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  1. #1
    Resident Pessimist Member Dooz's Avatar
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    Default SloMod

    Hey folks. Here's a "mod", if you want to call it that, that I just put together compiling a few things I recently learned from the modding community (my thanks to those who posted replies with their help for my queries). It's pretty much the most basic of text file edits to achieve the goal of slowing down M2TW, even more so than it already is. Specifically, here's what's been done.

    • All playable factions unlocked.


    • Rebel brigands and pirates reduced.


    • The year is displayed instead of turns, and the timescale is 2 turns per year. Character aging is synched up with actual years passed.


    • Population growth rates have been decreased proportionately across the board to compensate for building times not being able to be modded at this time. This has a few effects I was looking for. It lets you enjoy lower techs longer by not allowing you to build up cities and castles as fast and teching up. It also makes money tighter because you can't have all your taxes on high or very high if you want any population growth at all.

    Quote Originally Posted by Agapeus
    a really low growth with lower income and of course with a balanced planing of what & when i build .... the time period of building remains the same only the resources r low thus u have to wait and struggle with the tech at hand for quite some time.
    • Diplomacy has been tweaked to make alliances stronger, especially between factions of the same faith. There are now fewer arbitrary transgressions and factions are generally better about building up their power in preperation for conflict. AI factions also go for rebels a bit more.

    Quote Originally Posted by Aristocrat
    These values just mean the AI will attack the rebels first (thus developing larger empires) and be more inclined to hold alliances with nations of the same religion. Of course wars still happen, but so far the diplomacy has worked very well for me.

    On another note, sometimes the campaign AI of factions stalls. This happened to England and Scotland in my game, I found that using the move_character command on one of their family members fixed this.
    (This wasn't caused by my diplomacy settings, it is just a bug, and I just thought I'd let people know how to work around it).
    http://www.totalwar.org/patrons/pbm/SloMod.zip


    That's all for now. Any further changes and tweaks to the details can be done according to feedback I suppose, depending on how people feel about the pace. To install, just unpack the two text files into your Medieval II Total War\data\world\maps\campaign\imperial_campaign folder and overwrite whatever is necessary. Enjoy!
    Last edited by Dooz; 11-27-2006 at 04:02.

  2. #2

    Default Re: SloMod

    Wonderful, Wonderland! I'm going to test this out, it looks like what I've been in search of.

    Thanks. I'll give you some feedback later on.

  3. #3

    Default Re: SloMod

    Very similar to what I am doing except I am trying to do a faction, England, specific mod. That allows a bit more freedom to tinker with the other factions so as to keep them healthy. I have also made one or two other changes to try and make thinks more accurate/challenging. Will be testing tomorrow and all going well will then release it.

  4. #4
    Resident Pessimist Member Dooz's Avatar
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    Default Re: SloMod

    Thanks Censor! I'm currently playing a campaign as the French with this and it feels better than my first vanilla English campaign. The more I play, the more I'll figure out more little changes that could be made. Of course, your feedback is appreciated .

    bdtj1815, that sounds good. It's always good to have faction specific mods as you can cater them to more specific needs and generally have tighter gameplay. It'd be cool to do something similar for every faction seperately, to have something for everyone! In any case, good luck with your work.

  5. #5

    Default Re: SloMod


    cool Wonderland,

    So far I followed ur ex & others to come up with some specific pref. So far besides Fr, Sp & HRE I mainly plat as UK due to the cool red ( Julian fam - RTW )& coolest Archers in game. here how it set:

    UK @ vh / vh
    1 y/t ( keeps a fast action imho)
    end 1630
    rebels & pirates values @ 48 ( vh / vh - gives me some peace home )
    To keep HRE from failing gave them 10k start & 4k kings purse. France I let be with a +500 fl tho. Dan & Mil have king purse reduced at 500 (!!!) to allow HRE to develop a bit.
    Turks king purse = 4k fl
    All base farm values r @ 2, exception : HRE Turks Moors Egypt - cities = 4; castles = 7.

    dipl values uk - fr , fr - uk , scots - uk , uk - scots, and all factions toward "slave" r @ -8.
    thus Scots & Fr more aggressive @ UK, & factions go hard for rebel settlements 1st. ( i hope...)

    So far the UK ( vh / vh ) is quite hard, with only HRE as allied and continuos wars with scots , fr , milan.
    UK is a low middle power & i really have to struggle to keep caen , rennes & angers( that cost me to take from fr 1/2 of all my forces!)
    despite the + i gave to HRE & even they r @ war "just" with Mil & Den; HRE is going down to become a vasal to Mil ....( i still dont get it ...)
    Den have Antverp & french r at their 3rd siege of Bruge : all that in turn 27.
    turn 26 represent for me 1st upgrades in London & Nothingroom ( :) )
    with the disappointment in HRE ( how much / M2TW earth shall I + their +es ???) my UK campaign is rewarding in action & struggle , giving already a dark horizon of terrible clashes with the turks & latter mongol & timuris invasions.


    Long live M2TW


  6. #6
    Member Member Re Berengario I's Avatar
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    Default Re: SloMod

    Problem with HRE is that its troops are far inferior to the low-cost ones from Venice and Milan, it happened in all my modded games to see the HRE become vassal of Milan with the latter become the middle-europe superpower.

    Things start to change towards 1200 (with 2 turn/year) probably because of some new kind of troops from HRE filling the gap.

    Still these considerations are just raw experimenting without being able to have a units comparing spreadsheet.

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