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Thread: Buff and Shine 2.4: New Factions, Changed Recruitment and more

  1. #181

    Default Re: NEW Buff and Shine: Better Mongols, Improved AOR and more 0.9

    Quote Originally Posted by vsivak View Post
    I found the exact cause of the problem. It is the building cuman3 that has got 33 active recruit pools if cumans are played by AI. If you delete one it is OK . In Sarkel_Region the Cumans have got from the start the building cuman2 and they are immediately trying to build cuman3 what leads to CTD during their turn. If the player is playing as cumans number of active recruit_pools is lower than 33 because you used "and event_counter ai_is_kyp 1" for several recruit pools. So max number of recruit pools we can use for one building in one region is 32 and we have to check every building in EDB not to have more. And buildings like barracks should be OK because you used a lot of hidden resources for different regions.

    I think the system as you meant is brilliant and I am for retaining the different recruit pools in home regions and other regions. If you used more than 32 pools for any building I would rather delete the ones made especially for AI (and this way we can also reduce the spam stack a bit).

    Best regards
    Yep that works very well, I actually removed all the ai counters and so far - 20 turns it works really well.

    I'm posting the update below.

    export_descr_buildings.txt

  2. #182
    Julio85's Avatar Biarchus
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    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    now I guess the sub mod is finish? so should I download it again and add this export file text?

    Regarding my suggestions:

    I think you already know the sub mod did by Byzantineboy related to the community. He introduced the priest for the Indians faction and many other feature and building that would be great joined to yours. (with his permission of course).

    Then I think there still the Faction of the Hashassin, Nizari Ismailis that are already present in the mod as rebel general but I think would be great to place them in Iran as a Persian shia faction that try to fight for the Persian muslim against the Seljuk sunni factions.
    In a previuos post I gave some suggestions, I will comment in order to appear as the last one.

    Then more general I will give more regions to the Zengids since they have a very bad economy and give them some buildings for avoid revolts.
    The Egypt has a problem, as a faction. Has to be one the major power in the world but appear very weak in term of public order.
    for this I suggest to increase the level of the wall in any city that has enough population (like their capital and others) then give some other building (the ones for the diploma tics and the one for the spies) in order to have a more stable Egypt.


  3. #183
    Julio85's Avatar Biarchus
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    Default Re: NEW Buff and Shine: Better Mongols, Improved AOR and more 0.9

    Quote Originally Posted by Julio85 View Post
    Hello weekendGeneral, I will try your submod asap!

    I do agree that Kerman begs have to be placed....Persia seems to be a withour a signle factions...but place the Seljuk back to their original position does not seems to be a little concentrate many factions in a quit small area?

    after that you implement the Kerman begs I think would be interesting create an other (no direct playable faction) the Hasshashin faction as they were present near Qazvin and they try to expand their influence around the Islamic world....there are very few Shia faction in BC.
    my IDea for them it was give them mostly Persian soldiers and slave system as a main roster.
    than create special building called: Feydai formation (sorry for the spelling)
    that increase the conversion to the Shia, public order and gives 3 assassins (level 5 or more) and 3 spies (level 3 or 4)
    and at other level of construction may also give the units of Feyday (in white, with red turban)
    one of heavily archers (with also good melee ability) others of cavalry with bow and good melee skills. (when seljuks try to take Alamut and others caste back the Hasshashin fought as soldiers too)
    the vanilla units of Hasshashin, as no rason to be

    sorry I just share my ideas with you
    added to this organize the faction recruitment based on the shia presence in the regions and also consider that with Persian and ghanzi units (like the Ghurids) would be also a good way to represent them (without build up new units)
    the small fort near the Crusades lands could be added: Masyaf, in that position right now there is a rebel general with the ismails trait.
    than the capital is Qazvin and in the next region at east there is the fort that represent Alamut and his fearsome leader.
    I think they also have an other area under their control north east of Kerman.

    in this way it's create a big struggle in the Persian Plateau.

  4. #184

    Default Re: NEW Buff and Shine: Better Mongols, Improved AOR and more 0.9

    Hi Julio85, We plan on working this for a little while yet .

