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Thread: Is there a mod

  1. #1

    Default Is there a mod

    Hello Guys,

    My first post on the forums - just thought I would ask the question.

    MY pet hates in this game are:
    - Rebels they appear all over the map every turn - I am forever exterminating little groups of peasants - it is not like they even represent a challenge.
    - AI stacks - they always seem to have 6 units of peasants and 6 units of catapults - damn can they not put together a decent army.
    - Pikes - why in hell just as the enemy is charging with their horses do they think "hmm good time to use my sword"
    - OFC - I have to mention that guy in battles who is yelling the enemy is attacking we have to act NOW!

    These things drive me nuts:
    I use the "pure" mode atm that fixes the pike bug by removing the secondary weapons, but I was wondering if there was a mod that fixes or goes a long way to fixing the above problems.

    BTW I only have MTW2 not kingdoms.
    "I pity the fool!"

  2. #2
    Member Member CynicalP's Avatar
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    Default Re: Is there a mod

    I've been playing with the lands of conquer mod 3.1 ( last non expansion version ) and the creator of the mod did an excellent job of creating well balance faction stacks including the rebel stacks. I also like the mod because it only enhances the vanilla game experience without adding more factions/more units. I have read the Stainless Steel mod and Burning Crusade mods are equally enjoyable but I have yet to played those mods.

  3. #3

    Default Re: Is there a mod

    Stainless Steel is a little weird at first because all the unit stats have been lowered; they're balanced against one another, I'm sure, but it's just weird recruiting 1/1/1 archers or seeing knights templar with 6 attack/15 defense. Once you're past that, the mod's quite good.

    If all you need to do is remove the annoyances, I know there's an easy way to turn off the annoying captain commentary in battles and to make rebels spawn much less. Look/ask around. But I don't think there's a quick fix for stupid AI army recruitment.

  4. #4
    kwait nait Member Monsieur Alphonse's Avatar
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    Default Re: Is there a mod

    Quote Originally Posted by Vikingmad
    Hello Guys,

    My first post on the forums - just thought I would ask the question.
    Welcome

    MY pet hates in this game are:
    - Rebels they appear all over the map every turn - I am forever exterminating little groups of peasants - it is not like they even represent a challenge.
    open descr_strat (C:\Program Files\SEGA\Medieval II Total War\data\world\maps\campaign\imperial_campaign) and set the values of brigand_spawn_value 80 very high like 599

    AI stacks - they always seem to have 6 units of peasants and 6 units of catapults - damn can they not put together a decent army.
    Unpack Export_descr_buildings.txt (EDB) and change the pool and spawn value of the catapult range buildings in cities. The pool should be 1 and the spawn value should be 0.1 It should look like this:
    Code:
    catapult_range city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } 
            {
                convert_to 1
                capability
                {
                    recruit_pool "NE Catapult"  1   0.1   1  0  requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, Normans, } 
                    recruit_pool "EE Catapult"  1   0.1   1  0  requires factions { poland, russia, hungary, } 
                    recruit_pool "GR Catapult"  1   0.1   1  0  requires factions { byzantium, } 
                    recruit_pool "ME Catapult"  1   0.1   1  0  requires factions { moors, egypt, turks, } 
                    recruit_pool "AS Catapult"  1   0.1   1  0  requires factions { mongols, timurids, } 
                    recruit_pool "NE Ballista"  1   0.1   1  0  requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, Normans, } 
                    recruit_pool "EE Ballista"  1   0.1   1  0  requires factions { poland, russia, hungary, } 
                    recruit_pool "GR Ballista"  1   0.1   1  0  requires factions { byzantium, } 
                    recruit_pool "ME Ballista"  1   0.1   1  0  requires factions { moors, egypt, turks, } 
                    recruit_pool "AS Ballista"  1   0.1   1  0  requires factions { mongols, timurids, }
    - Pikes - why in hell just as the enemy is charging with their horses do they think "hmm good time to use my sword"-
    Unpack the EDU (export_desr_unit.txt) and remove the secondary weapon so it looks like this:
    Code:
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    they now can only use their pikes.

    OFC - I have to mention that guy in battles who is yelling the enemy is attacking we have to act NOW!
    Any one that discovers how to do this will be rewarded with the Nobel Peace prize.
    Last edited by Monsieur Alphonse; 04-03-2008 at 17:22.
    Tosa Inu

  5. #5

    Default Re: Is there a mod

    I turn my volume control wheel to the left as far as it will go and I never hear that warning. I also don't have to hear the screams of those being executed.

    Rebs can be annoying but they do provide great training for units and generals. Occasionally I chase them into the AI's land to annoy it (I like to pretend the AI is my boss or a politician).

  6. #6
    Member Member Matty's Avatar
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    Default Re: Is there a mod

    I've been playing LTC which is superb and I've just downloaded the Gold thingy in the hope that it becomes even better but I hear you - my own pet peeves are the weak AI armies generally (even when I feed everyone to beef them up before launching war to get a decent fight) and two other things:
    Why do I find an opposing general alone in a city when there is free upkeep for militia? - even a bankrupt AI should be able to finance some resistance.
    Why does a besieging army not bring siege equipment and then lines its entire force within range of my siege defenses whilst two units clamber up ladders and the remaining 12 get chewed to hell?

  7. #7
    Guest Gaius Terentius Varro's Avatar
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    Default Re: Is there a mod

    Taking away the pikemen's secondary weapon makes them invulnerable from the front to all units (except for missiles) which is hardly good. Take a crappy pike unit (highland pikemen) on VH difficulty flat grassland map put them 3 man deep formation and let them get charged by DCK or actually any infantry in the game. After the initial impact the pikemen will lose hardly any men and win easily with 30% losses. Hardly realistic. The boring I WIN button is boring.

  8. #8

    Default Re: Is there a mod

    The Varangian Guard can take the highland pikemen with secondary weapons removed in a frontal attack. The Scottish pikemen have very good morale, even the militia will often fight and not route until unit strength is below 10 men. Historically, it seems that it was not easy for infantry to handle pikemen. I don't find them too difficult to defeat when the AI has them in LTC or my modded Retrofit - but I never just attack them frontally.

  9. #9

    Default Re: Is there a mod

    Quote Originally Posted by Gaius Terentius Varro
    Taking away the pikemen's secondary weapon makes them invulnerable from the front to all units (except for missiles) which is hardly good. Take a crappy pike unit (highland pikemen) on VH difficulty flat grassland map put them 3 man deep formation and let them get charged by DCK or actually any infantry in the game. After the initial impact the pikemen will lose hardly any men and win easily with 30% losses. Hardly realistic. The boring I WIN button is boring.
    I think it is realistic to have pikemen be better than DFK or DCK or whatever..
    pike units are slow, but pike formations SHOULD be more effective from front assault than other infantry.

    i think thats probably why pikes became standard in european battlefields near the rennaissance and such.
    Pike gives you longer reach and allows for men in the rear ranks to inflict casualties on the enemy.

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