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

  1. #741

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

    Here is an install video for this awesome mod! Let me know if you run into any issues!


    Check out my YouTube channel below for more Total War and RTS content!

    https://www.youtube.com/channel/UCpN...D0sUA4XWG9U_pw

  2. #742

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

    Quote Originally Posted by Vortigern View Post
    Also something: Quite a few of my generals got the "Siege Engineer" ancillary, but i still can't build siege equipment.
    Same problem here. Am having generals whit traits and ancillary's that give 60 + 20 siege points but I still have to wait 17 turns to build battering ram or siege tower, and settlement will starve out in 7 turns, but my general can`t wait that long because of attrition. So I can`t attack cities only towns with catapults. Is this feature broken or am I missing something here?

  3. #743
    Vortigern's Avatar Foederatus
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    prolly broken

  4. #744
    Khevsur's Avatar Senator
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Historically accurate Georgian army Is it available?
    The old is a very big mistake
    We are working here

    https://www.twcenter.net/forums/show...=#post15827087

  5. #745

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

    When I play the Ghaznavids and move the spy, the game has almost a stroke, like huge lag and stutter? What's up with that? It doesn't happen with other factions.

  6. #746

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

    Quote Originally Posted by The Despondent Mind View Post
    When I play the Ghaznavids and move the spy, the game has almost a stroke, like huge lag and stutter? What's up with that? It doesn't happen with other factions.
    Thats weird.

  7. #747

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

    Mongols are extrelmely weak.
    It's been 30 turns since the Mongol invasion (!) started, they still have 3 armies and 3 cities, and do nothing without hanging out around Balasagun.
    look at this: https://eksiup.com/p/hm370127ucd5

    If I don't help, Kwharezm and Ghorids will destroy them!
    Last edited by Hammarmest; April 14, 2020 at 06:59 PM.

  8. #748
    Giorgios's Avatar Campidoctor
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    I'm broadly enjoying this mod and its slower paced campaign, aside for one thing- the extreme slowness of end turn times. I can easily spend five minutes per end turn, the average length is 3-4 minutes. Should this be the case?

  9. #749

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

    How do someone speed up the AI turns? Tried doing ai_turn_speeed and what do I do put next to the command?

  10. #750

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

    I am not affiliated with Buff and Shine-mod, but I've found a small problem. Apparently the new factions (Kyiv, Salghurids and Bavandids) haven't been completely integrated into all files. Currently, with all other factions when you recruit or get a new agent or general, he gets a trait describing his religious affiliation. Not so with the new factions. It can be done through export_descr_character_traits.txt fairly easily.
    The consequence is that (At least in my Bavandid-campaign) my generals easily felt religiously persecuted, and was therefore less loyal. I'm working to put up a small fix to this (as well as some other small fixes) within a few days.

    EDIT: Here is the file as promised. Just replace this in the mod folder, and you should be good to go. I recommend starting a new game, but you can run your old saves with this. Again, all this does is give your Bavandid, Salghurid and Kievan agents and generals a religious affiliation, so they don't feel persecuted.
    export_descr_character_traits.txt
    Last edited by The Black Goldfish; April 24, 2020 at 11:27 AM. Reason: Including a file

  11. #751
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    But work on the vsivak fix, it makes significant changes, afaik.

  12. #752

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

    For some reason I can't start this mod. Any ideas why?

  13. #753

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

    Quote Originally Posted by Giorgios View Post
    I'm broadly enjoying this mod and its slower paced campaign, aside for one thing- the extreme slowness of end turn times. I can easily spend five minutes per end turn, the average length is 3-4 minutes. Should this be the case?
    That is weird, my turns are taking like 2 minutes at most.

  14. #754

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

    Quote Originally Posted by Giorgios View Post
    I'm broadly enjoying this mod and its slower paced campaign, aside for one thing- the extreme slowness of end turn times. I can easily spend five minutes per end turn, the average length is 3-4 minutes. Should this be the case?
    I reduced the turn time by commenting the lines in the campaign_script with "monitor_event UnitDisbanded" and "monitor_event UnitTrained" by setting a semicolon ";" in front of every line. In Notepadd++ you can do this with the "Shift + Alt" selection mode of lines.
    If I counted right the amount of monitors is 1860 and implements the system that if units are trained, disbanded population numbers are reduced, respectively increased for the used settlement.
    If you want to implement it make a backup first.

    Best regards

  15. #755
    Elendil 03's Avatar Semisalis
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    There are no such lines in my install. Are you sure you did that in BaS?

  16. #756

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

    Hi All,

    I have been super busy with real life, and I must admit I haven't done all that much work on buff and shine.
    I am currently tinkering on a large patch that addresses as many of the communities concerns as possible. If I could ask all of you a big favour could you please list what you like about the mod, what frustrates you or you hate and what is broken/bugged out.

