I almost completed the planned things to be included in 0.92 version.
It includes:
- new character names for every playable faction.
- regions assigned to their historical owners for the date of 1080. So for example both Naples and Antioch would be Byzantine even if with the new distance from capital modifiers they tend to rebel in the very first turns (historically correct and I'm pretty pleased of it). This would make happy eastern-lover players as they'll have all the provinces of Kievan Rus (it splitted starting from 1116 not 1080).
- the first entries in the historical events script: the attack of the Pechenegs to Trace in 1085, the attack of the Georgians to Tbilisi, the attack of El Cid to Valencia (he wasn't there in 1080).
- rebel forces representing tribes and minor powers added together with their historical rulers (as the Armenian in Adana and Edessa for exemple or the Bishob Anselmo di Lucca in Florence).
- inclusion of Darth Vader Lite Mod 1.1 (a great hurrah for his wonderful work who he gladly puts at benefit of all TW community)
- introduction of Orientis VnV fix (I also fixed a little bug in his files).
- COMPLETELY REVISED AI SYSTEM
Ok, a bit of explanation is needed. Basically the system is based on Global Reputation of the factions. The worse your Global Reputation is the more the probability other factions will go for you.
What makes the global reputation decrease:
- Grabbing a settlement. Grabbing a region makes the other factions look at the you with suspect because of the expansionist behaviour. Grabbing a settlement of the opposite religion (islamic for catholic/orthodox or the other wasy round) gives a lesser reputation hit because of the prestige due to being the defenser of the faith.
- All transgression like walking with troops in foreign ground without permission, undeclared attacks, etc (same things than in Vanilla).
- Sign an alliance with factions of opposite faiths. Do it at your peril!
What makes the global reputation increase:
- Every turn it increses a small bit for every region owned.
- Have your faction winning a crusade/jihad (I also fixed some missing Jihad triggers)
THE LIST IS NOT COMPLETE AND A LOT OF OTHER THINGS WILL BE INCLUDED IN FUTURE RELEASES as king titles, the piety/autority/command/chivalry of your faction leader, building some extraordinary buildings, historic events, being excommunicated, etc...
Other than having the other factions going for you, a bad global reputation also makes your general losing loyalty. In next releases it will also cause the spawning of rebellions in your territories. Btw, the AI will play with your same rules, except a small AI bias against the real warmongering human players.
This new AI will not mean Shaba's is not working on his new release. It's another thing aimed to the strategical lovers. We're planning to release two different versions of AD if both AI will work as we hope they will.
PLAYTESTING
Being the real experimental state of the version we planned to have two different playtesting phases.
During the first one the mod files won't be public because we don't have time to support the all the little problems (installation, configurations, etc) but we must concentrate to fixing bugs and put in new stuff.
So if you know how to mess with mod configurations and wanna help us with playtesting just send me a private message and in this weekend you'll receive the link to the files. I will open a thread just for bugs, suggestions and general discussions about the version. Posts about misconfigurations, "I cannot find MTW2 folder, "What is modswitch?", won't be answered. All posts about the 0.92 version will have to be posted there for easier communications.
Sorry if I may appear rude but being a playtester is you supporting us, not we supporting you
When we'll be sure about the stability and playability of the release it will be uploaded here at TWcenter and we'll be happy to help anyone to install and play it.





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