I thought EF's update 3.4 was specifically aimed to fix Brits, as per their patch notes. It's a shame if they are still botched
I thought EF's update 3.4 was specifically aimed to fix Brits, as per their patch notes. It's a shame if they are still botched
Im not the author but on top of remaking the map that would require enormous recoding of all positions and scripts.
Not to mention it's impossible to add more factions.
I find the mod is awesome the way it is
It is aggressive (although it is not mad and respects alliances) to pose any challenge as the AI is awful in general and not much can be done.
Imo it is not aggressive enough
There are II possibilities - launch the mod as an expansion:
Method I.
1- On the "Properties" tab select "SET LAUNCH OPTIONS" and type:
--features.mod=mods/vanilla_kingdoms_2023
2- Press play on Steam to play
Method II.
1- go to Steam\SteamApps\common\Medieval II Total War\mods
2- rename "teutonic" folder teutonic1 or whatever
3- rename "vanilla_kingdoms_2023" folder "teutonic"
4- inside the newly renamed "teutonic" folder edit VK2023.cfg
find
mod = mods/vanilla_kingdoms_2023
replace with
mod = mods/teutonic
5- within the same folder edit VK2023_PLAY.bat
find
start medieval2.exe @mods\vanilla_kingdoms_2023\VK2023.cfg
replace with
start medieval2.exe @mods\teutonic\VK2023.cfg
6- run VK2023_PLAY.bat to play
Units submod is not mine, so dunno
Not sure why but delete the money script within vanilla_kingdoms_2023\data\world\maps\campaign\imperial_campaign\campaign_script.txt
Don't select this many factions at once
There is a way if you translate everything
Second value doesn't matter, as per EDU:
- "; Ridden horses and camels do not have separate hit points"
- or Medieval2.heavengames.com
Towers need to be manned to shoot, so take them and they will stop (by putting/marching your units nearby)
Depends of the faction, but imo the only hard one is Teutonic Order. You may try to improve your relations with the Pope and call crusade on Vilnius then snatch it.
Other than this, watch the unit upkeep as this has been raised.
And send merchants (their income is buffed) to far away resources for max moneyz.
Never had this, but you may use 4GB patch: Moddb.com
Hi,
From the mod side: AI gets more money + is slightly more aggressive towards the player.
From the vanilla code: AI probably gets more public order and higher success chances for agents, etc. but AFAIK no one has proven how this works.
Thank you a ton for this!
Here is a working version of the video: Youtube.com
What a dedication!
I love it
Thanks!
I was just about to start a campaign, so this is awesome timing :D
I've made a submod and expanded and diversified music - doubled the amount of songs, some neutral, some periodic from late 15th century.
I've also fixed missing unit selection voices.
Download below, one can use either or both, each is save compatible.
Installation is copy-paste.
Voices fix:
Mediafire.com
Music (edit - removed 14 annoying songs):
Mediafire.com
Bonus - better weather, less rainy/foggy/snowy:
Mediafire.com
Awesome, I'll be glad to help and do it in a while then
As per image, more pikemen will be available in castles. And gunpowder cavalry opens to some factions.
Also availability of all units increases exponentialy with each military building upgrade so you will be able to recruit more cavalry and such later in the game.
Unpack and play instruction is in the file's description
Hi Wallachian, the 1448 mod is insanely amazing.
I've noticed about 1/3 of the unit selection voices aren't working (on the battlemap) - is anyone fixing it? If not, I can do it.
Only a matter of fixing the "export_descr_sounds_units_voice.txt" file so there is no interference in the mod. And save compatible.
Btw, you can also use this weather_db file to fix overly rainy/snowy/foggy vanilla weather:
Mediafire.com
weather_db.xml file controls the weather - it is best to change it since vanilla weather is awful.
You can take one from my mod or any other like TATW which changes it to sane values
The mod is looking sharper than ever.
Congrats Guys!
Launch the mod and go straight into the 1200 menu and play.
Jumping between custom battles/main campaign causes it (hardcored issue due to too many factions).
Hi man, that nice of you but no thanks: it's vanilla factions only + and it's impossible to add another faction due to hardcoded limits. And I mod for free as it's my hobby.
I haven't changed guilds scripts for 0.5 ypt option, so it might be off, yeah. I will look into it.
Gunpowder events are working as intended per this sheet: Moddb.com
Mongol destroyed announcement is also normal, as they continue to invade anyway (as explained in the first turn info popup).
JLMP
joined
Just let me post @twcenter