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Thread: [submod] Main Building Recruit Expanded

  1. #1

    Default [submod] Main Building Recruit Expanded

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    link for download : http://steamcommunity.com/sharedfile...?id=1225768705


    Requirement


    1) steam version : http://steamcommunity.com/sharedfile.../?id=294694062


    2) total war center download : http://www.twcenter.net/forums/showt...ted-December-1




    [first of all, thanks to DEI team for making wonderful mod.]




    description : expanded units into main buildings level 1~4.[i put tier 4 units to tier 3. cause ai rarely don't build tier 4 units and they rarely build tier 4 building until end game.]


    i made this mod cause of limitation of RTW2 building system.


    and occasionally ai don't build barracks and recruit only full of levies or few aor units.


    so the idea is for main building have own barracks too. and barrack buildings just expanded more garrison troops or auxiliaries etc.








    ! i do not touch special captials and resource buildings only do normies !


    i only add to core_barbarian1 core_barbarian2 core_eastern core_hellenic core_roman in building_units_allowed_tables


    click right mouse button to see level 1 buildings descriptions[some of them were blanked out. you need to see building descriptions through encyclopeidia]






    not include Caesar in rome, empire divided( i will do empire divided when overhauled by dei team )


    (detail of what i have edits) (15000~20000 lines of hard work. it took straight 24 hours. or less.)


    [1]Rome [2]hannibal rome [3]italian [4]rome emperor


    (22)
    pro_ROMAN_city_major_1
    pro_ROMAN_city_major_2
    pro_ROMAN_city_major_3
    pro_ROMAN_city_major_4
    rom_ROMAN_city_major_fort_3
    rom_ROMAN_city_major_fort_4
    rom_ROMAN_city_major_trade_3
    rom_ROMAN_city_major_trade_4
    rom_ROMAN_city_minor_township_1
    rom_ROMAN_city_minor_township_2
    rom_ROMAN_city_minor_township_3
    rom_ROMAN_city_minor_township_4
    rome_town_1
    rome_town_civil_2
    rome_town_civil_3
    rome_town_civil_4
    rome_town_farm_2
    rome_town_farm_3
    rome_town_farm_4
    rome_town_trade_2
    rome_town_trade_3
    rome_town_trade_4



    [5] Seleucid Empire [6] Seleucid greek [7] seleucid eastern [8] athens [9] baktria [10] carthage [11] cartaginian colonies [12] bosphorus [13] colchis


    [14] creta [15] cyprus [16] cyrene [17] epirus [18] macedon [19] massalia [20] pergamon [21] pontus [22] ptolemaioi [23] sparta [24] syracusa [25] tarentum


    [26] thessaly


    (21)
    rom_HELLENIC_city_major_1
    rom_HELLENIC_city_major_2
    rom_HELLENIC_city_major_3
    rom_HELLENIC_city_major_4
    rom_HELLENIC_city_major_fort_3
    rom_HELLENIC_city_major_fort_4
    rom_HELLENIC_city_major_trade_3
    rom_HELLENIC_city_major_trade_4
    rom_HELLENIC_city_minor_township_1
    rom_HELLENIC_city_minor_township_2
    rom_HELLENIC_city_minor_township_3
    rom_HELLENIC_city_minor_township_4
    greek_town_civil_2
    greek_town_civil_3
    greek_town_civil_4
    greek_town_farm_2
    greek_town_farm_3
    greek_town_farm_4
    greek_town_trade_2
    greek_town_trade_3
    greek_town_trade_4





    [27] Parthian Empire [28] aethiopian [29] arabians [30] arachosia [31] armenia [32] bithynia [33] cappadocia [34] caucasian [35] garamantian [36] judean


    [37] libyan [38] mauritania [39] media [40] meroe [41] nabataean [42] numidian [43] syrian


