This mod allows access to a new alignment, new units, buildings, mechanics.
this is basically DLC, it contains new units and mechanics for all the current alignment, along with a load of rebalancing, aswell as a completely new alignment, based the saljuk turks during the days of the crusades, i still currently have to do a list for the saljukis alignment changes and additions, thank you all for you time.
HERES IS A LINK TO THE FULL README: Drive.google.com
Recent Additions:
: issue where rhinosaur and al-kimiya would get refreshed health bars after switching combat modes has been fixed.
:ICONS for saljukis buildings always being visible has been fixed.
:Alaz Khan now shows warning message on spawn.
:zombies can use portals, so can death mage, portals can also be used by allies, text updated for portals command.
:hovels and houses added, for saljukis alignment style.
:fixes to spearmen being able to be recruited without money, but it being paused while doing so.
:units locators added for: Massiah, at temple, Al-kimiya, at alchemists.
:Coming soon, new huts and houses for saljukis alignment
:fixed bugged saljukis walls
:fixed sand storm spell animation.
:fixed melee mode for the rhinosaur and the alchemist.
:fixed upgrade for alchemy, also fixed the alchemy spell not giving gold outcrops the gold item value.
:fixed text for zealous warrior, summoning pentangle, holy of hollies, demons
:Fixed Text for Massiah
:Gave melee and ranged modes to alchemist and Rhinosaur.
:Fixed bug with gatehouse not converting to saljukis on a new manor.
:Added carts recruiting to windmills and sawmills, which come from the village.
:Fixed bug with Support stone removing buildings.
Saljukis Alignment Changes
BUILDINGS
Well spring:(Rural): The well acts similar to the maypole, with new animation and effect, most effecient around farms.
Temple:Rl(Rural): The temple can spawn the massiah(see massiah for details), the temple holds a charge bar, peasants can be assigned to pray at the temple, the more peasants praying the quicker the charge rate.
Saljukis barracks:(Civic): This is an alignment specific barracks, it becomes available after you build the well, it spawns the core fighters of the Saljukis.
Alchemist:(Civic): you can spawn the alchemist from this building(see alchemist for details), also used to spawn grenadiers, researches Alchemy.
Creature Pen:(Rural): spawns the rhinosaur and the scorpion rider.
Tower of Sorcery:(Rural): you can spawn the sahir, also has an increased sight range.
Battle Tower:(Rural): this tower offers defense for grenadiers, also it increases their range.
Desert Farm:(Rural): this farm act like a normal farm, except it can be built on sand and grass, because of this, it has no fertility penalty.
UNITS
Saljukis swordsman: he is one of the most formidable units, more armour than the average heavy infantry, with faster attacks, but at a cost to damage.
Food: 100
Materials: 40
HP:200
Armour: 15
H2h damage: 30
Food Consumption: 1
Saljukis Spearmen: less armoured than his counter part: with a higher attacks damage at a slower rate.
Food: 60
Materials: 20
HP: 150
Armour: 13
H2h damage: 35
Food Consumption: 1
Grenadier: fast moving, quick throwing ranged unit, low armour, good damage along with a deadly AOE effect when in high numbers.
Food: 100
Gold: 10
HP: 60
Amour: 3
Ranged damage: 15
Food Consumption: 1
Saljukis Horse Archer: quick moving. Arrowing firing unit, quick rate of fire, with deadly accuracy.
Food: 100
Materials: 30
HP: 140
Armour: 7
Ranged damage: 18
Food Consumption: 1
Scorpion rider: this heavy cavalry unit differs from the normal, they have higher armour and deadly attacks, at a extra cost to food and materials.
Food: 120
Materials: 40
HP: 180
Armour: 16
H2h damage: 40
Food Consumption: 2
Rhinosaur: this siege unit has the option of melee and ranged attacks, it is moderate in both areas, it has decent range, Can switch between ranged mode and melee mode.
