Altered files:
Medieval II Total War\mods\hyrule\data\text\imperial_campaign_regions_and_settlement_names.txt 1
Medieval II Total War\mods\hyrule\data\export_descr_buildings.txt 1
Medieval II Total War\mods\hyrule\data\world\maps\campaign\imperial_campaign\campaign_script.txt 1
Medieval II Total War\mods\hyrule\data\world\maps\campaign\imperial_campaign\descr_strat.txt 1
Medieval II Total War\mods\hyrule\data\world\maps\campaign\imperial_campaign\descr_mercenaries.txt 1
Medieval II Total War\mods\hyrule\data\world\maps\campaign\imperial_campaign\descr_events 1
Medieval II Total War\mods\hyrule\data\world\maps\base\descr_regions.txt 1
Medieval II Total War\mods\hyrule\data\world\maps\base\descr_sounds_music_types.txt 1
Medieval II Total War\mods\hyrule\data\world\maps\base\map_features.tga 1
Medieval II Total War\mods\hyrule\data\world\maps\base\map_climates.tga 1
Medieval II Total War\mods\hyrule\data\world\maps\base\map_regions.tga 1
Medieval II Total War\mods\hyrule\data\world\maps\base\map_ground_types.tga 1
Medieval II Total War\mods\hyrule\data\text\religions.txt 1
Medieval II Total War\mods\hyrule\data\descr_religions.txt 1
Medieval II Total War\mods\hyrule\data\ui\pips\pip_giants.tga 1
Medieval II Total War\mods\hyrule\data\descr_sm_factions.txt 1
Medieval II Total War\mods\hyrule\data\export_descr_buildings_enums.txt //did not use 1
Medieval II Total War\mods\hyrule\data\text\export_buildings.txt 1
Medieval II Total War\mods\hyrule\data\text\building_battle.txt //did not use 1
Medieval II Total War\mods\hyrule\data\text\historic_events.txt 1
Medieval II Total War\mods\hyrule\data\ui\southern_european\eventpics\ikana_reunited.tga 1
Medieval II Total War\mods\hyrule\data\ui\southern_european\eventpics\ikana_conversion.tga 1
Medieval II Total War\mods\hyrule\data\ui\southern_european\eventpics\ikana_giants.tga 1
Added ports to all regions bordering water source
//It looks nice
Added resources to all regions
//More trade activity/also looks nice. Some resources are stacked upon one another.
Added AOR for some mercenaries
//Most of the ones in region pools
Changed ownership of AOR units to [all] in the export_descr_unit text file.
Armorer and barracks buildings are now separated.
Added npc faction pools to is_settlements building capabilities. Areas with npc buildings recruit them twice as fast.
Added new region connecting the settlements: [Aslosus], [Onalon], and [Hive Node Vitreous].
//Darknuts can now expand towards the Gohma and away from desert
Added new region: [Northern Peak] between region: [Natzu Prairie] and region: [Western Holodrum]
//Extra settlement for fairies who don't seem to do too well
Added new region:[Graveyard Rift] between region: [Blasted Coast] and region: [Land of Famine]
//Not so much empty space down there
Added new region: [Woods of Mystery] in area underneath region: [Land of Famine]
//Try to make script to change Ikanian religion to Four Giants and gain flesh forms once more
Added new region: [Subterranean Tribal Lands]
//Occupies Subrosians even more (expanionist bastards) and planned to be AoR region for Mogma units
Added new region: {Exiled Frontier] next to region: [Land of Twilight]
//Future AoR region for Shadow Bulblin units
Gave ownership of settlement: [Onalon] to faction: [Darknut]. //Prevents getting boxed in by Zuna
Gave ownership of settlement: [Sand Crab Cove] to faction: Horon. //Prevents getting curbstomped by Subrosians
Gave ownership of settlement: [Goobalwee] to faction: [The Deku Trines] //Hopefully won't stay complacent anymore
Gave ownership of settlement: [Weyjblin] to faction: [Moblins] //Faction territory is now contiguos
Gave ownership of settlement: [Midoro] to faction: [Gohma] //Don't expand muchs
Gave ownership of settlement: [Panacle Grove] to faction: [Lanayru Province] //Need all the help they can get
Gave ownership of settlement: [Eldara] to faction: [Ordona] //Don't expand much
Created mountain path between region: [Samasa Heat] and region: [Nuun Highlands]
//Steers Subrosian aggression away from faction: [Horon] and faction: [The Deku Tribes]
Created river crossing between region: [West Holodrum] and region: [Western Holodrum]
//Giant walk around now unneeded and fairies expand towards shores
Religion buildings no longer require a preexisting percentage //No way for most factions to change religion before.
