repman
11-07-2006, 04:56
Deus lo Vult Kingdoms 5.0 is out + Patch 5.3
Only for Kingdoms !!!!!!!!!!!!!!!!!!!
https://img259.imageshack.us/img259/4496/deuslovultforumpreviewou6.jpg
Factions
https://img62.imageshack.us/img62/4167/screeniethemanyfactioncq0.jpg
fKings Stuff:banner,..
https://img62.imageshack.us/img62/8355/screeniecrownsswords7db1.jpg
**Forum: Total War Center, Hosted Mods
http://www.twcenter.net/forumabrmocoss/forumdisplay.php?f=309
**Download DLV 5.0 Kingdoms: 614 (586) MB
http://files.filefront.com/DLV+50+Kingdoms+installexe/;8503652;;/fileinfo.html
**Download Patch DLV 5.3 : 372 (355) MB
http://files.filefront.com/DLV+50+Patch53exe/;9491905;/fileinfo.html
Torrents for downloading the patch:
---pending---
Handbook english for DLV 5.0 Patch 5.3
http://files.filefront.com/Deus+lo+Vult+53+Kingdoms+hpdf/;9473808;/fileinfo.html
DLV 5.3 works only with Kingdoms installed !!!!!!!!!!!!!!
----------------Attention Patch 5.3 necessary----------------
Changelog Patch 5.3 not save compatible to 5.2 or older
- new faction Georgia: thanks to Harry Lime integrate the russian "Knights of Honour Mod 5.0" (Skinner NeoUA)
https://img150.imageshack.us/img150/4459/georgiatroopszr1.th.jpg (https://img150.imageshack.us/my.php?image=georgiatroopszr1.jpg)
https://img150.imageshack.us/img150/3995/georgiakingsq2.th.jpg (https://img150.imageshack.us/my.php?image=georgiakingsq2.jpg)
- new strat models for captains: thanks to Isilendil
https://img405.imageshack.us/img405/1213/stratmodelsxv4.th.jpg (https://img405.imageshack.us/my.php?image=stratmodelsxv4.jpg)
- integrated more skins from Lithuania mod: thanks to Isilendil+MadTao
https://img182.imageshack.us/img182/7900/lihtuaniaxe4.th.jpg (https://img182.imageshack.us/my.php?image=lihtuaniaxe4.jpg)
- reworked skins Teuton Order: thanks to Isilendil
- reworked campaign map texture files
- more aggressive mongols
- faster campaign turns
- included in Campaign AI: religious buildings influence faction standings with other factions (see XAI mod 2.20D from Xeryx\Naimad)
- interactive medieval events with player decision effects: adapted from Anno Domini mod:
Royal Hunt (stables), Royal Banquet(Townhall), Trade Fair(Market), Holy Council(Church,o_church(masjii), Royal Tournament(Knight stables)
Yes: give positive traits, no: declining the event give negative traits in a certain distance to the capital
https://img143.imageshack.us/img143/1444/banquetde2.th.jpg (https://img143.imageshack.us/my.php?image=banquetde2.jpg)
includes old changelog 5.2
- new strat models for sea blockade, siege and trade routes thanks to riczu74
- some reskin of teutons thanks to Rex Cobalt
- new strat models for Faction leader, heir, general, captain thanks to Isilendil and Tyre
- new religion judaism: merchants require 20% judaism (only for the player), jewish synagogues available to convert (but will create unrest in the mother factions... so you have to decide where to build them..)
- all priests have fieldcosts on enemy territories :300
- reduced\semitransparent flag symbols on the campaign map: strength of armies no more visible
- small battle parameter changes
- double ressources in capitals: monopoly traits,....(idea from Averroës)
includes old change log 5.1
- bugfixing: SiegeEngines, oil,......
- update + minimal modify Campaign UAI 1.6 (+bugfixer) von GrandViz
- all recruitement is religion dependent: normal units > 60% (corresponding religion), generals and Navy Seals > 80%
- new province Santiago de Compostella, Visby
- includes 3 units from Lithuania Mod (recruitable in temple): thanks to MadTao and Team
- transfer of building textures from Kingdoms: teutonic forts, ....
- music from Kingdoms Teutonic Campaign
- fixed age mod (with kingdom scripts)
- refined the map: roads, textures...
- techtree buildings: included highway for greeks, amber_route for northern,eastern factions, Hanseatic League
- fixed all Custom- Quick, Historical Battles
includes old Changelog 5.0 bugfixer_01:
- bugfixing: sea trade, scottish princess, denmark death,... thanks to Harry Lime
- new faction norway + new region Bergen: thanks to Harry Lime
- small changes to campaign AI
- transfer units from kingdoms: thanks to Harry Lime, Ordensritter
byzantium
.greek_firethrower
egypt
.dismounted_ghulams
.ghulams
elo
.edessan_squires
.edessan_guard
teutons
.ritterbruder
.clergymen
.prussian_archers
.order_spearmen
.dismounted_ritterbruder
ireland
.calivermen
.mounted calivermen
turks
.hasham
.dismounted_hasham
Changelog DLV_50 :
- newest Artfixer + Interfaces: Tokus*Maximus, Wirapuru
- Triumph and Tragedy: thanks to Tokus*maximus, Abrocomos
- includes all Sambos skins
- bugfixing : thanks to Abrocomos
- Kingdom Features: Menue adaptions, Permanent Forts, Oil (?), AI (campaign,battle) parameter,...
- Retrofit mod: thanks to unspoken knight
- some AI Adaptions
Installation 5.0: not save compatibel to 4.0...only works with kingdoms.exe !!!!!!!!!!!!!!!!!
- Install MTW II
- Install Kingdoms
· IMPORTANT: Make sure there is no old DLV_ext folder in your Medieval II Total War folder before attempting to install (Uninstall and Delete them !!!!!)
. Delete any old DLV_ext folders or stuff !!!!
· Not save compatible with DLV4.0 or earlier versions
· Your original M2TW files will not be changed, DLV_5.0 creates a seperate installation path which includes nearly all changed files: except a necessary new small folder DLV_ext in the standard data path
· Execute file Deus_lo_Vult_50_Kingdoms_Install.exe and enter the correct path for the installation
Example: C:\Program Files\SEGA\Medieval II Total War
(For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!)
· The automatic setup creates a desktop icon, a program icon and an uninstall option
· To start the game doubleclick
on the Deus lo Vult 5.0 desktop icon
or the program icon
or the Launch_DLV_ext.bat in the path C:\Program Files\SEGA\Medieval II Total War (default path...you may have changed this to your custom path during installation)
Installation: Patch 5.3 not save compatible to DLV 5.0 or patch 5.2
- Install MTW II
- Install Kingdoms
- If you have older versions as 5.1 or 5.2 installed, then uninstall all old DLV versions + delete all DLV_ext folders (whole 5.0 +5.1 or 5.0 + 5.2)
in C:\Program Files\SEGA\Medieval II Total War
and
in C:\Program Files\SEGA\Medieval II Total War\data
- Install DLV 5.0
- no DLV Addons installed
· Execute file Deus_lo_Vult_Patch53_Install.exe and enter the correct path for the installation
Example: C:\Program Files\SEGA\Medieval II Total War
(For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!)
Ignore the warnings of write protected files !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Important Language Versions !!!!
