Version 4.7 offers much new content and improvements, focusing mainly on streamlining and updating the trait system, re-introducing several Yellow River ports and minor map alterations, creating a new unit for Lu Bu's faction, as well as fixing some bugs and other outstanding issues.
The v4.7 Update cleans up the numerous character traits found in the mod, re-adds some Yellow River ports and makes minor commandery border adjustments, introduces the new 'Flying Cavalry' unique unit for Lu Bu's faction, and fixes an error in the Lu Bu mission script.
Important notice: Must have both the Rise of Three Kingdoms 4.5 Full Release and RoTK v4.6 Update installed prior to installing this update. Is NOT save-game compatible (will break saves).
Version 4.7.000 - 28 April 2021
- Fixed coding error with Lu Bu's missions that resulted in being unable to progress past a certain point
- Overhauled dozens of +Authority traits to now give +Popularity instead
- Replaced Beastmaster feat with new Drillmaster feat (Increases bodyguard experience)
- Replaced Transport feat with new Prepared Defense feat (Increased defense when attacked with 100% MP remaining)
- Night Attack feat now provides night battle command bonuses
- Logistics feat now works in tandem with the supply system traits
- Removed supply trait triggers that improperly reduced supply levels in friendly territory
- Increased chances to improve supply levels while in friendly terriory (field and forts)
- Increased bonuses for each threshold for winning battles, taking camps, & capturing cities
- Renamed Tax Man to Bureaucrat, Miner to Prospector, Fabulously Rich to Affluent, Powerful Trader to Monger
- Overhauled feat descriptions
- Most character-specific FEATs renamed to EVENTs
- All multi-stage character-specific EVENTs are now titles at stage 1, but must still be unlocked before providing text and bonuses
- All character specific literary MASTERPIECEs are initially fully readable, but must be unlocked before providing bonuses
- Modified numerous feat bonuses and penalties
- Removed all text references to FIXED, ASSISTANCE, & CONTINGENT feats
- Fu Tong, Dian Wei, & Zhou Tai given +2 Hit Points due to their historical tenacity and toughness
- Changed Lu Bu's spouse to Lady Wei, as it was historically - Diao Chan remains as concubine/ancillary
- Increased age of Lu Bu's children
- Fixed Xu Huang spawning for wrong faction when playing as Lu Bu
- Changed Wei Xu's bio to reflect his familial relationship to Lu Bu
- New unique unit for Lu Bu's faction: Flying Cavalry
- Bingzhou Cavalry now exclusive to Henei faction
- Re-added Yellow River ports to Anyi, Luoyang, Dingtao, Donglai, and Linzi
- Jiyin commandery (Dingtao) now has access to Yellow River
- Replaced references to city of "Zhuo" with "Fanyang"
- New portrait for Qiuliju
- Fixed names for various Wuhuan, Di, and Xiongnu characters
- Fixed biographies for various Wuhuan, Di, and Xiongnu characters
- A number of text corrections and fixes
To install the update, run the installer and point toward your main Medieval II Total War directory and allow to overwrite.
Thank you for continuing work on this amazing mod, only gets better!
It's a pleasure :D
what is the next update going to be?
i really like the mod btw
maybe some hints?
Not sure if there will be a next update; if there is, I have no idea when it could be released or what content would be involved. I’ve been updating this mod nonstop (essentially by myself) for about 3 years and am pretty burned out. Not to mention my job, family (new baby), building a new house, and just regular life stuff. 4.7 could very likely be the final update of this mod, but I guess we’ll have to see what the future holds.
take a rest for awhile dude focus on your family and your new baby
You can comeback if you want and do the modding again you don't need to rush and i'm glad you spent 3 years for this we support you brother and i'm learning about modding games like this i'm still learning the basic and i will help you mark my word!
Much thanks! As far as learning to mod this game, I was initially self-taught. But later I also had Gigantus, arguably the best M2TW modder ever, mentoring me. Total War Center has tons of tutorials, tools, and information on how to mod the game, so I suggest checking that out as well.
i really enjoyed the unique units in these updates but before u guys are done with updates think we could get a few more, the rosters are pretty good now but they add some panache to the mod and it would be nice to have the clans be very defined in playstyle and tactics
Definitely something to look into if there are more updates in the future, although certain files relating to units are currently at their functional limit.
we really appreciate the work as ca failed the community recently with three kingdoms announced, we understand modding han solo is a grind with life we only plea for more updates because there so damn good. I was mainly thinking a few more units for some of the rosters that dont look maxed (nanman, xianbei, geregoryeo, shanyue) or possibly some missions for the lesser known factions. (Me teng attack chang'an, northern war with yuan and gongsun those kinda things). I can tell you most of the history and have basic mod understanding so if you need someone to help with the workload letme know
The main issue with adding more units to rosters and adding more missions, is overloading the EDB and script files. Several updates ago I had to downsize both, as the former was causing consistent crashes every couple turns. Adding more units to rosters, and thus adding more lines to EDB, will definitely cause an issue with the mod's stability - possibly to the point where it is unplayable past a certain turn. With more missions, the script file is already pretty thick and the missions will make turns times take even longer. Trust me, there is a lot more I want to do with this mod, in regard to missions and units, but the engine limitations of Medieval 2 are something I have had to be conscious of (and even downgrade content) to keep the mod in a stable condition.
Should there ever be a need for more unit slots, the han seem to have multiple versions of the same units, one for each major region, and while i appreciate that there were regional differences between soldiers, i would much rather have more unique units that pop out and define the faction.
Well, that's where the problem arises with making rosters for civil wars. Despite having some minor regional cultural differences, from the research I've done the Chinese armies during the 3K period all fought with highly similar weapons, armors, tactics, and the like. As an aside, some regions were famed with better quality (bow, cavalry, horse-archer, etc.) troops than other regions. With that being the case, that is why this mod has all Han factions having the same roster (except for uniques), with regional bonuses assigned to different unit types and visual variations as well.
With this mod it is my attempt to stay as close to history as I can, although some fictional elements (pulled from the novel) have been added for flavor. As such, that is why Han rosters are pretty much the same, but with regional flavor. I feel that making factions "unique" by creating unique rosters full of, essentially, fantasy and/or made up units, just for the sake of "uniqueness" in rosters, is not the road I want to go down. I know some people don't like Shogun II because of the similarity in rosters, but what does one expect in a civil war? The armies had the same arms and armaments and fought in the same manner, with some daimyo using a bit different methods or favoring specific troops compositions than their rivals. Same goes for the 3K era and the various warlords that fought against each other for control.
You installed v4.5 Full Install, then v4.6 Patch, then v4.7 Patch?
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