost to the morale of even the lowest quality troops, although in most cases even if the general is far away, units will not break as long as they know he's alive.
- Archers can deal good damage, but are more expensive than infantry and take two turns to recruit. They're not very effective against armoured troops, but range is a factor here.
- Infantry will for the most part be the core of your armies. Sword infantry is not effective against heavy armour, spear infantry has good defence and is not useless against sword infantry. Phalanxes are very tough but slow.
- Units without shields are easy targets for archers.
- Two-handers overall aren't a very effective fighting force due to their lack of shields for defence. Whittling down heavily armoured units is where they excel the most.
- Cavalry is powerful, but very expensive (especially knights). It's not overpowered though. Their main advantage is in their mobility and it is up to the player to utilize it.
- All units are more expensive now. Having a stack full of elite troops will be a sight to behold.
Custom portraits In order for this to work, I swapped around some cultures and added some new ones... I think there might have been a better way to do this, but it's too late now. There may be some culture related issues like wrong buildings here and there.
Here's a small preview of the portraits:
Spoiler Alert, click show to read:Lithuanian portraits:
TO's portraits:
Mongol portraits: