New version, for EBII 2.35A R2: Download
Note: This version takes advantage of the advances of the M2TWEOP created by Youneuoy (thanks to him!). Minor settlements are thus replaced with models of different cultures by means of the tool. The new label system, allowing to re-use labels or give them in particular conditions, is also used in some scripts to kill characters ("Conspiracies", "Vae Victis"), remove ancillaries ("Poliorketika"), teleport characters ("Ferries"), or capture settlements ("Stratagemata").
Are also available the basic features of the tool: possibility to designate yourself the heir through the family tree (with penalties), tactical view (CTRL+Z (on/off)) (largely better than my previous archaic system), and larger battlefields (1728x1728 instead of 1024x1024)
For more information or if you want to support the project or make a donation, you can join the discord server or the dedicated forum.
Installation:
1 - Copy and paste the ebii folder from Strategikos in .../mods
2 - Create a shortcut for the M2TWEOP.exe in ...ebii/data, and use it to launch the tool
3 - If you want to modify the anti-aliasing, do it through the launcher of the tool (upper left corner). By doing this with the menu in game you would have a CTD.
4 - If you don't plan to modify the AA next, or the other settings, you can select "the don't show menu at start" option
5 - Launch the mod by pressing... "start mod"
6 - No, don't play with the options of the launcher, even if you have been sufficiently curious to click on "display settings"...
Note 1: if your antivirus doesn't like the tool, you will have to create an exclusion for the folder of the mod, or disable your AV
Note 2: not compatible with reshade, linux
(As previously all the scripts can be disabled in the options menu (help button))
- Added: Stratagemata - Settlements besieged can be captured by trickery or treason. Tested each turn of siege (as soon as the first); three available settings: 1%, 3% (default) and 5%. If the player is the beneficiary, a message will detail the circumstances of the capture at the first selection of the settlement (14 variants). A generic message of the advisor will accompany a capture by the AI. (Thanks to Lusitanio for his suggestions)
Note 1: the script is disabled when the player owns only one settlement.
Note 2: if the siege was scripted, the ai could choose to not enter the city once captured
- Added: Conspiracies - (Player only) Conspiracies may emerge and lead to the death of the faction leader.The chance of success of the plot is limited by the level of authority of the character. Three settings available: 0.5, 0.75 or 1% each turn.
- Added: Ferries - Agents can cross straits without (war) ships. Once positioned on the regional port, they will be teleported at the beginning of the next turn near the opposite port. Whenever possible, historic routes are used, and the choice of the port should be instinctive. Nevertheless, islands can be more or less convenient to join or quit since each port is linked to only one destination:
Korsim - Sardin: place the character on the left of the port
Sardin - Korsim: place the character on the shore in front of the Korsimian port
Baelares: the character will always be teleported on the tile north of the settlement. To go back to the continent, move him on one of the two other free tiles (so yes, no free tile no way back...).
The port of Lakonike is linked with Krete, but to go back to Lakonike, you will need to place the character on the upper tile of the western tip of the island.
Rhodos - Krete: place the character on the southern tip
Krete - Rhodos: place the character on the upper tile of the eastern tip
The port of Krete leads to Libye
Note: if the agent is in an army, the script won't work
- Added: Breaking Point - Beyond a certain percentage of losses, the army of the besieger will interrupt his assault (units will flee one after the other). This threshold is determined by the command points of the general, and the bonuses and maluses generated by "Tactical Advantage" and the traits (maximum 60% - minimum 40%).
Note: the advisor will pop up 6% before the trigger threshold, warning of the situation
- Added: Tactical advantage - Different bonuses and maluses affecting the scripts "Strategos" and "Surrender" depending on the tactical situation during siege battles (Gates opened by a spy: Control -5 for the defender, +2 for the attacker // Walls breached (script or battle): Control -5 for the defender, +2 for the attacker // Siege engine destroyed: Control -3 for the attacker (cumulative) // Fight on the central plaza (cancelled when the plaza is lost): Control +3 for the attacker, -3 for the defender)
Note: Control is a custom dynamic attribute affecting the scripts, and based on the command points
- Added: Strategic advantage - Different bonuses and maluses affecting the scripts "Surrender" and "Strategos" depending on the strategic situation (Frontier battle: Control -3 for the attacker // River crossing battle: Control +3 for the defender // Successful ambush: Control -5 for the targeted army // Attacker in a field battle: Control +2 for the attacker, -2 for the defender).
