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Thread: RR/RC for The Last Kingdom (released)

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  1. #1

    Default Re: RR/RC for The Last Kingdom (released)

    Quote Originally Posted by k/t View Post
    The recruitment cost of bodyguards is irrelevant (except in Custom Battles - and in that case their cost is identical) since they cannot be recruited in the Campaign. Units are already more affordable in Custom Battles: Huskarl Axemen cost 1150 in the Campaign but only 420 in Custom Battles.

    Heorthgeneats and Hirdmenn have upkeep 200 for 40 men, while Unhorsed Norman Knights cost 340 for 100. The difference is the bodyguards regenerate. Having more regenerating troops makes bodyguards too powerful.

    I intend to revise all costs at some point, in accordance to the unit pricing system I'm working on.
    Ah, I understand. I've been changing their costs so they are more balanced in custom battles. First wanted to change their troop numbers, but now I do see that this would make them quite OP.
    Anway I did see that you've changed the troops' prices for custom battles.

    I'm playtesting my changes before I share them, but I'm going to upload them this day.

  2. #2

    Default Re: RR/RC for The Last Kingdom (released)

    I didn't change any Custom Battle costs, only Campaign.

  3. #3

    Default Re: RR/RC for The Last Kingdom (released)

    Really? I thought that the unit costs for custom battles have been slightly altered here and there in contrast to vanilla TLK.

    Forget what I said then.

  4. #4

    Default Re: RR/RC for The Last Kingdom (released)

    Alright, I've attached my modified version of the May20th release to this post. It has been modified to include the troop costs for custom battles, divided by two. Units twice as cheap in custom battles now. The only exceptions are berserkers and bodyguards, whose troop costs have been divided by four. I think that's about right for now.

    Also, how about adding the ability for berserkers to chant? I thought that it would be convenient since they're basically religious fanatic infantry.
    Last edited by MrExpendable; May 26, 2012 at 05:42 AM.

  5. #5

    Default Re: RR/RC for The Last Kingdom (released)

    I don't think they were religious, and I don't think "chant" works in M2.

  6. #6

    Default Re: RR/RC for The Last Kingdom (released)

    Hmm well, they were at least fanatical warriors who executed Pagan rituals.

    And the chant is there as an option, it's the same chant the Aztec Cyote Priests use in vanilla M2TW.
    Last edited by MrExpendable; May 26, 2012 at 02:32 PM.

  7. #7

    Default Re: RR/RC for The Last Kingdom (released)

    I have doubts about the way berserkers are shown in the mod. Someone argued rather convincingly that they would have been wearing armour.

    I still haven't played the Americas campaign. It's not too late! Except I take one look at the unit stats and I want to scream.

  8. #8

    Default Re: RR/RC for The Last Kingdom (released)

    Well, a certain part in me wants to believe the way berserkers are shown in the mod. Bare-chested fanatic warriors tend to stand high up on my coolness-list.

    The Americas Campaign includes altered stats for the Western factions to have most units have 2 hitpoints. This was probably done so that Western troops had a chance against the vast armies of the Meso-American factions. I didn't like it, CA approached unit balance in the wrong way imho.

  9. #9

  10. #10

    Default Re: RR/RC for The Last Kingdom (released)

    Would it be possible for you to fix how the soldiers always shuffle backwards after they get into a fight?

    http://www.twcenter.net/forums/showt...-of-Aggression- An Age of Aggression- my Skyrim FF







  11. #11

    Default Re: RR/RC for The Last Kingdom (released)

    I just wanted to say that I love you ideas for improvements of his mod. More small battles than big ones and fewer big and more decisive battles are good goals. RRRC is also very good. I was able to put your files in the right places and have restated the game. Unfortunately I have ran into a CTD in 869. I hope I get a solution.
    Look forward to see the frtits of your work if it is not already done.
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  12. #12
    smoesville's Avatar Vicarius
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    Default Re: RR/RC for The Last Kingdom (released)

    Did you install the quickfix in the downloads?
    Were there but a tree in this godforsaken place i would have hanged myself.

  13. #13

    Default Re: RR/RC for The Last Kingdom (released)

    Quote Originally Posted by smoesville View Post
    Did you install the quickfix in the downloads?
    thanks for your answer. Well it says that the tlk quick fix shall be installed inn the data/text folder. The truth is, I can not find such a folder neither in the MTW installation nor the TLK installation folders?!? I did find to files with the same title as the quickfix directly in the Medieval Total War II folder and of course pasted te fix files in there. Which did not help obviously...

    The description in the Download forum:
    Download the LastQuickFix 2011.09.26.
    For version 3.06 - 40 kB

    - Everyone playing Horda will otherwise crash in round 18 when that battle gets triggered.
    - Updated the file with text for reunification event

    Simply extract in data\text!
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  14. #14
    smoesville's Avatar Vicarius
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    Default Re: RR/RC for The Last Kingdom (released)

    It should be in your M2TW folder/mods/thelastkingdom(or whatever it is)/data/text, if that's not there then you haven't installed it right
    Were there but a tree in this godforsaken place i would have hanged myself.

  15. #15

    Default Re: RR/RC for The Last Kingdom (released)

    Quote Originally Posted by smoesville View Post
    It should be in your M2TW folder/mods/thelastkingdom(or whatever it is)/data/text, if that's not there then you haven't installed it right
    Well, the game runs fine otherwise. I have albeit bought a new pc that arrives next werk and that hopefully solves it. Drastic measures one migh say, but the old pc was rarher old
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  16. #16

    Default Re: RR/RC for The Last Kingdom (released)

    That CTD is not my fault. You have to install the hotfix. If you installed it and you still get a crash, you have to post your log.

    The shuffling I believe is controlled by the descr_skeleton file. I will take a look at it when I can.

  17. #17
    The Bold Burgundian's Avatar Ducenarius
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    Default Re: RR/RC for The Last Kingdom (released)

    You should really elaborate more where to put the certain files, as your current instructions are very vague.

    Many seasoned Medieval 2 modders will know exactly where to put these files, but there are untold billions who wont right off the bat.

    That being said I started a campaign as the Franks and I'm getting Lombard spears AND the old spearmen units, as well as the new hunters AND old archer units, is this intended?

  18. #18

    Default Re: RR/RC for The Last Kingdom (released)

    What do you mean by "new hunters" and "old archer units"? From the AOR barracks?

    I will add paths to every file to make finding them easier.

  19. #19
    The Bold Burgundian's Avatar Ducenarius
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    Default Re: RR/RC for The Last Kingdom (released)

    Quote Originally Posted by k/t View Post
    What do you mean by "new hunters" and "old archer units"? From the AOR barracks?

    I will add paths to every file to make finding them easier.
    For instance in Gronigen I can recruit two archer units, one named hunters and the other the normal Coloni Archers, both have the same description but have slight stat changes.

  20. #20

    Default Re: RR/RC for The Last Kingdom (released)

    What happens if you put back the original files?

    I've seen plenty of posts about "Windows can't find Kingdoms.exe" in the Third Age and TLK bug threads. Try searching there for a solution. I see no reason why this would happen, since you're only switching some text files.

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