This looks excellent! Bravo and well done! But... I presume it doesn't work with the latest SS update, does it?
REAL RECRUITMENT 1.2 / REAL COMBAT 1.7 for STAINLESS STEEL 6.1 BETA
BETA
Real Recruitment ('RR') is an attempt to more accurately simulate the dynamics of recruiting, retention and training during the medieval period covered by the M2TW game. There is a guide included in the download. RR includes Real Combat.
Real Combat ('RC') is an attempt to create a more realistic M2TW combat experience via the modification of a number of crucial unit stats for all units, using a consistent and detailed framework. A guide is included in the download.
Includes by kind permission:
BATTLE FOR THE BALTIC by Caesar Clivus
COMPLETE BYZANTINE UNIT ROSTER by Anthonius II and Caesar Clivus
BGR IV (optional) by Byg
Hundred Years War and Italian City States Mini Campaigns by Lusted
6.2 patch Release Candidate 3 by Gracul.
RR 1.2 changes:
-Much improved event code to better model the changes in army compositions from High Era onwards up to early 1600's
more realistic introduction of new weapons such as pikes, polearms, corned powder firearms, wheelocks etc
reduction in importance of Feudal System, availability of Feudal units, free upkeep etc as time progresses, though this effect varies by faction
increase in professional men-at-arms until Late Professional units become more dominant
-AOR for Locals and Early Professionals
Locals are available to any faction that controls the region, but more to the original owning faction. It will take some time for new factions to be able to recruit these units, and their availability is reduced
Early Professionals are fully available to the original faction in their original regions, and also in those regions originally owned by factions that can also recruit those units; elsewhere their availability is reduced
-Generally improved RR code for most factions
-ME factions received particular attention
-High-level barracks has limited ability to upgrade armor, as for a lower-level smith. This particularly helps the AI
-The following units are added:
* ME Heavy Spearmen
* ME Heavy Archers
* Moorish Auxilliaries
* Fari Noble Cavalry
* Armored Pikemen
* Swiss Armored Pikemen
* Armored Tercio Pikemen
* Corned-Powder Arquebusiers
* Pavise-shield Handgunners
* Halberd Men-at-Arms
* Swiss Halberdiers
* generic Archers (available to most factions in early era)
* Men-at-Arms, mounted and foot
* Mounted Arquebusiers
* Soldatos Reformados Arquebusiers
* Black Band Arquebusiers
* Janissary Arquebusiers
* Flintlock Musketeers
* Noble Knights
* Arbalest Militia
* Urban Spear Militia
* Pavise Spear Militia
* Urban Crossbow Militia
-The following units are available to many more factions:
* Demi Lancers
* Gendarmes
* Reiters (Pistoliers)
* Pike Militia
* Halberd Militia
* Italian MAA
* Arquebusiers
* Musketeers
* Pikemen
-2 Free unit slots available
-Updated mercenary file
-Norway and Denmark feudal system more infantry-centric
-Improved and Advanced Metallurgy available to some factions, allowing extra armor upgrades
-Militia upkeep cost increased
-Militia replacement rates reduced
-New Mongol recruitment system
-Re-worked unit priorities has resulted in much improved AI army composition, with greater proportion of heavy units
-Plus many, many other fixes and updates
RC 1.7 changes:
Units, Classes and Categories
-Slight reduction in morale (by an average of 3); however AI morale and experience are boosted at difficulty levels of 'Hard' or 'Very Hard'
-Formations more consistent and dependent on unit quality
-Unit sizes altered depending on category and faction - Late Professional, Urban Professional and Urban Militia (except cavalry) units are typically larger. Early Era armies will therefore tend to be smaller overall and consist of a small core of heavy units, while later armies will be larger with more professionals
-Unit costs raised in proportion to unit sizes (unit costs are calculated per soldier and multiplied by unit size)
-Addition of 'Exceptional' unit quality class. Complete list is: Exceptional>Elite>Superior>Average>Militia>Peasant Militia>Peasant
-Exceptional, Elite and Superior units have received slight attack boost relative to other units
