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Thread: Fixes and Slight Rebalance Submod to Alternative Patch 2.8

  1. #1

    Icon2 Fixes and Slight Rebalance Submod to Alternative Patch 2.8

    Hello everyone,

    Here is a small submod I compiled to compliment Leo's Alternative Patch version 2.8:

    # Some of it are small bugfixes
    [e.g. invisible balrog, arnor/ruin armies ui logos, dwarven chariot not throwing axes (now it only tramples, but costs a bit less), eriador/dale recruitment and settlement ui tabs, exterminating populace giving less coin than sacking etc.]

    # but mostly it's about standardizing unit stats (leftover vanilla TATW issues), for example:
    • units wearing exact same armour model now share same armour value,
    • elite units (e.g. swan knights, fountain guard, rangers, hasharii, elite dwarves etc. are now less numerous but even better in combat)
    • cavalry has -1 shield value than its infantry counterpart - but charge values are buffed,
    • clearly light units like hobbit militia are now light class infantry, same with cavalry units,
    • Units like Rhun cataphracts are now properly "very heavily armoured" and so on
    • fixes phalanx capable units' speed, so they are not faster than regular units or awfully slow,
    • Mumakils, Great Beasts, Trolls are unchanged and still op, so yeah


    # Adds several mercenaries (Tribal Spearmen to Rhun area, Heavy Axemen to Eriador/Blue Mountains area, Dwarven Warriors and Dale Longbowmen to Erebor/Dale area)

    # Standardizes factions' naming convention, so Rohan Town is now Rohirrim Town, and Dale Army is Dalish Army etc.

    # Adds most missing unit selection voices on battlemap

    # Very slightly toughens walls and some gates, lowers unmanned autodefences firing angles and adds parameters: area, launching to castle trebuchets and bp, launching to ballistas to keep them in line with ground ones

    # Contains optional script that autodeletes unimmersive loading screens and sorts remaining ones in order

    # Update: All of the above plus more:



    • Re-enabled AI invasion script (Gondor/Corsair shenanigans) - as it keeps the campaign interesting - although I admit it's overpowered, so I nerfed it (mostly experience of the spawned units and amount of ships so invaders don't wreck your fleets)
    • Re-enabled Evil invasions (crusades) - again, it's interesting, I lowered crusading mercenaries pools so they should at least get lesser armies, crusades start around turn 50, and crusading armies are (only) 40% faster than normal (instead of 75%)
    • Further standardization of units' stats and rebalance - again, no meta changes and keeping true to factions' characteristics
    • Fixed some AI recruiting priorites, so for example Rhun shouldn't spam chariots anymore and Mordor should increase in variety
    • Fixed more missing/less fitting battlemap unit selection voices



    Mirror 1 https://easyupload.io/7mnvp6

    Mirror 2 https://ufile.io/p9y5w1qm


    New campaign required (not save-game compatible)

    Backup files included (bar events.dat, event.idx files and loading_screen folder - please backup them)
    Last edited by Just let me post; April 06, 2020 at 09:32 AM. Reason: fixed

  2. #2

    Default Re: Fixes and Slight Rebalance Submod to Alternative Patch 2.8

    I forgot to mention: it's not save game compatible

  3. #3

    Default Re: Fixes and Slight Rebalance Submod to Alternative Patch 2.8

    Update: reworked wall defences


    1) Horror story:

    So I recently assaulted some Rhun castle (vanilla walls).

    I took over most of it, got my forces inside and waited till my AI reinforcements killed off the enemy's last stand in the plaza.The battle lasted about 20-30 minutes.

    And while I was standing there, the automatic (unmanned) defences of AP2.8 were shooting at me all the time, from all directions, melting my forces down. I bet everyone got virtual PTSD from that, and my Kingdom's of Dale healthcare system cannot help it.
    I won but Pyrrhus would be jealous.



