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
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
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
So no more patches
one never knows, hope springs eternal
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
Have you seen this sub-mod?
Jedi Knight's KGCM Submod+Timurids Submod (Updated)
MOS v1.6.2+ Bug fixer 30 Dec 2013
I use that sub mod its really good it really adds to the replay value
are they playable
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 )
I'm going to try and make them playable I might even try to add some other factions
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
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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
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
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.
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
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
MOS v1.6.2+ Bug fixer 30 Dec 2013
Ok so there's one faction slot left