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View Full Version : MTW2 Regnum Dei All Factions version 1.7 (+Mongols,etc)



Callatian
11-18-2006, 13:29
*****************************************************************************
MTW2: Regnum Dei - All Factions version 1.8.0 Iron
*****************************************************************************
https://i7.photobucket.com/albums/y256/Cain2/RegnumDeiModFinal2.jpg (https://i7.photobucket.com/albums/y256/Cain2/RegnumDeiModFinallarge.jpg?t=1164641805)

Install Note
- Step 1: Make sure you backup your similar original CA files (*in case you want to put them back).

- Step 2: Copy / paste all the files we provided in here >>> Example: D:\Games\MTW2\data\world\maps\campaign\imperial_campaign
Overwrite the old ones. Enjoy.

The RDM Mod is a WIP (work in progress) - The 1.7 series are just initial working versions in today's MTW2 limits. RDM is a general type modification that mixes different modding styles (EB/RTR) with the game industry style of work and planning. Our goal is to reshape and remake MTW2 to reflect a more realistic and fun gameplay, better art and better historic accuracy.

Gameplay tips:

-When attacking with assassins - always move and strike in the same turn and make sure that your assault starts from outside the visual range of the victim or it's spies - this way you may double your chances for a kill.
-When your city is attacked also make sure that you always sally with your cavalry first and you take out his ranged units and then you move your ranged units to fire even at the closest ranges with leisure until they run out of ammo.
-The inquisitor spawning is in direct relation with the local faction standing with the Pope. They are a sort of punishment. Make sure that you don't forget about your duty for God.

http://s7.photobucket.com/albums/y256/Cain2/th_2-1.jpg (https://i7.photobucket.com/albums/y256/Cain2/2-1.jpg)http://s7.photobucket.com/albums/y256/Cain2/th_1.jpg (https://i7.photobucket.com/albums/y256/Cain2/1.jpg)http://s7.photobucket.com/albums/y256/Cain2/th_3-1.jpg (https://i7.photobucket.com/albums/y256/Cain2/3-1.jpg)

http://s7.photobucket.com/albums/y256/Cain2/th_4.jpg (https://i7.photobucket.com/albums/y256/Cain2/4.jpg)http://s7.photobucket.com/albums/y256/Cain2/th_5.jpg (https://i7.photobucket.com/albums/y256/Cain2/5.jpg)http://s7.photobucket.com/albums/y256/Cain2/th_6-1.jpg (https://i7.photobucket.com/albums/y256/Cain2/6-1.jpg)
********************************************************************************
New - Modifications in version 1.8.0 Iron: (Expansion from Nevada Modding Association "PFF - Because we care")

Small update: - Version "1.8.0a" - contains a small first turn nomad faction standings panel fix and updated new Mongol (invasion only) dismounted units.

- NCDS National City Defense System "Iron". This is a massive gameplay modification that targets the city defense national support garrison system. Each city that was/is owned by a national faction (not rebels) will always spawn a spear unit for each siege equipment constructed on the spot by the attacker (*5 rams = 5 spear / 1 ram = 1 spear). Note* In the original capital cities 1 ram will equal 2 spear. This system is for AI and the player but does not apply when assaulting with catapults and such. It is considered that the attack in this conditions was so fast that the defenders didn't had time to prepare city reinforcements because the attack may happen in the same turn. This system helps counter the initial rapid player/AI expansion tactics and counters the AI issue of not garrisoning fast enough his cityies to face your forces. If the local faction will try to retake their city then the local city troops will not spawn and fight against him/you.
- CCNG Capital City National Garrison. This system basically spawns just once a national small garrison army in defense of the capital city. It only applies when the human player is attacking and it is meant to increase the fun and gameplay experience. Even if the capital was conquered by another faction if you are not the local faction it is considered that the remnants of the initial local nobles (traitors) who are allied with the new ruleing faction will fight against you too. Also Jerusalem and Constantinople are the cities who have the most interesting defending armies also based on the local owner religion (*especially Jerusalem). So if a muslim faction attacks Jerusalem and the city is defended by a christian faction, then a small crusader army will spawn (just once) in the city as defending internal troops. Same with the muslims having the city - mulsim troops will be spawned to face the christians.
- AIS AI Initial Support. This is a script that gives to the AI factions (not player) at the start of the game 5000 gold to kick start their economy. This counters the fact that the AI sometimes starts to build stuff that he does not immediately needs for the campaign's start.
- AFS AI Financial Security. It is very easy to disturb the AI's economy and make him go on financial downfall. You just need to take from him some key cities and left most of his deployed armies intact in the provinces. By the time he will manage to raise to face your challenge his upkeep costs will get the best of him and virtually kill/freeze the faction and they will never evolve or recover. It is also possible to request huge sums of money for ceasefire damaging his income flow because he will stupidly accept your offer. Because of this issues the new system will activate it's self each time when an AI faction has -1000 gold so by the end of the turn they will receive a money transaction to help them jump over the zero. This transaction is not felt by the human player in the gameplay - pls note that the AI will avoid hard not to go on minus so the support he gets is only related to your actions so it is very rare and the AI will not exploit it because he does not "know" about it. The AFS system is designed to keep the game experience fun when fighting a specific faction until that faction is fully destroyed.
- No other difficulty modifications have been made since we consider this to be sufficient and we are more action orientated. Also we prefer more to help the AI a bit than to handicap the human player.
- CA Nomad Resistance - If a nomad faction has the last city destroyed and still has a character somewhere on the map they will become nomad again until they are fully destroyed.
- The diplomatic relations should be a bit calmer now at the beginning of the campaign helping you to establish more lasting alliances. Even so if you love alliances we recommend playing on medium difficulty.
- The bug showing the Aztecs, Mongols, Timurids in the year reports until they are discovered has been fixed.
- The bug showing multiple nomad invasions warn has been fixed.
- The Hungary's evolution has been better channeled.
- The Russian development has bee better channeled.
- Better unfreeze for the nomad factions.
- All known minor bugs are fixed except CA's ones.

Best played on Medium/Hard settings.
********************************************************************************
New - Modifications in version 1.7.7 Premium:

-Brigands and Pirates are reverted back to their original CA spawn rate. In previous RDM versions they were spawning twice as fast.
-1.7.7 Premium has also reverted to the 0.50 timescale (1 year=2 turns). After we did more research we consider that the generals’ age normally.
-Even if we added one unit of templar and hospitaller, etc in Rome we do consider that nobody will bother the Pope until they will become available historically. Also the Pope is now in Rome and The Papal States will be less aggressive military speaking.
-Extensive testing has been made so the factions will evolve even more historically. Most of the factions that need to attack the rebels from the early start will do it. All the Premium modifications have been done 95% to rebel armies and only 5% to the faction armies and only in 1 city per faction - to avoid messing with the CA faction balance. (5% = 1 more spear unit, 1 level up of experience for the general, etc). The goal was to keep the modifications minimal as possible.
-The radar has been removed for the Aztec faction when playing but it will be still restricted/hidden if playing any other faction than Aztecs. This is not affecting the normal radar map unhide for the rest of the factions at the appropriate time.
-The Aztec armies can only be loaded on ships on the northern parts of the empire (follow the coastline). Also avoid upgrading your cities (CA issue - you will no longer recruit there)
-The Jerusalem religious troops have been partially reduced - 2 units of Pilgrims have been added and 2 of fanatics removed. The idea is to hold a bit the Egypt’s expansion until the Turks can start to expand too.
-The Byzantines will take Sofia and only as a second stage they will move towards Asia Minor.
-Denmark will first concentrate his expansion on the northern lands.
-The Timurids and Mongols remain allied to the Turks. The invasions will come at their normal time so if you are playing one of the nomad factions pls. consider your self an early expeditionary force.
-The faction standings have been made more aggressive towards the rebels also some factions are no longer good friends and it will be harder to ally them from the start. Still the changes were in the minimal limits required without really messing with CA's numbers.
-Wallachia and Moldavia are still strong rebel provinces. (The rebel troops there are more wallachian now - rebel magyar troops have been removed from Bucharest and Iasi).