- Added: Combat Casualties - A trait simulating the wounded after the battle and affecting the scripts "Strategos", "Surrender" and "Breaking point"(cumulative and degressive).
Note: the trait decreases or is removed with CharacterTurnStart
Small number of wounded: Only a few soldiers bear the marks of the last battle. Slightly slow down the walking speed will allow the small number of wounded to go the distance. (Effects: -1 Control, -5% movement, -1 Command when Attacking, -1 Command when assaulting walls, Recovery: 1 turn)
Moderate number of wounded: The recent fights have left marks on this army. The wounds received not only force the troop to slow down the walk but will also affect his offensive effectiveness in case of new confrontation. (Effects: -3 Control, -10% Movement, - 1 Physical and mental toughness, -1 Command when Attacking, -1 Command when Defending, -1 Command when assaulting walls, -1 Command when defending walls, Recovery: 1 turn)
Large number of wounded: This army has lately endured a tough battle. Bodies and spirits are severely affected, what will be cruelly felt if a new enemy must be faced. Even holding a defensive position will be a sore trial for a troop in such a bad way. (Effects: -5 Control, -15% Movement, -2 Physical and mental toughness, -2 Command when Attacking, -2 Command when Defending, -2 Command when assaulting walls, -2 Command when defending walls, Recovery: 2 turns)
Very large number of wounded: Devastated by wounds, this army painfully advances, long stretched column. Soldiers are aware that in case of new major confrontation, the least manoeuvre will be suffering, leading them probably no further than the final disaster. (Effects: -7 Control, -20% Movement, -3 Physical and mental toughness, -3 Command when Attacking, -3 Command when Defending, -3 Command when assaulting walls, -3 Command when defending walls, Recovery: 2 turns)
- Added: Renamed diplomatic options (Thanks to Lusitanio for his suggestions) and financial overview.
- Added: Toggle Regions - Press F9 and the regions will appear as colored areas (just a gadget to better see the frontlines).
- Added: Thanks to the M2TWEOP, generic minor settlements models are replaced with more appropriate models for each region (only one model is used for each culture for reasons of size and visibility) .
Note 1: for the Latium and Campania, western greek models are used, smallest roman models being still too big and unsightly
Note 2: this resources no more generate money
Note 3: if you want to disable this feature, remove stratModelsChangeList.yoneuoycfg in ...mods/ebii/youneuoy_Data (you can also edit this file, if you want to replace a model)
- Added: Vae Victis - (Player only) Carthaginian generals, after a shameful defeat, can sometimes be condemned to death or anticipate the sentence by killing themselves. The higher their command level, the higher their chance of being only disgraced. (Thanks to Lusitanio, Trarco and Arjos for their suggestions)
- Tweaked: Poliorketika - Wooden walls can now also be breached by the script (but not the palisades, to not depreciate the role of the battering ram). New pictures and messages (beotian flamethrower, fire). The chance of operating a breach is now determined by the confrontation of the traits of the besieger and defender (BadSiegeAttacker, GoodSiegeAttacker, GoodSiegeDefender).
Note 1: The traits of the defenders of nomadic or barbarian culture are not taken into account.
Note 2: The character with the highest level of GoodSiegedefender in the settlement is used, not necessarily the governor.
Note 3: As previously, no general no chance to breach the wall.
- Tweaked: The ethnonyms of rebel settlements can now be disabled.
- Tweaked: Army compositions now have their own button (locate settlement/character).
