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Thread: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99b (4 Skills/ New technologies Beta Redownload Updated 8/4)

  1. #141

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98x (3 New General Skills Redownload Updated 5/25)

    Dope! The goal is to make even the Easy Kingdoms a challenge, Priest do increase with imperium but I increased it more in the next update. I'm reorganizing income and how certain things affect it so Priest will play a important part in it.

    I'll check out the Aragon bug but that's most from the main mod.

    If you want the 2 points per skill then remove the SkillMod, it will not remove the new skills.

    I'll find these bugs and fix them, thanks for the info and let me know if you find anything else.
    Quote Originally Posted by Goreuncle View Post
    Alright, so that can actually be a good thing (ambitious governors who refuse being adopted will have less influence this way).

    I've continuted playing the campaign and let me just say that your submod makes MK1212 SO MUCH better

    So far I've noticed the following problems/things that could be changed:

    - Priest agent cap stays at 1 after increasing imperium level (I don't know if you did it on purpose... in any case, I think that's a problem)
    - Playing as Aragon, the decision option "Create the Aragonese Empire" is missing. Should be there well before having the option to create the Kingdom of Spain.
    - For some reason, actions against Aragon rebels (Aragonese Infantes, I think they're called) have a negative diplomatic effect with the Kingdom of Sicily (IIRC).
    - Characters only have 1 skill point to spend when they level up. I prefer 2 skill points per level, but that's just me.
    - Due to 4TPY, the message informing the player about the century change is displayed too early.

    I'll keep playing the campaign and report more issues (if I find any)

    Again, thanks for creating this submod, it's really nice!

  2. #142

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98x (3 New General Skills Redownload Updated 5/25)

    Quote Originally Posted by Mugen234 View Post
    Hey no prob, let me know how it goes and the 1212 Pope Script is also a submod that replaces the original 1212 Script, it includes 4 years per turn changes scripts such as certain wars English vs France, proper crusade times, also better effects from the Pope Favor or Dislike, example the more your favor with the pope decreases the more other christian kingdoms will not trade or ally with you , or will wage war on you.
    Ok Thx. And to play with your Script SubMod. Do i need to activate 1212Script too or not ?

    And one thing i must say, i don't know if it's normal but in every new campaign i try, big part of faction have always rebellion each turn, problem with food shortage .......

  3. #143

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98x (3 New General Skills Redownload Updated 5/25)

    Have the Mugen1212Script and Mugen1212 activated together. Which faction are you playing as?
    Redownload the Mugen1212 I just beta updated.

    Quote Originally Posted by Bubbl3Gum View Post
    Ok Thx. And to play with your Script SubMod. Do i need to activate 1212Script too or not ?

    And one thing i must say, i don't know if it's normal but in every new campaign i try, big part of faction have always rebellion each turn, problem with food shortage .......

  4. #144

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98x (3 New General Skills Redownload Updated 5/25)

    Quote Originally Posted by Mugen234 View Post
    Have the Mugen1212Script and Mugen1212 activated together. Which faction are you playing as?
    Redownload the Mugen1212 I just beta updated.
    I'm using 1212 Pope Script , Campaign Movement, Skill Points 4 Turns Per Year and your Mugen 1212 Mod.
    So do i need in Mod Manager to activate the 1212 Script from original Team ?

    And i'm trying lot of faction, aragon, burgundy, trier, HRE ...... And i can see that lot of faction have food shortage, rebellion problem.

    I have already redownload Mugen1212 few days ago

  5. #145

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98x (3 New General Skills Redownload Updated 5/25)

    Don't use the original Script, the submod script goes with the submod.

    The new update is a little better on food, but is balanced with military barracks consuming some food, I'm still working on some other ways to fix this but most factions do fix this themselves by rebuilding food buildings. Spain is my next focus, I will fix a lot of the rebellion issues there so that way the Spain kingdoms all have a chance to survive, I'm in year 1265 and they are taken over by the nobles there.

    I guess the nobles made a military deal with Almohad and fought side by side to take over Spain. It creates interesting campaigns though, but I will reduce the amount of rebellions.