    2) Conclusions and solutions after several tests:

    • - I like the unmanned defences idea, so it should stay but needs a nerf
    • - Defences shoot all the time, you cannot capture them and they cannot run out of ammo no matter how much you set they should have
    • - I decided to just limit the firing angles, so they cannot shoot all the way back inside settlements
    • - I upped damage a bit to compensate
    • - Your forces should be safer inside conquered castles and encounter less ghost defenders


    If this sounds reasonable, replace contents of your descr_walls.txt with spoiler below:

    descr_walls.txt
    Spoiler Alert, click show to read: 
    ;
    ; EDITED ok
    ; a bit stronger walls and some gates
    ; short towers only -20 range
    ; all towers +2 dmg, less ammo (30 now), -90 firing angle
    ; ballistas +bp, launching; less ammo (20 now); -90 firing angle
    ; trebuchets +area, launching; less ammo (10 now); -135 firing angle
    ;
    ; note: something seems off as all defences got unlimited ammo anyway, manned or not
    ;
    ;
    ; TATW 3.0
    ;
    ; Gates: model plus left and right gate models, offsets and sizes.
    ; Assumed the gates face outward along Z.
    ; NO double gates, please.
    ; Using none anywhere here means the items are simply ignored.
    ;
    ; Gate types: wooden; reinforced; iron.
    ; Short gate - wooden only
    ; Medium gate - all three
    ; Huge gate - all three
    ;
    ; Valid sounds are: none, knife, sword, spear, axe, mace, club, arrow_tower and ballista_tower
    ;


    gates
    {
    gate short_wooden
    {
    full_health 350
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate medium_wooden
    {
    full_health 400
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate huge_wooden
    {
    full_health 450
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate medium_reinforced
    {
    full_health 500
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate huge_reinforced
    {
    full_health 550
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate medium_iron
    {
    full_health 600
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate huge_iron
    {
    full_health 700
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    }


    ; SHORT WOODEN WALLS
    wall
    {
    level 0
    siege_tower_size too_small


    wall
    {
    full_health 300
    battle_stats flammability_medium impact_damage_high
    localised_name wall
    }


    gateway
    {
    full_health 220
    battle_stats flammability_medium impact_damage_high
    localised_name gateway
    projectile_impacts_all_hit_gate
    short_wooden ; Just one type allowed!
    }
    tower
    {
    full_health 220
    control_area_radius 30
    manned none
    battle_stats flammability_medium impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 10, 0, tower_arrow, 120, 30, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 3000
    fire_rate normal 3500 3000
    fire_rate large 3000 3000
    fire_rate huge 2500 3000
    }
    }
    }


    ; TALL WOODEN WALLS
    wall
    {
    level 1
    siege_tower_size small


    wall
    {
    full_health 500
    battle_stats flammability_medium impact_damage_high
    localised_name wall
    }


    gateway
    {
    full_health 450
    battle_stats flammability_medium impact_damage_high
    localised_name gateway
    projectile_impacts_all_hit_gate
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 450
    control_area_radius 30
    manned none
    battle_stats flammability_medium impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 10, 0, tower_arrow, 140, 30, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 3000
    fire_rate normal 3500 3000
    fire_rate large 3000 3000
    fire_rate huge 2500 3000
    }
    }
    gatehouse
    {
    full_health 600
    control_area_radius 10
    manned none
    battle_stats flammability_none impact_damage_high
    localised_name gatehouse

    missile_level
    {
    stat 10, 0, tower_arrow, 140, 30, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 3000
    fire_rate normal 3500 3000
    fire_rate large 3000 3000
    fire_rate huge 2500 3000
    }
    }
    }