-Overall clearer distinctions between melee and missile, foot and mounted and different quality level units
-Heavy foot units now move more slowly than lighter units
-Reiter (pistolier) now uses sword
-Later-appearing, more advanced units are more likely to be recruited than early units if both are available at the same time
-Some unit names slightly changed to add historical flavor
-Completely re-worked heat system that considers armor, weapon weight, shield weight, geographical origin, missile weapons, mounts tiring and unit quality
-Managing unit stamina is now an important consideration
-Completely re-worked terrain bonus and penalty system that considers foot unit armor type and encumberance, mount type and geographical origin
Missile Combat
-Missile units now melee at 2 levels less, rather than 1 level
-Updating of all missile accuracies/velocities/ballistics, to reflect heavier 'war arrow' loads
-Horse archer arrows are faster but lighter. At very close range they have comparable energy to the heavier yet slower arrows shot by foot archers, but at longer range lose energy and effectiveness by comparison
-Lower quality bow users shoot with slightly lower velocity
-Updating of most missile accuracy values. In general, bows>=crossbows>muskets>arquebus>handgun>=javelin; however, at lower skill levels, crossbows are better than bows
-Accuracy values and damage effects better reflect weapon characteristics and advantages/disadvantages of more/less user skill and training
-Bows attack reduced. Combined with armor model changes above, bows now have more difficulty handling opponents in armor better than Heavy Mail
-More variety in rate of fire between heavy and light firearms
-Armor Piercing attribute removed from all AP missile weapons and attack value increased, for greater effect versus light armor, and reduced effect versus heavy armor
-All missile weapon armor penetration effects normalised based on joules of energy delivered to a point, with firearms firing soft lead balls having that energy converted to 'point' delivery equivalence
-Firearm lethality increased. Those without armor and/or hit at short range will usually be casualties
-Bows divided into 'Missile' and 'Skirmish' types, with their own updated animations
* 'Missile' units shoot faster but with less accuracy to a greater range - these units create a real 'arrow shower' over a wider area
* 'Skirmish' units shoot more slowly but with better accuracy, over direct sights (ie a shorter range). Foot skirmishers are the most accurate archer units
-Horse archers shoot faster. HA are likewise divided into 'Skirmish' and 'Missile' types. Skirmish HA are typically lighter and faster units and usually shoot from very close range (60m)
-Removal of exploding cannon ammunition
-Reduction in area of effect of artillery ammunition vs units
-Missile weapons and gunpowder artillery shoot better at close range
-Costs and training times for firearms units reduced to reflect ease of training
-Archer training costs increased to reflect training duration
-Early bombard fires stone balls which shatter on impact; it is best used versus walls rather than units, though retains the grapeshot option
-Non-gunpowder siege artillery less accurate versus units
Mounted Combat
-Cavalry mounted attack bonus and defense penalty both increased
-Some reduction in cavalry mass values, especially to medium horses, eastern horses and ponies.
-Faster horses receive a slight charge bonus for secondary weapons and non-couched lances ;slower horses receive a slight penalty. Fast mounts are good for hit and run attacks but not for breaking a line
-Cavalry lance attack values slightly reduced
-Cavalry sword charge bonus slightly reduced
-Horse armor effect reduced
-Cavalry more vulnerable to missile weapons
-Most eastern cavalry units now use 'Eastern Horse' (lighter but more agile) rather than heavy horse. Eastern Armored horse also lightened
-Many western light and medium cavalry units now use 'Medium Horse' (lighter and cheaper)
Armor System
-Increasing armor from Heavy Mail to Plate+Mail now counts as 2 armor upgrades, ie Plate+Mail and better armor now more effective than before. Upgrading from Heavy Mail to Plate+Mail will show as 2 upgrades (ie a silver shield).
