Many units share the same stats because many units are shared by multiple factions in the game; changing the stats for something like Light Men at Arms would mean every faction in the game that recruits them would get the same stat change. Given that Medieval II has a hard-capped limit on units, and the mod stretches that limit to the max, makes making things more diverse is practically impossible. That is why faction-unique units usually have different stats to their generic counterparts; however, there is only so many unit slots the game allows, so making each faction have it's own completely unique roster is impossible due to the hard-coded limits.
Edit: Unless, of course, I have completely misunderstood the point you where trying to make?
Hmm...a workaround to getting a working shortcut on your desktop would be to go into here: 'C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\Roar of Conquest 3.0', select the 'Roar of Conquest' application file, right click it, and then select the option "Create Shortcut". You should then be able to drag the created shortcut out onto your desktop, and it should work just fine.
Could you provide what the 'system.log' said? If not, my guess is that you need to run the Large Address Aware, or LAA, for Roar of Conquest. The instruction for that are included in the description under the Installation Guide.
There currently is no option to change the time period; I removed the option to change time periods to increase stability in the mod. There is another mod called SSHIP, which is another overhaul of Stainless Steel 6.4 but for the early campaign, if you're interested.
If you would follow the instructions in the pinned comment here, I will see if I can help out with the crash: Moddb.com
Offhand, it sounds like you may need to run Large Address Aware for the mod to avoid these type of crashes. Luckily, ROC 3.0 includes LAA for you to use.
If you could follow the instructions in the pinned comment here, I can see if I can help out with the crash: Moddb.com
The mod mostly focuses on balance changes, both to units and campaign mechanics, but many factions have had their rosters expanded upon, including brand new units.
Edit: there has also been a massive overhaul to the Mongol and Timurid invasions, and changes made to the starting regions for multiple factions in the campaign.
Unfortunately, the AI couldn't handle the Empire being in three parts, and Trebizond was really difficult to keep as the human player. Truth be told, I would love to make the Latin Empire an actual faction in the game, which is why I am looking for a modding partner for visuals; a new faction would need it's own banners and heraldry to do it justice!
If you are experiencing any crashes or problems in your mod, please locate the 'system.log' file located here: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\Roar of Conquest 3.0. Open the file using Notepad, and then copy whatever text is on the log. Paste this information in you bug report to me; this will help me out enormously in trying to help you guys fix the problem. Thanks in advance!
Edit: Please paste the log report at this Discord link: Discord.com under the text channel roc_bug_reports
Could you send me a private message with the specific units that are affected? That would help me out greatly. Thank you for reporting the bug regardless!
Edit: more specifically, is there any other units beside the English Musketeers that has this problem?
Move the file manually to the 'mod' folder in you Medieval II location after you extract it. The final result should look like this:
C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\Roar of Conquest 2.0
This process also works if you do not have a Steam version of the game. Apologies for the late reply.
Funny you should ask; I will be shortly publishing an article about the changes made to the Moorish Caliphate and the Kingdom of Portugal. As for the Lusitanian Javelinmen, they are available for Castile and Leon for balancing purposes, as there are other things to make the Portuguese campaign unique.
No, you can't combine all 3 mods into a single mod at the same time; the file changes between RoC and SSHIP would cause your game to crash, unfortunately.
The change was made for gameplay reasons, not historical accuracy. The focus of my mod is to overhaul Stainless Steel to make it more fun for the players, and many people wanted the invasion scripts toned down, (including me).
Is that everything? If not, could you go to here: Discord.com so we could continue the troubleshooting?
Many units share the same stats because many units are shared by multiple factions in the game; changing the stats for something like Light Men at Arms would mean every faction in the game that recruits them would get the same stat change. Given that Medieval II has a hard-capped limit on units, and the mod stretches that limit to the max, makes making things more diverse is practically impossible. That is why faction-unique units usually have different stats to their generic counterparts; however, there is only so many unit slots the game allows, so making each faction have it's own completely unique roster is impossible due to the hard-coded limits.
