I've added all the winning conditions based on the information provided in the "Faction List and Goals"-thread from Vlad and Titus over at the TWC Development Group Forum, but I've only done the 12 factions of the 0.2-release. The main difference between my file and Glasseman's file that he uploaded at moddb? Short campaign = 15 regions instead of 25. Long campaign = 40 regions instead of 60. And I've added all the appropriate regions that each of the factions should hold, based on what settlements they had ownership of in the descr_regions-file - so unlike in Glasseman's file you have all the proper settlements added to the "hold"-condition. And I've added the goal to outlive their main rivals. In the short campaign this is their one main enemy in the campaign that they need to outlive, and based on the information provided at the developer's group over at TWC - in the long campaign it's the same enemy plus any additional enemies mentioned there.
I've added all the winning conditions based on the information provided in the "Faction List and Goals"-thread from Vlad and Titus over at the TWC Develpment Group Forum, but I've only done the 12 factions of the 0.2 release.
The main difference between my file and Glasseman's file that he uploaded at moddb?
Short campaign = 15 regions instead of 25.
Long campaign = 40 regions instead of 60.
And I've added all the appropriate regions that each of the factions should hold, based on what settlements they had ownership of in the descr_regions-file - so unlike in Glasseman's file you have all the proper settlements added to the "hold" condition.
And I've added the goal to outlive their main rivals. In the short campaign this is their one main enemy in the campaign that they need to outlive, and based on the information provided at the developer's group over at TWC - in the long campaign it's the same enemy plus any additional enemies mentioned there.
Glasseman only had the victory conditions of holding 25 regions in the short campaign, and 60 in the long campaign - so I've added the intended winning conditions instead.
Installation:
Place inside of Medieval II Total War\mods\FaerunV02\data\world\maps\campaign\imperial_campaign and click yes on overwriting the old file.
Hello, campaign is playable?
It's been since 2020 - the new thing here is that the planned victory conditions of the developers have been implemented by me to the correct file - the old version didn't have the victory conditions.
If this mod reaches a good level of playability, it will have a huge positive impact on the mod scene.
I suggest you find ways to support the effort, like patreon etc.
There are 10 new factions coming next year as the models for them have already been rigged by Assurbanippal, and me and Bantu/Tartor have all of them- then there are additional units for Calimshan and Unther coming too.
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