The Enhanced is not updated to the ENG texts, hence it needs a new translation for the new content... the rest is fine...
Thank you.
DOWNLOAD LINKS - New map textures Submod
Here the link (Mega) containing the archive with the new textures for the campaign map, nice work done by Againster... (thanks a lot!)
https://mega.nz/#!x1EGTRQJ!T60o7VuBB...uaeMVglNkh5In8
To install, extract the content of the archive into the data of BC, after everything is overwritten, delete the file map.rwm before starting a new campaign. It will be regenerated again by the engine.
MEGA link to the new map content done by Againster is broken. Could you fix this ?
Thank you so much for you work.
I have again the campaign map and water HD textures:
so download this:
https://yadi.sk/d/e0XE1eaD3RCD3f
Then, you have add. files folder, open, you see "map tex." & "new wat.":
- in map text, the three descr_ go in data, terrain folder overwrites the existing terrain folder
- in new wat, the four descr_ go in data, BETTER_WATER go in data...
Before playing, delete the file map.rwm as always, it regenerates...
I am confused now. I need BC 7.0 without the ENG translation for the enhanced sub-mod right? Then what file do I have to download cause there is a bunch of them scattered over a bunch of posts.
yes, sorry for this dispersion of new contents... it's mainly because I received files from collaborators, but didn't have time to gather all together...
For the enhanced btw, it only works for the ITA version of BC, if you play ENG, it won't work... Instead, the new released contents all work with the application of ENG texts, both the HD textures and the music pack... for the time being I don't think I manage to make a unique pack, as I'm working on other mods, but then I'll see
Thanks for all the wonderful work rafmc 1989
I have a question: why in your submod do the generals rebel with such extraordinary ease?
I'm in the campaign with Regnum Siciliae and as soon as I let Princeps Tancredi Altavilla out of the walls of Naples, the next turn rebels me...
and had the maximum of loyalty.
It happens very often with all the factions and with all the generals..
What shall I do to overcome this problem and return (only for this aspect) to the conditions before the sub-mod without affecting any other news of your beautiful submod?
Grazie mille per lo splendido lavoro e per la tua generosa dedizione.
hey ruggero...
at that time yes I think parameters for character rebellions were a bit high (but it also depends on the dinasty of belonging and the faction leader traits)... btw if you wanna decrease the chance to rebel, do this:
open the descr_campaign_db with Notepad++, then look for this:
here you can change the settings for the exommunication, the end of turn, the new leader, the region where the character is, the captains, the chances, etc... revolts are all in these settings..<end_turn_modifier float="10"/>
<excommunicated_modifier float="30"/>
<new_leader_modifier float="30"/>
<max_effective_loyalty float="45.0"/>
<rebel_region_modifier float="1.0"/>
<shadow_region_modifier float="1.0"/>
<rebel_border_modifier float="1.0"/>
<shadow_border_modifier float="1.0"/>
<num_units_modifier float="1.0"/>
<captain_modifier float="0.5"/>
<min_revolt_chance float="0.0"/>
<max_revolt_chance float="60.0"/>
<ai_revolt_modifier float="0.5"/>
<revolt_additional_armies bool="true"/>
<revolt_crusading_armies bool="true"/>
</revolt>
Thanks, it works!
I wanted to ask you another question:
I played Bellum Crucis for years: from 6.1 to 7 and I never saw the AI spawn massively agents and use boats (and create them) since the first turn like in this submod.
Which parameters you have modified, compared to the vanilla version of Bellum Crucis 7, to get to this results?
Thanks in advance!
mhm, now I do not have BC at hand... yes I know it's weird, I'm local moderator, but I cannot work on BC due to my other projects ongoing..
btw it's part in the export_descr_unit by regulating the recruit offset of units (so as to find a balance between them and the agents of BC), and other parts are in the export_descr_buildings by allowing for more agent limits/recruitments... and some other xml files to edit with notepad++ (here the explanation is a bit harder, but there are tutorials about editing xml files)..
and, and welcome on TWC, I didn't realized you have just registered!
Thanks, you have been very kind.
rafmc1989
Sorry if I disturb you again.
one thing is not clear to me.
in bellum crucis 7 without submod, the AI not recruits agents and boats, if not rarely in some stages of the game, but certainly at least after 40 or 60 turns; it creates some merchants all in a few turns and then remains silent for another 40 or 50 turns, it is not realistic.
this in my opinion is a big limitation that affects the playability.
Your submod is certainly fantastic for a whole series of aspects. (especially public order, and turns in unit recruitment, alternative way of economy etc..)
among these there is one aspect: the recruits shipments and agents from the very first turns: the map is full of ships, merchants and "priests" constantly and from the first moments of play.
I wanted to ask you, precisely not generically, which files you need to modify in bellum crucis 7 (without submod) to reach this goal.
Only in the export_descr_unit? or is it also about export_descr_buildings? Or others files?
I'm going crazy trying to reach this goal
I know I ask you a boring question and I read that you're working on other mods.
for this I do not ask you, kindly, to answer me immediately, but to carry out, of course, all your projects and only then, calmly and precisely, dedicate yourself to this madness that hit me.
Thanks again and in advance.