    ; SMALL STONE WALLS
    wall
    {
    level 2
    siege_tower_size small


    wall
    {
    full_health 1500
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 800
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 800
    control_area_radius 50
    manned none
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    missile_level
    {
    stat 10, 0, tower_arrow, 140, 30, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 3000
    fire_rate normal 3500 3000
    fire_rate large 3000 3000
    fire_rate huge 2500 3000
    }


    missile_level
    {
    stat 40, 0, tower_ballista, 160, 20, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr bp, launching
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 14000 8000
    fire_rate normal 12000 8000
    fire_rate large 10000 8000
    fire_rate huge 8000 8000
    }
    missile_level
    {
    stat 40, 0, wall_trebuchet, 1000, 10, siege_missile, artillery_mechanical, blunt, none, 80, 1
    stat_attr area, launching
    shot_sfx CANNON_FIRING
    fire_angle 45


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 32000 20000
    fire_rate normal 28000 20000
    fire_rate large 24000 20000
    fire_rate huge 20000 20000
    }
    }
    gatehouse
    {
    full_health 800
    control_area_radius 10
    manned none
    battle_stats flammability_none impact_damage_high
    localised_name gatehouse

    missile_level
    {
    stat 10, 0, tower_arrow, 140, 30, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 3000
    fire_rate normal 3500 3000
    fire_rate large 3000 3000
    fire_rate huge 2500 3000
    }
    }
    }


    ; BIG STONE WALLS
    wall
    {
    level 3
    siege_tower_size medium


    wall
    {
    full_health 2000
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 1200
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 1000
    control_area_radius 50
    manned none
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    missile_level
    {
    stat 10, 0, tower_arrow, 140, 30, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 3000
    fire_rate normal 3500 3000
    fire_rate large 3000 3000
    fire_rate huge 2500 3000
    }


    missile_level
    {
    stat 40, 0, tower_ballista, 160, 20, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr bp, launching
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 14000 8000
    fire_rate normal 12000 8000
    fire_rate large 10000 8000
    fire_rate huge 8000 8000
    }
    missile_level
    {
    stat 40, 0, wall_trebuchet, 1000, 10, siege_missile, artillery_mechanical, blunt, none, 80, 1
    stat_attr area, launching
    shot_sfx CANNON_FIRING
    fire_angle 45


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 32000 20000
    fire_rate normal 28000 20000
    fire_rate large 24000 20000
    fire_rate huge 20000 20000
    }
    }
    gatehouse
    {
    full_health 1200
    control_area_radius 10
    manned none
    battle_stats flammability_none impact_damage_high
    localised_name gatehouse

    missile_level
    {
    stat 10, 0, tower_arrow, 140, 30, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 3000
    fire_rate normal 3500 3000
    fire_rate large 3000 3000
    fire_rate huge 2500 3000
    }
    ;
    ; oil_level
    ; {
    ; stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
    ; stat_attr no
    ; shot_sfx TOWER_ARROW_FIRING
    ; shot_gfx boiling_oil_set
    ; fire_angle 90
    ; slot_yaw -135 135
    ; slot_pitch -95 -70
    ;
    ; ; unit size reload_ms flaming_reload_ms
    ; fire_rate small 45000 45000
    ; fire_rate normal 45000 45000
    ; fire_rate large 45000 45000
    ; fire_rate huge 45000 45000
    ; }
    }
    }


    ; HUGE STONE WALLS
    wall
    {
    level 4
    siege_tower_size large


    wall
    {
    full_health 2500
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 1500
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    huge_wooden
    huge_reinforced
    huge_iron
    }
    tower
    {
    full_health 1200
    control_area_radius 50
    manned none
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    missile_level
    {
    stat 10, 0, tower_arrow, 140, 30, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 3000
    fire_rate normal 3500 3000
    fire_rate large 3000 3000
    fire_rate huge 2500 3000
    }


    missile_level
    {
    stat 40, 0, tower_ballista, 160, 20, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr bp, launching
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 14000 8000
    fire_rate normal 12000 8000
    fire_rate large 10000 8000
    fire_rate huge 8000 8000
    }



    missile_level
    {
    stat 40, 0, wall_trebuchet, 1000, 10, siege_missile, artillery_mechanical, blunt, none, 80, 1
    stat_attr area, launching
    shot_sfx CANNON_FIRING
    fire_angle 45