This version has been named Premium because of the extensive testing and balancing involved. Our motto is: "Minor changes for maximum historic effect while sticking to the original developers gameplay balance and vision".

Best played on Hard settings.
********************************************************************************
Old - Modifications in version 1.7.6:

-All the mod's data has been centralized and there is no need for new-faction separate files.
-All the new faction's AIs are now freezing from start if not played by human. If the AI plays them they will unfreeze (tested) at the time of the first invasion armies spawning or at the usual time for the Aztecs. By freezing the new factions AI to play before their time the CA strategic balance of the game is maintained.
-The nomad factions starting number of units on the map if played by human is minimal because of the low upkeep.
-The Turks, Byzantines, Spain, France, Scotland, England, and Hre are more aggressive now towards rebel settlements and they will attack faster.
-Jerusalem units have been edited to add 4 religious fanatics units.
-Rome has also been reduced and edited to reflect more the papal troops present there (+ one cathedral). One unit of fanatics, templars, hospitallers, swiss guard and great cross have been added the city.
-The Byzantines start now with one orthodox bishop and one high bishop (cardinal).
-More small tunes to rebels for better historical faction evolution balance.
-The starting date is now 1080 because of the existing starting historic CA characters at that time. The end date has been moved to 1700 for more playtime.
-1 year = 1 turn (timescale 1:00) if we reduce it to 0:50 (2 seasons) the characters will have a huge lifetime span - they will get around 100 years old. CA has 2.00 so 1.00 is more than sufficient.

Enjoy and feel free to post your feedback here. (*More feedback = better next versions) Also pls. note that all the old versions can still be downloaded.
********************************************************************************
Old - Modifications in version 1.7.5:

-Aztec faction AI was freezed (if not played with - until normal unfreeze by CA scripts). The aztecs are now added on the same map as playable faction. (*Many thanks to repman from TWC)
-All reported bugs have been fixed.
********************************************************************************
Old - Modifications in version 1.7.4:

- The double year and jihad message reports are now fixed as well as the problems when loading a save game and playing as Mongols or Timurids. Even on this new setting the invasion will come Invasion Image (https://i7.photobucket.com/albums/y256/Cain2/Mongols.jpg). When the time is right all your family members will exit the castles and settlements to pray to Allah and greet the incoming clan leaders.
- The 2 turns = 1 year - fully fixed. Timescale 1.00 was changed to 0.50 (*Many thanks to Trajan from TWC).
*******************************************************************************
Old - Modifications in version 1.7.3:

- The Mongols and the Timurids do have the invasions coming/spawning when the time is right. Also please note that you will get the "end of year rapport" twice as well as any religious war message. The inactive year message is actually inactive - don't bother about it.
- The Aztec invasion files have been separated (from the main mod files) to avoid them being too active while you play another faction.
- The simple CA rebalanced optional play file has been also upgraded.
******************************************************************************
Old - Modifications in version 1.7.2:

- The Turks are rebalanced to better face the Byzantines. (*very small changes)
**************************************************************************
Old - Modifications in version 1.7.1 Patch:

- The Aztecs, Mongols and Timurids campaign are now supplied on different files/folders to avoid them being on the same map enabled. If you want to play any other faction just use only the single txt file from this folder "Simple rebalanced CA campaign version" on the clean CA install.
- Scotland & England AI problems are now solved and other fine tunes have been introduced to affect a bit more some faction AIs in a historic manner of evolution.
Pls. note that v1.8 is still in work - this is more of a gameplay patch for v1.7
******************************************************************************
Old - Modifications in version 1.7:

- The Aztec faction is fully enabled (in the building limits of CA). You can buy your way around the Americas or you can use a huge amount of gold to get a chance for a preemptive invasion of Europe. But first you need to defeat a huge uprising at home by Aztec nobles and native clans upset with your rule.
- The Mongol faction is fully enabled. (*You are an early clan leader but at war with some of the nomad clans and Russia - This was enabled because your units don't have upkeep and you will receive less money too to rebalance the low costs). When the rest of the unseen Mongol clans will unite under your rule the invasion will start).It is preferable to use the "more reasonable nomad invasions" file if you play a nomad factions. Also because the upkeep is zero we strongly suggest playing on hard difficulty campaign setting - so you will still have a challenge when playing.
- The Timurid faction is fully enabled. Use the same indications as for the Mongols. They are allied with the turks and not at war with Russia but only with the mongols. Also mos of their units have upkeep so the faction will recieve a bit more money.
- The Papal States are playable with ease. Calling a crusade is a bit difficult though. Attacking a faction will excommunicate it instantly and you also get to play with the inquisitors. You have no family btw.
- Walachia, Moldavia, Zaragosa and the Hamburg region have been modified to better channel the neighboring factions historic evolution.
- Spain, France, Germany, Byzantines and Russia got 2-3 more units to help with their AI evolution.
- 1 year= 2 turns remains
- Starting ending dates remain like in 1f.
- Two additional files (in folders) have been provided in case you don't want to have the new factions enabled but keep the existing faction tunes or you want to have more reasonable nomad invasions.
****************************************************************************
Old - Modifications in version 1f:

- Starting date is 1054 and ending date 1630 (covers the need for more time).
- All factions playable except the unfinished ones by CA (that will give CTDs opr miss buildings&units).
- 1 year = 2 turns (seasons)
- Wallachian regions a bit stronger (most independent regions in the area - +2 units)
- Spain Armies a bit stronger. (+1 unit)
- Papal States playable - still WIP.

Old - Modifications in versions 1a-1e

-Small tunes to unit locations, rebels, money updates, extesnive testing.
*****************************************************************************
DOWNLOAD LINKS: (RDM Mod: 18.262 cumulated downloads)
NMA Last 1.8.0a Iron (http://www.modcraft.net/community/index.php?act=Attach&type=post&id=326)
NMA 1.8.0 Iron (http://www.modcraft.net/community/index.php?act=Attach&type=post&id=319)
1.7.7 Premium (http://www.modcraft.net/community/index.php?act=Attach&type=post&id=266)
1.7.6 Modcraft (http://www.modcraft.net/community/index.php?act=Attach&type=post&id=263)
1.7.5 Modcraft (http://www.modcraft.net/community/index.php?act=Attach&type=post&id=258)
1.7.4 Modcraft (http://www.modcraft.net/community/index.php?act=Attach&type=post&id=257)
1.7.3 Modcraft (http://www.modcraft.net/community/index.php?act=Attach&type=post&id=250)
http://www.modcraft.net (http://www.modcraft.net/community/index.php?act=Attach&type=post&id=225)
Modcraft Server (Free mod hosting server) (http://www.modcraft.net/community/index.php?act=Attach&type=post&id=230)

The public discussion topic is this this one (TWC,ORG,PFF,MC)
The official dev thread is here (http://www.modcraft.net/community/index.php?showtopic=3684).

