I think it is better to have Zirid Emirate. I liek this idea lot. There is plenty of catholic factions already, and portugal offer nothing unique
Portugal unique units for early era were:
lusitanian javelinmen and portuguese (chivalric) knights
the 1st are still available through AOR for everyone and the later while currently removed, could be added back and made availble for Castile&Leon like a special AOR unit from Porto, Lisbon and Silves.
Also Enrique de Borgoņa (father of 1st King of Portugal) is a starting family member for Castile&Leon, married to a bastard daughter of the King
Is possible that there will be a sub-submod that enables back portugal for early campaign.
BTW inspired by Fred Putz' Just another submod (i know it was also suggested around here as well ) Cities and Castles barracks can produce the same units now, as well as archery ranges and stables available to both. There are still some minor differences making castles still a bit better for creating "feudal armies" but is almost negligible.
Man, I really object to having that many different types of chivalric knights.
One for all should be enough, unles you want sword knights, mace knights, two-handed-axe/poleaxe knights (you get it) all for every faction.
Personally I believe that it would be ideal if the EDU could change for every knightly armour era, so as to accomodate automatic armour upgrades.
Otherwise we end up (like we currently do) in the end of an era having knights with anachronistic equipment and no chance of modernization.
By changing the EDU I mean that the mod could have more than one EDU for the same campaign.
At the end of the era the player can get an on-screen message that he/she should save and exit the game for the next era EDU to be activated.
Or the player can activate the next era EDU manually.
You will have to settle for manually - usually achieved by having the desired EDU in a custom folder and then copying it over the default one. You should have a custom folder with the default EDU as well so as to revert to it if desired.
We have used a similar system with the files for '1648' to enable change of descriptions and faction banners, ditto for 'the last Kingdom'. You can make use of BAT files and copy the desired files, create a desktop icon during installation and then even the most computer illiterate can do this. Under neath the two BAT files (placed in the root of the mod) from 'the last Kingdom' that make the change and revert it:
Code:@echo off xcopy data\Normans_Baptized\*.txt data\ /Y xcopy data\models_strat\Normans_Baptized\*.* data\models_strat\ /Y xcopy data\models_strat\textures\Normans_Baptized\*.* data\models_strat\textures\ /Y xcopy data\unit_models\_units\normans\Normans_Baptized\*.* data\unit_models\_units\normans\ /Y xcopy data\unit_models\_units\normans\textures\Normans_Baptized\*.* data\unit_models\_units\normans\textures\ /Y xcopy data\unit_models\_generals_and_captains\tlk\textures\Normans_Baptized\*.* data\unit_models\_generals_and_captains\tlk\textures\ /Y xcopy data\ui\unit_info\normans\Normans_Baptized\*.* data\ui\unit_info\normans\ /Y xcopy data\ui\units\normans\Normans_Baptized\*.* data\ui\units\normans\ /Y cd ..\.. IF EXIST kingdoms.exe (start kingdoms.exe @%0\..\Configuration.cfg) ELSE (start medieval2.exe @%0\..\Configuration.cfg)
Code:@echo off xcopy data\Normans_Pagan\*.txt data\ /Y xcopy data\models_strat\Normans_Pagan\*.* data\models_strat\ /Y xcopy data\models_strat\textures\Normans_Pagan\*.* data\models_strat\textures\ /Y xcopy data\unit_models\_units\normans\Normans_Pagan\*.* data\unit_models\_units\normans\ /Y xcopy data\unit_models\_units\normans\textures\Normans_Pagan\*.* data\unit_models\_units\normans\textures\ /Y xcopy data\unit_models\_generals_and_captains\tlk\textures\Normans_Pagan\*.* data\unit_models\_generals_and_captains\tlk\textures\ /Y xcopy data\ui\unit_info\normans\Normans_Pagan\*.* data\ui\unit_info\normans\ /Y xcopy data\ui\units\normans\Normans_Pagan\*.* data\ui\units\normans\ /Y cd ..\.. IF EXIST kingdoms.exe (start kingdoms.exe @%0\..\Configuration.cfg) ELSE (start medieval2.exe @%0\..\Configuration.cfg)
This system uses several custom sub folders - it can be simplified by using one folder each based in the root of the mod, eg. mods\mymod\new_files and mods\mymod\old_files with those folders having the required folder structure.
The last line in the BAT file is using the universal batch file method to start the game, which requires the CFG file to have the same name as listed in the line.
Well, I can't say I am familiar with code or coding, I suppose I am worse off in that way than the "most computer illiterate".
However, I do believe that Melooo182 can handle this if he finds it agreeable.
I think an interactive event that autosaves and exits the game could be possible while another external script similar the BattleAIprofiles switcher gets some sort of info from the game to perform the appropriate EDU swap and relaunches the game with a temporarily edit of .cfg to skip main menu and go straight to the last saved campaign.