    Thanks for your feedback, I like your vision and what you suggested made me reflect and re-research a bunch of stuff which was super helpful. This submod for me is attempting to balance fun with history. The major influence of the historical viewpoint for this submod has been works of Professor Andrew Peacock so if my perceptions of the time period is radically different from others that may be the case (BTW if you want a good academic read on the period try this https://books.google.com.au/books?id...other_versions).

    Firstly I would love to include some of Byzantineboy's content from his submod but unfortunately I haven't yet revived his permission to do so. Until that changes I will assume that it isn't going to happen and take this submod in a different direction.

    Secondly for the final faction slot I am actually thinking of using it for a shadowfaction. The reason being is that I hope to make use of the improved garrison scripts or even reforming factions though that is all a long way away. Additionally I'm not sure the Nizari Ismaili state can be accurately represented in a Total war game as Asymmetric warfare cannot be represented in the MTW2 engine furthermore whilst they were arguably the major Ismaili state following the collapse of the Fatimids they lacked the ambition of territorial conquest and as such are probably better represented as a rebel faction.

    Thirdly in regards to the Zengids, I do agree the economy for the Zengid human player is pretty weak but I think it's a fair representation of the times. Following Saladin's betrayal the Zengids begun their slow decline and lost some of their most valuable regions. It is meant to be difficult your wrenching a faction away from jaws of utter destruction. Meanwhile for the AI player I have supplemented the loss by increasing the Zengids kings purse to ensure their capacity to be a challenge.

    For Egypt its a similar case, Saladin has literally just seized power from the Fatimid's historically he met with a sizeable amount of resistance the fact that Saladin succeeded is a testament to his skill as a leader and general rather than simply destiny. I want it to be difficult for the player. However that being said I have added within the script to construct hapiness and public order buildings to slightly buff the ai player and ensure it doesn't immediately implode like it does in BC vanilla.

  5. #185
    Iskar's Avatar Insanity with Dignity
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    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    Strangely enough, contrary to what I thought I had gathered from export_descr_buildings, the recruitment abroad seems to work with the unchanged military infrastructure and walled castle settlements/military camps for cities.

    Anyway, I gathered some thoughts from my current playthrough, which are somewhat specific to the ERE but can probably be extrapolated to other factions.
    First of all, I noticed a certain imbalance in available troops as well as in their quality as compared to neighbouring factions. For example the Roman Peltastoi are completely identical to Armenian javelineers in appearance but for some reason the Peltastoi have way worse stats, similarly when compared to their Rum-Seljuk counterparts. The same goes for the mounted javelineers (Trapezitae vs. Aspatak), I think.
    In general troop stats should probably be streamlined, such that they consistently match the visible equipment, while minor balancing for stats can still be implemented via the not equipment-bound stats, such as defense skill.
    Fighting force back bone:
    Furthermore, troops that are supposed to be the backbone of the fighting force are way too sparsely available. I find myself fighting most of my battles with Akuluthoi, Peltastoi, Trapezitae and some local troops, rather than using Skutathoi, Spathatoi, Hippotoxotai and Stratatoi, let alone Cataphractoi and the like. Meanwhile, the Islamic AI spam Ghulams like no tomorrow, because for some reason their basic slave markets allow them to do so, the KoJ AI spams heavy infantry from three different knighthood orders simultaneously and Armenia, Georgia and the Rus factions spew out armoured infantry and hardy ranged units, let alone the Indians and their elephants.
    Javelineers:
    What I also find strange is that according to the unit descriptions the Romans excel in javelineering, but they only have the Peltastoi, that are inferior in stats to basically every other low tier javelin unit, and the Menavlatoi, which are cool, but only available in very low numbers (slow replenishing, unit pool caps at 1) and not on mid tier, but only on high end military infrastructure (need Pronoia in a Citadel). I think the ERE needs an intermediate mid-tier javelin unit (maybe some combined javelin/sword infantry, like Vishaps, Zanji and many others).
    Archers:
    It is conceivable that the Romans had no access to better archers in their own roster, but that does not mean either that the sub-par Toxotai should not be available more readily. Currently they are only available from relatively high building tiers and not in considerable numbers.