Published by Nevada Modding Association and developed by The Trivium Organization.
Mod Developers: Burebista (Cain), Spartan, bdtj1815
(*Pls note that anyone can ask for membership and join the RDM mod team, NMA or TTO)

Callatian
11-19-2006, 23:30
User Update:

- The two txt files from the optional folders work without the initial 4 txt files. They offer different gameplay experiences without the new enabled factions. (*Do not mix them). Expect new updates from Spartan soon.

Cheers,
Burebista/Cain

Callatian
11-21-2006, 01:28
**************************************************************************
New - Modifications in version 1.7.1 Patch:


- The Aztecs, Mongols and Timurids campaign are now supplied on different files/folders to avoid them being on the same map enabled. If you want to play any other faction just use only the single txt file from this folder "Simple rebalanced CA campaign version" on the clean CA install.

- Scotland & England AI problems are now solved and other fine tunes have been introduced to affect a bit more some faction AIs in a historic manner of evolution.

Pls. note that v1.8 is still in work - this is more of a gameplay patch for v1.7

DOWNLOAD Link:
http://www.modcraft.net/community/index.php?act=Attach&type=post&id=249

******************************************************************************

Callatian
11-23-2006, 01:10
**************************************************************************
New - Modifications in version 1.7.3:

- The Mongols and the Timurids do have the invasions coming/spawning when the time is right. Also please note that you will get the "end of year rapport" twice as well as any religious war message. The inactive year message is actually inactive - don't bother about it.

- The Aztec invasion files have been separated (from the main mod files) to avoid them being too active while you play another faction.

- The simple CA rebalanced optional play file has been also upgraded.

Gameplay tips:
-When attacking with assassins - always move and strike in the same turn and make sure that your assault starts from outside the visual range of the victim or it's spies - this way you may double your chances for a kill.
-When your city is attacked also make sure that you always sally with your cavalry first and you take out his ranged units and then you move your ranged units to fire even at the closest ranges with leisure until they run out of ammo.

**************************************************************************
Old - Modifications in version 1.7.2:

- The Turks are rebalanced to better face the Byzantines. (*very small changes)

**************************************************************************

Callatian
11-23-2006, 23:36
********************************************************************************
New - Modifications in version 1.7.5:

-Aztec faction AI was freezed (if not played with - until normal unfreeze by CA scripts). The aztecs are now added on the same map as playable faction. (*Many thanks to repman from TWC)
-All reported bugs have been fixed.
********************************************************************************
New - Modifications in version 1.7.4:

- The double year and jihad message reports are now fixed as well as the problems when loading a save game and playing as Mongols or Timurids. Even on this new setting the invasion will come Invasion Image (https://i7.photobucket.com/albums/y256/Cain2/Mongols.jpg). When the time is right all your family members will exit the castles and settlements to pray to Allah and greet the incoming clan leaders.
- The 2 turns = 1 year - fully fixed. Timescale 1.00 was changed to 0.50 (*Many thanks to Trajan from TWC).
*******************************************************************************

Callatian
11-27-2006, 02:13
************************************************** *******************
New - Modifications in version 1.7.6:

-All the mod's data has been centralized and there is no need for new-faction separate files.
-All the new faction's AIs are now freezing from start if not played by human. If the AI plays them they will unfreeze (tested) at the time of the first invasion armies spawning or at the usual time for the Aztecs. By freezing the new factions AI to play before their time the CA strategic balance of the game is maintained.
-The nomad factions starting number of units on the map if played by human is minimal because of the low upkeep.
-The Turks, Byzantines, Spain, France, Scotland, England, and Hre are more aggressive now towards rebel settlements and they will attack faster.
-Jerusalem units have been edited to add 4 religious fanatics units.
-Rome has also been reduced and edited to reflect more the papal troops present there (+ one cathedral). One unit of fanatics, templars, hospitallers, swiss guard and great cross have been added the city.
-The Byzantines start now with one orthodox bishop and one high bishop (cardinal).
-More small tunes to rebels for better historical faction evolution balance.
-The starting date is now 1080 because of the existing starting historic CA characters at that time. The end date has been moved to 1700 for more playtime.
-1 year = 1 turn (timescale 1:00) if we reduce it to 0:50 (2 seasons) the characters will have a huge lifetime span - they will get around 100 years old. CA has 2.00 so 1.00 is more than sufficient.

Callatian
11-27-2006, 15:31
********************************************************************************
New - Modifications in version 1.7.7 Premium:

-Brigands and Pirates are reverted back to their original CA spawn rate. In previous RDM versions they were spawning twice as fast.
-1.7.7 Premium has also reverted to the 0.50 timescale (1 year=2 turns). After we did more research we consider that the generals’ age normally.
-Even if we added one unit of templar and hospitaller, etc in Rome we do consider that nobody will bother the Pope until they will become available historically. Also the Pope is now in Rome and The Papal States will be less aggressive military speaking.
-Extensive testing has been made so the factions will evolve even more historically. Most of the factions that need to attack the rebels from the early start will do it. All the Premium modifications have been done 95% to rebel armies and only 5% to the faction armies and only in 1 city per faction - to avoid messing with the CA faction balance. (5% = 1 more spear unit, 1 level up of experience for the general, etc). The goal was to keep the modifications minimal as possible.
-The radar has been removed for the Aztec faction when playing but it will be still restricted/hidden if playing any other faction than Aztecs. This is not affecting the normal radar map unhide for the rest of the factions at the appropriate time.
-The Aztec armies can only be loaded on ships on the northern parts of the empire (follow the coastline). Also avoid upgrading your cities (CA issue - you will no longer recruit there)
-The Jerusalem religious troops have been partially reduced - 2 units of Pilgrims have been added and 2 of fanatics removed. The idea is to hold a bit the Egypt’s expansion until the Turks can start to expand too.
-The Byzantines will take Sofia and only as a second stage they will move towards Asia Minor.
-Denmark will first concentrate his expansion on the northern lands.
-The Timurids and Mongols remain allied to the Turks. The invasions will come at their normal time so if you are playing one of the nomad factions pls. consider your self an early expeditionary force.
-The faction standings have been made more aggressive towards the rebels also some factions are no longer good friends and it will be harder to ally them from the start. Still the changes were in the minimal limits required without really messing with CA's numbers.
-Wallachia and Moldavia are still strong rebel provinces. (The rebel troops there are more wallachian now - rebel magyar troops have been removed from Bucharest and Iasi).

This version has been named Premium because of the extensive testing and balancing involved and our motto is: "Minor changes for maximum historic effect while sticking to the original developers status balance and vision".

Better played on Hard settings.

Orda Khan
11-27-2006, 17:40
Just one question. Best played on Hard settings....does this apply to both strategic and tactical?

.......Orda

Callatian
11-28-2006, 00:32
Both ;)

Cheers,
BB

Aenlic
11-29-2006, 23:19
I've been playing 1.7.7 and I'm loving it. Wonderful mod. Thanks!

mor dan
12-01-2006, 02:15
i'm having issues with Firefox (1.5.0.8) and clicking .php pages. it just brings up a blank page instead of pulling up a d/l box.

mor dan
12-01-2006, 03:59
nevermind. updated to FF2.0 and everything is working fine noe.

