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Thread: Buff and Shine 1.9: New Factions, Changed Recruitment and more

  1. #1

    Default Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hi Everyone! Buff and Shine 1.9 is out, this is not complete there is still some elements that need to be addressed and added but it is fully playable. If you find any issues or problems please let me know and I will address them with the soon to be released 2.0 patch.



    Implemented Some of the Religious Systems of Byzantineboy’s Jizya, Kafirs & Dhimmis

    [IMG][/IMG]


    • Jizya (muslim tax on dhimmis – jew, christians, zoro, hindus).
    • As new Christian or muslim ruler, you can choose your religious policy towards infidels during your reign. The governors and generals would follow your religious policy and receives tolerant or intolerant traits if they are loyal or if they agreed the new policy. The policy would affect Jizya if faction is muslim, but also troops morale bonus, communities buildings (jewish, Christian, zoro, or muslim quarters), happiness, trade, unrest, and possibility to have ancillaries from these communities.
    • Zakat (muslim), Almsgiving (Christian), Bhiksha (Hindu): Sometimes, your leader has the possibility to give money to the poorest (christian/muslim) or the Brahmins (Hindu); This almsgiving might be followed by some of your generals, if they are pious or if they appreciate the Faction Leader. It would also cost some money and develop some charity traits which increase piety and reduce squalor, but also reduce drastically tax efficiency. So your cities might grow faster, but you will earn few less money.
    • Many new religious wonders are now throughout the map.





    Mongols




    • The mongols have been overhauled, no longer will they rush you with unlimited free instantly produced units. The Mongols still a realistic threat, but they are a fun threat, now they come in waves over a period of around 20 turns. Each time they capture a city a few more stacks appear both in Persia and the steppe.
    • Their recruitment has been revised in a number of ways. Their production times have been increased and their recruitment of elite troops has been. Making them far more balanced when compared to other factions. In compensation they can now also produce auxiliary AOR troops.
    • Late game if the Mongols conquer sufficient land they may also convert to Islam reflecting the historical situation at the time.




    UI

    • The Menu has been overhauled allowing full faction selection (all factions except slave and mongols) for the grand campaign.
    • Has made us of Mike Golf's Broken Crescent Portrait Mod that adds many new culture specific portraits.




    Buildings
    [IMG][/IMG]


    • Implemented an Inspired Rolling_Wave's Feudal recruitment system. No longer build Barracks / Stables / Ranges for units instead one building is responsible for all faction specific units whilst levy and AOR troops now have their own building trees. In an effort to depict. As a result of this recruitment is not instantaneous, you must develop your factions cultural infrastructure after every conquest.
    • As an extension of the feudal system it is now possible to recruit troops outside of home regions, however the arrive at far slower rate.
    • *The recruitment speed and numbers has been reduced compared to previous updates.
    • Many new buildings.
    • Streamlined the building tree. All buildings now do something no longer are there useless buildings.




    Combat

    • I've overhauled the unit stats. Some units hadn't been adjusted from previous builds making some rosters weaker and far less effective both in battles and in the campaign. These changes are minimal but you will dramatically notice their effect for the better.
    • Implemented a modified ReallyBadAI combat AI for challenging combat.
    • Have also implemented Germanicu5’s improved city layouts that are easier to navigate and result in the improved performance in ai sieges.




    Traits

    [IMG][/IMG]

    • Implemented the loyalty, supply, raid camp and health systems from Blood, Broads, & Bastards Dearmad & Pnutmaster adding both an extra RPG and strategic element element that fits well within Broken Crescent.
    • Added 50+ new traits that add flavour, rpg aspects and cool game-play elements.
    • Reworked the title system to be dynamic and effective. Examples include: conquer enough land as a Hindu faction and push the Muslims back past the Indus and you may be declared a Maharaja, or perhaps as Rome you lose Constantinople be prepared to be stripped of your title of emperor and face rebellions or even civil war.
    • A handful of new ancillaries have been implemented some from Stainless Steel amongst many that are brand new. Enhancing gameplay elements and additional rpg flavour. An example is the court system for all factions. You will now be available to nominate the chancellor, steward, treasurer and others throughout your realm.
    • Introduction of a trophy system if you defeat a different culture group decisively you will receive a trophy from them that gives unique benefits. A crusader shield for example will give you extra command and troop morale whilst a turkic bow will give you greater skill in ambushes and authority.
    • Generals with a dread rating can raid and pillage enemy territory for a financial gain but at the cost of reduced movement and range of sight penalty.




    Campaign
    [IMG][/IMG]


    • 3 New Factions to battle against!
    • The Salghurids Atabegs based in Fars that came to dominate much of the Arabian gulf and southern Iran
    • The Principality of Kiev a mere shadow of the once great Kievan Rus state with the right leadership perhaps greatness could be great once more.
    • The Bavanids – a Shiite state surrounded by enemies will you be able to lead them to greatness?
    • Kerman Seljuks have been reworked to fulfill the role of the Seljuks of Iraq similar to they were in BC 2.3.
    • 15+ Optional New events that will provide new challenges including the Trebizond Empire emerging, Dynamic Jihad script and many more.