During the Installation Process on the last page you are asked if you have an english or non-english (german, french,...) Version. For english people you have to unclick the Launch-nonenglish-Version Button, the other can continue. The program loads the correct language version files from the folders sound_english or sound_non-english and copies them into the path DlV_ext\data. During the next step the files events.dat, events.idx, Music.dat, Music.idx under the path DLV_ext\data\sounds are deleted and the game regenerates the correct language version + new music during the first game start. You can do it manually later by yourself if you have messed something during installation.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Ignore the warnings of write protected files !
Don't close the pop-up windows even if takes minutes to perform, wait until they close by themselves.
If the game is not starting on the first turn then delete the bin files in the path C:\Program Files\SEGA\Medieval II Total War\DLV_ext\data\text !!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
------------------------------------------------------------------------------------------------------------------
Sincerest thanks to all the folks who have contributed to Deus lo Vult
Repman (the "Creator")
- TheDrakken: Traits\Ancilliary System
- Tokus Maximus: Graphical Artwork and Ideas (Artist Maximus Augustus)
- Wirapuru: graphics
- Miak : america map
- Unspoken Knight: Retrofit + custom campaign mods
- Harry Lime: bugfixing, minimods, betatesting
- Gaius Baltar: betatesting
- juggernawt: skinning Teutonics
- DeZzErX: Flanders
- SB2ean: Armenia, Desert Tribes
- Boicote: Kiev Rus, Lithuania, Crusader
- Joedreck: banner, shields, graphics
- Renown: Traits/Ancillaries
- Darth Vader: BATTLE AI + EDU balancing
- Pinko: Battle AI tweaks + edb file elements
- Oda Nobunaga: Traits/Ancillaries Enhancements
- GrandViz: Ultimate AI mod 1.5
- Spurius: Big Map 1.06
- Rawghi: Heraldic mod
- Kobal2: Traits Bugfixer
- Marcus Camillus: old Career System, refined by Drakken
- GAFH modder: Age simulation
- Dearmad : smoke mod, cannon fix; traits/ancillary system
- Kivals: adjusting parameters and optimizing russian\kiev faction
- Rob the celt: ireland faction
- Zapppa: Career System
- Hephaistos: naval addon 1.1
- Zaid: islamic enhancements
- gladiatort, madtao: Lithuania mod
- character names: deRougemont, finneys13
- byg: Grim (supply) mod
- Belgae: trait optimization
- Belgae, StrikeQ : Student System
- deRougemont, finneys13: characternames project
- Byg: Grim (supply) mod
- LAca's: Byzantine spearman
- Megalos: english skins
- Sambo: reskinning
- gfortune: KoJ tweaking
- riczu74: strat models: siege, sea blocade
- Rex Cobalt: ordo teutonicus reskin
- Isilendil and Tyre: strat models: leader, heir,...
- Averroës: ressources
- NeoUA: georgian skins from Knights of Honour Mod
Addon:
- Ordensritter
- Burrek
- Eternal cocoon
- Himmelsfeuer
- Horsearcher
- Salty
- plasticfigurine
- WhiteWolf
- zhumin1978
- ziher
- Maced0n
- Silent Resident
DLV Features:
Roleplay as a real Knight, Prince or King in a true medieval atmosphere and face unique strategic challenges due to many scripted elements on a big map and get beaten up on the battlefield...Deus lo Vult!
It's not for Blitzkrieg but for strategic slow playing players (2 turns per year ) who like micromanagement !
We retooled the event timing so more happens when the game is still interesting...a little ahistorical but a lot more fun. DLV starts in 1180, the Mongols arrive in ~1210 (~turn 60), the Black Plague in ~1270 (~turn 180) and the third great scourge, the Timurids, shortly thereafter.
1. Campaign
1.1 Campaign Map
DLV uses the bigmap from Spurius but with more new regions (baltic, spain,...)
- more space results in more field battles
- adapted many elements as rivers, climates,....
- nice RTW like layout of the campaign map with real wooden settlements (thanks to Silent Resident)
- new models for Resources (thanks to Maced0n from MetroNavalMod)
- historical provinces names: thanks to wanderingwayne
- reduced winter movements
1. 2. New DLV Factions:
Historically accurate Character Names (CNP 3.0)
Flanders: strong unique infantry units thanks to DeZzErX
https://img520.imageshack.us/img520/4498/flandersff9.jpg
Kievan Rus: thanks to Boicote
https://img176.imageshack.us/img176/1443/kievcw3.jpg
Ireland: very unique units thanks to Rob the celt and sb2ean
https://img176.imageshack.us/img176/5052/irishgy0.jpg
Lithuania: pagan with priests and perkunas temple: thanks to Boicote, MadTao
https://img530.imageshack.us/img530/6682/litsm6.jpg
Teutonic Order: recruiting only in castles....:thanks to Juggernawt..
https://img176.imageshack.us/img176/1845/teutonsdj9.jpg
Cilicia Armenia
Kingdom of Jerusalem
Desert Tribes (not playable)
Modified Factions:
- mongols: pagan with priests and temples
1.3 More Mercenaries!
We've adjusted the merc recruiting files so now you'll be able to hire more advanced and more interesting mercenaries sooner in the game. Welsh longbows are available at game start...just one example.
1.4 Campaign AI
uses GrandViz Ultimate AI 1.5: http://www.twcenter.net/forums/showthread.php?t=97021
- special win conditions; factions have specific goals
- survival money infusion script for very small factions
- Added a little money inflation effect for player and AI
- More effective and active rebels
1.5 Roleplay Elements
Regional Heraldic Titles
Tokus has crafted new Heraldic ancillaries for all Regions (vanilla and Big Map expanded), Swords, Crowns and Royal Banners, and Banners for the Heraldic Rank System (Catholic, Greek and Islamic). These are beautiful in game…here’s a screenie:
https://img476.imageshack.us/img476/2558/heraldicgn2.th.jpg (https://img476.imageshack.us/my.php?image=heraldicgn2.jpg)
Career Decision: Governor or General : thanks to Zappa
What this sub-mod does is it will force the player to choose a career path for each of his family- members. The paths are either General or Governor. The idea behind this mod is that there is only so much time to raise a child into a certain career. You cannot have him squire a knight on campaigns and have him apprentice a governor at the same time during his childhood.
To choose a path, in the very first turn after coming of age put the character inside a city/castle to become a 'Governor' or outside in the field to become a 'General'. Once the path is chosen, the character will remain in that path forever. A career general will get bonusses to command and morale, but penalties to governing and a career Governor the other way around.
If a legendary general has a son, he will force him to tread in his footsteps and become a general as well. Depending on the traits of the son, he will resist, or relish in his forced career. However, even the greatest dork can become a real commander with enough experience.