Callatian
12-01-2006, 08:44
I've been playing 1.7.7 and I'm loving it. Wonderful mod. Thanks!

At the end of the week 1.8.0 should be out.

Hross af Guttenburg
12-04-2006, 20:50
You do know that the Normans didn't rule England in 1054 or alternatively that the English didn't have lands in France in 1054?

Callatian
12-05-2006, 14:37
You do know that the Normans didn't rule England in 1054 or alternatively that the English didn't have lands in France in 1054?

The starting date has been changed back to 1080.

Orda Khan
12-05-2006, 17:56
Are there any changes that will affect MP?

......Orda

Callatian
12-05-2006, 21:05
Orda Khan - the MP is not affected. I prefer CA to release its patch until I got deeper with the changes. I don't want to report large data content after the pacth.

********************************************************************************
New - Modifications in version 1.8.0 Iron: (Expansion from Nevada Modding Association "PFF - Because we care")

- NCDS National City Defense System "Iron". This is a massive gameplay modification that targets the city defense national support garrison system. Each city that was/is owned by a national faction (not rebels) will always spawn a spear unit for each siege equipment constructed on the spot by the attacker (*5 rams = 5 spear / 1 ram = 1 spear). Note* In the original capital cities 1 ram will equal 2 spear. This system is for AI and the player but does not apply when assaulting with catapults and such. It is considered that the attack in this conditions was so fast that the defenders didn't had time to prepare city reinforcements because the attack may happen in the same turn. This system helps counter the initial rapid player/AI expansion tactics and counters the AI issue of not garrisoning fast enough his cityies to face your forces. If the local faction will try to retake their city then the local city troops will not spawn and fight against him/you.
- CCNG Capital City National Garrison. This system basically spawns just once a national small garrison army in defense of the capital city. It only applies when the human player is attacking and it is meant to increase the fun and gameplay experience. Even if the capital was conquered by another faction if you are not the local faction it is considered that the remnants of the initial local nobles (traitors) who are allied with the new ruleing faction will fight against you too. Also Jerusalem and Constantinople are the cities who have the most interesting defending armies also based on the local owner religion (*especially Jerusalem). So if a muslim faction attacks Jerusalem and the city is defended by a christian faction, then a small crusader army will spawn (just once) in the city as defending internal troops. Same with the muslims having the city - mulsim troops will be spawned to face the christians.
- AIS AI Initial Support. This is a script that gives to the AI factions (not player) at the start of the game 5000 gold to kick start their economy. This counters the fact that the AI sometimes starts to build stuff that he does not immediately needs for the campaign's start.
- AFS AI Financial Security. It is very easy to disturb the AI's economy and make him go on financial downfall. You just need to take from him some key cities and left most of his deployed armies intact in the provinces. By the time he will manage to raise to face your challenge his upkeep costs will get the best of him and virtually kill/freeze the faction and they will never evolve or recover. It is also possible to request huge sums of money for ceasefire damaging his income flow because he will stupidly accept your offer. Because of this issues the new system will activate it's self each time when an AI faction has -1000 gold so by the end of the turn they will receive a money transaction to help them jump over the zero. This transaction is not felt by the human player in the gameplay - pls note that the AI will avoid hard not to go on minus so the support he gets is only related to your actions so it is very rare and the AI will not exploit it because he does not "know" about it. The AFS system is designed to keep the game experience fun when fighting a specific faction until that faction is fully destroyed.
- No other difficulty modifications have been made since we consider this to be sufficient and we are more action orientated. Also we prefer more to help the AI a bit than to handicap the human player.
- CA Nomad Resistance - If a nomad faction has the last city destroyed and still has a character somewhere on the map they will become nomad again until they are fully destroyed.
- The diplomatic relations should be a bit calmer now at the beginning of the campaign helping you to establish more lasting alliances. Even so if you love alliances we recommend playing on medium difficulty.
- The bug showing the Aztecs, Mongols, Timurids in the year reports until they are discovered has been fixed.
- The bug showing multiple nomad invasions warn has been fixed.
- The Hungary's evolution has been better channeled.
- The Russian development has bee better channeled.
- Better unfreeze for the nomad factions.
- All known minor bugs are fixed except CA's ones.

Best played on Medium/Hard settings.

Orda Khan
12-06-2006, 17:38
Thanks for the reply Callatian,
It's good to know this Mod can reside in the game allowing better SP, while MP remains unaffected

......Orda

irishron2004
12-07-2006, 04:38
I just loaded up 1.8 iron and played 40 turns. I like what you have done with the limited resources. Keep up the good work.

Lord Magus
12-07-2006, 22:25
Can/did you fix the passive AI bug in the game?

Callatian
12-08-2006, 01:31
Not yet (I hate having to edit so many files to make a mod work - but I will experiment eventually. Plus I don't feel right fixing other people's bugs - still the problem is located here in my view:

We have some options in fixing this:

1. See why the AI works better in attack than in defense and just copy/paste the attack codes over the defense ones.

2. I also assume that it has to be related to melee attack range in defense. We must see why the ranged units work well and the melee not. We will have to use parts of the ranged code in defense for the melee/cavalry units.

3. Experiment in a sally by increasing ranges section by section. To make sure you get the AI in defense fast play the rebels and sally in the first turn, etc (on and on, again and again until you stumble over the solution or workaround).

And I can get many more ideas ... but the problem is that I am quite alone this days developing the mod and such and my time is limited since I have other games to take care off ... so unless people start joining the mod team I will not have the motivation and time to fix CA bugs. At the moment I will prefer to go for new game features that nobody imagined before.


<config>
<deployment>
<!-- <placement-offset>60</placement-offset> -->
<settlements>
<inside-gate-dist>5</inside-gate-dist>

<units-per-wall>2</units-per-wall>

<surprise-attack>
<!-- percentage of units to try and place on the walls of the settlement -->
<percent-on-walls>0.4</percent-on-walls>

<!-- percentage of units that are randomly scattered -->
<percent-scattered>0.8</percent-scattered>

<!-- bias towards defenders -->
<defender-bias>0.2</defender-bias>

<!-- controls the spread of the units along the wall as a percentage of unit width -->
<unit-spread>1.0</unit-spread>
</surprise-attack>

<expected-attack>
<!-- percentage of units to try and place on the walls of the settlement -->
<percent-on-walls>0.5</percent-on-walls>

<!-- percentage of units that are randomly scattered -->
<percent-scattered>0.0</percent-scattered>

<!-- bias towards defenders -->
<defender-bias>1.0</defender-bias>

<!-- controls the spread of the units along the wall as a percentage of unit width -->
<unit-spread>1.0</unit-spread>
</expected-attack>
</settlements>
</deployment>