Note: sadly, the same icon is used for some other buttons (locate a building once completed for example), so close one eye when playing...
- Tweaked: Epidemics - 4 variations: dysentery, cholera, typhus, swamp fever (only in summer for the last one, in any season for the others). Epidemics also affect the scripts "surrender" and "breaking point".
Epidemic of Dysentery: "The poor hygiene conditions within this army have led to the onset of dysentery. Feverish and suffering from severe stomach cramps, a significant number of soldiers are unable to fight and will need some rest before being afresh operational". (Effects: -5 Control, -15% Movement, -2 Physical and mental toughness, -2 Command when Attacking, -2 Command when Defending, -2 Command when assaulting walls, -2 Command when defending walls)
Epidemic of Cholera: "The contamination of food by human faeces has caused an epidemic of cholera among this army. Dehydrated by their incessant diarrhoea and emesis, and prey to severe muscle cramps, some soldiers have thus finally succumbed to illness after only a few hours. Survivors, for their part, will need some time to regain their place among troops." (Effects: -7 Control, -20% Movement, -3 Physical and mental toughness, -3 Command when Attacking, -3 Command when Defending, -3 Command when assaulting walls, -3 Command when defending walls)
Epidemic of Typhus: "Infected with lice, this army is currently facing a typhus epidemic. Soldiers are suffering from strong fever and headaches, while skin rashes are appearing here and there on their bodies. Coughing and vomiting amidst their chills, they will not have a long time to wait to know whether they will survive or not." (Effects: -7 Control, -20% Movement, -3 Physical and mental toughness, -3 Command when Attacking, -3 Command when Defending, -3 Command when assaulting walls, -3 Command when defending walls)
Epidemic of Swamp Fever: "With the arrival of strong heats, wetlands have dried up around this settlement, thus leading to the formation of stagnant waters infested with insects, which have finally brought swamp fever among this army. Affected soldiers are exhausted and suffer from fever and headaches so that they will be of no assistance on the battlefield for a while." (Effects: -7 Control, -20% Movement, -3 Physical and mental toughness, -3 Command when Attacking, -3 Command when Defending, -3 Command when assaulting walls, -3 Command when defending walls)
- Tweaked: Operational situation (formerly "state of war") - Reworked in maluses affecting the local settlements depending on the operational situation (Invasion: po -10% // , Settlement besieged: po -15% //Faction leader under siege po -20% // Historical capital besieged: po -30% // Settlement lost: po -20% - degressive).
Note: still wip
- Tweaked: Surrender - The percentage of losses necessary for the surrender is now determined by the command points of the general and the control points given/removed by some traits (epidemics, combat casualties) and scripts (Tactical and Strategic Advantage). The script now supports till 6 armies per side, and is now tested every 20 sec. It's also now possible to enable the script only for defenders in siege battles (if you have disabled "expeditionary forces").
Note 1: when there are several armies in a side, each of them need to reach the same threshold of losses to trigger the surrender.
Note 2: the advisor will pop up 6% before the trigger threshold, warning of the imminent surrender
- Tweaked: Strategos - Once the general killed, the army won't flee before a certain threshold of loss, determined on the same way than for the surrender script.
Note: when the battle speed is too high (at least this is the case with x6), the script won't fire when the general dies, only once the bodyguard destroyed.
- Tweaked: Question marks are no more visible for enemy settlement and character details.
How to customize the effects of the changement of heir: change the values of the "effects.youneuoypar" file in ...ebii/youneuoy_Data/fixed_params. If you want to remove an effect, simply use "0" as value. Save compatible.
If you want to change the background and the picture of the message they are in ...eb2/youneuoy_Data/textures. The font color is determined in ...eb2/youneuoy_Data/ui/colors.youneuoyui
Note: "loyality" affects every characters, heir inclueded
If you want to save your custom settings for your next campaigns, search "Presettings" in the campaign_script, and change the values like you want (of course it's not save compatible)
If you want to recycle something for your own submod, take what you want, no need of permission.