Characters that are adopted or married to a princess will have their careers chosen for them. Traits are taken into account, so natural military geniusses will always be generals and pencil pushers will be governors
Heraldic Rank System
Available for European Factions (Squire-Knight-Knight Banneret-Knight Commander- Knight Grand Cross) and expanded to now include Byzantine, Moors, Egyptian and Turkish factions. Byzantine and Islamic factions have unique rank names.
a. Ranks of low station (Squire & Knight) have negative morale effect
b. Knight Bannerets and above get positive traits and banners (Imperial Army Banner or Banner of the Prophet) at Rank 4 (Knight Commander equivalent)Banners with positive morale boost -- 54 unique banner ancillaries by Tokus*Maximus: 40 for Knight Bannerets, 10 for Knight Commanders, 4 for Knights Grand Cross
https://img476.imageshack.us/img476/7223/heraldicturmarch0776260bu1.th.jpg (https://img476.imageshack.us/my.php?image=heraldicturmarch0776260bu1.jpg)
c. Epithets for Knight Commanders and KGCs
Promotions to the next rank can now come through three means:
- Campaign Experience (time in the saddle),
- Heroic Victory (%chance),
- Command Experience (more battles where led, higher % chance of promotion). Here's a screenie that gives the full description of the Heraldic Rank System :
https://img233.imageshack.us/img233/9818/heraldicranksystemgermayi4.th.jpg (https://img233.imageshack.us/my.php?image=heraldicranksystemgermayi4.jpg)
Crowns and Royal Banners
The “Faction Leader” and “Faction Heir” traits have been changed to confer only a Personal Security benefit. Command, Authority, Piety, Morale, etc. benefits are now conferred by the Crown and Royal Banner. Both the Faction Leader and Heir receive a Royal Banner ancillary at time of promotion (the Heir keeps the one he has when promoted to Faction Leader). The Royal Banner confers a morale bonus, and possibly other goodies depending on faction (the Russian royal banner gives a movement bonus to speed crossing those wide expanses).
https://img150.imageshack.us/img150/9205/ffrenchkingm70e48d3bf3.th.jpg (https://img150.imageshack.us/my.php?image=ffrenchkingm70e48d3bf3.jpg)
Crowns have unique names and benefits per faction. The French king wears the Crown of Charlemagne. For the player (only), the Faction Leader must end his turn in the faction’s original capitol to be crowned. The new English king would have to return to London, the French king to Paris, etc. Since I can’t teach the AI to do this, new AI Faction leaders have a % chance each turn to be crowned King (Emperor, Caliph, etc.) If you lose your original capitol, you can’t have new kings crowned until you retake it. If you destroy an enemy faction, your faction leader can take its crown by ending his turn in its former capitol (Catholic Kings [+Russia] can take Catholic crowns, Islamic leaders can take Islamic crowns…only the Greeks can be Byzantine Emperor). You might also take a faction’s crown if you take its capitol and its new faction leader has not yet been crowned…all sorts of interesting possibilities open: “Hey, Louis, I’ve got your capitol and your crown…come take it back.” NOTE: leaving your king uncrowned can lead to rebellion! (Can trigger the "Offensive to Nobles" trait from Blood, Broads and Bastards! 1.9)
Legendary Swords
Twenty new legendary sword ancillaries for your generals to wield including Mohammed's swords Al- Battar "the Beater", Dhu'l Fakar "the Trenchant", Halef "the Deadly", and Medham "the Keen"; El Cid's swords Colada and Tizona; and Charlemagne's Joyeuse. Swords can be taken from enemy generals defeated in battle or inherited from a father that has shuffled off this mortal coil. One restriction, a general can only possess one legendary sword at a time. More role playing goodness than ever before.
https://img150.imageshack.us/img150/7550/felcidandtizme50e879sq6.th.jpg (https://img150.imageshack.us/my.php?image=felcidandtizme50e879sq6.jpg)
Another reason I need to take Valencia...
Command Experience
by Oda Nobunaga. Generals now have a trait that records number of battles in which they have led the army. Generals which have never or seldom led an army in battle get Authority and Hit Point penalties (they don't know how to handle themselves on the battlefield..."My liege, don't ride in front of the archers when they're firing...Doh!"). This trait improves by commanding more battles. Royal heirs who just sit in their castles waiting to be crowned King start off with an Authority penalty as a result..."get out there and lead boy!"
Age Mod
By GAFH modder, with some DLV twists. Characters lose initiative (movement points) as they age (god, I know I do). Of course young characters have the least campaign experience and lowest heraldic ranks...so there are benefits to the wisdom age brings. Characters are also more likely to have children when young. age and traits are not correlated 100 % corrct because of game engine restrictions
Misery and Misfortune
Generals in the field can fall prey to illness from the rigors of campaigning. Generals with the trait "Hypochondriac" fall ill more often, while those with Hale and Hearty traits seem never to fall ill. Disease carries with it command, movement and fertility penalties. Generals can recover from illness, particularly if they seek out a settlement for treatment and recuperation. In addition, wives can experience difficult births which can decrease their chances of ever having another child. And sometimes couples have no children for some reason known only to the Almighty.
Revised Trait System:
- Blood Broad Bastard 2.0 (not all): thanks to Dearmad's and Pnutmaster
- Naval mod: 1.1: thanks to Hephaistos
- Zapppa's Death mod: Added death of natural causes variability mod. Any character can now die of natural causes as early as 30 years old leading up to 110 max. No more predictable characters deaths at 62 y/o.
DLV AI Garrisons
All settlements now raise garrisons for their defense when besieged, depending on the faction owner. Garrisons are raised only on AI side if they are attacked by another AI or by the player. No Garrison if the player is sieged !!
In fact, every settlement has a unique garrison scheme. The garrison is raised at the time an invading army lays siege so having a spy open the gates or bringing up your own siege equipment does not bypass the garrison. This simulates the idea that the feudal system was basically a system for defense (standing armies being very expensive) and on the approach of an invading army, the knights, yeomanry and peasantry in the settlement and surrounding countryside rally to the defense. The size of the garrison depends not only on the importance of the settlement but the local zeal of the citizenry.
Garrison sizes:
·Great Cities (including capitols): 12+ companies; [London]
·Homelands (usually starting regions for the faction): 9+ companies; [Nottingham, Caen]
·Strongly Aligned: 6+ companies; [York, Southampton]
·Weakly Aligned: 3+ companies; [Wales, Southern Ireland, Rennes (Brittany), Burges]
https://img233.imageshack.us/img233/279/fsiegeofnottma56d945rp1.th.jpg (https://img233.imageshack.us/my.php?image=fsiegeofnottma56d945rp1.jpg)
Before: Bonnie Prince Edward marches on Nottingham defended by 8 English companies
https://img476.imageshack.us/img476/4816/fsiegeofnottm5781eb8hw0.th.jpg (https://img476.imageshack.us/my.php?image=fsiegeofnottm5781eb8hw0.jpg)
After: 9 more English companies join in the defense as Prince Edward's Scots lay siege -- this all occurs during the same turn
Alexandria, Cairo, Edessa, Jerusalem, Antioch…those are all “Great Cities,” so crusading armies’ victories will be hard won. Garrisons are generated only once per siege (at the instant the settlement is besieged), but will respawn if the siege is broken and the city is besieged again later (more defenders pour in from the hinterlands). Garrisons usually consist of early-era units to simulate every able bodied (and some not so able bodied) man being pressed into action. However that doesn’t mean they’ll be a pushover…Constantinople has two hardened companies of Varangian Guards as part of the garrison that will defend the city for the Emperor.
The garrison script owes much to Niko’s Hard Mod garrison script, but has been streamlined to keep the overhead low.