<melee-manager>
<attack-dist-multiplier>3.0</attack-dist-multiplier>
<open>
<infantry>
<max-engage-dist>
<easy>40</easy>
<medium>40</medium>
<hard>40</hard>
<very_hard>40</very_hard>
</max-engage-dist>
</infantry>
<missile>
<max-engage-dist>
<easy>40</easy>
<medium>40</medium>
<hard>40</hard>
<very_hard>40</very_hard>
</max-engage-dist>
</missile>
<cavalry>
<max-engage-dist>
<easy>120</easy>
<medium>120</medium>
<hard>120</hard>
<very_hard>120</very_hard>
</max-engage-dist>
</cavalry>
</open>
<settlement>
<infantry>
<max-engage-dist>
<easy>100</easy>
<medium>100</medium>
<hard>100</hard>
<very_hard>100</very_hard>
</max-engage-dist>
</infantry>
<missile>
<max-engage-dist>
<easy>100</easy>
<medium>100</medium>
<hard>100</hard>
<very_hard>100</very_hard>
</max-engage-dist>
</missile>
<cavalry>
<max-engage-dist>
<easy>200</easy>
<medium>200</medium>
<hard>200</hard>
<very_hard>200</very_hard>
</max-engage-dist>
</cavalry>
</settlement>
<attack-brace>
<distance>150</distance>
<time-to-change-formation>3.0</time-to-change-formation>
<time-to-phalanx>3</time-to-phalanx>
<time-to-schiltrom>12</time-to-schiltrom>
</attack-brace>
<retreat-analyser>
<retreat-counter>
<easy>200</easy>
<medium>150</medium>
<hard>100</hard>
<very_hard>100</very_hard>
</retreat-counter>
<retreat-point>
<default>
<distance>40</distance>
</default>
<cavalry>
<multiplier>1.5</multiplier>
</cavalry>
</retreat-point>
</retreat-analyser>
</melee-manager>

<gta>
<assault-dist>20.0</assault-dist>
<contact-dist>120.0</contact-dist>
<close-approach-dist>230.0</close-approach-dist>
<distant-approach-dist>500.0</distant-approach-dist>
<enemy-far-dist>200.0</enemy-far-dist>
<enemy-near-dist>100.0</enemy-near-dist>

<unit-group-merge-dist>40.0</unit-group-merge-dist>
<unit-group-speed-tolerance>0.5</unit-group-speed-tolerance>
<unit-group-strength-tolerance>200</unit-group-strength-tolerance>

<!-- merge own units with a greater tolerance -->
<local-group-merge-dist>180.0</local-group-merge-dist>

<outflanking>
<strength-ration>0.66</strength-ration>
<double-envelopment>
<min-units>4</min-units>
</double-envelopment>
</outflanking>

<ambush>
<plan>
<!-- consider or not missile units for hiding (1/0) -->
<consider-missile>0</consider-missile>
<!-- consider up to the specified percentage of the force for hiding -->
<consider-max-force>50</consider-max-force>
<!-- time it should take hidden units to approach the fight (seconds) -->
<approach-time>60</approach-time>
<!-- deployment search increment (metres) -->
<deployment-search-inc>6</deployment-search-inc>
</plan>
</ambush>

<attack-settlement>
<detachment>
<max-plaza-assault-groups>5</max-plaza-assault-groups>
<units-per-plaza-assault-group>4</units-per-plaza-assault-group>
</detachment>
<tactics>
<assault-gate>
<inside-position-dist>25</inside-position-dist>
<formation>ai_settlement_assault_gate</formation>
</assault-gate>
<reform>
<offset>30</offset>
<formation>ai_settlement_attack_reform</formation>
<percentage-formed>10</percentage-formed>
</reform>
<capture-plaza>
<reform-dist>120</reform-dist>
</capture-plaza>
</tactics>
</attack-settlement>

<attack-battlegroup>
<tracking-tolerance>50.0</tracking-tolerance>
<formed-percentage>20</formed-percentage>
<formed-percentage-finished>90</formed-percentage-finished>
<shootout-distance-tolerance>10</shootout-distance-tolerance>
<formation>
<easy>ai_triple_missiles_in_front_easy</easy>
<medium>ai_triple_missiles_in_front</medium>
<hard>ai_triple_missiles_in_front</hard>
<very_hard>ai_triple_missiles_in_front</very_hard>
</formation>
</attack-battlegroup>

<defend-line>
<formed-percentage>80</formed-percentage>
</defend-line>

<!-- defending against a sally out -->
<defend-sally-out>
<!-- reform to this amount times the tower range -->
<tower-range-scale>1.5</tower-range-scale>
</defend-sally-out>

<sally-out>
<!-- distance from the settlement to rally before initial attack -->
<rally-distance>100.0</rally-distance>
</sally-out>

<!-- defend settlement objective -->
<defend-settlement>
<threat-assessment>
<!-- how far behind the siege equipment does the threat extend -->
<lag-distance>-200.0</lag-distance>

<!-- how far in front of the siege equipment does the threat extend -->
<lead-distance>200.0</lead-distance>

<!-- what angle (either side of target vector) is considered at risk -->
<risk-angle>0.95</risk-angle>

<!-- what distance away (normal distance) is considered irrelevant -->
<approach-threshold>300</approach-threshold>

<breach>
<!-- threat contribution when the breachable area is damaged -->
<contribution-damaged>20</contribution-damaged>

<!-- amount of breach threat that gets applied as an assault threat -->
<bleed-over>0.1</bleed-over>
</breach>

<gate>
<!-- base threat level possessed by breaches - enforces an initial unit spread -->
<base-threat>0.0</base-threat>
</gate>

<street-position>
<!-- base threat level possessed by street positions - used to enforce an initial spread of units -->
<base-threat>6.0</base-threat>
</street-position>

<weak-point>
<!-- threat contribution from unit proximity -->
<contribution-units>10</contribution-units>

<!-- distance (in metres squared) above which a unit does not contribute -->
<unit-threshold>10000</unit-threshold>
</weak-point>

<tower>
<!-- default threat contribution -->
<contribution-general>40</contribution-general>

<!-- threat contribution when siege equipment is moving this way -->
<contribution-targetted>50</contribution-targetted>

<!-- threat contribution when the siege equipment is docked -->
<contribution-docked>95</contribution-docked>

<!-- rate at which the threat fades per metre (for weakpoints and breaches) -->
<horizontal-fade>0.25</horizontal-fade>

<!-- rate at which the threat fades per metre (for weakpoints and breaches) -->
<vertical-fade>0.075</vertical-fade>
</tower>

<ladder>
<!-- default threat contribution -->
<contribution-general>30</contribution-general>

<!-- threat contribution when siege equipment is moving this way -->
<contribution-targetted>40</contribution-targetted>

<!-- threat contribution when the siege equipment is docked -->
<contribution-docked>85</contribution-docked>

<!-- rate at which the threat fades per metre (for weakpoints and breaches) -->
<horizontal-fade>0.25</horizontal-fade>

<!-- rate at which the threat fades per metre (for weakpoints and breaches) -->
<vertical-fade>0.075</vertical-fade>
</ladder>

<ram>
<!-- default threat contribution -->
<contribution-general>20</contribution-general>

<!-- threat contribution when siege equipment is moving this way -->
<contribution-targetted>20</contribution-targetted>

<!-- threat contribution when the siege equipment is docked -->
<contribution-docked>40</contribution-docked>

<!-- rate at which the threat fades per metre (for weakpoints and breaches) -->
<horizontal-fade>0.25</horizontal-fade>

<!-- rate at which the threat fades per metre (for weakpoints and breaches) -->
<vertical-fade>0.075</vertical-fade>
</ram>

<unit>
<!-- default threat contribution -->
<contribution-general>20</contribution-general>

<!-- threat contribution when siege equipment is moving this way -->
<contribution-targetted>20</contribution-targetted>

<!-- rate at which the threat fades per metre (for weakpoints and breaches) -->
<horizontal-fade>0.2</horizontal-fade>

<!-- rate at which the threat fades per metre (for weakpoints and breaches) -->
<vertical-fade>0.10</vertical-fade>