Food: 400
Gold: 50
HP: 650
Armour: 12
H2h damage: 75
Ranged damaged: 60
Food Consumption: 4
SPECIAL UNITS
_________________
Massiah: the massiah is spawned from the Temple, where his xharge bar is counter as the temple charge bar.
Food Cost: 200
Gold Cost: 50
HP: 100
Armour: 5
H2h Damage: 20
Food Consumption: 1
Abilities:
Support stone: this stone heals nearby idle allied units last 3 minutes, cool down 3 minutes.
Sand storm: this storm surrounds enemies, slowing their attack speed, lasts 30 seconds, mana is deducted from the temple.
Iye: this elemental being, guard the caster,, with deadly ranged attacks, along with brute force, cannot be controlled.
HP: 250
Armour: 20
Ranged damage: 30
H2h damage: 40
Food Consumption: 1
Sahir: the sahir is a great sorceror, he has a poweful range attack accompanied by 2 abilities.
HP: 200
Armour: 6
H2h damage: 40
Ranged damage: 60
Food Consumption: 4
Abilities:
Summon iye: this summons an elemental, he will guard the caster till death cost 15 mana, limited to 1 per sahir.
Ritual of alaz khan: this ritual is cast by the sahir, in order to summon the titan "Alaz Khan" the ritual takes 10 minutes, but can be sped up by other sahir when assigned to them.
Alchemist: the alchemist is a strong single handed melee and ranged slowing unit, he also offers other abilities.
HP: 250
Armour:15
H2h damage: 50
Food Consumption: 3
Abilities:
Throw Potion: lobs a potion at his enemies slowing them over time, can throw between 4 - 6 potions at a time.
Alchemy: convert stone into gold, this is researched before use, but gives a great advantage when left to roam the wild.
TITAN
Alaz khan: is summoned using ritual of alaz.
Alaz khan is the god of fire in ancient saljuk religion, he offers his deciples protection (the iye) and defends them with eternal flame, with deadly eruptions of flame it can easily deter even the strongest of will.
HP: 2000
Armour: 35
H2h damage: 120
Food Consumption: 20
Abilities:
Incineration(passive): units within 10 metres with take DOT damage and be set a flame.
Desolation: this attack is the most deadly, erupting in a plumenof flame that engulfs his enemies, killing units closer to him instantly, units further away take less damage, maximum distance 30 metres.
I still need to post the new version, will be up within the hour :) thank you for reporting.
Currently going through a big list of fixes, all of these are on there, aswell as more, also along with some additions, i will be adding the king unit back in,there has been a lot of changes, the read me needs a full updatr.
Best of luck and thank you for your work!
thank you, also most of the changes have been implemented in the recent version, with some additons that need fixing.
Hello dark lexus, thank you, there is currently a fix on the discord server for. This.
i put the file in the directory, but when i try to start a skirmish i have an error report;
An entity was found in the second pass that was not discovered on the first pass of the GSF! 'Warrior Kings Game Set\Mechanics\Dark Portal.cpp' (20): BUILDING_EXTENSION "Stargate"
this is the error messagge
Hello eu0son, it seems you have the mod, warrior kings battles plus inside the game folder aswell, this will be giving you the error.
When I try to start a skirmish I have an error report:
Something went unrecoverably wrong parsing OBJECT_CREATION Ekueprint. Got up to : 'Warrior Kings Game SetMechanicsiResource Positkner.cpp(512): ASSIGN_ORDER VIA "Gamble Around The Countrysede - Assigament" FINDER SELF
the mod I use is
>Grand Saljukis VersiĆ³n 1.6
>grand battles
yes, we spoke on youtube, for those encountering the same issue, i recommend removing any other mod from the folder.and having on "GSV1.6 in there.
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With these walls yes its possible, but these walls can only be used in player made maps, they are under the name "imperial wall" for those using the Wkbre map editor made by AdrienTD.