Civil War simulation thanks to BBB mod + Drakkens enhancements
Rebellion: Nobels can rebel, create unrest and become quite immobile and don't obey orders if
- a King gets his Faction excommunicated and his piety is not high
- a King runs his Kingdom's treasury into the ground
- the larger an Empire the greater the chance: those further afield from the capital are getting more unloyal (Crusaders are immune) which is reversible
- stripping your nobles of their titles
- a new King ascends to the throne, particularly if he has low Authority -- DLV2.0 addition
- a new King is uncrowned (has not returned to the capitol or already has 8 ancillaries [transfer some of them to another character])-- DLV2.0 addition
The key is to look for the Faction Leader trait: "Offends the Nobility." You'll get an announcement in the Faction Announcements when/if this occurs. At that point you must move quickly. As long as the Faction Leader has the Offends trait, generals will choose sides either becoming loyal or disloyal to their Liege (this includes any Coming of Age, Adopted or Married in Generals that join your royal family later).
- Get the disloyal generals out of army command and governor positions.
- pair them with loyal generals
- send them to the battlefield: will slowly increase their loyalty
- Assassinate them, make them Commodores (passengers) of 1 ship navies and send them out to hunt pirates...just get rid of them, or sit on them (put them under a loyal governor) and hope they come to their senses at the next change of King.
- Don't let them marry, because their children can carry on the Father's disloyalty to the King.
- Civil war can now be headed off with quick action (at least there's a chance):If your King is in the capitol, is crowned & and has Authority >5*, there is a % chance each turn that he will lose the trait "Offends the Nobility". Nobles that have the trait "Disloyal" must travel to the capitol to seek an audience with the King to receive a pardon. If they end their turn in the capitol, and the King is present, there is a % chance each turn that they will be pardoned (lose the trait "Disloyal"). However, there is also a % chance that the disloyal Noble will receive the trait "Thrown in the Dungeon"...essentially immobile + other bad traits, until released (% chance of release each turn, with average stay in the Dungeon being 5 years (10 turns).
*There is a new trait "At the Seat of Power" that gives Faction Leaders +1 Authority when they end their turn in the capitol. Crown, Heraldic Titles, Legendary Swords and winning battles can all boost Authority to reach the required level.
Armed Insurrections (Changed in 2.11)
Keep your capitol city, and any captured capitols, content (yellow face). If the happiness falls to blue or lower, you could soon be facing an armed insurrection from a strong rebel army in that capitol's province. So there is a 25% chance of both spawning!)[/I]
1.6 Strategical and logistical elements
Field Army Costs
So why not keep your generals in the field all the time so they can gain campaign experience? Because it costs cold hard florins. Armies in enemy territory can cost a king's ransom, particularly if they are besieging. Here are the costs:
a. Besieging Army costs 2000fl + 500fl each additional Named General beyond the first
b. Army in Enemy Territory costs 500fl + 500fl each additional Named General beyond the first
c. Army in Friendly Territory (outside a settlement) costs 200fl +200fl each additional Named General beyond the first
d. Army in Fort (captain-led) zero cost (so you can set up forts on the frontier as a defensive strategy)
e. Army in Fort led by Named General costs 500fl (enemy lands) or 200fl (friendly lands) +500/200 for each additional Named General beyond the first
Assassin and Spy Network Costs
Assassins and spies now cost 500 Florins per turn when operating outside of friendly territory. This represents bribes to petty officials, pay offs to the gate guards, palm greasing of informants, gratuities for traitors and other sundry expenses incurred when operating in unfriendly territory. Might still be a good investment to send a spy ahead into a target settlement to shorten the siege...and then maybe not. More choices for thee.
Growing Settlement Penalty
The player incurs increasing costs per settlement as the settlements increase in size. For settlements: level 1 -50fl, level 2 -100fl, level 3 -200fl, level 4 -400fl, level 5 -800fl (only cities have a level 5). This simulates the greater amount of graft, waste and corruption as cities expand.
Supply Simulation (thanks to Byg)
Currently an army will begin with and can get fully supplied by spending time in a settlement of greater than 50% own religion, making it not so easy for some newly conquered places.
Supplies are carried with armies, which decrease with time spent in the field
Resupply via settlements and Supply Ships. Marching along the coast being supplied from ships is now a reality.
Foraging. Before you need to consume a portion of your armies supplies you may live off the land - foraging for 2 turns in foreign region and 4 turns in one of your own regions.
In any foreign territory your army will take supplies from that region, but after 4 turns in any foreign region you will have stolen all there is to steal.
Your own supplies will then begin to drop by 1/4 and for every further 4 turns you spend in that region.
If you move to another enemy territory then you can ravage that for 4 turns too.
If you move rapidly through foreign territory you will not need to use your own supplies. e.g. you could spend 3 turns in enemy territory then move on to greener pastures in another enemy territory.
1.7 Historical and Dynamic Game Events
We've created new historic events and new event graphics by Tokus*Maximus
https://img150.imageshack.us/img150/7913/fteutonicknimcb86305gm4.th.jpg (https://img150.imageshack.us/my.php?image=fteutonicknimcb86305gm4.jpg)
- dynamic economic events in random steps for : markets, roads, ports, mines with positive\negative effects on income
- new pop up's for foreign_king_is_death and new_foreign_princess_available events (from BBB mod)
1.8 Building's Techtree
- enhanced building times (for 2 turns per year),
- Reduced starting settlement levels
- More differences between cities\castles and their buildings, both economy and military
- metropolis mod feature:
Each faction has two settlements (original capital + ) that can grow to the highest level (plus of course, any you capture from other factions). For factions that only start with one region, a nearby rebel-
- building correlations: higher level markets need paved roads, higher levelsmiths need resource iron, higher level siege/cannon need higher level smith
- ports differenciation: markets are necessary for ports
city_harbour: big trading plus + simple ships
castle harbours: small trading plus + better ships
- Changed techtree: no more troop recruitment in the core buildings, only in military buildings.
- Only first level cavalry (hobilars, scouts, mounted sergeants, etc. and dismounted units) are available from the castle sans stable. Higher level cavalry require appropriate stables to be built.
2. Battle Mechanics
- new custom battle maps
- mixed elements from all important AI Battle Developers: Darth Vader, Grandviz, Lusted,
- many infantry \archer units can deploy stakes
- Ballista/Cannon Tower fix
- more strenght for gates and walls
- generally higher moral for all units
3 Graphical enhancements
all Symbols\Menuv Screens done by Tokus*Maximus
this has been implemented by Ordensritter
-burrek's Knights and Knaves v0.95
-burrek's Blood and Dirt v0.91
-burrek's Unique Europeans, High Period v0.3
-burrek's Unique Europeans, Early Period v0.91
Eternal cocoon:
-Turk Reskin 1.1
Himmelsfeuer:
-Retextured French Shields
-Retextured English Shields
Horsearcher:
-Skymod Vers 2 alpha
Salty:
-Sicilian Shields
-Alternate Crusader Shields
-Milanese Shields
-Papal States Shields
plasticfigurine:
-Early Generals Mod v0.2
WhiteWolf:
-Byzantine Armor Progression V 0.7
zhumin1978:
-Dismounted Knights Orders Mod
-Dustmod
ziher:
-Danish shields retexture
-HRE shields retexture
-Scotland shields retexture
-Spain shields retexture
-Rebels shields
-Darker nights
Cheers!
