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Thread: MediFix 1.0 - Fixes Ancillares and VnV's

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    Default MediFix 1.0 - Fixes Ancillares and VnV's

    The VnV system is broken and bugged in vanilla M2TW. Many triggers are not working, implemented or not actually doing anything. Just like Rome, so no surprise there.

    Some Ancillaries and VnV's are quite odd. Being bad taxman for governing a castle? Pagan Magician in a province with 85% catholicism? No chance of being a better trader, farmer or miner except building?

    I could not stand playing M2TW knowing how broken and missing things are. Here is a first try at tweaking and fixing them, to enhance the gaming experience.

    Feel free to comment and please leave input on other changes.



    Version 1.2 released!

    Moved to FileFront.

    http://files.filefront.com//;6476123;;/



    MEDIFIX V1.2
    the.seneschal@hotmail.com


    WHAT IS IT
    =========

    A simple mod that changes ancillaries and VnVs for M2TW.



    HOW TO INSTALL
    ===============

    Unrar the two .TXT files into the .\data dir of your M2TW installation. You need patch 1.1
    Make a batch file, "whatever.bat" in the directory where the medieval2.txt is located.
    The bat file should contain the following:
    "medieval2.exe --io.file_first"
    Running the bat file leads in the mod being loaded, running the desktop icon of medieval2.txt means vanilla is loaded.

    WHAT DOES IT CHANGE
    ====================




    V1.2
    ===

    *The foreign fruitcake (adultress_she_man) only appears if you are actually homosexual (having atleast 4 points of Arse).
    *Strategic skill can be increased by successful battles.
    *Princesses can, even if their dad lacked the prerequisites, gain a few traits besides the standard two.
    *Generals that always push the movement limit to the max has a slight slight chance of being better
    at LogisticalSkill. Only for land movement ofcourse, so shuttling them around in ships shouldn't work... :D


    V1.1
    ====


    *Fools could cling on to anyone, including agents, since they don't have Command skill. Only for generals now.

    *Removed an odd bug regarding the disaster-trigger; appearantly it triggers for much more than disasters as
    removing the randomness made everyone get superstitious and conforming at certain events.




    V1.0
    ====

    Ancillaries
    ----------

    *Most Witch-related triggers are not properly implemented. To compensate until the problem is fixed,
    witches have a slightly higher % of gaining ancillaries when created. (Brooms etc.)

    *Adultress now only join generals when they stay at a coaching house or above.

    *Foreign adultress appears less often.

    *Fools sometimes join lesser generals that linger in Castles (or above).

    *Heralds sometimes join generals staying in Citadels.

    *The Pagan Magician now requires a fairly high heresey % of the population if he is to join the general.
    (he joins much, much less and only for those who travel across high heresey lands)

    *The tracking dog is implemented! Pet_bloodhound. The trigger was completly broken. The fearsome
    dog, +2 agent skill, +1 Line of Sight and +1 personal security, now has a small chance of appearing
    along spies from pleasure palaces.


    Triggers for VnV's
    -------------------

    *The base religion value of 3 for everyone is fixed. It now works properly for everyone that joins
    your family.

    *Corruption-triggers are doubled to 100k, 150k and 200k.

    *Vast overhaul of the vices inluding drinking, gambling, girls etc. Much toned down .
    You no longer start getting drunk at brothels. You get a slight chance to drink at taverns and upwards.

    *Your generals no longer pick up negative traits for doing nothing in settlements: drink, gambling, arse, girls.
    However: Generals stuck in a settlement without a brothel has a very small chance of turning to the arse.

    *Luxurious lifestyles toned down. Coaching houses and pleasure palaces can still corrupt your general though.

    *If a general survives a disaster, he has a much larger chance of turning to superstition or religion.

    *Merchants no longer pick up the selfserving merchant trait unless they actually trade something far away.

    *Generals that survive an inquisition become more religious, not just a chance of becoming.

    *Diplomats not as quick to be religious intolerant and so on.

    *Bishops now come from both cathedrals and huge cathedrals, not just cathedrals.

    *Sitting around in the wilderness now has a higher chance of increasing certain traits, such as hale & hearty.

    *Generals born in cities with high level religious buildings now have higher chance of being religious.

    *You become more cultured at the theatres, but do not start drinking because of it.

    *Sanitation: A bit easier to get good health, chances for vices are lowered.

    *You will no longer become a bad taxman for governing a castle.

    Traits
    ------

    *BoringSpeaker actually does something now, it used to have 0 effect for all 3 levels. A general that is a poor
    speaker has a negative effect on authority and morale, if he ends up really boring.

    *Inspiring speaker tweaked to give you a slight morale boost at the highest level.

    *Governors that stay in settlements with farms, mines and trade will slowly increase their knowledge and skill
    in that area. Building the specific buildings still gives you points, but it is now actually possible to become good farmers,
    miners and traders if you spend your career doing just that.

    http://files.filefront.com//;6476123;;/


    All input, hate and love welcome.
    Last edited by seneschal.the; 01-07-2007 at 19:39.

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