Edit: Unless, of course, I have completely misunderstood the point you where trying to make?
Hmm...a workaround to getting a working shortcut on your desktop would be to go into here: 'C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\Roar of Conquest 3.0', select the 'Roar of Conquest' application file, right click it, and then select the option "Create Shortcut". You should then be able to drag the created shortcut out onto your desktop, and it should work just fine.
Thanks!
Could you provide what the 'system.log' said? If not, my guess is that you need to run the Large Address Aware, or LAA, for Roar of Conquest. The instruction for that are included in the description under the Installation Guide.
There currently is no option to change the time period; I removed the option to change time periods to increase stability in the mod. There is another mod called SSHIP, which is another overhaul of Stainless Steel 6.4 but for the early campaign, if you're interested.
Glad to hear it! :)
Did you download and install the ROC 3.0 file before installing the patch?
Moddb.com
If you would follow the instructions in the pinned comment here, I will see if I can help out with the crash: Moddb.com
Offhand, it sounds like you may need to run Large Address Aware for the mod to avoid these type of crashes. Luckily, ROC 3.0 includes LAA for you to use.
If you could follow the instructions in the pinned comment here, I can see if I can help out with the crash: Moddb.com
The mod mostly focuses on balance changes, both to units and campaign mechanics, but many factions have had their rosters expanded upon, including brand new units.
Edit: there has also been a massive overhaul to the Mongol and Timurid invasions, and changes made to the starting regions for multiple factions in the campaign.
Serbia is not a faction in the game.
Are you a history major too?
Unfortunately, the AI couldn't handle the Empire being in three parts, and Trebizond was really difficult to keep as the human player. Truth be told, I would love to make the Latin Empire an actual faction in the game, which is why I am looking for a modding partner for visuals; a new faction would need it's own banners and heraldry to do it justice!
If you are experiencing any crashes or problems in your mod, please locate the 'system.log' file located here: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\Roar of Conquest 3.0. Open the file using Notepad, and then copy whatever text is on the log. Paste this information in you bug report to me; this will help me out enormously in trying to help you guys fix the problem. Thanks in advance!
Edit: Please paste the log report at this Discord link: Discord.com under the text channel roc_bug_reports
Nope, this patch is save-game compatible.
Bug fixes, removing overlapping scripts, changing the starting regions of some factions, and some minor buffs for certain units.
Yes, all of these changes are in the version available for download currently.
Could you send me a private message with the specific units that are affected? That would help me out greatly. Thank you for reporting the bug regardless!
Edit: more specifically, is there any other units beside the English Musketeers that has this problem?
Move the file manually to the 'mod' folder in you Medieval II location after you extract it. The final result should look like this:
C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\Roar of Conquest 2.0
This process also works if you do not have a Steam version of the game. Apologies for the late reply.
Moddb.com
Funny you should ask; I will be shortly publishing an article about the changes made to the Moorish Caliphate and the Kingdom of Portugal. As for the Lusitanian Javelinmen, they are available for Castile and Leon for balancing purposes, as there are other things to make the Portuguese campaign unique.
Yeah, it's unfortunate.
No, you can't combine all 3 mods into a single mod at the same time; the file changes between RoC and SSHIP would cause your game to crash, unfortunately.
Yep, that's the norm.
The change was made for gameplay reasons, not historical accuracy. The focus of my mod is to overhaul Stainless Steel to make it more fun for the players, and many people wanted the invasion scripts toned down, (including me).
Discord.gg
Hopefully, this should work.
I've started one here: Discord.com
Please let me know if you have any difficulties; I'm new to Discord, so I hope you can be patient with me.
Yep! All you need to do is install the mod in the 'Medieval II Total War\mods' location wherever you have it on your computer.
Huh?
Edit: the campaign start year is 1220, if that is what you were asking.