Repman, Tokus*Maximus, DerDrakken
Only for Kingdoms !!!!!!!!!!!!!!!!!!!
https://img259.imageshack.us/img259/4496/deuslovultforumpreviewou6.jpg
Factions
https://img62.imageshack.us/img62/4167/screeniethemanyfactioncq0.jpg
fKings Stuff:banner,..
https://img62.imageshack.us/img62/8355/screeniecrownsswords7db1.jpg
**Forum: Total War Center, Hosted Mods
http://www.twcenter.net/forumabrmocoss/forumdisplay.php?f=309
**Download DLV 5.0 Kingdoms: 614 (586) MB
http://files.filefront.com/DLV+50+Kingdoms+installexe/;8503652;;/fileinfo.html
**Download Patch DLV 5.3 : 372 (355) MB
http://files.filefront.com/DLV+50+Patch53exe/;9491905;/fileinfo.html
Torrents for downloading the patch:
---pending---
Handbook english for DLV 5.0 Patch 5.3
http://files.filefront.com/Deus+lo+Vult+53+Kingdoms+hpdf/;9473808;/fileinfo.html
DLV 5.3 works only with Kingdoms installed !!!!!!!!!!!!!!
----------------Attention Patch 5.3 necessary----------------
Changelog Patch 5.3 not save compatible to 5.2 or older
- new faction Georgia: thanks to Harry Lime integrate the russian "Knights of Honour Mod 5.0" (Skinner NeoUA)
https://img150.imageshack.us/img150/4459/georgiatroopszr1.th.jpg (https://img150.imageshack.us/my.php?image=georgiatroopszr1.jpg)
https://img150.imageshack.us/img150/3995/georgiakingsq2.th.jpg (https://img150.imageshack.us/my.php?image=georgiakingsq2.jpg)
- new strat models for captains: thanks to Isilendil
https://img405.imageshack.us/img405/1213/stratmodelsxv4.th.jpg (https://img405.imageshack.us/my.php?image=stratmodelsxv4.jpg)
- integrated more skins from Lithuania mod: thanks to Isilendil+MadTao
https://img182.imageshack.us/img182/7900/lihtuaniaxe4.th.jpg (https://img182.imageshack.us/my.php?image=lihtuaniaxe4.jpg)
- reworked skins Teuton Order: thanks to Isilendil
- reworked campaign map texture files
- more aggressive mongols
- faster campaign turns
- included in Campaign AI: religious buildings influence faction standings with other factions (see XAI mod 2.20D from Xeryx\Naimad)
- interactive medieval events with player decision effects: adapted from Anno Domini mod:
Royal Hunt (stables), Royal Banquet(Townhall), Trade Fair(Market), Holy Council(Church,o_church(masjii), Royal Tournament(Knight stables)
Yes: give positive traits, no: declining the event give negative traits in a certain distance to the capital
https://img143.imageshack.us/img143/1444/banquetde2.th.jpg (https://img143.imageshack.us/my.php?image=banquetde2.jpg)
includes old changelog 5.2
- new strat models for sea blockade, siege and trade routes thanks to riczu74
- some reskin of teutons thanks to Rex Cobalt
- new strat models for Faction leader, heir, general, captain thanks to Isilendil and Tyre
- new religion judaism: merchants require 20% judaism (only for the player), jewish synagogues available to convert (but will create unrest in the mother factions... so you have to decide where to build them..)
- all priests have fieldcosts on enemy territories :300
- reduced\semitransparent flag symbols on the campaign map: strength of armies no more visible
- small battle parameter changes
- double ressources in capitals: monopoly traits,....(idea from Averroës)
includes old change log 5.1
- bugfixing: SiegeEngines, oil,......
- update + minimal modify Campaign UAI 1.6 (+bugfixer) von GrandViz
- all recruitement is religion dependent: normal units > 60% (corresponding religion), generals and Navy Seals > 80%
- new province Santiago de Compostella, Visby
- includes 3 units from Lithuania Mod (recruitable in temple): thanks to MadTao and Team
- transfer of building textures from Kingdoms: teutonic forts, ....
- music from Kingdoms Teutonic Campaign
- fixed age mod (with kingdom scripts)
- refined the map: roads, textures...
- techtree buildings: included highway for greeks, amber_route for northern,eastern factions, Hanseatic League
- fixed all Custom- Quick, Historical Battles
includes old Changelog 5.0 bugfixer_01:
- bugfixing: sea trade, scottish princess, denmark death,... thanks to Harry Lime
- new faction norway + new region Bergen: thanks to Harry Lime
- small changes to campaign AI
- transfer units from kingdoms: thanks to Harry Lime, Ordensritter
byzantium
.greek_firethrower
egypt
.dismounted_ghulams
.ghulams
elo
.edessan_squires
.edessan_guard
teutons
.ritterbruder
.clergymen
.prussian_archers
.order_spearmen
.dismounted_ritterbruder
ireland
.calivermen
.mounted calivermen
turks
.hasham
.dismounted_hasham
Changelog DLV_50 :
- newest Artfixer + Interfaces: Tokus*Maximus, Wirapuru
- Triumph and Tragedy: thanks to Tokus*maximus, Abrocomos
- includes all Sambos skins
- bugfixing : thanks to Abrocomos
- Kingdom Features: Menue adaptions, Permanent Forts, Oil (?), AI (campaign,battle) parameter,...
- Retrofit mod: thanks to unspoken knight
- some AI Adaptions
Installation 5.0: not save compatibel to 4.0...only works with kingdoms.exe !!!!!!!!!!!!!!!!!
- Install MTW II
- Install Kingdoms
· IMPORTANT: Make sure there is no old DLV_ext folder in your Medieval II Total War folder before attempting to install (Uninstall and Delete them !!!!!)
. Delete any old DLV_ext folders or stuff !!!!
· Not save compatible with DLV4.0 or earlier versions
· Your original M2TW files will not be changed, DLV_5.0 creates a seperate installation path which includes nearly all changed files: except a necessary new small folder DLV_ext in the standard data path
· Execute file Deus_lo_Vult_50_Kingdoms_Install.exe and enter the correct path for the installation
Example: C:\Program Files\SEGA\Medieval II Total War
(For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!)
· The automatic setup creates a desktop icon, a program icon and an uninstall option
· To start the game doubleclick
on the Deus lo Vult 5.0 desktop icon
or the program icon
or the Launch_DLV_ext.bat in the path C:\Program Files\SEGA\Medieval II Total War (default path...you may have changed this to your custom path during installation)
Installation: Patch 5.3 not save compatible to DLV 5.0 or patch 5.2
- Install MTW II
- Install Kingdoms
- If you have older versions as 5.1 or 5.2 installed, then uninstall all old DLV versions + delete all DLV_ext folders (whole 5.0 +5.1 or 5.0 + 5.2)
in C:\Program Files\SEGA\Medieval II Total War
and
in C:\Program Files\SEGA\Medieval II Total War\data
- Install DLV 5.0
- no DLV Addons installed
· Execute file Deus_lo_Vult_Patch53_Install.exe and enter the correct path for the installation
Example: C:\Program Files\SEGA\Medieval II Total War
(For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!)
Ignore the warnings of write protected files !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Important Language Versions !!!!