    In general, I would suggest to identify which units form the backbone of the fighting force of a faction and make sure that these are reasonably available, i.e. recruit pools capping at 2 or 3 rather than 1, better replenishment rate as well as not too high building requirements for these units. Complementing this I would reduce some of the excessive recruiting from slave markets and knight orders, reducing the recruit pools of these buildings and/or the availability of units from them. Maybe make only a smaller part of the Ghulam units available to each Islamic faction, making the factions more specialised, and make knight order chapters mutually exclusive, so KoJ can only build one of these per settlement or only in castles.

    Secondly, I would scrap most of the "historic" events for the ERE (which seems to be nearly the only faction having to suffer those). The event texts for the revolts of Andronikos Komnenos, Isaak Komnenos and David Komnenos, that attack Constantinople, Leukosia and Trebizond respectively explain in great length how their revolts came about, using historic facts from the empire's history of that time. However, the empire's history in the game is fundamentally changed as soon as the game starts and the player takes over, so there are no intrinsic reasons in the course of the campaign why suddenly a member of the family should revolt. Moreover, these rebel full stacks appear out of thin air, with no warning one or two turns earlier that would have allowed the player to prepare for the onslaught, let alone giving the player (arguably representing the faction leader) the option to reconcile the insurgent family members. The fourth crusade, on the other hand, is well announced several times and allows the player to react accordingly. The Bulgar revolt also spawns without warning out of thin air, but is arguably based on stuff happening beyond the map's boundaries, so it is conceivable as it is. It should, however, be announced some turns earlier ("Milord, there are rumours abound of a planned rebellion among the Bulgars. The local nobles there have become increasingly restless under your rule and an uprising is becoming ever more likely. We should watch our western borders.").

    PS: It feels a bit as if, in an attempt to reflect the Empire's fragility at that time in history, the ERE faction has been underpowered on a deep, structural level, even in addition to the rather adverse starting conditions. I do not think that is necessary, given that one already starts with spread out, undeveloped, undergarrisoned towns, not even a full stack of battle-ready troops and with the Sejuks as an enemy that starts with more than a full stack of troops that almost immediately starts attacking you on various fronts from their comfortably set recruitment centres in Ankara and Konya.
    Last edited by Iskar; December 15, 2016 at 11:29 AM.
    "Non i titoli illustrano gli uomini, ma gli uomini i titoli." - Niccolo Machiavelli, Discorsi
    "Du musst die Sterne und den Mond enthaupten, und am besten auch den Zar. Die Gestirne werden sich behaupten, aber wahrscheinlich nicht der Zar." - Einstürzende Neubauten, Weil, Weil, Weil

    On an eternal crusade for reason, logics, catholicism and chocolate. Mostly chocolate, though.

    I can heartily recommend the Italian Wars mod by Aneirin.
    In exile, but still under the patronage of the impeccable Aikanár, alongside Aneirin. Humble patron of Cyclops, Frunk and Abdülmecid I.

  6. #186

    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    I see that you're guys doing great job out there ! 1.0 is coming ? Soo cooool Do you have up-to-date version of files that I should download I wanna play this mod ?

  7. #187
    Julio85's Avatar Biarchus
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    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    Thanks so much, looking forward to see the next release of this great sub mod and I will take a look at the interesting book that you suggested.

    I share the same IDEA of Iskar, I really love Historical accuracy in the mods but too much historical accuracy in a mod usually make the playing experience always the same (IE I know that at turn 13, 34, 45, 56...will happen a certain event and I will prepare to it instead of simply make a long term strategy. so 4th Crusade and Mongol invasion a good and not replaceable at all but all the rebellions and armies that appear out of no where I think is not very good....ok those events occurred but I would rather use a script: pay this amount and get this full or the general back at your order or the army will attack you...choices made fun to play not one line event....

    in some mod there are not rising factions because the modders propose a historical moment at that time and up to the player choice everything from that time on. (like EB2).

    in some mods I saw the islamits as shandow faction, I was curious to see how they could be as normal faction based on political power more than conquering.
    what shadow faction were you thinking about?

    is the version 1.0 standalone or just added to the 0,95?

  8. #188

    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    Regarding the scripted rebellions and invasions I have to agree with Iskar and Julio85 but I would go even further and I would like to see even random year of the Mongol invasions. Because as you mentioned this way you can prepare for it but in reality the empires were not prepared for doom that arrived.
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  9. #189
    Iskar's Avatar Insanity with Dignity
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    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    Regarding recruitment abroad or even in general, I had an idea, as I was contemplating the overlap we currently have between the military infrastructure and the walled settlements/military encampments.

