DOWNLOAD HERE: https://www.mediafire.com/?7m5e1eylidplhde
EDIT: 4 JUNE 2014 - Added fixed models for the infamous five (they now have shields strapped to their backs), thanks to Lord Derfel (thank him on post 205 on page 11).
EDIT: 26 APRIL 2013 - Added an even newer version of RC 2.0, I think. And also added the guide to RR instead of the old RC...
EDIT: 5 FEBRUARY 2013 - Added newest version of RC 2.0 manual instead of the older one that I had posted.
EDIT: 11 NOVEMBER 2012.
ALL THE FILES YOU NEED ARE AT THE BOTTOM OF THIS POST. THEY SUPERSEDE THE ONES IN ANY OTHER POST. THE FILES AT THE BOTTOM OF THIS POST ARE THE ONES I USE, AND I DON'T HAVE ANY PROBLEMS.
FOR A FULL LIST OF CHANGES SEE BELOW. I VAGUELY REMEMBER SOME CHANGES I'VE MADE TO THE MOST RECENT FILES (11-11-2012).
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HOW TO INSTALL: download the files. Extract to its own folder. Make back-ups of your original versions of the files. Now cut and paste the downloaded files in the folders where your original files were. To remove RR/RC, just paste your original files over the downloaded ones. If you have trouble following the instructions, try the automated method in post #160.
descr_mount, descr_campaign_db, export_descr_units.txt, export_descr_buildings.txt and descr_projectile.txt are located in D:\SEGA\Medieval 2 Total War\mods\Last_Kingdom\data
battle_models goes in D:\SEGA\Medieval 2 Total War\mods\Last_Kingdom\data\unit_models
descr_strat.txt, campaign_script.txt and descr_mercenaries.txt are found in D:\SEGA\Medieval 2 Total War\mods\Last_Kingdom\data\world\maps\campaign\imperial_campaign
descr_regions.txt is found in D:\SEGA\Medieval 2 Total War\mods\Last_Kingdom\data\world\maps\base
The retired_saxhuscarls, saxon_huscarls and huscarls_bodyguards meshes go in D:\SEGA\Medieval 2 Total War\mods\Last_Kingdom\data\unit_models\_units\saxons
The hirdmenn and huskarl_axemen meshes go in D:\SEGA\Medieval 2 Total War\mods\Last_Kingdom\data\unit_models\_units\vikings
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I thought I'd put the Acknowledgements section in a more visible place:
Thanks to danova and everyone involved in it for the mod (after taking so long to make some minor changes, I can better understand how long it took to make the whole thing), to PB for his RR/RC files and permission, and Heathen Storm for his javelin cavalry. Thanks to Fred Putz for the Carl AI economy script.
I forget which version of the script I used in the files in this post, but all the versions are available in post #78. "Giving Carl to rebels might actually cause them to become a force to be feared."
Thanks to Lord Derfel for the fixed two handed axe units.
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Let me know how you find the changes and if I've made any mistakes.
Things I've done:
ORIGINAL RELEASE:
implemented RR/RC principles, meaning:
1) good units will now slaughter crappy ones - don't rely on militia to hold the centre of your line; they won't
2) good units are much rarer
3) reduced AI unit spam
removed recruitable generals
units wearing leather lamellar now need a blacksmith to be recruited, which means the second barracks level and a large town
moved master smith from large city to city - it is required for the third barracks level
units wearing mail now need a master smith to be recruited - if you're norse, grow a city chop chop if you want good units; if you're norman, GET PARIS!
foundry now required for the highest barracks - the royal armoury doesn't allow any new units, but it increases replenishment rates
horse breeders now also give a trade bonus
fixed leidangr archers and spearmen being recruited from regional barracks instead of norse archers and norse warband, as well as a lot of other AOR units
factions recruit more easily from regional barracks in their home regions than from regional barracks in other regions
halved the conversion bonuses of colonies
priests toned down
removed the weapon upgrade
some units now need a more advanced barracks (but all units can be recruited from cities (first stone wall))
unit pool replenishment speed reduced significantly
unit pools reduced for high-end units
levy & militia units (identifiable through their free upkeep) have 150 men/unit if infantry, 180/unit if spearmen, 120 if skirmishers or missile
professional and semi-professional units have 120/unit if infantry, 150/unit if spearmen, 120 if skirmishers or missile, 60 if cavalry (80 for the irish cavalry)
feudal units have 100/unit if infantry, 50 if cavalry (except for unhorsed norman knights, who have 80)
bodyguards reduced in number
spear and sword miles units of the east franks replenish faster due to being the standing army of an empire
peasant militia- and militia-grade units need 60% culture to be recruited, average and superior units 70%, elite and exceptional ones 80%
east franks' king's purse changed to 7500 from 2500 - there's an empire behind those few provinces shown in the game
normans' king's purse changed to 3000 from 1200 and they start with 5000 instead of 2000 gold - a rich and powerful duchy, that hopefully will invade england
reduced the plunder script by 90%
colonies now auto-destroy when the settlement is taken by a faction with a different culture
pagan temples now auto-destroy when the settlement is taken by a christian faction
lightly-equipped skirmishers have move_speed_mod 1.05 to make them more effective and let them stay out of trouble
fixed harald greyfell's spawning on a river
removed the swords-only norman bodyguard and used only the one with lances and swords
fixed Kaupang's not being able to upgrade
EDIT: MAY 20, 2012
fixed screwed up ship recruitment - the early ports now allow the weak boats instead of the strong ones
fixed iceland's dubious culture assignation - instead of 90% irish, it is now 90% heretic
fixed various adding and subtracting mistakes I made in the EDU
unhorsed norman knights have 100 soldiers now too
EDIT: MAY 22, 2012
EDU updated to RC 2.0. Notable changes: axes now have 2 defense instead of 3, and heavy armour gives an attack delay penalty
I changed javelin skirmishers to move_speed_mod 1.1, while archer skirmishers remain with 1.05. This is not an RC idea, but it seemed like a good one.