During the Installation Process on the last page you are asked if you have an english or non-english (german, french,...) Version. For english people you have to unclick the Launch-nonenglish-Version Button, the other can continue. The program loads the correct language version files from the folders sound_english or sound_non-english and copies them into the path DlV_ext\data. During the next step the files events.dat, events.idx, Music.dat, Music.idx under the path DLV_ext\data\sounds are deleted and the game regenerates the correct language version + new music during the first game start. You can do it manually later by yourself if you have messed something during installation.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Ignore the warnings of write protected files !
Don't close the pop-up windows even if takes minutes to perform, wait until they close by themselves.
If the game is not starting on the first turn then delete the bin files in the path C:\Program Files\SEGA\Medieval II Total War\DLV_ext\data\text !!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
------------------------------------------------------------------------------------------------------------------
Sincerest thanks to all the folks who have contributed to Deus lo Vult
Repman (the "Creator")
- TheDrakken: Traits\Ancilliary System
- Tokus Maximus: Graphical Artwork and Ideas (Artist Maximus Augustus)
- Wirapuru: graphics
- Miak : america map
- Unspoken Knight: Retrofit + custom campaign mods
- Harry Lime: bugfixing, minimods, betatesting
- Gaius Baltar: betatesting
- juggernawt: skinning Teutonics
- DeZzErX: Flanders
- SB2ean: Armenia, Desert Tribes
- Boicote: Kiev Rus, Lithuania, Crusader
- Joedreck: banner, shields, graphics
- Renown: Traits/Ancillaries
- Darth Vader: BATTLE AI + EDU balancing
- Pinko: Battle AI tweaks + edb file elements
- Oda Nobunaga: Traits/Ancillaries Enhancements
- GrandViz: Ultimate AI mod 1.5
- Spurius: Big Map 1.06
- Rawghi: Heraldic mod
- Kobal2: Traits Bugfixer
- Marcus Camillus: old Career System, refined by Drakken
- GAFH modder: Age simulation
- Dearmad : smoke mod, cannon fix; traits/ancillary system
- Kivals: adjusting parameters and optimizing russian\kiev faction
- Rob the celt: ireland faction
- Zapppa: Career System
- Hephaistos: naval addon 1.1
- Zaid: islamic enhancements
- gladiatort, madtao: Lithuania mod
- character names: deRougemont, finneys13
- byg: Grim (supply) mod
- Belgae: trait optimization
- Belgae, StrikeQ : Student System
- deRougemont, finneys13: characternames project
- Byg: Grim (supply) mod
- LAca's: Byzantine spearman
- Megalos: english skins
- Sambo: reskinning
- gfortune: KoJ tweaking
- riczu74: strat models: siege, sea blocade
- Rex Cobalt: ordo teutonicus reskin
- Isilendil and Tyre: strat models: leader, heir,...
- Averroës: ressources
- NeoUA: georgian skins from Knights of Honour Mod
Addon:
- Ordensritter
- Burrek
- Eternal cocoon
- Himmelsfeuer
- Horsearcher
- Salty
- plasticfigurine
- WhiteWolf
- zhumin1978
- ziher
- Maced0n
- Silent Resident
DLV Features:
Roleplay as a real Knight, Prince or King in a true medieval atmosphere and face unique strategic challenges due to many scripted elements on a big map and get beaten up on the battlefield...Deus lo Vult!
It's not for Blitzkrieg but for strategic slow playing players (2 turns per year ) who like micromanagement !
We retooled the event timing so more happens when the game is still interesting...a little ahistorical but a lot more fun. DLV starts in 1180, the Mongols arrive in ~1210 (~turn 60), the Black Plague in ~1270 (~turn 180) and the third great scourge, the Timurids, shortly thereafter.
1. Campaign
1.1 Campaign Map
DLV uses the bigmap from Spurius but with more new regions (baltic, spain,...)
- more space results in more field battles
- adapted many elements as rivers, climates,....
- nice RTW like layout of the campaign map with real wooden settlements (thanks to Silent Resident)
- new models for Resources (thanks to Maced0n from MetroNavalMod)
- historical provinces names: thanks to wanderingwayne
- reduced winter movements
1. 2. New DLV Factions:
Historically accurate Character Names (CNP 3.0)
Flanders: strong unique infantry units thanks to DeZzErX
https://img520.imageshack.us/img520/4498/flandersff9.jpg
Kievan Rus: thanks to Boicote
https://img176.imageshack.us/img176/1443/kievcw3.jpg
Ireland: very unique units thanks to Rob the celt and sb2ean
https://img176.imageshack.us/img176/5052/irishgy0.jpg
Lithuania: pagan with priests and perkunas temple: thanks to Boicote, MadTao
https://img530.imageshack.us/img530/6682/litsm6.jpg
Teutonic Order: recruiting only in castles....:thanks to Juggernawt..
https://img176.imageshack.us/img176/1845/teutonsdj9.jpg
Cilicia Armenia
Kingdom of Jerusalem
Desert Tribes (not playable)
Modified Factions:
- mongols: pagan with priests and temples
1.3 More Mercenaries!
We've adjusted the merc recruiting files so now you'll be able to hire more advanced and more interesting mercenaries sooner in the game. Welsh longbows are available at game start...just one example.
1.4 Campaign AI
uses GrandViz Ultimate AI 1.5: http://www.twcenter.net/forums/showthread.php?t=97021
- special win conditions; factions have specific goals
- survival money infusion script for very small factions
- Added a little money inflation effect for player and AI
- More effective and active rebels
1.5 Roleplay Elements
Regional Heraldic Titles
Tokus has crafted new Heraldic ancillaries for all Regions (vanilla and Big Map expanded), Swords, Crowns and Royal Banners, and Banners for the Heraldic Rank System (Catholic, Greek and Islamic). These are beautiful in game…here’s a screenie:
https://img476.imageshack.us/img476/2558/heraldicgn2.th.jpg (https://img476.imageshack.us/my.php?image=heraldicgn2.jpg)
Career Decision: Governor or General : thanks to Zappa
What this sub-mod does is it will force the player to choose a career path for each of his family- members. The paths are either General or Governor. The idea behind this mod is that there is only so much time to raise a child into a certain career. You cannot have him squire a knight on campaigns and have him apprentice a governor at the same time during his childhood.
To choose a path, in the very first turn after coming of age put the character inside a city/castle to become a 'Governor' or outside in the field to become a 'General'. Once the path is chosen, the character will remain in that path forever. A career general will get bonusses to command and morale, but penalties to governing and a career Governor the other way around.
If a legendary general has a son, he will force him to tread in his footsteps and become a general as well. Depending on the traits of the son, he will resist, or relish in his forced career. However, even the greatest dork can become a real commander with enough experience.