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 32000 20000
    fire_rate normal 28000 20000
    fire_rate large 24000 20000
    fire_rate huge 20000 20000
    }
    }
    gatehouse
    {
    full_health 1500
    control_area_radius 10
    manned none
    battle_stats flammability_none impact_damage_high
    localised_name gatehouse

    missile_level
    {
    stat 10, 0, tower_arrow, 140, 30, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 3000
    fire_rate normal 3500 3000
    fire_rate large 3000 3000
    fire_rate huge 2500 3000
    }
    ;
    ; oil_level
    ; {
    ; stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
    ; stat_attr no
    ; shot_sfx TOWER_ARROW_FIRING
    ; shot_gfx boiling_oil_set
    ; fire_angle 90
    ; slot_yaw -135 135
    ; slot_pitch -95 -70
    ;
    ; ; unit size reload_ms flaming_reload_ms
    ; fire_rate small 45000 45000
    ; fire_rate normal 45000 45000
    ; fire_rate large 45000 45000
    ; fire_rate huge 45000 45000
    ; }
    }
    }


    Last edited by Just let me post; March 27, 2020 at 03:11 PM. Reason: grammar

  4. #4

    Default Re: Fixes and Slight Rebalance Submod to Alternative Patch 2.8

    Another update: Immersive loading screens


    I'm not a big fan of those armor/weapons renders on a black background (they are great, but imho don't help with immersion) so I made a simple batch code that removes them, and then renames and reorganizes remaining files so numbering order is maintained.
    In addition, it also removes a few screens that only show sole movie actors. And the opening screen presents a Middle Earth map



    It needs to be put into main mod folder (where icon and other .bat files are) and run.