-Updated shields stats to better model their effect versus missiles, and their effect on heat/fatigue
-Mail armor less effective versus missile weapons than in melee, but reduced heat penalty compared to other metal armors
-Improved and advanced metallurgy armors featured
Melee Combat
-Shieldless 1H weapon units get +1 attack bonus and attack faster
-Updated modelling of spear units. As well as fighting in closer formation, spears now more effective versus infantry and less versus cavalry
-Spears attack slightly more slowly
-Pikes reduced in melee effect versus cavalry. While pikes are still by far the best versus a cavalry charge, polearms are the best killer of cavalry (especially armored cavalry) in melee
-Overall 'rock-paper-scissors' effect in tactical combat is blurred
-Improved cohesion (thanks banzai!) - units (including cavalry) will prefer to shuffle forward rather than backward (except spear units which tend to hold in place) - this counteracts the 'units spreading out in melee issue'
-Further updating of mental stats for many units, in particular militia and some 'individual-combat' oriented units (eg knights) employ less tidy formations
-Pikes better balanced. Pike formations improved. Better-quality pike units hold their formations better
-Better-quality pike units have more 'aggressive' animation set
-Phalanx polearms better balanced
-Poleaxe units get their own animation class. Attacks similar to 2H axe + some halberd, defends as halberd
-2H axe units use 2H axe animations again, rather than 2H sword
-Some attack animations added to 2H axe class
-2H axe more effective versus cavalry
-More eastern and middle eastern units armed with 'light sword', with lighter damage, faster attack time and less heat penalty due to light weight
-Very slight reduction in mass values for some ME foot units
DOWNLOAD AND INSTALLATION:
http://files.filefront.com/RR12+RCfi.../fileinfo.html
Install in SS6 Directory. Requires SS6.1. Best installed on top of a clean SS6.1.
Please also download the latest PATCH (updated Jan 17) and unzip into the SS6 folder: (not the SS6/Data folder)
http://files.filefront.com/RR+Patch+.../fileinfo.html
After unzipping, copy the SS6/symbols4.tga.dds file to the C:\Program Files\SEGA\Medieval II Total War\data\banners folder
Default setting is Gracul's AI, and no BGRIV
To use BGR IV with Byg's AI, copy the contents of the SS6/Data_BGRIV_BygAI folder to the SS6/data folder
To use BGR IV with Gracul's AI, copy the contents of the SS6/Data_BGRIV_GraculAI folder to the SS6/data folder
To remove BGR IV, copy the contents of the SS6/Data_NO_BGRIV folder to the SS6/data folder
Note that the 1400 and Reconquista Campaigns are placeholders and DO NOT YET WORK.
Recommend to play as England in the Hundred Years War Campaign, and as Venice in the Italian City States Campaign. Also highly recommended to use BGRIV, which runs very fast and works particularly well in these smaller scenarios.
BGRIV: You need the instructions on the bgrIV forum for BGRIV. The finances for nobles are displayed by hitting the faction button. These two popup summaries should show what the nobles give and take from the faction's economy. It will take time to learn how to manage an economy with the new system. This mod hopefully reflects the true costs of maintaining a "nobility" or "elite" class in any society (bit of politics there). In this period a nobility is essential, but best kept to a minimum until the economy can support it.
If you want to use another BattleAI, make sure that you have the following text at the top of the data/battle_config.xml file:
<config>
<!-- global combat balancing factors -->
<combat-balancing>
<missile-target-accuracy>
<infantry>1.0</infantry>
<cavalry>1.4</cavalry>
<elephants>0.6</elephants>
</missile-target-accuracy>
<melee-hit-rate>2.00</melee-hit-rate>
</combat-balancing>
Also I recommend you don't use another descr_formations_ai file as it may cause a crash due to the new 'Skirmisher' class.
Please check my .sig for regular patches and updates
Point Blank
If you have Vista and after few battles game have unspecified error (black screen crash) turn off advisor. Advisor can be turned off ingame - pres ESC, click on Options and look for advisor settings.
CBUR announces that the "Nikephorean Unit Roster" is in development progress...
Mods that focus in the time frame (870-1071) will be free to use it when it will be released!
Nice work.
if you don't mind me asking why are you making Nicephorian units? Are they for a mod that extends back into the 10th century?
In addition, since it seems that you are quite dedicated in this, many of the building models are western through and through (and also not very indicative or representative of the whole of the western middle ages but rather of the 15th century onwards ie in effect at the gates of the renaissance). It would have been a nice idea perhaps to make a fewnew buildings that are closer to Byzantine architecture of the time.