    Historical Battles
    Three New Historical Battles
    More historically inspired than accurate, they are all fairly well balanced and work in multiplayer if that is your thing.

    • Battle of Mamistra 1152: Byzantine Empire attempts to thwart the ambitions of independence for Cilician Armenia
    • Battle of Indus 1221: The last stand of the Khwarezmid Empire against the Mongols
    • Battle of Arsuf 1191: the famed battle between Richard and Saladin.




    AI

    • XAI that has been tweaked for Broken Crescent so far this has resulted in less passive AI when compared to previous builds
    • Diplomacy has been improved, bribing is more likely and agents are used more effectively by both player and AI alike.
    • Elephants are less likely to stall sieges (at least in India)




    Balancing

    • A huge range of tweaks for battles, campaign and many other things.




    Credits
    Mod assets/ideas that were used in this mod in no particular order:


    • Rolling_Wave's HURB
    • MIKE GOLF Broken Crescent Portrait Mod
    • Prince of Judah's Tiny Balance Mod
    • Blood, Broads, & Bastards Dearmad & Pnutmaster
    • Germanicu5’s Really Bad AI
    • Byzantineboy for his religious tolerance, alms and major buildings from JizyaKafirsDimmis
    • vsivak for bugfixing and correcting all of the many mistakes
    • The community of TWC for their enthusiasm, advice and patience
    • The Rus 2 Total War team for some of their lovely models
    • XAI team for their AI

    Jurand of Cracow for his advice and insight.

    INSTALLATION

    Buff and shine has modified a large portion of vanillia BC 2.4.2. As such I've found it easy to include all of BC 2.4.2 files into the Buff and Shine download rather than having another separate download.
    This means that Buff and Shine is STANDALONE install. If you attempt to install Buff and Shine onto BC 2.4.2 even the vanilla version Buff and Shine will crash.
    1. Download the file
    2. Extract into your MTW2 Mods folder
    3. Start Mod and enjoy in the Broken Crescent Buff and Shine mod folder.

    Links: PART 1: https://www.mediafire.com/file/7xyd7..._and_Shine.exe
    STEAM USERS: using the Steam version and unsure of how to get Mods to work follow Gigantus’s solution here https://steamcommunity.com/sharedfil.../?id=859017394

    If you are getting crashes:
    Suggestion: reduce the name of the mod folder to 4-5 letters, long path names, especially in steam, have been known to create problems. BCBuff will be fine. Then edit the mod's BAT file (right click, choose 'edit') to reflect the change. You will also have to edit the desktop shortcut for it or simply create a new one (right click BAT file, choose 'send to desktop')
    Thanks Gigantus

    FAQ: https://drive.google.com/open?id=0B_...FBCMlRnMzdDQkk
    Last edited by WeekendGeneral; December 27, 2017 at 07:25 AM. Reason: NEW VERSION

  2. #2

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Sounds cool, Bookmarked... I'll check it out.

  3. #3

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Good work, thanks for the effort.

  4. #4

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Hello. I played 61 rounds of ERE , great balance . Congratulations, and even smaller number of troops . Sustainable development of the country . A great mod. Sorry for my English. I write as the Mongol invasion will be.

  5. #5

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Thanks, for the feedback! I'm working an update to come soon with a reinforcement system for struggling factions and some new traits.

  6. #6

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    I play on, the Mongol invasion is powerful but you can beat them . Overall, I think the Broken Crescent 2.4 player and Ai May, far too much income, so that they can afford numerous armies . Rather, I'll cut the proceeds to his personal use . Half of the army from what is on the map 100 round , it would be ok by me . Your submod is a nice complement the fashion in interesting ways. I play on Medium / Medium see how it goes on Hard and Very Hard . Good luck , I'm waiting for the next version , I salute . He also submodes do , but not as extensive as yours.

  7. #7

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Update

    There has been an improvement on most features:

    • The Unit Cards I believe are completely done now for all factions they should display, a unit info picture, unit description that is historically relevant and and a unit card.


    • The Mongols have had a minor change, they should now more readily invade the steppes.


    • A handful of new ancillaries have been implemented some from Stainless Steel and others that are brand new. Mainly for a rpg flavor. As an extension of this I have implemented the court system for all factions and not just the Christians. You will now be available to nominate the chancellor, steward, treasurer and others throughout your realm.


    • Introduction of a trophy system which was inspired by TATW if you defeat a different culture group decisively you will receive a trophy from them that gives unique benefits. A crusader shield for example will give you extra command and troop morale whilst a turkic bow will give you greater skill in ambushes and authority.


    • Finished the Royal Title traits no longer are muslim factions the only ones given a unique title to replace Faction_Leader now every faction has one.