Characters that are adopted or married to a princess will have their careers chosen for them. Traits are taken into account, so natural military geniusses will always be generals and pencil pushers will be governors
Heraldic Rank System
Available for European Factions (Squire-Knight-Knight Banneret-Knight Commander- Knight Grand Cross) and expanded to now include Byzantine, Moors, Egyptian and Turkish factions. Byzantine and Islamic factions have unique rank names.
a. Ranks of low station (Squire & Knight) have negative morale effect
b. Knight Bannerets and above get positive traits and banners (Imperial Army Banner or Banner of the Prophet) at Rank 4 (Knight Commander equivalent)Banners with positive morale boost -- 54 unique banner ancillaries by Tokus*Maximus: 40 for Knight Bannerets, 10 for Knight Commanders, 4 for Knights Grand Cross
https://img476.imageshack.us/img476/7223/heraldicturmarch0776260bu1.th.jpg (https://img476.imageshack.us/my.php?image=heraldicturmarch0776260bu1.jpg)
c. Epithets for Knight Commanders and KGCs
Promotions to the next rank can now come through three means:
- Campaign Experience (time in the saddle),
- Heroic Victory (%chance),
- Command Experience (more battles where led, higher % chance of promotion). Here's a screenie that gives the full description of the Heraldic Rank System :
https://img233.imageshack.us/img233/9818/heraldicranksystemgermayi4.th.jpg (https://img233.imageshack.us/my.php?image=heraldicranksystemgermayi4.jpg)
Crowns and Royal Banners
The “Faction Leader” and “Faction Heir” traits have been changed to confer only a Personal Security benefit. Command, Authority, Piety, Morale, etc. benefits are now conferred by the Crown and Royal Banner. Both the Faction Leader and Heir receive a Royal Banner ancillary at time of promotion (the Heir keeps the one he has when promoted to Faction Leader). The Royal Banner confers a morale bonus, and possibly other goodies depending on faction (the Russian royal banner gives a movement bonus to speed crossing those wide expanses).
https://img150.imageshack.us/img150/9205/ffrenchkingm70e48d3bf3.th.jpg (https://img150.imageshack.us/my.php?image=ffrenchkingm70e48d3bf3.jpg)
Crowns have unique names and benefits per faction. The French king wears the Crown of Charlemagne. For the player (only), the Faction Leader must end his turn in the faction’s original capitol to be crowned. The new English king would have to return to London, the French king to Paris, etc. Since I can’t teach the AI to do this, new AI Faction leaders have a % chance each turn to be crowned King (Emperor, Caliph, etc.) If you lose your original capitol, you can’t have new kings crowned until you retake it. If you destroy an enemy faction, your faction leader can take its crown by ending his turn in its former capitol (Catholic Kings [+Russia] can take Catholic crowns, Islamic leaders can take Islamic crowns…only the Greeks can be Byzantine Emperor). You might also take a faction’s crown if you take its capitol and its new faction leader has not yet been crowned…all sorts of interesting possibilities open: “Hey, Louis, I’ve got your capitol and your crown…come take it back.” NOTE: leaving your king uncrowned can lead to rebellion! (Can trigger the "Offensive to Nobles" trait from Blood, Broads and Bastards! 1.9)
Legendary Swords
Twenty new legendary sword ancillaries for your generals to wield including Mohammed's swords Al- Battar "the Beater", Dhu'l Fakar "the Trenchant", Halef "the Deadly", and Medham "the Keen"; El Cid's swords Colada and Tizona; and Charlemagne's Joyeuse. Swords can be taken from enemy generals defeated in battle or inherited from a father that has shuffled off this mortal coil. One restriction, a general can only possess one legendary sword at a time. More role playing goodness than ever before.
https://img150.imageshack.us/img150/7550/felcidandtizme50e879sq6.th.jpg (https://img150.imageshack.us/my.php?image=felcidandtizme50e879sq6.jpg)
Another reason I need to take Valencia...
Command Experience
by Oda Nobunaga. Generals now have a trait that records number of battles in which they have led the army. Generals which have never or seldom led an army in battle get Authority and Hit Point penalties (they don't know how to handle themselves on the battlefield..."My liege, don't ride in front of the archers when they're firing...Doh!"). This trait improves by commanding more battles. Royal heirs who just sit in their castles waiting to be crowned King start off with an Authority penalty as a result..."get out there and lead boy!"
Age Mod
By GAFH modder, with some DLV twists. Characters lose initiative (movement points) as they age (god, I know I do). Of course young characters have the least campaign experience and lowest heraldic ranks...so there are benefits to the wisdom age brings. Characters are also more likely to have children when young. age and traits are not correlated 100 % corrct because of game engine restrictions
Misery and Misfortune
Generals in the field can fall prey to illness from the rigors of campaigning. Generals with the trait "Hypochondriac" fall ill more often, while those with Hale and Hearty traits seem never to fall ill. Disease carries with it command, movement and fertility penalties. Generals can recover from illness, particularly if they seek out a settlement for treatment and recuperation. In addition, wives can experience difficult births which can decrease their chances of ever having another child. And sometimes couples have no children for some reason known only to the Almighty.
Revised Trait System:
- Blood Broad Bastard 2.0 (not all): thanks to Dearmad's and Pnutmaster
- Naval mod: 1.1: thanks to Hephaistos
- Zapppa's Death mod: Added death of natural causes variability mod. Any character can now die of natural causes as early as 30 years old leading up to 110 max. No more predictable characters deaths at 62 y/o.
DLV AI Garrisons
All settlements now raise garrisons for their defense when besieged, depending on the faction owner. Garrisons are raised only on AI side if they are attacked by another AI or by the player. No Garrison if the player is sieged !!
In fact, every settlement has a unique garrison scheme. The garrison is raised at the time an invading army lays siege so having a spy open the gates or bringing up your own siege equipment does not bypass the garrison. This simulates the idea that the feudal system was basically a system for defense (standing armies being very expensive) and on the approach of an invading army, the knights, yeomanry and peasantry in the settlement and surrounding countryside rally to the defense. The size of the garrison depends not only on the importance of the settlement but the local zeal of the citizenry.
Garrison sizes:
·Great Cities (including capitols): 12+ companies; [London]
·Homelands (usually starting regions for the faction): 9+ companies; [Nottingham, Caen]
·Strongly Aligned: 6+ companies; [York, Southampton]
·Weakly Aligned: 3+ companies; [Wales, Southern Ireland, Rennes (Brittany), Burges]
https://img233.imageshack.us/img233/279/fsiegeofnottma56d945rp1.th.jpg (https://img233.imageshack.us/my.php?image=fsiegeofnottma56d945rp1.jpg)
Before: Bonnie Prince Edward marches on Nottingham defended by 8 English companies
https://img476.imageshack.us/img476/4816/fsiegeofnottm5781eb8hw0.th.jpg (https://img476.imageshack.us/my.php?image=fsiegeofnottm5781eb8hw0.jpg)
After: 9 more English companies join in the defense as Prince Edward's Scots lay siege -- this all occurs during the same turn
Alexandria, Cairo, Edessa, Jerusalem, Antioch…those are all “Great Cities,” so crusading armies’ victories will be hard won. Garrisons are generated only once per siege (at the instant the settlement is besieged), but will respawn if the siege is broken and the city is besieged again later (more defenders pour in from the hinterlands). Garrisons usually consist of early-era units to simulate every able bodied (and some not so able bodied) man being pressed into action. However that doesn’t mean they’ll be a pushover…Constantinople has two hardened companies of Varangian Guards as part of the garrison that will defend the city for the Emperor.
The garrison script owes much to Niko’s Hard Mod garrison script, but has been streamlined to keep the overhead low.
