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Thread: Remove aztecs

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  1. #1

    Icon3 Remove aztecs

    Would it be possible to remove the Aztecs and replace them with another faction,you could also remove america and put in a few more regions further east. Also there would be lots more unit slots

    And would make a much better Mongol campaign

  2. #2
    Decanus
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    Default Re: Remove aztecs

    Yes it very possible but Dave canceled that move so he can release 4.3 ealier but im afriad that 4.3 is the FINAL pacth for this mod (he also said that for 4.2 but who knows ) but you can still do it for a sub-mod

  3. #3

    Default Re: Remove aztecs

    So no more patches

  4. #4

    Default Re: Remove aztecs

    one never knows, hope springs eternal

  5. #5

    Default

    I hope there will be another patch Plz save just 1 more

    Dave just 1 more patch pleeezee just add timirids because I don't know how
    Last edited by Stylix; April 08, 2012 at 04:57 PM. Reason: Double Post

  6. #6
    Stylix's Avatar MOS Team Member
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    Default Re: Remove aztecs

    Quote Originally Posted by Scots blade View Post
    ...just add timirids because I don't know how
    Have you seen this sub-mod?
    Jedi Knight's KGCM Submod+Timurids Submod (Updated)
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  7. #7
    Decanus
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    Default Re: Remove aztecs

    I use that sub mod its really good it really adds to the replay value

  8. #8

    Default Re: Remove aztecs

    are they playable

  9. #9
    Decanus
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    Default Re: Remove aztecs

    no there are not but atleast there in there and that submod includes major events like the 4th crusade and such its worth the download ( atleast for me )

  10. #10

    Default Re: Remove aztecs

    I'm going to try and make them playable I might even try to add some other factions

  11. #11

    Default Re: Remove aztecs

    Would someone be willing to help

  12. #12
    Decanus
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    Default Re: Remove aztecs

    Quote Originally Posted by Scots blade View Post
    Would someone be willing to help
    I would recomend that since they are meant to a horde, making them playable the timurids would need a province and other things and it could destroy the balance in the eastern part of the map ( which would have killed the imersion value for me but if you still want it go ahead but its a lot of work though ) and if you want to add another faction you MUST DELETE another one in its place since the mod has reach its faction limit

  13. #13

    Default Re: Remove aztecs

    Oh well I'll just download the submid but isn't there 2 faction slots left.

  14. #14
    Stylix's Avatar MOS Team Member
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    Default Re: Remove aztecs

    Quote Originally Posted by Scots blade View Post
    Oh well I'll just download the submid but isn't there 2 faction slots left.
    There is a hard-coded limit of 31 factions. This includes playable, non-playable, emergent, bandits, etc. The number of playable factions, at one time, is also limited by the menu. Not all factions active in the game are present on the faction selection screen. Factions that are currently non-playable can be made playable by swapping a playable faction for a non-playable faction in the descr_strat.txt file. Notice that playable faction must be moved to non-playable to make room for the desired non-playable faction.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  15. #15

    Default

    well could i make a later campaign without jerusalem antioch and wales (they were destroyed) and add the timirids and maby another faction

    and also isnt there only 28 factions ?
    Last edited by Stylix; April 12, 2012 at 08:22 AM. Reason: Double post

  16. #16
    Decanus
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    Default Re: Remove aztecs

    England
    Wales
    scotland
    Ireland
    Spain
    Portugal
    Moors
    France
    Milan
    Venice
    Papal States
    Sicily
    Byzantines
    Turks
    Jerusalem
    Antioch
    Hungary
    Egypt
    Denmark
    Kiev
    Novgorod
    Norway
    Mongols
    Timurids
    Aztecs
    Holy Roman Empire
    Poland
    Teutonic Order
    Rebels
    I think thats all so there is 29 factions so there is room for two
    Last edited by Gato The Great; April 11, 2012 at 10:21 PM.

  17. #17
    Stylix's Avatar MOS Team Member
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    Default Re: Remove aztecs

    I think that with Crusades enabled the Pope may count as a faction. I am on a business trip and don't have access to the files. I also have never modded the factions, so I am merely suggesting this as a possibility based on previous readings.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  18. #18

    Default

    So 2 factions can be added in

    And hows the pope a faction?
    Last edited by Stylix; April 12, 2012 at 01:03 PM. Reason: Double Post

  19. #19
    Stylix's Avatar MOS Team Member
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    Default Re: Remove aztecs

    Quote Originally Posted by Scots blade View Post
    And hows the pope a faction?
    The same way that Sauron (who can call invasions, i.e. crusades) counts as a faction in Third Age Total War.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  20. #20

    Default Re: Remove aztecs

    Ok so there's one faction slot left

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