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July 06, 2012, 12:42 AM
#1
Rusnmat submod for BGR V
I recently got back to play SS and MTW2. I really like new features and additional challenges brought by BRG V
( been a long time fan of BRGIV)
There are several thing that I wanted to enchance after playing a few campaigns. Slowly it evolved to a submod that has variaty of changes.
There are several files attached to this post. Most 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.
This file was balanced for use with my EDU and required for EDU and descr_walls.
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. Walls and gates are tougher to break as well.
3) campaign_script file adds spamming garrisons troops to AI capital cities (spear and archers militias and such) . AI is bad of guarding it's cities, often leaves just a couple of units - just riped for easy taking. Also, adding garrisons represents militia taking up arms to defend settlements under siege.
Right now, just the factions capitals have spamming garrisons and all Jerusalem & Egyptian settlement. It will provide addional challenge to take settlements in that region ( due to religious zeal and such). In a future, I might add more garrisons.
4) descr_strat.txt - Starting quality and number of troops were adjusted for KOJ, Egypt and Lithuania
5) A lot of small changes to export_descr_unit file.
They were inspired by 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 to archers and javelin units the most extensive. It's based on my minimod that I publish for SS6.4
2 years ago.
All 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...
It also containes Mini Update 2 by Byg.
Make sure to use the updated projectile file with EDU
6) export_vnvs.txt deals with text descriptions
7) descr_campaign_db Adjusted/fixes many small things for campaing playing as reduced number of heretics, higher loot from sacking/exterminating cities, longer crusades before disbanding ( needed for reduced speed and some BGRV restrictions). Also slightly increased movement for armies and agents.
8) export_descr_character_traits -lowers religious
requirementfor average and high tier units ( for some factions as Lithuania and to smaller degree other factions - 70-90%
requirement for good quality troops is not achievable even at the capital province). Reduced healing powers of AI generals.
9) descr_missions Updates missions rewards and penalties
The summary of changes make a campaign somewhat similar to original BRGV in difficulty, just by a hair easier ( mostly depends on a faction played).
Garrisons AI troops make cities more difficult to take, some missions will provide less rewards and happen less frequently. On the other side, lesser AI generals healing & religious troop requirements + more loot money provide make things that are easier for a player.
Thanks to Byg for allowing to mod his great submod
Feedback and suggested changes appreciated.
Installation:
1) Install BGRV all files ( Main Download BGRV-SM 120310 ) - just skip Mini Update 3 Patch 120424 ( it will be rewritten with new files anyway)
Run SS_setup with following options checked:
- No mercy Campaign AI
-BygV
-G5 battle system
-G5 Hardcore addon
-Permanent Watchtowers
2) Download the attached files and unzip descr_campaign_db , campaign_script, export_descr_character_traits
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 , descr_campaign_db, export_descr_character_traits ,
descr_missions to:
SEGA\Medieval II Total War\mods\SS6.3\data\
b) export_vnvs.txt to:SEGA\Medieval II Total War\mods\SS6.3\data\text\
c) The strat.txt , campaign_script files to :SEGA\Medieval II Total War\mods\SS6.3\data\world\maps\campaign\imperial_campaign
EDU, walls, projectile files are Fully Save-game compatible
Other files will require a new campaign to work properly
Last edited by rusnmat; July 06, 2012 at 11:28 AM.
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July 06, 2012, 02:05 AM
#2
Re: Rusnmat submod for BGR V - Beta 1.2
Interesting changes- I've enjoyed your submods for BC and previous stuff so I am curious to see how you've written the Capitol spamming scripts. Anyway- nice to see you are still around!
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January 09, 2013, 09:28 AM
#3
Civis
Re: Rusnmat submod for BGR V
It is nice and interesting. Is it possible to raise the basic unrest in a conquered city? What would the AI do to prevent rebellion?
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January 10, 2013, 09:15 AM
#4
Read The Manual
Patrician
Re: Rusnmat submod for BGR V
I don't know if the host of this project is still around, but thought I should say here that this (most files) won't be compatible with the current release of BGRV, only the old version it is based upon, which is no longer available.
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