    If one splits the rosters of each faction between the two, using the thema type buildings for upper mid to top tier units and the walled settlements (castles) and military encampments (towns) for low to mid tier units that would
    a) reduce the size of recruitment pools for each building chain
    b) give each building chain a specific use instead of redundance and
    c) be actually more historically accurate (professional soldiers/ noble units/ knights from the official military infrastructure, such as themata or fiefs; lowly peasant masses and common rank and file soldiers from military settlements and encampments)
    "Non i titoli illustrano gli uomini, ma gli uomini i titoli." - Niccolo Machiavelli, Discorsi
    "Du musst die Sterne und den Mond enthaupten, und am besten auch den Zar. Die Gestirne werden sich behaupten, aber wahrscheinlich nicht der Zar." - Einstürzende Neubauten, Weil, Weil, Weil

    On an eternal crusade for reason, logics, catholicism and chocolate. Mostly chocolate, though.

    I can heartily recommend the Italian Wars mod by Aneirin.
    In exile, but still under the patronage of the impeccable Aikanár, alongside Aneirin. Humble patron of Cyclops, Frunk and Abdülmecid I.

  10. #190

    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    Quote Originally Posted by vsivak View Post
    Regarding the scripted rebellions and invasions I have to agree with Iskar and Julio85 but I would go even further and I would like to see even random year of the Mongol invasions. Because as you mentioned this way you can prepare for it but in reality the empires were not prepared for doom that arrived.
    The new rebellions and invasions are not actually new feature of this submod they are in vanilla BC 2.42 but the were failing to trigger correctly I just fixed them so they fired correctly.

    I understand the dislike of having scripted historical events occur in a world that may be dramatically different to the historical record. I don't understand being okay with the inclusion then of the 4th crusade or particularly the mongol invasion in this mod. Part of the reason mongol dominance was possible in central Asia was because of the power vacuum that was created in 12th century as Khara Khati state became insular. This manifested itself as they stopped sponsoring their allies in the region and began a policy of persecution of all non Christians following their conversion to Nestorianism. The player as Khara Khati can totally run counter to this and thus realistically prevent the needed events that trigger the rise of the mongols. Whilst the coups and rebellions that occur for the ERE are all triggered by circumstances that have occurred before the start of the campaign largely as a result of decisions of Manuel I Komnenos in the last years of his life.

    However do like the idea of giving player notice a few turns prior. I quite like them and will more than likely keep the invasions though I have been thinking of giving the player the option of turning them on or off similar to the way invasions can be toggled in the third age mod. I think it may be useful to do this for some of your ideas to include as well vsivak.

    I don't like the idea of a random counter for invasions I'd prefer either to have them or don't.

  11. #191

    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    Quote Originally Posted by Iskar View Post
    Regarding recruitment abroad or even in general, I had an idea, as I was contemplating the overlap we currently have between the military infrastructure and the walled settlements/military encampments.

    If one splits the rosters of each faction between the two, using the thema type buildings for upper mid to top tier units and the walled settlements (castles) and military encampments (towns) for low to mid tier units that would
    a) reduce the size of recruitment pools for each building chain
    b) give each building chain a specific use instead of redundance and
    c) be actually more historically accurate (professional soldiers/ noble units/ knights from the official military infrastructure, such as themata or fiefs; lowly peasant masses and common rank and file soldiers from military settlements and encampments)
    That's a great idea Iskar I'll definitely work towards this in the future.

    Part of the issue I have at the moment is the initial deployment of fief buildings in core regions, the initial 2 buildings are meant to be largely border region/outpost recruitment center. Not meant to recruit the core troops but rather be a way of fielding auxiliary troops for the main army. I've buggered this up by not providing enough level 3/4 fief buildings in core regions from the get go forcing the player to be reliant upon the auxiliary troops as the core units. In addition as a ERE player, I think I might provide the army the ai receives when playing as ERE giving you a little more oomf. Though if think the ERE is difficult starting position try playing as the seljuks of rum or Ayyubids!