    immersive_screens_run-only-once.bat
    Spoiler Alert, click show to read: 
    @echo off
    echo.
    del /F /Q data\loading_screen\loading_screen_2.tga
    del /F /Q data\loading_screen\loading_screen_5.tga
    del /F /Q data\loading_screen\loading_screen_6.tga
    del /F /Q data\loading_screen\loading_screen_7.tga
    del /F /Q data\loading_screen\loading_screen_8.tga
    del /F /Q data\loading_screen\loading_screen_10.tga
    del /F /Q data\loading_screen\loading_screen_11.tga
    del /F /Q data\loading_screen\loading_screen_12.tga
    del /F /Q data\loading_screen\loading_screen_19.tga
    del /F /Q data\loading_screen\loading_screen_20.tga
    del /F /Q data\loading_screen\loading_screen_21.tga
    del /F /Q data\loading_screen\loading_screen_25.tga
    del /F /Q data\loading_screen\loading_screen_26.tga
    del /F /Q data\loading_screen\loading_screen_27.tga
    del /F /Q data\loading_screen\loading_screen_36.tga
    del /F /Q data\loading_screen\loading_screen_37.tga
    del /F /Q data\loading_screen\loading_screen_44.tga
    del /F /Q data\loading_screen\loading_screen_45.tga
    del /F /Q data\loading_screen\loading_screen_47.tga
    del /F /Q data\loading_screen\loading_screen_52.tga
    del /F /Q data\loading_screen\loading_screen_53.tga
    del /F /Q data\loading_screen\loading_screen_57.tga
    del /F /Q data\loading_screen\loading_screen_62.tga
    del /F /Q data\loading_screen\loading_screen_68.tga
    del /F /Q data\loading_screen\loading_screen_69.tga
    del /F /Q data\loading_screen\loading_screen_73.tga
    del /F /Q data\loading_screen\loading_screen_78.tga
    del /F /Q data\loading_screen\loading_screen_80.tga
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    del /F /Q data\loading_screen\loading_screen_88.tga
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    del /F /Q data\loading_screen\loading_screen_95.tga
    del /F /Q data\loading_screen\loading_screen_101.tga
    del /F /Q data\loading_screen\loading_screen_118.tga
    del /F /Q data\loading_screen\loading_screen_122.tga
    del /F /Q data\loading_screen\loading_screen_123.tga
    del /F /Q data\loading_screen\loading_screen_125.tga
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    del /F /Q data\loading_screen\loading_screen_127.tga
    del /F /Q data\loading_screen\loading_screen_128.tga
    del /F /Q data\loading_screen\loading_screen_129.tga
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    del /F /Q data\loading_screen\loading_screen_137.tga
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    del /F /Q data\loading_screen\loading_screen_140.tga
    del /F /Q data\loading_screen\loading_screen_141.tga
    del /F /Q data\loading_screen\loading_screen_144.tga
    del /F /Q data\loading_screen\loading_screen_145.tga
    del /F /Q data\loading_screen\loading_screen_146.tga
    del /F /Q data\loading_screen\loading_screen_147.tga
    del /F /Q data\loading_screen\loading_screen_148.tga
    del /F /Q data\loading_screen\loading_screen_149.tga
    del /F /Q data\loading_screen\loading_screen_150.tga
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    del /F /Q data\loading_screen\loading_screen_160.tga
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    del /F /Q data\loading_screen\loading_screen_169.tga
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    del /F /Q data\loading_screen\loading_screen_203.tga
    del /F /Q data\loading_screen\loading_screen_208.tga
    del /F /Q data\loading_screen\loading_screen_214.tga
    del /F /Q data\loading_screen\loading_screen_215.tga
    del /F /Q data\loading_screen\loading_screen_226.tga
    del /F /Q data\loading_screen\loading_screen_229.tga
    del /F /Q data\loading_screen\loading_screen_239.tga
    del /F /Q data\loading_screen\loading_screen_240.tga
    del /F /Q data\loading_screen\loading_screen_241.tga
    del /F /Q data\loading_screen\loading_screen_247.tga
    del /F /Q data\loading_screen\loading_screen_249.tga
    del /F /Q data\loading_screen\loading_screen_252.tga
    del /F /Q data\loading_screen\loading_screen_253.tga
    del /F /Q data\loading_screen\loading_screen_257.tga
    del /F /Q data\loading_screen\loading_screen_258.tga
    del /F /Q data\loading_screen\loading_screen_259.tga
    del /F /Q data\loading_screen\loading_screen_260.tga
    del /F /Q data\loading_screen\loading_screen_271.tga
    del /F /Q data\loading_screen\loading_screen_272.tga
    del /F /Q data\loading_screen\loading_screen_273.tga
    del /F /Q data\loading_screen\loading_screen_274.tga
    del /F /Q data\loading_screen\loading_screen_276.tga
    del /F /Q data\loading_screen\loading_screen_278.tga
    del /F /Q data\loading_screen\loading_screen_280.tga
    del /F /Q data\loading_screen\loading_screen_281.tga
    ren data\loading_screen\loading_screen_60.tga loading_screen_60temp.tga
    echo.
    echo Unimmersive loading screens deleted. Press to reorder files
    pause
    ren data\loading_screen\loading_screen_287.tga loading_screen_2.tga
    ren data\loading_screen\loading_screen_286.tga loading_screen_5.tga
    ren data\loading_screen\loading_screen_285.tga loading_screen_6.tga