  6. #146
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    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98x (3 New General Skills Redownload Updated 5/25)

    Quote Originally Posted by Mugen234 View Post
    I guess the nobles made a military deal with Almohad and fought side by side
    That's historically accurate, believe it or not.

    Christian nobles from the different Iberian kingdoms/counties/principalities would forge alliances with the Moors, when it suited them.

  7. #147

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98x (3 New General Skills Redownload Updated 5/25)

    4 new skill traits next update, that's (15 Skill Traits total). Spanish Kingdoms will be more present but still give chance to rebel princes siding with Almohad/Moors.

    I want to get Spanish Kingdoms fighting each other as well so there is more war in Iberia in later years like Portugal vs Castle etc. Kingdom of Jerusalem & Cyprus, Scotland, Norway, and Muslim Hordes should now hold their own through the years.

    Spies start off only destroying one building then they can earn the skill to destroy many and Assassins do less damage to generals but good amount towards other agents. I want to make Priest more economy based as well so that way it can reduce the maintenance of Churches through collection etc.
    Quote Originally Posted by Goreuncle View Post
    That's historically accurate, believe it or not.

    Christian nobles from the different Iberian kingdoms/counties/principalities would forge alliances with the Moors, when it suited them.

  8. #148

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99a (4 New General Skills Redownload Updated 7/9)

    Update 0.99a

    4 New General Skills


    • Military Scholar - Unlocks at lvl 6 and is a skill that shows the hardwork and studies in the training camps and battlefield. Giving a nice technology/army morale boost and cooldown reduction for your general.



    • Vigor - Adds more health, speed, and attack damage to your Generals.



    • Games and Festivals - Host Festivals throughout the year and gain the public's appeal at the cost of the province's expenses.



    • Council of War - Your General can now lvl up to become part of the council of war, a group of trusted Generals who decide the battles outcome through council.





    • Spanish Kingdoms - will be more present but still give chance to rebel princes siding with Almohad/Moors.



    • Kingdoms - Jerusalem & Cyprus, Scotland, Norway, and Muslim Hordes should now hold their own through the years and have better map presence.


    Spies - start off only destroying one building then they can earn the skill to destroy many and Assassins do less damage to generals but good amount towards other agents. I want to make Priest more economy based as well so that way it can reduce the maintenance of Churches through collection etc.


    • Small bugfixes and new traits.



    Adding in 3-4 New Technology for every Faction in the next 2 weeks.

    Gunpowder Import
    - gives good bonus to artillery, cannons, and bullet damage and additional range, at the cost of reload-time reduction.

    Weaponry Distribution - will automatically give your armies bronze upgraded shields and weapons, as well as ranged units and cavalry.

    Heavy Plow - will give a small food increase from fertility and money from animal husbandry, at the cost of reducing your cavalry fatigue.

    The Renaissance / Mongolian Influence - Will give a reduction to cannon cost, boost to campaign line of sight, and also movement on map.


    Last edited by Mugen234; July 12, 2020 at 12:35 PM.

  9. #149

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99b (4 Skills/ New technologies Beta Redownload Updated 8/4)

    Update 0.99b

    4 New Technologies for Western Europe and Eastern Factions, some technologies allow recruit of hand-gunners and cannons.

    Weaponry Distribution - will automatically give your armies bronze upgraded shields and weapons, as well as ranged units and cavalry.

    Gunpowder Import - gives good bonus to artillery, cannons, and bullet damage and additional range, at the cost of reload-time reduction.

    Weaponry Distribution - will automatically give your armies bronze upgraded shields and weapons, as well as ranged units and cavalry.

    Heavy Plow - will give a small food increase from fertility and money from animal husbandry, at the cost of reducing your cavalry fatigue.

    The Renaissance / Mongolian Influence - Will give a reduction to cannon cost, boost to campaign line of sight, and also movement on map.


    2 Extra for Western Europe
    Accolade Knighthood Ceremonies - gives good bonus to generals influence on the battlefield, while also strengthening the resolves of your armies verse rebels.

    Bank System - Banking gives more income to your faction while also making you more trade friendly with neighboring Kingdoms.

    Last edited by Mugen234; Today at 12:01 PM.

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