Religion buildings can now be upgraded. //Previous entries in export_descr_buildings did not include upgrade at end
Gave faction: [Labrynna] ability to construct building: [Gohma Vacuole] //Allows spread of no deity worship.
Gave faction: [Darknuts] ability to recruit unit: [Dishonored] at fighting arenas.
Gave faction: [all] ability to recruit their special unit at faction capital. If more then 1 special unit, then they can train
it at proper building. ex: Lizalfos train Volvagians at death mountain, Gerudo train knuckles at spirit temple, etc.
Gave faction: [all] ability to retrain their special unit at all settlements.
But not train at top tier barracks. Still only at capital.
Allied faction: [Darknut Legion] and faction: [Zuna] from beginning of campaign.
Allied faction: [Fairies of Tarm] and faction: [Horonians] from beginning of campaign.
Faction: [Kingdom of Ikana] can now change religion when controlled by human. Requires owning settlements: [Ikana],
and [Clock Town].
Forts can now have 5? free upkeep units //Recheck later
Using script by Userpro to hide ui for screenshots. Press scroll lock to toggle function.
//CreditS to the Redeo As Exorium m2k Mod Team for this one. Check out their mod as well.
/***************************
* Future plans *
***************************/
[Factions]
See about replacing Wizzrobes, Sheikah or other gimmick faction with Rito or other comparable race/nation.
//AI is unable to properly utilize these factions...damn it.
[Regions] - Geomod is working for most purposes. Others will need o be manually performed.
Maybe make navigable rivers if I make ships.
Add Outset Island near the Windfall Island.
Add Windfall Island Labrynna Territory and Crescent Island
Add Dragon Roost Island near the lanayru shore.
Add Forsaken Fortress near Old Moblin Kingdom Shore
Add Mercay island near top left of map.
Add Goron Island near top right of map or near labrynna.
Make Subrosian desert and Ikana area untraversible until proper events occur.
Some cities have castle barracks. Maybe some castles have city barracks. Both will allow faster unit spam. Find
and correct these problems.
[Units] - Should probably learn to model, skin, and animate
troops:
Maybe allow recruitment of ships.
Create deku animal handler units using those red deku babas.
Create goron slave units for labrynnians.
Create script for unique species generals(Ook the baboon, Keaton, Kangaroo Ricky, Gold Lynel, Watarara Prince, etc.)
to appear if you grant region autonomy. (Like Hobbiton/Fangorn Forest in Third Age)
enemies:
Create moblin pirate rebels for new islands.
Create op invading alien units for hyrule fields, twili territories, majora territories, and tokay territories
mercs:
Create lynel JAV CAV mercenary unit for regions near Holodrum
Create boxing kangaroo mercenary unit for regions near Labrynna islands
Creat Water Dodongo mercenary unit for regions with water sources near Death Mountain
Create flying bear units for forest near kokiri and lizalfos territory.
Create Watarara mercenary unit for regions with mountain peaks and regions that have migratory path running through
Create mogma mercenary unit for areas near Subrosian land
Create poe mercenary unit for stalfos and ikanians in southern regions.
Create twili bulblin sol bomber mercenary for twili regions and near arbiter's ground/ Black Tower after event
Create termina mercenary units(skirmisher cav dark keatons, others) for Clock Town and Ikana regions.
[Religion] - Seems easy enough. Just need to assign religion name, place a religion boost function for a building,
and make pip - took 6 hours since I forgot to edit the data\text\religion text file.
Done Create Four Giants religion and religion change script for Ikanians to regain flesh forms.
[Buildings]
Add indestructible fairy fountains with random percent to gain fairy bottle trait for extra hp
and increased battle surgery.
Done Add Four Giants buildings- altar -> pillars -> obelisk //Check. Took three hours besides above mentioned problem.
AOR recruitment through singular auxilia barracks - Will handle AOR units, and minor faction join units.
ex: minor factions- horon, huskus, zuna, and mercs- deku monkeys, keatons, rogue hylians
Done Make special troops (volvagians, deities, aeroalfos, etc.) reeruitable in special buildings and rEtrainable
everywhere else.
[Map]
Done Add resources everywhere so trade routes(land and sea) have much more activity on them. //Unbalanced at the moment.
[Other]
Balance unit cost to reflect increased trade and resources.
Add campaign ai used in Thera: Legacy of the Great Torment.
Add battle ai used by Third Age: Total War.
Try out the Call of Warhammer style faction relations system.