    ren data\loading_screen\loading_screen_284.tga loading_screen_7.tga
    ren data\loading_screen\loading_screen_283.tga loading_screen_60.tga
    ren data\loading_screen\loading_screen_282.tga loading_screen_10.tga
    ren data\loading_screen\loading_screen_279.tga loading_screen_11.tga
    ren data\loading_screen\loading_screen_277.tga loading_screen_12.tga
    ren data\loading_screen\loading_screen_275.tga loading_screen_19.tga
    ren data\loading_screen\loading_screen_270.tga loading_screen_20.tga
    ren data\loading_screen\loading_screen_269.tga loading_screen_21.tga
    ren data\loading_screen\loading_screen_268.tga loading_screen_25.tga
    ren data\loading_screen\loading_screen_267.tga loading_screen_26.tga
    ren data\loading_screen\loading_screen_266.tga loading_screen_27.tga
    ren data\loading_screen\loading_screen_265.tga loading_screen_36.tga
    ren data\loading_screen\loading_screen_264.tga loading_screen_37.tga
    ren data\loading_screen\loading_screen_263.tga loading_screen_44.tga
    ren data\loading_screen\loading_screen_262.tga loading_screen_45.tga
    ren data\loading_screen\loading_screen_261.tga loading_screen_47.tga
    ren data\loading_screen\loading_screen_256.tga loading_screen_52.tga
    ren data\loading_screen\loading_screen_255.tga loading_screen_53.tga
    ren data\loading_screen\loading_screen_254.tga loading_screen_57.tga
    ren data\loading_screen\loading_screen_251.tga loading_screen_62.tga
    ren data\loading_screen\loading_screen_250.tga loading_screen_68.tga
    ren data\loading_screen\loading_screen_248.tga loading_screen_69.tga
    ren data\loading_screen\loading_screen_246.tga loading_screen_73.tga
    ren data\loading_screen\loading_screen_245.tga loading_screen_78.tga
    ren data\loading_screen\loading_screen_244.tga loading_screen_80.tga
    ren data\loading_screen\loading_screen_243.tga loading_screen_84.tga
    ren data\loading_screen\loading_screen_242.tga loading_screen_88.tga
    ren data\loading_screen\loading_screen_238.tga loading_screen_89.tga
    ren data\loading_screen\loading_screen_237.tga loading_screen_95.tga
    ren data\loading_screen\loading_screen_236.tga loading_screen_101.tga
    ren data\loading_screen\loading_screen_235.tga loading_screen_118.tga
    ren data\loading_screen\loading_screen_234.tga loading_screen_122.tga
    ren data\loading_screen\loading_screen_233.tga loading_screen_123.tga
    ren data\loading_screen\loading_screen_232.tga loading_screen_125.tga
    ren data\loading_screen\loading_screen_231.tga loading_screen_126.tga
    ren data\loading_screen\loading_screen_230.tga loading_screen_127.tga
    ren data\loading_screen\loading_screen_228.tga loading_screen_128.tga
    ren data\loading_screen\loading_screen_227.tga loading_screen_129.tga
    ren data\loading_screen\loading_screen_130.tga loading_screen_130.tga
    ren data\loading_screen\loading_screen_225.tga loading_screen_131.tga
    ren data\loading_screen\loading_screen_227.tga loading_screen_132.tga
    ren data\loading_screen\loading_screen_225.tga loading_screen_137.tga
    ren data\loading_screen\loading_screen_224.tga loading_screen_138.tga
    ren data\loading_screen\loading_screen_223.tga loading_screen_140.tga
    ren data\loading_screen\loading_screen_222.tga loading_screen_141.tga
    ren data\loading_screen\loading_screen_221.tga loading_screen_144.tga
    ren data\loading_screen\loading_screen_220.tga loading_screen_145.tga
    ren data\loading_screen\loading_screen_219.tga loading_screen_146.tga
    ren data\loading_screen\loading_screen_218.tga loading_screen_147.tga
    ren data\loading_screen\loading_screen_217.tga loading_screen_148.tga
    ren data\loading_screen\loading_screen_216.tga loading_screen_149.tga
    ren data\loading_screen\loading_screen_213.tga loading_screen_150.tga
    ren data\loading_screen\loading_screen_212.tga loading_screen_151.tga
    ren data\loading_screen\loading_screen_211.tga loading_screen_152.tga
    ren data\loading_screen\loading_screen_210.tga loading_screen_153.tga
    ren data\loading_screen\loading_screen_209.tga loading_screen_154.tga
    ren data\loading_screen\loading_screen_207.tga loading_screen_155.tga
    ren data\loading_screen\loading_screen_206.tga loading_screen_156.tga
    ren data\loading_screen\loading_screen_205.tga loading_screen_157.tga
    ren data\loading_screen\loading_screen_204.tga loading_screen_158.tga
    ren data\loading_screen\loading_screen_202.tga loading_screen_159.tga
    ren data\loading_screen\loading_screen_201.tga loading_screen_160.tga
    ren data\loading_screen\loading_screen_200.tga loading_screen_161.tga
    ren data\loading_screen\loading_screen_199.tga loading_screen_162.tga
    ren data\loading_screen\loading_screen_198.tga loading_screen_163.tga
    ren data\loading_screen\loading_screen_197.tga loading_screen_164.tga
    ren data\loading_screen\loading_screen_196.tga loading_screen_165.tga
    ren data\loading_screen\loading_screen_171.tga loading_screen_166.tga
    ren data\loading_screen\loading_screen_60temp.tga loading_screen_8.tga
    echo.
    echo Files reordered. !!! DONT RUN IT AGAIN !!!
    pause.