    • Implemented Rolling_Wave's (HURB a submod of stainless steel - its a amazing mod well worth a look) Raiding script. Now Generals with a dread rating can loot and pillage enemy territory for a financial gain but at the cost of reduced movement and range of sight.


    • Mass Conscription will come into effect when a faction is reduced to their last settlement and an army of mixed strength will muster in effort to push of enemies.


    • Baggage Train looting after soundly defeating an enemy army don't forget to loot their baggage train maybe you might be able to scavenge some coin to offset the troops you lost. But be careful if you lose the enemy can do it to you as well.


    • Balancing and other miscellaneous stuff.

    Future Plans In No Particular Order: Flesh out ancillaries with more era specific peeps, Introduce a Garrison Script, Rebellion Script, Cool Traits and emergent factions

    Totally not Save game compatible but a lot cooler.
    Download https://www.mediafire.com/?cazf72chpl38kv8



  8. #8

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Also how do you edit posts?

  9. #9

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    looks quit interesting, will have to give it a go

  10. #10

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Forgot to add the update includes three new historical battles. More historically inspired than accurate, they are all fairly well balanced and work in multiplayer if that is your thing.
    Battle of Mamistra 1152: Byzantine Empire and Cilician Armenia
    Battle of Indus 1221: The last stand of the Khwarezmid Empire against the Mongols
    Battle of Arsuf 1191: Richard vs Saladin.

  11. #11

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    I play on version 0.2 . Georgia, a good balance . New developments work ok by me . Cool new anicillaries are added . Submod stable. Good job.

  12. #12

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Nearly Implemented a colony AOR system. The process involves a building chain that initially produces loads of unrest but allows the recruitment of your factions units outside of hidden resource areas. The colonial buildings have a much slower replenishment rate compared to the home provinces and cannot produce your elite units. This ensures a dependence of the core areas and attempt to stay, at least thematically faithful to vanilla.
    I think it should be ready for release by the end of the week.

  13. #13

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    AOR Broken Crescent is good news , it was in previous versions , and check well. National units should be in the starting provinces and possibly . Some neighboring countries. I am waiting for the result of your work.

  14. #14

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    How is the work ?

  15. #15

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Hi all, sorry for the delay work has been crazy for the last few weeks and I've been snowed under.


    I do have something for you try out, an extension to the current AOR system. It's not quite finished but I'm keen on getting some feedback on how well it works.


    At the moment Broken Crescent's AOR system forces the player to be dependent upon their home provinces making us think outside of the box. For the most part I enjoy this system, however for many of the smaller factions it can become rather restrictive fast especially when the ai is given access larger recruitment pool.


    There has been some talk of implementing RR whilst this would reduce the claustrophobia that can come about in the later game I'm not sure that this would fit thematically and the changes to the game dynamic would be significant of which I am uncertain it would be for the better.


    What I've implemented instead is a colony style system, in which I attempt to represent a portion of your faction's military/ethnic/culture group settles part of a region outside of your core lands. There they may provide you with limited elements of your core roster to help maintain and expand your empire.


    What does this mean in practice?
    I've added a new building chain for cities and castles that can enable the production of troops in any non-core region. They require basic military infrastructure to be built in effort to ensure that native troops are still used and the negative public order effects of the colony buildings are managed.
    The chain is
    Outpost – a few hardy souls claim a portion of this newly conquered land from your homelands this is met with outright hostility and unrest from the locals. Allowing you to build some of your basic core units at the cost of significant public order hit.
    Settlement – the outpost is well established and the people within are viewed less as invaders rather as unwelcome neighbors. The roster is further expanded to professional troops and the negative effects are reduced.
    Enclave – Your people are now seen as a distinct minority within this region – Noble troops can now be recruited and any negative effects are minimal.


    The colony doesn't remove Broken Crescent's AOR system it just makes it more manageable. Colony regions can not build elites they are core region locked. In addition while they do expand the recruitment pool, recruitment replenishment in non core provinces is much slower reflecting the smaller manpower pool of those regions. At the moment the building are lacking UI if anyone would like to contribute some that would be appreciated however I plan on adding them next update.


    Here's the patch https://www.mediafire.com/?zs475xtpe2p1b5p

  16. #16

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Hello can you explain me how to install your update please?

  17. #17

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    To Install the update open the file using either 7zip or Winzip, then open the Buff and Shine folder and drop the data folder into your Broken Crescent Folder. Agree to overwrite all files. Launch the game. Bingo.

  18. #18

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Thanks for yours answer

  19. #19

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    Re: I see one of your post on this mod : The Historical Units Region building mods ! can you tell me what is the latest version of this mod and if patchs are needed? and does this mod really improve AI? That would be nice because i rediscover this game and its mods and it looks great. Sorry for my english

  20. #20

    Default Re: Mongol invasion that doesn't suck Buff and Shine for Broken Crescent 0.1

    The links have been updated in the first post. The Ai has been tweaked a little I think it performs better, in the next update I hope to implement Skynet AI, the AI used in EB2

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