    (18)
    rom_EASTERN_city_major_1
    rom_EASTERN_city_major_2
    rom_EASTERN_city_major_3
    rom_EASTERN_city_major_4
    rom_EASTERN_city_major_fort_3
    rom_EASTERN_city_major_fort_4
    rom_EASTERN_city_major_trade_3
    rom_EASTERN_city_major_trade_4
    rom_EASTERN_city_minor_township_1
    rom_EASTERN_city_minor_township_2
    rom_EASTERN_city_minor_township_3
    rom_EASTERN_city_minor_township_4
    east_town_trade_2
    east_town_trade_3
    east_town_trade_4
    east_town_garrison_2
    east_town_garrison_3
    east_town_garrison_4



    27 factions [44] balgae [45] irish [46] scots [47] briton [48] cisalpine celts [49] boii [50] galatian(1,2) [51] gllic [52] tylis [53] dacian [54] eastern -


    germanic [55] germanic [56] balkan celts [57] arverni [58] getae [59] arevaci [60] edetani [61] iberian [62] lusitani [63] illyrian [64] scythian


    [65] saka [66] sarmatian [67] thracian [68] veneti




    (17)
    rom_BARBARIAN_city_major_1
    rom_BARBARIAN_city_major_2
    rom_BARBARIAN_city_major_3
    rom_BARBARIAN_city_major_4
    rom_BARBARIAN_city_major_fort_3
    rom_BARBARIAN_city_major_fort_4
    rom_BARBARIAN_city_major_trade_3
    rom_BARBARIAN_city_major_trade_4
    rom_BARBARIAN_city_minor_township_1
    rom_BARBARIAN_city_minor_township_2
    rom_BARBARIAN_city_minor_township_3
    rom_BARBARIAN_city_minor_township_4
    barb_town_1
    barb_town_2
    barb_town_3
    barb_town_farm_4
    barb_town_tribal_4
    Last edited by servent9; December 09, 2017 at 03:46 AM. Reason: resize post

  2. #2
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [submod] Main Building Recruit Expanded

    It looks interesting @servent19
    You should tidy up a bit your opening post though. Put some spoilers etc so it'll be easier to the eye

  3. #3
    KAM 2150's Avatar Artifex
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    Default Re: [submod] Main Building Recruit Expanded

    Since units are moved so high doesn't it do the opposite? With barracks you get all non reform locked units by tier 2, while with main buildings AI will end up not having any good units until rather late in campaign, since tier3 requires also research I think. No to mention that that many units will make building effects not show as for example penalties will be pushed from the top screen, especially for people who play lower resolution.
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  4. #4

    Default Re: [submod] Main Building Recruit Expanded

    It looks interesting @servent19
    You should tidy up a bit your opening post though. Put some spoilers etc so it'll be easier to the eye

    thanks! im trying to post spoilers things. but i don't much know about total war center writing system


    Quote Originally Posted by KAM 2150 View Post
    Since units are moved so high doesn't it do the opposite? With barracks you get all non reform locked units by tier 2, while with main buildings AI will end up not having any good units until rather late in campaign, since tier3 requires also research I think. No to mention that that many units will make building effects not show as for example penalties will be pushed from the top screen, especially for people who play lower resolution.
    oh i just made this for just a bit of more expanded recruit units for player+ai. [only touch core units not aor merc things]

    as i said, this is only for normal buildings[no trait like salt or rome.][like eastern city, hellenic polis etc]

    resource regions and special capitals have more than normal build regions.

    and i place each units as there tiers 1 to 1 2to 2 3,4 to 3[4 is so rarely in late or end campaign to ai]

    i try to do it as something like EBII unit system. but it will blow my brain to think dozens of factions to do. i just see each 6~7000 lines[x5] work as i can do[straight] from yesterday and today.

    in the end, do you know or idea for expanded building description ui things? something like expanded unit stats mod

    i can make it like ebii recruit system if there's anything like that.
    Last edited by servent9; December 09, 2017 at 03:44 AM.

  5. #5
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [submod] Main Building Recruit Expanded

    No problem buddy.
    Just go to advanced panel and
    Spoiler Alert, click show to read: 

  6. #6

    Default Re: [submod] Main Building Recruit Expanded

    Quote Originally Posted by Greek strategos View Post
    No problem buddy.
    Just go to advanced panel and
    Spoiler Alert, click show to read: 
    thanks for letting me know this! but error show up when i try to click advanced button.

    it's weird but i will sure to do this next time.

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