  5. #5

    Icon3 Re: Fixes and Slight Rebalance Submod to Alternative Patch 2.8

    Update: All of the above plus more:


    • Re-enabled AI invasion script (Gondor/Corsair shenanigans) - as it keeps the campaign interesting - although I admit it's overpowered, so I nerfed it (mostly experience of the spawned units and amount of ships so invaders don't wreck your fleets)
    • Re-enabled Evil invasions (crusades) - again, it's interesting, I lowered crusading mercenaries pools so they should at least get lesser armies
    • Further standardization of units' stats and rebalance - again, no meta changes and keeping true to factions' characteristics
    • Fixed some AI recruiting priorites, so for example Rhun shouldn't spam chariots anymore and Mordor should increase in variety
    • Fixed more missing/less fitting battlemap unit selection voices


    Mirror 1 http://www.filedropper.com/ap28submodnewestupdate

    Mirror 2 https://ufile.io/tmq9qpa7


    New campaign required (not save-game compatible)

    Backup files included (bar events.dat, event.idx files and loading_screen folder - please backup them)



    Either way, I just wanted to wish you guys best of health !
    Last edited by Just let me post; April 03, 2020 at 12:57 PM. Reason: Gesundheit

  6. #6

    Default Re: Fixes and Slight Rebalance Submod to Alternative Patch 2.8

    Update: fixed crusades

    Reuploaded files, fixed foolish omission (evil crusades will now start around turn 50, not 500)

    Plus invasion armies will move only 40% faster, not 75%

  7. #7
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Fixes and Slight Rebalance Submod to Alternative Patch 2.8

    Quote Originally Posted by Just let me post View Post
    [e.g. invisible balrog,
    Did you really identify this problem and fix it? Because I just checked it and it was fine.

    Quote Originally Posted by Just let me post View Post
    dwarven chariot not throwing axes (now it only tramples, but costs a bit less)
    I never managed to make them throw the axes. I think they throw 1 or 2 from the right distance and angle, but not really functional feature.
    What did you do?
    Last edited by leo.civil.uefs; April 13, 2020 at 06:33 PM.