    I'll read all of it, and I'll do my best to fix it - mostly.
    Buff and Shine: Submod for Broken Crescent - New Factions, New Mechanics and more. http://www.twcenter.net/forums/showt...tment-and-more

  17. #757
    Elendil 03's Avatar Semisalis
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    I really like the balancing (even though some faction always get smashed in the first turns), the historical immersion and the overall variety. The only negative points are the extremely slow AI turns and the unrest which is set too high for my taste. As a small faction, you can only expand at an extremely slow pace as your army has to stay inside every newly conquered settlement for many turns.

  18. #758

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

    Hello Elendil, I use the files from vsivak post 575 from 26.12.2017. I re downloaded the file and the lines are in campaign_script.txt.

    Hello WeekendGeneral, I enjoy your game modifications and would like to propose a modification for the Jizya Building.
    For now the buildingincome is a fixed value. I propose a system that makes the income depending on the religion level of non faction religions.

    In the campaign_script one monitors at FactionTurnStart the FactionReligion and sets a event_counters that save the faction religion.


    Spoiler Alert, click show to read: 
    ; Script for religious effect change links with edb.

    monitor_event FactionTurnStart FactionReligion orthodox
    set_event_counter IsOrthodox 1
    set_event_counter IsCatholic 0
    set_event_counter IsIslam 0
    set_event_counter IsShiism 0
    set_event_counter IsIbadism 0
    set_event_counter IsEastern 0
    set_event_counter IsPagan 0
    set_event_counter IsHindu 0
    set_event_counter IsJudaism 0
    end_monitor

    monitor_event FactionTurnStart FactionReligion catholic
    set_event_counter IsOrthodox 0
    set_event_counter IsCatholic 1
    set_event_counter IsIslam 0
    set_event_counter IsShiism 0
    set_event_counter IsIbadism 0
    set_event_counter IsEastern 0
    set_event_counter IsPagan 0
    set_event_counter IsHindu 0
    set_event_counter IsJudaism 0
    end_monitor

    monitor_event FactionTurnStart FactionReligion islam
    set_event_counter IsOrthodox 0
    set_event_counter IsCatholic 0
    set_event_counter IsIslam 1
    set_event_counter IsShiism 0
    set_event_counter IsIbadism 0
    set_event_counter IsEastern 0
    set_event_counter IsPagan 0
    set_event_counter IsHindu 0
    set_event_counter IsJudaism 0
    end_monitor

    monitor_event FactionTurnStart FactionReligion shiism
    set_event_counter IsOrthodox 0
    set_event_counter IsCatholic 0
    set_event_counter IsIslam 0
    set_event_counter IsShiism 1
    set_event_counter IsIbadism 0
    set_event_counter IsEastern 0
    set_event_counter IsPagan 0
    set_event_counter IsHindu 0
    set_event_counter IsJudaism 0
    end_monitor

    monitor_event FactionTurnStart FactionReligion ibadism
    set_event_counter IsOrthodox 0
    set_event_counter IsCatholic 0
    set_event_counter IsIslam 0
    set_event_counter IsShiism 0
    set_event_counter IsIbadism 1
    set_event_counter IsEastern 0
    set_event_counter IsPagan 0
    set_event_counter IsHindu 0
    set_event_counter IsJudaism 0
    end_monitor

    monitor_event FactionTurnStart FactionReligion eastern
    set_event_counter IsOrthodox 0
    set_event_counter IsCatholic 0
    set_event_counter IsIslam 0
    set_event_counter IsShiism 0
    set_event_counter IsIbadism 0
    set_event_counter IsEastern 1
    set_event_counter IsPagan 0
    set_event_counter IsHindu 0
    set_event_counter IsJudaism 0
    end_monitor

    monitor_event FactionTurnStart FactionReligion pagan
    set_event_counter IsOrthodox 0
    set_event_counter IsCatholic 0
    set_event_counter IsIslam 0
    set_event_counter IsShiism 0
    set_event_counter IsIbadism 0
    set_event_counter IsEastern 0
    set_event_counter IsPagan 1
    set_event_counter IsHindu 0
    set_event_counter IsJudaism 0
    end_monitor

    monitor_event FactionTurnStart FactionReligion hindu
    set_event_counter IsOrthodox 0
    set_event_counter IsCatholic 0
    set_event_counter IsIslam 0
    set_event_counter IsShiism 0
    set_event_counter IsIbadism 0
    set_event_counter IsEastern 0
    set_event_counter IsPagan 0
    set_event_counter IsHindu 1
    set_event_counter IsJudaism 0
    end_monitor

    monitor_event FactionTurnStart FactionReligion judaism
    set_event_counter IsOrthodox 0
    set_event_counter IsCatholic 0
    set_event_counter IsIslam 0
    set_event_counter IsShiism 0
    set_event_counter IsIbadism 0
    set_event_counter IsEastern 0
    set_event_counter IsPagan 0
    set_event_counter IsHindu 0
    set_event_counter IsJudaism 1
    end_monitor


    In the export_descr_building file one adds capabilities that add buildingincome depending on the religious level if the religion is not of the faction religion.