Civil War simulation thanks to BBB mod + Drakkens enhancements
Rebellion: Nobels can rebel, create unrest and become quite immobile and don't obey orders if
- a King gets his Faction excommunicated and his piety is not high
- a King runs his Kingdom's treasury into the ground
- the larger an Empire the greater the chance: those further afield from the capital are getting more unloyal (Crusaders are immune) which is reversible
- stripping your nobles of their titles
- a new King ascends to the throne, particularly if he has low Authority -- DLV2.0 addition
- a new King is uncrowned (has not returned to the capitol or already has 8 ancillaries [transfer some of them to another character])-- DLV2.0 addition
The key is to look for the Faction Leader trait: "Offends the Nobility." You'll get an announcement in the Faction Announcements when/if this occurs. At that point you must move quickly. As long as the Faction Leader has the Offends trait, generals will choose sides either becoming loyal or disloyal to their Liege (this includes any Coming of Age, Adopted or Married in Generals that join your royal family later).
- Get the disloyal generals out of army command and governor positions.
- pair them with loyal generals
- send them to the battlefield: will slowly increase their loyalty
- Assassinate them, make them Commodores (passengers) of 1 ship navies and send them out to hunt pirates...just get rid of them, or sit on them (put them under a loyal governor) and hope they come to their senses at the next change of King.
- Don't let them marry, because their children can carry on the Father's disloyalty to the King.
- Civil war can now be headed off with quick action (at least there's a chance):If your King is in the capitol, is crowned & and has Authority >5*, there is a % chance each turn that he will lose the trait "Offends the Nobility". Nobles that have the trait "Disloyal" must travel to the capitol to seek an audience with the King to receive a pardon. If they end their turn in the capitol, and the King is present, there is a % chance each turn that they will be pardoned (lose the trait "Disloyal"). However, there is also a % chance that the disloyal Noble will receive the trait "Thrown in the Dungeon"...essentially immobile + other bad traits, until released (% chance of release each turn, with average stay in the Dungeon being 5 years (10 turns).
*There is a new trait "At the Seat of Power" that gives Faction Leaders +1 Authority when they end their turn in the capitol. Crown, Heraldic Titles, Legendary Swords and winning battles can all boost Authority to reach the required level.
Armed Insurrections (Changed in 2.11)
Keep your capitol city, and any captured capitols, content (yellow face). If the happiness falls to blue or lower, you could soon be facing an armed insurrection from a strong rebel army in that capitol's province. So there is a 25% chance of both spawning!)[/I]
1.6 Strategical and logistical elements
Field Army Costs
So why not keep your generals in the field all the time so they can gain campaign experience? Because it costs cold hard florins. Armies in enemy territory can cost a king's ransom, particularly if they are besieging. Here are the costs:
a. Besieging Army costs 2000fl + 500fl each additional Named General beyond the first
b. Army in Enemy Territory costs 500fl + 500fl each additional Named General beyond the first
c. Army in Friendly Territory (outside a settlement) costs 200fl +200fl each additional Named General beyond the first
d. Army in Fort (captain-led) zero cost (so you can set up forts on the frontier as a defensive strategy)
e. Army in Fort led by Named General costs 500fl (enemy lands) or 200fl (friendly lands) +500/200 for each additional Named General beyond the first
Assassin and Spy Network Costs
Assassins and spies now cost 500 Florins per turn when operating outside of friendly territory. This represents bribes to petty officials, pay offs to the gate guards, palm greasing of informants, gratuities for traitors and other sundry expenses incurred when operating in unfriendly territory. Might still be a good investment to send a spy ahead into a target settlement to shorten the siege...and then maybe not. More choices for thee.
Growing Settlement Penalty
The player incurs increasing costs per settlement as the settlements increase in size. For settlements: level 1 -50fl, level 2 -100fl, level 3 -200fl, level 4 -400fl, level 5 -800fl (only cities have a level 5). This simulates the greater amount of graft, waste and corruption as cities expand.
Supply Simulation (thanks to Byg)
Currently an army will begin with and can get fully supplied by spending time in a settlement of greater than 50% own religion, making it not so easy for some newly conquered places.
Supplies are carried with armies, which decrease with time spent in the field
Resupply via settlements and Supply Ships. Marching along the coast being supplied from ships is now a reality.
Foraging. Before you need to consume a portion of your armies supplies you may live off the land - foraging for 2 turns in foreign region and 4 turns in one of your own regions.
In any foreign territory your army will take supplies from that region, but after 4 turns in any foreign region you will have stolen all there is to steal.
Your own supplies will then begin to drop by 1/4 and for every further 4 turns you spend in that region.
If you move to another enemy territory then you can ravage that for 4 turns too.
If you move rapidly through foreign territory you will not need to use your own supplies. e.g. you could spend 3 turns in enemy territory then move on to greener pastures in another enemy territory.
1.7 Historical and Dynamic Game Events
We've created new historic events and new event graphics by Tokus*Maximus
https://img150.imageshack.us/img150/7913/fteutonicknimcb86305gm4.th.jpg (https://img150.imageshack.us/my.php?image=fteutonicknimcb86305gm4.jpg)
- dynamic economic events in random steps for : markets, roads, ports, mines with positive\negative effects on income
- new pop up's for foreign_king_is_death and new_foreign_princess_available events (from BBB mod)
1.8 Building's Techtree
- enhanced building times (for 2 turns per year),
- Reduced starting settlement levels
- More differences between cities\castles and their buildings, both economy and military
- metropolis mod feature:
Each faction has two settlements (original capital + ) that can grow to the highest level (plus of course, any you capture from other factions). For factions that only start with one region, a nearby rebel-
- building correlations: higher level markets need paved roads, higher levelsmiths need resource iron, higher level siege/cannon need higher level smith
- ports differenciation: markets are necessary for ports
city_harbour: big trading plus + simple ships
castle harbours: small trading plus + better ships
- Changed techtree: no more troop recruitment in the core buildings, only in military buildings.
- Only first level cavalry (hobilars, scouts, mounted sergeants, etc. and dismounted units) are available from the castle sans stable. Higher level cavalry require appropriate stables to be built.
2. Battle Mechanics
- new custom battle maps
- mixed elements from all important AI Battle Developers: Darth Vader, Grandviz, Lusted,
- many infantry \archer units can deploy stakes
- Ballista/Cannon Tower fix
- more strenght for gates and walls
- generally higher moral for all units
3 Graphical enhancements
all Symbols\Menuv Screens done by Tokus*Maximus
this has been implemented by Ordensritter
-burrek's Knights and Knaves v0.95
-burrek's Blood and Dirt v0.91
-burrek's Unique Europeans, High Period v0.3
-burrek's Unique Europeans, Early Period v0.91
Eternal cocoon:
-Turk Reskin 1.1
Himmelsfeuer:
-Retextured French Shields
-Retextured English Shields
Horsearcher:
-Skymod Vers 2 alpha
Salty:
-Sicilian Shields
-Alternate Crusader Shields
-Milanese Shields
-Papal States Shields
plasticfigurine:
-Early Generals Mod v0.2
WhiteWolf:
-Byzantine Armor Progression V 0.7
zhumin1978:
-Dismounted Knights Orders Mod
-Dustmod
ziher:
-Danish shields retexture
-HRE shields retexture
-Scotland shields retexture
-Spain shields retexture
-Rebels shields
-Darker nights
Cheers!
Repman, Tokus*Maximus, DerDrakken