  8. #8

    Default Re: Fixes and Slight Rebalance Submod to Alternative Patch 2.8

    Quote Originally Posted by leo.civil.uefs View Post
    Did you really identify this problem and fix it? Because I just checked it and it was fine.
    Yeah I console command moved Balrog, battled it and it was invisible. After deleting its general_unit attribute from EDU and trying again, it appeared

    Quote Originally Posted by leo.civil.uefs View Post
    I never managed to make them throw the axes. I think they throw 1 or 2 from the right distance and angle, but not really functional feature.
    What did you do?
    In EDU, I swapped secondary weapon (trampling melee) with primary (which was axe throwing) and set secondary to null, and it works great

    Hope this helps

  9. #9
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Fixes and Slight Rebalance Submod to Alternative Patch 2.8

    Quote Originally Posted by Just let me post View Post
    Yeah I console command moved Balrog, battled it and it was invisible. After deleting its general_unit attribute from EDU and trying again, it appeared
    The Balrog is not invisible if I he starts the campaign in a reachable area where I can attack him.
    Maybe the problem is the console command of my script that moves him to moria when the right time comes.

    So if as you say, removing the general_unit attribute is a solution, then maybe this is whats actually happening to Sauron too. People are reporting an undentified troll unit going around without description text but this unit is actually Sauron's bodyguard, and now I think that the reason why Sauron is not there is because he is invisible too, like the Balrod.

    I have no idea on the cause of this problem but simply removing the general_unit attribute makes no sense for me since other units has this attribute in EDU and it seems to have a function.

    Quote Originally Posted by Just let me post View Post
    In EDU, I swapped secondary weapon (trampling melee) with primary (which was axe throwing) and set secondary to null, and it works great

    Hope this helps
    could you please show me this section of the text file?
    Last edited by leo.civil.uefs; April 18, 2020 at 11:33 PM.

  10. #10

    Default Re: Fixes and Slight Rebalance Submod to Alternative Patch 2.8

    Quote Originally Posted by leo.civil.uefs View Post
    So if as you say, removing the general_unit attribute is a solution, then maybe this is whats actually happening to Sauron too. People are reporting an undentified troll unit going around without description text but this unit is actually Sauron's bodyguard, and now I think that the reason why Sauron is not there is because he is invisible too, like the Balrod.

    I have no idea on the cause of this problem but simply removing the general_unit attribute makes no sense for me since other units has this attribute in EDU and it seems to have a function.
    I find it weird too, but my suspicion is that it actually affects all such units, as I also played with moving Treebeard and Beorn, and battled them - on the first glance they work fine, but that may be because of their units being fully made of Ents and Beornings, so even if the general models are absent/invisible, I couldn't tell a difference. To be honest, if general_unit removal worked for Balrog, it should work and fix of all of them - it would make sense then.

    And yes, that Sauron bodyguard troll unit simply lacks description in text files

    Quote Originally Posted by leo.civil.uefs View Post
    could you please show me this section of the text file?
    Sure, here:

    type Dwarven Chariot ; ++ fixed
    dictionary Dwarven_Chariot
    (...)
    stat_pri 12, 26, no, 0, 0, melee, melee_simple, piercing, none, 0, 1 ;;kills everyone EVERYONE I SAY
    stat_pri_attr ap, launching
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no

    Originally it was:

    type Dwarven Chariot
    dictionary Dwarven_Chariot
    (...)
    stat_pri 12, 5, quality_thrown_axe, 50, 4, thrown, missile_mechanical, slashing, axe, 0, 1
    stat_pri_attr ap, thrown
    stat_sec 14, 26, no, 0, 0, melee, melee_simple, piercing, none, 0, 1 ;;kills everyone EVERYONE I SAY
    stat_sec_attr ap, launching


    Btw it don't have access to Medieval 2 right now but I downloaded my submod (2nd link works) so I could show you this. You can see the changes for yourself, as I marked most of them in the files so it's easy to notice. Also feel free to use them should you find anything you like

  11. #11
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Fixes and Slight Rebalance Submod to Alternative Patch 2.8

    Oh... I actually though you somehow made them throw axes. You just removed the axe throwing feature.

    I just tested moving sauron and Balrog via console command iin the campaign and they are working well, visible as it should be.

    Another mistery of the modding world...
    Last edited by leo.civil.uefs; April 19, 2020 at 08:22 AM.

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