<!-- rate at which threat fades per metre (for street defenses) -->
<general-fade>0.2</general-fade>

<!-- scale factor applied to the plaza threat -->
<plaza-scale>1.5</plaza-scale>
</unit>

<!-- if our force strength is this value times the attacker's strength then sally out -->
<sally-out-ratio>3.0</sally-out-ratio>
</threat-assessment>

<!-- settlement defense stage control -->
<stage-configuration>
<!-- in this stage the walls are defended and towers are manned. the objective is to repel the attackers as strongly as possible -->
<repel-attackers>
<!-- criteria for moving to the next stage -->
<progression-criteria>
<!-- percentage of the enemy force that has made it inside (on ground or walls) -->
<enemy-penetration>0.0</enemy-penetration>

<!-- percentage of breaches we can tolerate - set to 0 to tolerate no breaches -->
<breach-threshold>0.0</breach-threshold>

<!-- is the plaza threat over this level -->
<plaza-threat>10.0</plaza-threat>
</progression-criteria>

<!-- configuration for how units are assigned in this stage -->
<assignment>
<!-- defend the top x surfaces. sorted by descending assault threat -->
<surfaces>4</surfaces>

<!-- defend the top x breach points. sorted by descending breach threat -->
<breaches>4</breaches>

<!-- don't assign units to a surface if its health is below this limit -->
<surface-health>0.70</surface-health>

<!-- threat values below this limit will be ignored -->
<minimum-threat>5</minimum-threat>

<!-- if the assault threat goes over this threshold then melee units will be assigned -->
<melee-threshold>70</melee-threshold>

<!-- allow stealing if (new tactic threat / old tactic threat) is this greater than this ratio -->
<tactic-switch-limit>1.3</tactic-switch-limit>

<!-- if a unit is assigned to a defend a breach within this distance (in metres squared) then don't assign a unit -->
<breach-lockout-distance>6400</breach-lockout-distance>
</assignment>
</repel-attackers>

<!-- in this stage we are still manning walls and towers but we now also defend breaches -->
<defend-perimeter>
<!-- criteria for moving to the next stage -->
<progression-criteria>
<!-- defines how many troops are required to defend against different incursion types -->
<manning-requirements>
<!-- destroyed wall, gate or spy unlocked gate -->
<ground-incursion>
<siege-engine>0</siege-engine>
<cavalry>3</cavalry>
<melee-infantry>2</melee-infantry>
<missile-infantry>0</missile-infantry>
</ground-incursion>

<!-- docked ladder/tower -->
<wall-incursion>
<siege-engine>0</siege-engine>
<cavalry>0</cavalry>
<melee-infantry>1</melee-infantry>
<missile-infantry>1</missile-infantry>
</wall-incursion>
</manning-requirements>

<!-- enemy got 25% of their force into the settlement -->
<enemy-penetration>0.25</enemy-penetration>

<!-- is the plaza threat over this level -->
<plaza-threat>10.0</plaza-threat>
</progression-criteria>

<!-- configuration for how units are assigned in this stage -->
<assignment>
<!-- defend the top x surfaces. sorted by descending assault threat -->
<surfaces>4</surfaces>

<!-- defend the top x breach points. sorted by descending breach threat -->
<breaches>4</breaches>

<!-- don't assign units to a surface if its health is below this limit -->
<surface-health>0.70</surface-health>

<!-- threat values below this limit will be ignored -->
<minimum-threat>5</minimum-threat>

<!-- if the assault threat goes over this threshold then melee units will be assigned -->
<melee-threshold>70</melee-threshold>

<!-- allow stealing if (new tactic threat / old tactic threat) is this greater than this ratio -->
<tactic-switch-limit>1.3</tactic-switch-limit>

<!-- if a unit is assigned to a defend a breach within this distance (in metres squared) then don't assign a unit -->
<breach-lockout-distance>6400</breach-lockout-distance>
</assignment>
</defend-perimeter>

<!-- in this stage we are fighting on the ground and trying to hold the enemy back -->
<defend-streets>
<!-- criteria for moving to the next stage -->
<progression-criteria>
<!-- if the enemy outnumbers us by this proportion (in the perimeter) then fall back -->
<force-ratio>1.6</force-ratio>

<!-- have our forces depleted too much in this stage? -->
<loss-ratio>0.7</loss-ratio>

<!-- is the plaza threat over this level -->
<plaza-threat>10.0</plaza-threat>
</progression-criteria>

<!-- which settlements is this state permitted for -->
<permitted-settlements>
<!-- forts -->
<fort>1</fort>

<!-- castles -->
<motte_and_bailey>1</motte_and_bailey>
<wooden_castle>1</wooden_castle>
<castle>0</castle>
<fortress>0</fortress>
<citadel>0</citadel>

<!-- cities -->
<village>1</village>
<town>1</town>
<large_town>1</large_town>
<city>1</city>
<large_city>1</large_city>
<huge_city>1</huge_city>
</permitted-settlements>

<!-- configuration for how units are assigned in this stage -->
<assignment>
<!-- defend the top x defense points. sorted by descending threat -->
<maximum-points>8</maximum-points>

<!-- threat values below this limit will be ignored -->
<minimum-threat>5</minimum-threat>

<!-- allow stealing if (new tactic threat / old tactic threat) is this greater than this ratio -->
<tactic-switch-limit>1.3</tactic-switch-limit>
</assignment>
</defend-streets>

<pull-back>
<!-- criteria for moving to the next stage -->
<progression-criteria>
<!-- if the enemy outnumbers us by this proportion (in the perimeter) then fall back -->
<maximum-proportion>0.25</maximum-proportion>

<!-- is the plaza threat over this level -->
<plaza-threat>10.0</plaza-threat>

<!-- are all units pulling back within this distance of their destination? (in metres squared) -->
<destination-proximity>900.0</destination-proximity>
</progression-criteria>
</pull-back>
</stage-configuration>

<!-- per tactic configuration -->
<tactics>
<!-- wall defense tactic -->
<defend-walls>
<!-- configure resourcing strategy for this tactic -->
<resourcing>
<!-- maximum number of units that can be assigned -->
<max-units>2</max-units>

<!-- amount of threat a single unit can counter (controls how many units will get assigned) -->
<threat-per-unit>35</threat-per-unit>
</resourcing>
</defend-walls>

<!-- defense manning tactic -->
<man-defense>
</man-defense>

<!-- plaza defense -->
<defend-plaza>
<!-- only issue move orders if we are more than this distance away from the destination -->
<destination-proximity>900.0</destination-proximity>
</defend-plaza>

<!-- street defense -->
<defend-street>
<!-- configure resourcing strategy for this tactic -->
<resourcing>
<!-- maximum number of units that can be assigned -->
<max-units>4</max-units>

<!-- amount of threat a single unit can counter (controls how many units will get assigned) -->
<threat-per-unit>20</threat-per-unit>
</resourcing>

<!-- only issue move orders if we are more than this distance away from the destination -->
<destination-proximity>900.0</destination-proximity>
</defend-street>

<!-- breach defense -->
<defend-breaches>
<!-- if the wall health drops below this percentage then the breach should be defended -->
<wall-health-perc>0.75</wall-health-perc>

<!-- unit offset in metres from the breach -->
<breach-offset-pos>15</breach-offset-pos>