    Your frustrations with the ERE as a player will probably be replicated in every other faction unfortunately, this submod has deliberately placed each faction in a fragile starting position. This was done simply for personal preference, my favourite experience in total war isn't when I'm winning confidently rather I enjoy when the campaign is a desperate uphill battle in which the player struggles to mold his will upon a kingdom stretched to the limit. Your vexation of feeling underpowerd is a totally fair critique the system at the moment isn't fair, it is however deliberate.

  12. #192
    Iskar's Avatar Insanity with Dignity
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    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    Using the ERE example, how about a setup that initially grants a public order boost (often desperately needed in the early phase of occupation and reasonably conceivable, given you're placing a regiment of soldiers there) and allows for the recruitment of some lower mid-tier troops?

    Droungos: 10% public order, 1 Hippotoxotai (arguably perhaps even upper low tier), low replenishment
    Tourma: 5% public order, 1 Hippotoxotai, 1 Stratatoi, relatively low replenishment

    Walled villages, towns, etc. as they are (i.e. starting with Akuluthoi, Trapezitae and Peltastoi)

    Replenishment rates and pool caps could then be significantly increased for Thema/Pronoia together with more troops becoming available. To reflect the difference in purpose, the first two tiers should probably be relatively cheap and quick to build (basically as they are now) while the two latter tiers should be rather expensive and have longer build times (6 turns+, 10k to 15k).

    You can also make the Thema-type buildings dependent on the encampement/settlement buildings, as it already is for towns:
    Droungos: requires Walled Village/Military Outpost
    Tourma: req. Walled Town/Military Camp
    Thema: req. Walled City/Military Enclave
    Last edited by Iskar; December 17, 2016 at 04:22 AM.
    "Non i titoli illustrano gli uomini, ma gli uomini i titoli." - Niccolo Machiavelli, Discorsi
    "Du musst die Sterne und den Mond enthaupten, und am besten auch den Zar. Die Gestirne werden sich behaupten, aber wahrscheinlich nicht der Zar." - Einstürzende Neubauten, Weil, Weil, Weil

    On an eternal crusade for reason, logics, catholicism and chocolate. Mostly chocolate, though.

    I can heartily recommend the Italian Wars mod by Aneirin.
    In exile, but still under the patronage of the impeccable Aikanár, alongside Aneirin. Humble patron of Cyclops, Frunk and Abdülmecid I.

  13. #193

    Default Re: NEW Buff and Shine: Better Mongols, Improved AOR and more 0.9

    Quote Originally Posted by WeekendGeneral View Post
    Yep that works very well, I actually removed all the ai counters and so far - 20 turns it works really well.

    I'm posting the update below.

    export_descr_buildings.txt
    Hi WeekendGeneral,

    You still haven't deleted all the "and not hidden_resource" in the recruit pools in building music, otherwise the EDB looks good. I also fixed the bug from 2.4.2 mentioned by AnOriginalNameI in the thread bugfix for 2.4.2?. Volga Bulgar and Kara-Khitan were not able to recruit ships in castles with c_shipwright, c_dockyard, c_naval_drydock. I uploaded the EDB with your and my changes into my bugfixer.

    Here is the new link

    https://www.mediafire.com/?b9xe1n1q7eycm1d
    Last edited by vsivak; December 17, 2016 at 02:13 PM.
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  14. #194

    Default Re: NEW Buff and Shine: Better Mongols, Improved AOR and more 0.9

    Quote Originally Posted by vsivak View Post
    Hi WeekendGeneral,

    You still haven't deleted all the "and not hidden_resource" in the recruit pools in building music, otherwise the EDB looks good. I also fixed the bug from 2.4.2 mentioned by AnOriginalNameI in the thread bugfix for 2.4.2?. Volga Bulgar and Kara-Khitan were not able to recruit ships in castles with c_shipwright, c_dockyard, c_naval_drydock. I uploaded the EDB with your and my changes into my bugfixer.

    Here is the new link

    https://www.mediafire.com/?b9xe1n1q7eycm1d
    Is It also use in 1.0 submod?

  15. #195
    Iskar's Avatar Insanity with Dignity
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    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    Some things:

    The AOR-based "Nomad Lancers" and "Kypchak Auxilia" lack unit portraits.