Just an idea of how it could be done, but dunno if a VBscript can get cues from an ingame interactive event...I have 0 experience with that.
The manual swap solution seems a very sloppy approach to such feature.
I am not aware of any possibility to integrate VBscript into the game - there simply is no physical clue it could work on. Nor do I think can you auto save via script. Exiting the game is possible via the game_quit command, by I do not know if that exits to the desktop or is just similar to quitting and gets you to menu. You probably could simulate a quick save with ButtonPressed, but then again I don't think the script can process simultaneous key pressing (Ctrl+S) as is necessary in this case.
The starting directly with the last save game CFG setting is only applicable to hot seat games I think, but I might be wrong here. Keep me posted if you work out a non sloppy solution
Does the BattleAIprofiles switcher work on editing files or does it copy\replace files as well?
BattleAIprofiles switcher just copy files from one folder to another
Been checking the VBscript that handles it for TAWT and i think it only checks if the kingdoms.exe is running or not
not sure what the other stuff do xD
Code:Dim ScriptDelay ScriptDelay = 40 strProcess = "kingdoms.exe" strComputer = "." Set oFSO = CreateObject("Scripting.FileSystemObject") Set oWSH = CreateObject("WScript.Shell") sCurDir = oFSO.GetParentFolderName(WScript.ScriptFullName) Function IsProcessRunning( strServer, strProcess ) Dim Process, strObject IsProcessRunning = False strObject = "winmgmts://" & strServer For Each Process in GetObject( strObject ).InstancesOf( "win32_process" ) If UCase( Process.name ) = UCase( strProcess ) Then IsProcessRunning = True Exit Function End If Next End Function intHighNumber = 2 intLowNumber = 1 Randomize intNumber = Int((intHighNumber - intLowNumber + 1) * Rnd + intLowNumber) If intNumber = 1 then oFSO.CopyFile sCurDir & "\data\AIMisc1\*.*", sCurDir & "\data\", True If intNumber = 2 then oFSO.CopyFile sCurDir & "\data\AIMisc2\*.*", sCurDir & "\data\", True Do While True ScriptDelay = ScriptDelay + 1 if ( ScriptDelay >= 40 ) Then ScriptDelay = 0 intHighNumber = 5 intLowNumber = 1 Randomize intNumber = Int((intHighNumber - intLowNumber + 1) * Rnd + intLowNumber) If intNumber = 1 then oFSO.CopyFile sCurDir & "\data\AiSet1\*.*", sCurDir & "\data\", True If intNumber = 2 then oFSO.CopyFile sCurDir & "\data\AiSet2\*.*", sCurDir & "\data\", True If intNumber = 3 then oFSO.CopyFile sCurDir & "\data\AiSet3\*.*", sCurDir & "\data\", True If intNumber = 4 then oFSO.CopyFile sCurDir & "\data\AiSet4\*.*", sCurDir & "\data\", True If intNumber = 5 then oFSO.CopyFile sCurDir & "\data\AiSet5\*.*", sCurDir & "\data\", True End if WScript.Sleep 10000 if ( IsProcessRunning( strServer, strProcess ) = False ) Then WScript.Quit End if WScript.Sleep 10000 if ( IsProcessRunning( strServer, strProcess ) = False ) Then WScript.Quit End if WScript.Sleep 10000 if ( IsProcessRunning( strServer, strProcess ) = False ) Then WScript.Quit End if Loop
I really love the idee of additions to the Southern & Eastern end of the map. Much more realistic en appropriate considering the scientific en economic weight these areas pulled in the early middle ages. More non-catholic factions are als a very good addition especially since they make the game more dynamic en creates more faith wars. Posts look very good!
Looks good. In Broken Crescent i really enjoyedplaying with Georgia. Especially since they got a very nice bunch of units. Didyou by change looked considered borrowing units from BrokenCrescent?
A strategic interesting Emirate. It will make life harder for the Moors in Africa were they where unopposed an make life Easier in Spain for the Moors. Also with the possibility of invading Italy en the surrounding Islands. Good work!
Hi everyone. I cant find the download links anywhere for the Titanium mod. Can someone point me to the correct page please? Thanks :-)
Some portraits I did for a new line of buildings exclusive for Cumans, Mongols and perhaps Ilkhanate too
This will allow these factions to tier up their armies without developing the settlement in the steppes regions, if they capture settlements outside of this area they'll have to construct buildings just like any other faction to get the goods
I think this is in the direction of HURB, very similar how it's done in EBII which I like very much.
Last edited by Melooo182; July 26, 2017 at 01:28 PM.
Photoshoped screenies from Mount&Blade