<!-- configure resourcing strategy for this tactic -->
<resourcing>
<!-- maximum number of units that can be assigned -->
<max-units>4</max-units>

<!-- amount of threat a single unit can counter (controls how many units will get assigned) -->
<threat-per-unit>30</threat-per-unit>
</resourcing>

<!-- only issue move orders if we are more than this distance away from the destination -->
<destination-proximity>900.0</destination-proximity>
</defend-breaches>

<!-- pull back -->
<pull-back>
<!-- offset from the gate in metres -->
<gate-offset>40.0</gate-offset>

<!-- per state configuration -->
<state-criteria>
<!-- stand ground state - will hold position and fight the enemy -->
<stand-ground>
<!-- stand ground if the percentage of soldiers in the unit in combat is above this -->
<combat-percentage>0.1</combat-percentage>

<!-- stand ground if the enemy is within this distance - in metres squared -->
<nearest-enemy>400.0</nearest-enemy>
</stand-ground>
</state-criteria>
</pull-back>

<!-- defense of settlement by artillery -->
<artillery>
<!-- minimum offset in metres squared -->
<minimum-offset>10000.0</minimum-offset>

<!-- maximum offset in metres squared -->
<maximum-offset>40000.0</maximum-offset>

<!-- placement band begin range -->
<minimum-range-scale>0.45</minimum-range-scale>

<!-- placement band end range -->
<maximum-range-scale>0.75</maximum-range-scale>

<!-- only issue move orders if we are more than this distance away from the destination -->
<destination-proximity>900.0</destination-proximity>

<!-- flag which artillery units are viable for defending a breach -->
<defend-breaches>
<catapult>0</catapult>
<trebuchet>0</trebuchet>
<ballista>1</ballista>
<bombard>1</bombard>
<grand_bombard>1</grand_bombard>
<huge_bombard>1</huge_bombard>
<culverin>1</culverin>
<basilisk>1</basilisk>
<cannon>1</cannon>
<mortar>1</mortar>
<scorpion>1</scorpion>
<serpentine>1</serpentine>
<rocket_launcher>1</rocket_launcher>
<ribault>1</ribault>
<monster_ribault>1</monster_ribault>
</defend-breaches>
</artillery>
</tactics>
</defend-settlement>

<!-- attack crossing objective is used when the river must be crossed at any cost -->
<attack-crossing>
<!-- base priority for this objective -->
<priority>100000</priority>

<!-- per tactic configuration -->
<tactics>
<!-- assault group tactic -->
<assault>
<!-- minimum number of missile units for this task -->
<missile-ratio>1.2</missile-ratio>

<!-- minimum number of melee units for this task -->
<melee-ratio>1.2</melee-ratio>

<!-- tick limit on being stalled -->
<stall-limit>100</stall-limit>

<!-- per phase configuration -->
<phases>
<!-- phase 1 - moving into formation on near side of crossing -->
<phase1>
<!-- run if closer than this distance (in metres squared) -->
<run-threshold>400000</run-threshold>

<!-- melee offset from crossing for the final location -->
<melee-offset>-20.0</melee-offset>

<!-- missile offset from crossing for the final location -->
<missile-offset>0.0</missile-offset>

<!-- melee group formation template -->
<melee-formation>crossing_assault_force</melee-formation>

<!-- missile group formation template -->
<missile-formation>crossing_assault_cover</missile-formation>
</phase1>

<!-- phase 2 - setting up in formation on far side of crossing -->
<phase2>
<!-- run if closer than this distance (in metres squared) -->
<run-threshold>400000</run-threshold>

<!-- melee offset from crossing for the final location -->
<melee>70.0</melee>

<!-- missile offset from crossing for the final location -->
<missile>40.0</missile>

<!-- configure the conditions for entering this phase -->
<entry-conditions>
<!-- ratio of current to initial melee strength -->
<melee-remaining>0.7</melee-remaining>

<!-- outshoot ratio between enemy and us. Test: [enemy strength] > [ally strength] * [ratio] -->
<outshoot-ratio>1.4</outshoot-ratio>
</entry-conditions>

<!-- melee group formation template -->
<melee-formation>crossing_assault_buffer</melee-formation>

<!-- missile group formation template -->
<missile-formation>crossing_assault_buffer</missile-formation>
</phase2>
</phases>

<!-- unit suitability values (priorities made higher than sneak tactic so we get the units first) -->
<unit-suitability>
<!-- all missile units -->
<missile>10</missile>

<!-- all artillery units -->
<artillery>10</artillery>

<!-- all melee units -->
<melee>8</melee>

<!-- all cavalry units (elephants, horses etc) -->
<cavalry>0</cavalry>
</unit-suitability>
</assault>

<!-- assault support tactic -->
<assault-support>
<!-- minimum number of units for this task -->
<minimum-units>1</minimum-units>

<!-- target ratio of our forces to enemy forces. > 1 means outnumber the enemy, < 1 means enemy outnumbers us -->
<strength-ratio>1.2</strength-ratio>

<!-- how much do enemy forces in the neighbouring zone contribute -->
<neighbour-contribution>0.0</neighbour-contribution>

<!-- stand off distance when not needing to engage enemy -->
<standoff-distance>100.0</standoff-distance>
</assault-support>

<!-- sneak attack tactic -->
<sneak-attack>
<!-- minimum number of units for this task -->
<minimum-units>1</minimum-units>

<!-- unit suitability values -->
<unit-suitability>
<!-- all cavalry units (elephants, horses etc) -->
<cavalry>3</cavalry>
</unit-suitability>

<!-- if less than this distance to objective then run (distance in metres^2) -->
<run-threshold>40000</run-threshold>

<!-- if the crossing is the same as the one being assaulted, halt at this distance from the crossing -->
<standoff-offset>150.0</standoff-offset>

<!-- when crossing the river head to a location this distance beyond the end point -->
<crossing-offset>50.0</crossing-offset>

<!-- head for this offset from the enemy -->
<enemy-offset>100.0</enemy-offset>

<!-- parameters for determining the suitability of a crossing for use in a sneak attack -->
<crossing-suitability>
<!-- enemy force strength / sneak force strength must be below this value to be suitable -->
<strength-ratio>0.25</strength-ratio>

<!-- amount of benefit the strength ratio yields -->
<strength-contribution>10.0</strength-contribution>

<!-- amount of benefit the distance ratio (tested vs ideal) yiels -->
<distance-contribution>5.0</distance-contribution>
</crossing-suitability>
</sneak-attack>
</tactics>
</attack-crossing>

<!-- objective for defending the crossing at all costs. does not attempt to cross -->
<defend-crossing>
<tactics>
<!-- block tactic is used when we can repel the enemy melee forces effectively -->
<block>
<!-- bias between max range and average range -->
<range-bias>0.5</range-bias>

<!-- offset from the crossing for the formation -->
<standoff-distance>30.0</standoff-distance>

<!-- if we are closer than this distance (in metres squared) then run -->
<run-threshold>40000.0</run-threshold>
</block>
</tactics>
</defend-crossing>
</gta>
</config>

Lord Magus
12-08-2006, 18:53
Can I use this mod with one of my saves?

Myrmidon Warrior
12-08-2006, 20:14
Great Mod. Thanks.

I have encountered a couple CTDs during battle screens - city / castle sieges. Has anyone else encountered these CTDs or is it a singular issue on my system?

Aenlic
12-08-2006, 22:25
Callatian, I noticed an oddity which might affect game play.