    Spoiler Alert, click show to read: 

    building tolerance
    {
    levels tolerance
    {
    tolerance requires factions { turks, yemen, bavandid, cumans, kievan_rus, kyiv, byzantium, poland, england, france, moors, denmark, russia, fars, milan, sicily, venice, portugal, egypt, spain, scotland, hungary, aztecs, slave, mongols, normans, saxons, hre, timurids, } and event_counter ai_boost 0 and building_present_min_level castle_settlements walled_town or building_present_min_level core_building wooden_wall

    {
    capability
    {
    religion_level bonus -3
    trade_base_income_bonus 3
    ; income_bonus bonus 100
    law_bonus bonus -2
    ; Changes for new system
    ; orthodox
    income_bonus bonus 50 requires region_religion orthodox 10 and not event_counter IsOrthodox 1
    income_bonus bonus 50 requires region_religion orthodox 20 and not event_counter IsOrthodox 1
    income_bonus bonus 50 requires region_religion orthodox 30 and not event_counter IsOrthodox 1
    ; catholic
    income_bonus bonus 50 requires region_religion catholic 10 and not event_counter IsCatholic 1
    income_bonus bonus 50 requires region_religion catholic 20 and not event_counter IsCatholic 1
    income_bonus bonus 50 requires region_religion catholic 30 and not event_counter IsCatholic 1
    ; sunni
    income_bonus bonus 50 requires region_religion islam 10 and not event_counter IsIslam 1
    income_bonus bonus 50 requires region_religion islam 20 and not event_counter IsIslam 1
    income_bonus bonus 50 requires region_religion islam 30 and not event_counter IsIslam 1
    ; shia
    income_bonus bonus 50 requires region_religion shiism 10 and not event_counter IsShiism 1
    income_bonus bonus 50 requires region_religion shiism 20 and not event_counter IsShiism 1
    income_bonus bonus 50 requires region_religion shiism 30 and not event_counter IsShiism 1
    ; ibadism
    income_bonus bonus 50 requires region_religion ibadism 10 and not event_counter IsIbadism 1
    income_bonus bonus 50 requires region_religion ibadism 20 and not event_counter IsIbadism 1
    income_bonus bonus 50 requires region_religion ibadism 30 and not event_counter IsIbadism 1
    ; eastern
    income_bonus bonus 50 requires region_religion eastern 10 and not event_counter IsEastern 1
    income_bonus bonus 50 requires region_religion eastern 20 and not event_counter IsEastern 1
    income_bonus bonus 50 requires region_religion eastern 30 and not event_counter IsEastern 1
    ; pagan
    income_bonus bonus 50 requires region_religion pagan 10 and not event_counter IsPagan 1
    income_bonus bonus 50 requires region_religion pagan 20 and not event_counter IsPagan 1
    income_bonus bonus 50 requires region_religion pagan 30 and not event_counter IsPagan 1
    ; hindu
    income_bonus bonus 50 requires region_religion hindu 10 and not event_counter IsHindu 1
    income_bonus bonus 50 requires region_religion hindu 20 and not event_counter IsHindu 1
    income_bonus bonus 50 requires region_religion hindu 30 and not event_counter IsHindu 1
    ; Judaism
    income_bonus bonus 50 requires region_religion judaism 10 and not event_counter IsJudaism 1
    income_bonus bonus 50 requires region_religion judaism 20 and not event_counter IsJudaism 1
    income_bonus bonus 50 requires region_religion judaism 30 and not event_counter IsJudaism 1
    ; Heretric
    income_bonus bonus 50 requires region_religion heretic 10
    income_bonus bonus 50 requires region_religion heretic 20
    income_bonus bonus 50 requires region_religion heretic 30


    }
    material wooden
    construction 2
    cost 500
    settlement_min large_town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }


    In the implemented system if a non faction religion reaches the threshold of 10,20,30 percent the buildingincome increases to 50,100,150 respectively.
    I also lowered the building time.

    I hope I didnt make any errors while copying the text.

    Best regards

  19. #759

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

    Pros...
    1. factions symbols are nice
    2. like that there were more settlements for the new factions
    3. were able to play as seljuk turks that were not available during the original BC
    4. Stable and fun
    5. each faction has a reasonble amount of settlements

    Cons...
    1. AI turns are slow
    2. More units for the Islam factions like the seljuk turks, omans, vulgar-bulgaria, principality of vladimir, Kievan Rus, the indian factions, etc
    3. more guilds to increase population size and happines with increase units

    That's about it for now! Great mod by the way!!

  20. #760

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

    Mongols are really extremely passive.
    It is desirable that the provinces of Ai rebel less..

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