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

  1. #821
    atila9000's Avatar Decanus
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Quote Originally Posted by Mountainhouzhe View Post
    The second building of the templar line has the following entry in the edb:
    Spoiler Alert, click show to read: 
    bc_templar2 castle requires factions { france, }
    {
    capability
    {
    ;! recruit_start bc_templar 2


    recruit_pool "koj knights dismounted templar" 1 0.05 5 0 requires factions { france, } and hidden_resource recruit_koj and not event_counter templar 1 and event_counter mongol_em 1
    recruit_pool "koj knights templar" 1 0.05 5 0 requires factions { france, } and hidden_resource recruit_koj and not event_counter templar 1 and event_counter mongol_em 1

    recruit_pool "koj templar brothers" 1 0.05 5 0 requires factions { france, } and hidden_resource recruit_koj and not event_counter templar 1
    recruit_pool "koj dismounted templar" 1 0.05 5 0 requires factions { france, } and hidden_resource recruit_koj and not event_counter mongol_em 1
    recruit_pool "koj templars" 1 0.05 5 0 requires factions { france, } and hidden_resource recruit_koj and not event_counter mongol_em 1


    trade_base_income_bonus bonus 2
    law_bonus bonus 2
    religion_level bonus 2

    population_health_bonus bonus 2
    religion_level bonus 2
    happiness_bonus bonus 2
    }
    material wooden
    construction 5
    cost 7200
    settlement_min city
    upgrades
    {
    }
    }


    The recruitment is conditioned to event_counter "mongol_em" and "templar" which is triggered at the "date 43", "date 133" respectively. There might be problems with mixing "and" and "not" with more than one condition.
    are those date number ingame turn number?
    LOS PIOJOS
    TODO LO DEMAS NO ES NADA

    ROCK NACIONAL

  2. #822

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

    Quote Originally Posted by atila9000 View Post
    are those date number ingame turn number?
    They should be years.
    Spoiler Alert, click show to read: 
    I think the game uses 2 turns per year, so the number has to be doubled for ingame turns.

  3. #823
    Laetus
    Join Date
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    I play as a Paramara and experience a lot of CTD's.


    This occurs primarily when loading a battle.

    CTD's also occur when loading a video regarding the 4th crusade.


    Please, help if you can. Thank you.

    P. S. I think there is some problem on this site because I can't upload attachments. I can send them to the email address indicated.

  4. #824

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

    A lots of CTD ı take ... Some Chauhan troops when ı fight ı take CTD

  5. #825

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

    Is there a download link for this that isn't Mediafire? Mediafire downloads are taking forever.
    I am on fire, but an extinguisher is not required.

  6. #826

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

    For me there was a silver surfer as a rebel general in Dorylaeum.

    I'm also experiencing long end turn times and lag on the campaign map. I'll look at the campaign script and see what can be done.

    The unit stats are the awful BC ones...

  7. #827
    Fahnat's Avatar Ordinarius
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Started a series with this submod


  8. #828
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Awesome

  9. #829
    Foederatus
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Thank you for your work!

  10. #830
    Fahnat's Avatar Ordinarius
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more


  11. #831

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

    Hey , first of All your mod is great and makes a lot of fun, but i maybe found a weird bugg , playing as the armanians I use to delete any ships i get as rewards from Missions to save some Money and when i bisbanned them i get 280000 for each disbanned ship

  12. #832
    Beregond's Avatar TWC boomer
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hi there)

    Long time fan of Broken Crescent, but haven't really checked Byzantium before (or anything north of the Black Sea)...So, yesterday I came across an obvious mistake in city naming, where you have "Aqmesqit" in Crimea. There are really a bunch of problems with this naming.
    First of all, it's a Tatar name and Tatars haven't yet settled in Crimea at the beginning of the mod campaign timeline.
    Secondly, this is Tatar name for Simferopol - and at the time it was a measly collection of couple dozens of huts at best (if even the place exited at all).
    And thirdly, the settlement icon on the campaign map is placed on the coast...why not call in Chersonesus and solve all of the above issues? It was still very much populated at the time.

    Thx)

  13. #833
    Campidoctor
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Does this mod fix the Fourth Crusade script from vanilla Broken Crescent? I have always loved to play the Byzantines in BC, but I can never get past 1204, because something related to the Fourth Crusade always crashes my game when I advance turns, no matter what. Thank you in advance and my heartfelt gratitude for continuing development of the greatest M2TW mod ever. I know the forum is kinda dead, but I'd love to get an answer to this question, or a possible solution for the Fourth Crusade CTD.

  14. #834
    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

    I've made it to 1217 as Makuria.

  15. #835
    Fahnat's Avatar Ordinarius
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more


  16. #836
    Fahnat's Avatar Ordinarius
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more


  17. #837
    Fahnat's Avatar Ordinarius
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more


  18. #838

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

    Hello All,

    It has been a fair while.

    I have, I guess, what you would call an alpha to try. Mostly it addresses the silver surfers, some of the lengths between turns and bugs. Hopefully, I will get around to adding things of more substance, but in the meantime, if some of you could give this a download and share your thoughts, that will be fab and a great starting place.

    Try it here: https://mega.nz/file/4iYhTIiL#ZSwndX...IFUbg_YMF0IQFs

    Thank you, Mountainhouzhe, for the tolerance script; it works a charm, and vsivak's fantastic assimilation script has been pulled out but is included in the fold if people would like to re-insert it.
    Upfront, any changes or additions moving forward will be small in scope, so please don't ask for anything large.

    Cheers!

  19. #839

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

    Quote Originally Posted by WeekendGeneral View Post
    Hello All,

    It has been a fair while.

    I have, I guess, what you would call an alpha to try. Mostly it addresses the silver surfers, some of the lengths between turns and bugs. Hopefully, I will get around to adding things of more substance, but in the meantime, if some of you could give this a download and share your thoughts, that will be fab and a great starting place.

    Try it here: https://mega.nz/file/4iYhTIiL#ZSwndX...IFUbg_YMF0IQFs

    Thank you, Mountainhouzhe, for the tolerance script; it works a charm, and vsivak's fantastic assimilation script has been pulled out but is included in the fold if people would like to re-insert it.
    Upfront, any changes or additions moving forward will be small in scope, so please don't ask for anything large.

    Cheers!

    Hi Weekend General! It's good to see you again here. Your submod is fantastic and if you continue fixing their issues I'm certain it would be without doubt one of the best of the last generation of MTWII.

    And respect the "bugs" the Bavandids have several of them with their unit roster: silver surfer general and the lack of the proper models from the heavy axemen (they look like the regular arab infantry in place of the Rus II model.)

    While playing with the Hindu factions you have CTDS if you tried to play a battle in the campaing using mercenary units.

    Anyways, thank you for your efforts to deliver us new content!



  20. #840

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

    Wow thanks for the update! Hope you continue working on this awesome submod

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