While playing the Byzantines and happily demolishing the Hungarians And Venetians and eliminating the Turks, I finally got around to sending a diplomat all the way north to the Russians. Imagine my surprise to find that the Russians had made vassals of the Timurids. Russia seems to have a pretty solid hold. With the HRE and Poland wearing each other out, Russia took advantage and owns Thorn, Riga, Vilnius, Kiev and everything east of that except Bulgar, which they made a vassal and Sarkel with the Horde. It seems likely Russia will be around when the Timurid invasion happens, unless I take a hand in it and head north to take them on instead of south to Egypt as I had planned.

How will their having the Timurids as a vassal affect the Timurid invasion? Will the Timurids automatically revolt from their vassal status at that point, or will the Timurids invade as Russian vassals already and make the Russians nearly unstoppable?

I'm not sure if it can be done; but it might be wise to find a way to prevent the pre-invasion Timurids and Horde from being made vassals by any of the other factions, AI or player.

Callatian
12-10-2006, 11:31
Aenlic anything can be done as long as I have good feedback. Removeing the mongols from the map if not played should be easy. Let's see how the game will accept such a script. I will post when the update will be done.

Myrmidon Warrior pls. detail what version you use, what city, what units were attacking and defending. This way I will spot who has the problem. And btw - nobody reported yet CTDs. Are you sure you have not mixed 2 mods in one?

Lord Magus Not sure - you could try.

Myrmidon Warrior
12-12-2006, 11:20
Callatian - Using METWII Limited Edition - US Version
No other Mod installed
The CTDs have occurred with four different factions and four separate siege locations. I noticed on another thread that other players (non-mods) were reporting CTDs in similar circumstances. Possibly the CTd is in the CA code

The_Legend_Killa
12-12-2006, 15:45
A very good mod by the way. I have one question tho, i'm playing as the mongols and im on turn 160 and Khan has yet to show. So bout what time does he show up and will they come in the same strength as in the regular version of the game? Thanks.

Callatian
12-13-2006, 13:36
Myrmidon WarriorInteresting - can you remember a city name? I will help.



The_Legend_Killa he comes ... but no clue when :)

The_Legend_Killa
12-13-2006, 15:05
Lol, ok I just making sure he didnt forget bout us. :no:

rsgeiger
12-13-2006, 20:07
:idea2:
Would you be willing to integrate the BigMap mod by Spurius into Regnum Dei? At least just the basic map? I feel that it would at quite a lot of realism.
I would post a link but this is my first post :sweatdrop:
I know the author is very flexible in allowing other people to use his work.

Myrmidon Warrior
12-14-2006, 13:50
Callatian - One of these was my Scots' assault on London. I will monitor specifics over the next few days and report to you the details so as to trace activity and determine the root cause.

Myrmidon Warrior
12-14-2006, 23:23
Callatian - CTD Just occurred - Russians assaulting Rebel held Smolensk Year 1074. During the General's Pre-fight talk on the battle screen, crash occurred and I received a message 'METWII has encountered an unspecified error and must now exit'

Callatian
12-21-2006, 02:10
The general talk has nothing to do with the changes I've made - this must be specific to CA.

Anyway RDm has merged with Royal Arms mod. Will probably have a version this week.


Anyway if you still play RDM you may want to use this two files that I never released.

They remove the nomads if not played with. Later when they invade they will act normally.

Fixes for papal states, nomad faction scrools and hidden aztec info if not played with.

http://pff.swrebellion.com/index.php?action=dlattach;topic=3902.0;attach=913

Look for updates here:

http://www.twcenter.net/forums/forumdisplay.php?f=292

and btw :) we can always use a good tester like you - feel free to team up if you wish.

Darkarbiter
12-30-2006, 10:50
The links not working any chance of uploading it anywhere else?

Orda Khan
01-10-2007, 11:30
Callatian,
Just popped in to mention RDM Premium is playing out really well for me. Turn 119, no issues at all so far. You did a great job, thanks

......Orda

Ubermensch
01-19-2007, 10:02
i am playing as he timurids right now

and for some reason when one of my settlements gets sieged, i cannot defend it (like when the enemy army attacks) all that i can do is select the troops in the settlement and attack them.

if i dont select the soldiers in the settlement and attack, the numbers of soldiers in the settlement, just keep decreasing. then i just lose the settlement..

is somethin wrong?

Darkarbiter
01-24-2007, 21:00
i am playing as he timurids right now

and for some reason when one of my settlements gets sieged, i cannot defend it (like when the enemy army attacks) all that i can do is select the troops in the settlement and attack them.

if i dont select the soldiers in the settlement and attack, the numbers of soldiers in the settlement, just keep decreasing. then i just lose the settlement..

is somethin wrong?
Its called a siege.

Ilsamir Lord
01-25-2007, 01:05
Well, perhaps what he means is that the AI never bothers to launch a full assault.

Helgi
02-09-2007, 17:52
Looks like I may breakdown and buy M2TW in 2 weeks because of this mod and VLAD TW:toff:

Orda Khan
02-21-2007, 17:47
Turn 250 and victory conditions met.
I decided to continue playing to see what happens when the 'Horde' turns up. Turn 264 and they appeared near Baghdad, they have been toned down which is great. The only issues I have experienced was one single CTD (almost at victory while assaulting Nuremburg and which may not even be Mod related) and when the Horde arrived, every governor, spy, diplomat and assassin vacated the city or castle they were in. Again, not a big worry, I simply sent them all back inside. I'm going to play right through but I doubt there will be any major problem, the Mod plays really well.

One question I do have is related to campaign replays.
I re-named a .rpy file in the temp folder and transferred it to replay folder. It will not play and an error message states the battle replay uses a different version of the game. I've no idea why this should happen. Any suggestions?

.......Orda

rory_20_uk
03-08-2007, 05:27
Is ongoing development still occuring on this Mod? Was my favourite until me PC went Phutt.

~:smoking:

AnthoniusII
03-09-2007, 14:39
I have M2TW do i have to put all the patces or only the last version ex.1.8 iron?What exactly must I do?

Warluster
04-22-2007, 09:35
great mod, I have only played as the Timurids so far but their still cool!

Only one problem, that is when I click on Faction Rankings button it CTD's. But I don't often press that button.

Will try to report any other probs.

~Isabella of Castile~
07-25-2007, 20:23
I clicked ever download link, not a single one works, always get the same error message, I even registered at that forum only to find out that doesn't help. does someone know where else I can get this mod?

Taobla
07-29-2007, 19:32
nice mod :egypt: its the best ever

Abokasee
08-02-2007, 19:03
Callatian can you upload mod on to some other sites, because I don't want to register for A site that'll forget and dosnt have a register thingy on it...

*EDIT*

I've registered, logged in, download dosnt work still

Chopstix
08-28-2007, 00:54
Would it be possible to get the download links to work? I would love to try this mod out.

Selenus Marcus
12-23-2007, 22:10
I keep getting an error on that modcraft site, I can't download this

Mandalore
07-30-2008, 17:50
I used your mod on my game, UBER good work mate, but my problem is, i have no idea what you mean about when the Mongol Horde arrives, does, "when the time is right" mean the date when it should arrive? a.k.a turn 70-80? if so, is there a way i can fast foreward the date so that the AI has kept on playing, but i havent?

Callatian
08-01-2008, 06:17
Wow this is old - its was about a bug :)