Page 1 of 44 123456789101126 ... LastLast
Results 1 to 20 of 870

Thread: Buff and Shine 2.2: New Factions, Changed Recruitment and more

  1. #1

    Icon3 Buff and Shine 2.2: New Factions, Changed Recruitment and more

    Hi Everyone! Buff and Shine 2.2 is out with no major additions but addresses many of the annoying bugs from the previous versions.

    https://imgur.com/JXikdel

    It has been a while and my enthusiasm for modding Total War Games changes like the wind. Though I feel like this is likely the best patch in some time.

    General Updates Include:
    - Reduction in Silver Surfers
    - Addressing UI bugs, missing textures and images
    - Streamlining of Formations and Battle AI.
    - More Aggressive Diplomatic AI.
    - Scripting and Coding improvements
    - Tighter and more interactive events
    - And Much More.

    I will try and address any bugs or problems discovered, but I do not expect to add anything of much significance moving forward.

    If you are reporting a problem, could you please attach your error log or be as specific as possible to help with finding and fixing the problem.


    What to Find In Buff and Shine
    Implemented Some of the Religious Systems of Byzantineboy’s Jizya, Kafirs & Dhimmis


    • Jizya (Muslim tax on dhimmis – jew, Christians, Zoro, Hindus).
    • As a 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 receive tolerant or intolerant traits if they are loyal or agreed to the new policy. The policy would affect Jizya if the faction is Muslim, troops morale bonus, communities buildings (Jewish, Christian, Zoro, or Muslim quarters), happiness, trade, unrest, and the possibility of having 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 that increase piety and reduce squalor and reduce tax efficiency drastically. So your cities might grow faster, but you will earn a little less money.
    • Many new religious wonders are now on the map.


    Mongols


    • The Mongols have been overhauled. No longer will they rush you with unlimited free instantly produced units. The Mongols are 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 several ways. Their production times have been increased, and their recruitment of elite troops has been. Thus, 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.




    UI


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




    Buildings


    • 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. To depict. As a result of this, recruitment is not instantaneous. You must develop your faction's cultural infrastructure after every conquest.
    • As an extension of the feudal system, recruiting troops outside of home regions is now possible. However, they arrive at a far slower rate.
    • *The recruitment speed and numbers have been reduced compared to previous updates.
    • Many new buildings.
    • Streamlined the building tree. All buildings now do something. No longer are their useless buildings.




    Combat


    • I've overhauled the unit stats. Many units hadn't been adapted from previous builds, making some rosters weaker and far less effective in battles and the campaign. These changes are minimal, but you will dramatically notice their effect for the better.



    Traits

    Implemented the loyalty, supply, raid camp and health systems from Blood, Broads, & Bastards Dearmad & Pnutmaster, adding an extra RPG and strategic element that fits well within Broken Crescent.


    • Added 50+ new traits that add flavor, RPG aspects and cool game-play elements.
    • Reworked the title system to be dynamic and effective. Examples include: conquering enough land as a Hindu faction and pushing 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 brand new. Enhancing game-play 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 financial gain but at the cost of reduced movement and range of sight penalty.




    Campaign


    • 3 New Factions to battle against!
    • The Salghurids Atabegs based in Fars came to dominate much of the Arabian Gulf and southern Iran
    • The Principality of Kyiv is 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 what they were in BC 2.3.
    • 15+ Optional New events 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 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 players and AI alike.
    • Elephants are less likely to stall sieges (at least in India)




    Balancing


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



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


    • Rolling_Wave's HUB.
    • MIKE GOLF Broken Crescent Portrait Mod.
    • Prince of Judah's Tiny Balance Mod.
    • Blood, Broads, & Bastards Dearmad & Pnutmaster.
    • Byzantineboy for integration of his JizyaKafirsDimmis.
    • vsivak for bug fixing 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 have modified a large portion of vanilla 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 a STANDALONE install. Therefore, if you attempt to install Buff and Shine onto BC 2.4.2, even the vanilla version of 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.

    Buff and Shine 2.2 DOWNLOAD LINK

    Link: https://mega.nz/file/ly4UkACa#U8rx43...AZOPkWDlV6zb00

    Text file about religious affiliation for the family members of the three new factions: https://www.twcenter.net/forums/atta...7&d=1587745410

    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 create a new one (right-click BAT file, choose 'send to desktop')
    Thanks Gigantus

    Manual: Faq https://drive.google.com/file/d/1ID7...usp=share_link
    Last edited by WeekendGeneral; December 07, 2022 at 03:55 AM. Reason: Updated link.

  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

Page 1 of 44 123456789101126 ... LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •