This minimod doesn't have new units or new graphics. Makers of Broken Crescent did absolutely fabulous jobs with them. All the graphics are very sharp, clean and original. What this minimod does is to improve battle fighting experience. I noticed some inconsistencies when playing BC2.3, as spearmen defeating sword infantry of the same level, some issues with archers, javelins and such. For instance, Sahmnapah spearmen defeats almost every sword unit of the same or higher level..
There are several files attached to this post. All changes are modular. You can choose to install all of them or just files that you are interested in.
Explanation for each changed file:
1) In descr_projectile file I adjusted projectile accuracies, velocities. As the result, high end composite bows have higher velocities and accuracies than longbows ( as it's been historically).
Crossbows shoot more straiter trajectories ( it doesn't curve as much as for bows).
This file was balanced for use with my EDU
2) In descr_walls file changes were made to range and frequency of bolts and arrows fired from wall towers and gatehouses. Ranges/ accuracies were increased to equal foot archers and siege machines. For instance, tower balistas ranges were much shorter than field balistas, and many archers will easily out shoot arrows towers. It created situations were defenders didn't have any advantage fighting on walls. Historically it was otherwise. These changes give some advantage to settlements defenders. Just a few elite foot archers units will have higher ranges than arrow towers.
Also too tall Siege towers and ladders with small stone wall settlement issue was fixed. They are the correct size now.
3) campaign_script file Fixes small bugs as Oman getting 3000 dinaries when treasure dips below 0, reduced raiders' loot ( to 150 dinaries from 1000). 1000 dinaries is just too much for stationing your army in unfriendly province. I am not convinced that such script should exist in the first place, it's making game easier for player. Few other small adjustments, as slightly lowering Georgia, Armenia, KOJ, Makuria AI cash bonuses & spamming garrisons troops adjustment.
4) The most extensive changes were made to export_descr_unit file.
They were inspired by RC by point blank and my extensive research on this topic.
I 've had minimod for SS done based on that research , some of my EDU changes incorporated in other minimods for SS.
Changes starting with infantry, now different weapons have different speed attack delay ( One handed swords being the fastest and 2 handed halberds and such being the slowest).
Also weapons attack and speed depends of units training/zeal. Weapons attack being adjusted as well.
Sword units of the same level will defeat any spear units of the same level and costs.
Also, units now have different terrain movement speeds based on training, armor, shields and weapons that they have. Lightly armored, trained units ( as swordsmen , javelins) will out run heavily armored, not trained units...
Ranges for javelinmen were reduced from 60 meters to more realistic 45-50 meters. Javelinmen have a slight 2-5% terrain movement bonus, so they can skirmish effectively. No AP javelins & crossbows, AP attribute was removed - their missile attack greatly increased. AP attributes that halves units armour can not be used with missile units. It creates too much imbalance for low armour and high armoured units.
Ranges and attack values for archers were revised as well. Trained, professional archers have higher missile attack, levies have lower attack and such.
All units formations were changed. Trained, high level infantry will fight in more compact formations, levies will fight in more loose ones.
- Many units had their defence skill reduced, armour for top- level units was increased, overall much better and realistic battle game experience.Grossly overpowered units were toned down ( as janissary heavy infantry, vagardian guards and such). They are still very powerfull, but have realistic stats in line with RC and common sence.
All stamina , heat penalties, and terrace modifiers were redone. Previously, for instance, many Turk units had the same heat penalties and stats as Jerusalem units.
Arrow counts were change to 30 arrows for FA, 50-60 arrows for HA for historical accuracy.
All units cost and recruitments were recalculated and made consistant. Factions get some small bonuses ( mostly in units upkeep costs ) for faction specific/specialization troops. For instance Turks get slightly less costs for archers, Jerusalem with religious/templar units, Kypchaks - cavalry, Georgia with swordsmen / med spearmen infantry and such.
Units stats preciously reflect unit descriptions and pictures. There were some mistakes in the original EDU regarding that.
Unit sizes were revised for each unit. Some units were reduced/increased for balance purposes and faction specialization.
Mercenaries now have 10% discount in recrutment costs and 50% higher upkeep than a regular unit with the same stats. Also they have lower moral than regular troops.