I also fixed some more mistakes I had made
EDIT: NOVEMBER 11, 2012
Changed the way high-quality unit bonuses were distributed. This was the current way:
Superior: +1/+2
Elite: +3/+3
Exceptional: +4/+4
Superior spear: +1/+1
Elite spear: +2/+2
Exceptional spear: +3/+3
This is what I changed them to:
Lowered unit replenishment rates, as they were far too high. Lowered mercenary replenishment rates too.Originally Posted by k/t
Fixed some more mistakes in the EDU.
Removed the secondary weapon entries for the infamous five: Heorthgeneats, Saxon Huscarls, Retired Huscarls, Hirdmenn (x2) and Huskarl Axemen, and also changed their entries in unit_models_db. They now charge properly, without stopping to switch weapons.
Removed fire arrows.
Ships now take several turns to build.
Roads now take longer to build and require higher levels of cities.
Removed an instance of weapon upgrade from descr_strat.
Lowered the King's Purse of the Normans and the East Franks.
Made the date display as years above the world map and as turns above the treasury indicator.
Changed the culture levels of the rebel settlements in Iceland again, since the 90% Heretic levels weren't recognized by the game. Perhaps there's a hardcoded limit, or I screwed something up. Everyone should check their games to see the culture levels in Iceland.
Known issues: the shields of the infamous five now float horizontally, cutting through the soldiers. It is purely a graphical problem, and it does not interfere with their combat performance.
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plans for the future:
make archers recruitable from the archery buildings, make cavalry recruitable from horse buildings - this will better show the high degree to which military
capability is dependent upon economic prowess
put in germanicu5's looting script
remove animation of 1h axe & shield use by saxon huscarls, huskarl axemen, heorthgeneats, hirdmenn and retired huscarls - they should have their shields
strapped to their backs and use their axes only two-handed, but i don't know how to do this - will fiddling with the models_db file be enough?
EDIT: MAY 20, 2012
introducing an archery building is stupid, so I'm not planning to do that anymore
I intend to use the descr_projectile file made by PB for the RR/RC Compilation, once he gives permission, upon one of his once-every-four-months visits to the forum
introduce the Standardized Unit Pricing System (SUPS) - see it and tell me your thoughts here: http://www.twcenter.net/forums/showt...8#post11486208
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Contents of original post (for historical interest only):
I started a few campaigns in this mod (and almost finished one), and I really like it, but I find the stat system in need of adjustment. To that end, I have begun work on redoing the stats of every unit according to the rules of the Real Recruitment/Real Combat system developed by Point Blank.
I've done the Hordaland, Vestfold, Denmark and Viking units already (heh, they all use the same units), but I still have to do the morale and men/unit numbers as well as the cost. Then I have to boot up the game and check the sizes of their shields in order to fine-tune the shield value and the move_speed and heat penalty. Then I have to do the terrain bonuses.
My problem is that I know very little about this period and region, so I have trouble deciding of what quality each unit should be. I have to rely on what the figurines look like in battles, the description in descr_unit and Wikipedia. If anyone who knows more than me about the time and place of this mod wants to help, progress will occur faster. Or at least I can list my ideas for each unit's quality and people can weigh in. And I can ask questions about various other things.
Here are some of the things I am going to change:
armourers required to recruit units wearing the armour provided by a specific armourer
farms needed to recruit militia and peasant units, otherwise they would be hunting to provide for their families (in both these cases, you still recruit the units from the barracks, but you also need the other buildings to be present)
remove weapon upgrade (unbalances the RC system)
reduce unit pools and replenishment rate (this will eliminate unit spam, increase the amount of small battles and make big battles more decisive)
increase training time for elite and exceptional units (you can't just slap mail on a serf and call him a knight)
higher barracks have additional units and/or bigger unit pools and/or higher replenishment rates (there will always be a benefit to upgrading your barracks)
sword units cost a lot more (swords are a lot more expensive to make than axes or spears)
units with horses meant for charging cost a lot more (specially bred and trained horses are very expensive)
increase east franks' king's purse (and also maybe reduce denmark a bit, hordaland and vestfold a bit more - scandinavia is poor - maybe reduce growth rates) (the east franks should be a rich empire, not a bunch of losers who get spanked by the danes every time)
colonies auto-destroy when conquered by a faction with a different culture (i don't know if they auto-destroy when the AI conquers a settlement, but they don't for me - they should always auto-destroy, the way churches in Stainless Steel and culture buildings in Third Age do)
remove recruitable generals (I don't like the feature, and the AI might screw itself up by running out of family members - adoptions and children provide sufficient generals as it is)
make militia and peasant units recruitable at 60% culture, average units at 70% and good units (superior, elite and exceptional) at 80%
fewer bowmen per unit for scandinavians, more for the welsh
something similar with javeliners for the irish (they used javelins a lot, but I don't know too much about faction strengths and weaknesses in this part of the world during this time)
reduce conversion rates, at least those of "priests". In fact, I might take them out all together. It's one thing to preach to people and have them change their religion, but they're not going to change their lifestyle, language and way of warfare because some unwashed guy sang them some hymns from another country.
I will continue to do some work every day (or nearly ), and I hope that in a month or two at most I'll be done.
I will attach the guides to RR and RC that I have so those who aren't familiar with the system can better understand what I am trying to do.