    The "greek" ui folder lacks icons for the castle installment of the silk road buildings (#greek_c_sr1, #greek_c_sr1_constructed, etc.)

    Sometimes generals attain the "Desperate" trait intended for princesses (it gives -3 charm). I guess this is a mixup with the "Supply - Desperate" trait level from the supply system.


    I noticed that the Mongols, though somewhat nerfed still had all their own units on zero upkeep and extremely low recruitment cost, causing them to stack spam yet again.
    "Non i titoli illustrano gli uomini, ma gli uomini i titoli." - Niccolo Machiavelli, Discorsi
    "Du musst die Sterne und den Mond enthaupten, und am besten auch den Zar. Die Gestirne werden sich behaupten, aber wahrscheinlich nicht der Zar." - Einstürzende Neubauten, Weil, Weil, Weil

    On an eternal crusade for reason, logics, catholicism and chocolate. Mostly chocolate, though.

    I can heartily recommend the Italian Wars mod by Aneirin.
    In exile, but still under the patronage of the impeccable Aikanár, alongside Aneirin. Humble patron of Cyclops, Frunk and Abdülmecid I.

  16. #196

    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    Damn it, for whatever stupid reason in the last patch I swapped the mongol stats around -sigh- included the fix in the uploaded hotfix.

    vsivak I've uploaded your bug fix into the hotfix on first page. Included some tweaks with it to desc_strat and export_desc_buildings that reflect some of the suggestions so far. I think it works pretty well though feedback you all will be beneficial.

  17. #197
    Iskar's Avatar Insanity with Dignity
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    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    Strange, in the hotfix the mongol units are still on low cost and zero upkeep. Am I missing something?
    "Non i titoli illustrano gli uomini, ma gli uomini i titoli." - Niccolo Machiavelli, Discorsi
    "Du musst die Sterne und den Mond enthaupten, und am besten auch den Zar. Die Gestirne werden sich behaupten, aber wahrscheinlich nicht der Zar." - Einstürzende Neubauten, Weil, Weil, Weil

    On an eternal crusade for reason, logics, catholicism and chocolate. Mostly chocolate, though.

    I can heartily recommend the Italian Wars mod by Aneirin.
    In exile, but still under the patronage of the impeccable Aikanár, alongside Aneirin. Humble patron of Cyclops, Frunk and Abdülmecid I.

  18. #198

    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    Quote Originally Posted by WeekendGeneral View Post
    Damn it, for whatever stupid reason in the last patch I swapped the mongol stats around -sigh- included the fix in the uploaded hotfix.

    vsivak I've uploaded your bug fix into the hotfix on first page. Included some tweaks with it to desc_strat and export_desc_buildings that reflect some of the suggestions so far. I think it works pretty well though feedback you all will be beneficial.
    Hi WeekendGeneral,

    I haven't noticed that you've uploaded version 1.0. You fixed all the bugs I knew about so my bugfixer isn't needed anymore. I see a lot of changes in EDB, you basically reworked the whole recruitment system. But regarding the mongol units they still have zero upkeep. Wouldn't it be better if we used the first inactivated ;stat_cost? I attach the EDU from your hotfix with edited mongol units costs according to this proposition. Thank you for your time.
    Attached Files Attached Files
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  19. #199

    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    huh that's because I hadn't uploaded the old file. Fixed now which is basically the inactivated ;stat_cost that was used in previous Buff and shine versions.


    The 1.0 is credit to both of you vsivak and Iskar without your feedback and assistance it wouldn't have happened.

  20. #200

    Default Re: Buff and Shine 1.0: Better Mongols, Improved AOR and more

    One small mistake in export_vnvs.txt

    It should look this way (you made mistake with the capital letter W):

    Code:
    {DesperateW}Desperate
    {Desperatew_desc}So keen on wedlock is this woman that men fear getting drunk near her, lest they wake up married.
    {Desperatew_effects_desc}-3 Charm
    {Desperatew_epithet_desc}the Man Hunter
    Your code is:

    Code:
    {DesperateW}Desperate
    {DesperateW_desc}So keen on wedlock is this woman that men fear getting drunk near her, lest they wake up married.
    {DesperateW_effects_desc}-3 Charm
    {DesperateW_epithet_desc}the Man Hunter
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

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