Make sure to use the updated projectile file with EDU
5) desc-mercenaries deals with costs, availabilities and mercenaries pools.
6) strat.txt deals with conditions descriptions (required for new EDB)
7) export_description_guilds deals with guilds points and triggers. Unfortunately, vanilla BC2.3 has triggers for Kingdom units ( as Polish knights, Conquistadors) but not for any BC units. I completely reworked the guilds points and awards to make all guilds as likely to appear and to have correct triggers. For instance, when Leaders dies or plague come - some guilds points lost. When governor is present - this settlement gets guild points , if governor is very religious - settlement gets theological guild points and such...
This is BETA , since it might need some future adjustments for a finer tuning
8) descr_missions Updates missions rewards and penalties
9) export_description_buildings (EDB) Changed a lots of things such as:
- many different bonuses/penalties for buildings, higher guilds, wonders have faction wide bonuses.
- changed building time and costs
- many buildings will have upkeep costs ( indicated by "+-" ) and many will have cash income showed as "+";
- For religious buildings their effect will depend on local religion levels, the higher a curtain religion is - the higher bonuses as happiness, trade or health.
- Same goes for religious troops, they can be recruited only after religion reaches certain levels
- Many buildings will have penalties in addtion to bonuses. For instance, ports and silk road in addition to income and happiness will produces law dissoder and small health penalty ( from overseas infections)
- Slowing rectruitment availabilties for all factions but especially for Romans, KOJ and Georgians, which will result in more balanced game and less late game spam stacking
-Smith and armourers upgrade armour - not weapons damage ( no more "magical" spear , axes and swords). Each weapon upgrade gave about +3 actual weapons damage increase. All BC units except ( some african and militias) can get 1 armour upgrade ( which equals to about +2.5 armour bonus)
Files that required for proper EDB working are export_descr_guilds , strat , export_descr_units. Please make sure to download the latest EDU since it has the correct armour upgrades and costs.
10) descr_campaign_db.xml Adjusted/fixes many small things for campaing playing as reduced FM max age to 95 years instead of 120 years, beter AI behaving for attacks and seiges, more balanced assasins. To have the same file but with buildable permanent forts download my minimod below.
Thanks to the makers of BC for wonderful mod, and to Point Blank , David93, wudang_clown for ideas and good discussion. Feedback and suggested changes appreciated.
Installation:
1) Download the attached files and unzip EDB & descr_campaign_db.
2) You can rename original files ( in the case if you'd want to try it out / go back to old campaign later)
3) Paste files in to following locations:
a) descr_projectile , descr_walls , export_descr_unit , export_description_guilds , descr_missions , export_description_buildings, descr_campaign_db to:
SEGA\Medieval II Total War\mods\Broken_Crescent_kingdoms\data\
b) strat.txt to: SEGA\Medieval II Total War\mods\Broken_Crescent_kingdoms\data\text\
c) The desc-mercenaries , campaign_script files to : SEGA\Medieval II Total War\mods\Broken_Crescent_kingdoms\data\world\maps\campaign\imperial_campaign
EDU, walls, projectile files are Fully Save-game compatible
Other files likely require a new campaign to work properly
My other submods for BC:
Historical population, buildings and harder BC 2.3 campaign & modified SavageAI:
http://www.twcenter.net/forums/showthread.php?t=457955
Buildable permanent stone forts for BC 2.3
http://www.twcenter.net/forums/showthread.php?t=459743
Recommended sub-mods (Note that no changes to bc_kingdoms.cfg are needed)
Better water 2:
http://www.twcenter.net/forums/showthread.php?t=432623
High Quality Sky textures:
http://www.twcenter.net/forums/showthread.php?t=387014
Latest update - August 10. Modified campaign_script file. Fixed small bugs, AI bonus scripts & added better spawned garrisons to more cities
July 27th fixed missing units in EDB, a few units got shield formation in EDU, & other small adjustments.
July 18th Adjusted descr_campaign_db
July 4th Updates to projectile, walls, EDU files. Slightly increased missile units accuracies, gates and walls updates.
June 29 Removed immediate unit availability after game start/building constructions for many medium/high quality units & Small fixes ( applies only to EDB)
June 28 Finished EDB, guilds, strat and missions files