Looks like a great mod with plenty of all-round improvements. Can't believe this hasn't got more comments. Still, keep up the great work.![]()
Looks like a great mod with plenty of all-round improvements. Can't believe this hasn't got more comments. Still, keep up the great work.![]()
At the end of the day politics is just trash compared to the Gospel.
This looks AWESOME...is there a screenie or a map somewhere showing what you've revised the starting positions to?
OK so I downloaded this, and I have a few comments:
+AWESOME map...love the layout of the provinces
+the new ancillaries are awesome
+GREAT skins
+love the native names for the factions
-IMHO building costs are too high...I spend most of the game hitting "next turn" trying to build up the florins to, well, build (this is the only major flaw that I feel warrants complaint)
Overall: AWESOME work...I love it...this has the potential to be to M2TW was RTR was to RTW!
Could You share how You mod this?Coupled with a lowering of the age of manhood to 14-years of age,
Assuming you've unpacked the game, find this file - descr_campaign_db.xml.Originally Posted by LorDBulA
Open it and find this section:
The lines in bold are the ones I've changed.Code:<family_tree> <max_age uint="100"/> <max_age_for_marriage_for_male uint="75"/> <max_age_for_marriage_for_female uint="40"/> <max_age_before_death uint="101"/> <max_age_of_child uint="10"/> <old_age uint="60"/> <age_of_manhood uint="14"/> <daughters_age_of_consent uint="16"/> <daughters_retirement_age uint="40"/> <age_difference_min int="-10"/> <age_difference_max int="30"/> <parent_to_child_min_age_diff uint="12"/> <min_adoption_age uint="14"/> <max_adoption_age uint="30"/> <max_age_for_conception uint="50"/> <age_of_manhood_close uint="14"/> <max_number_of_children uint="4"/> </family_tree>
Also if you're going to do this yourself, be advised that there are two or so children in the descr_strat file that are 14 and that will now need to be changed to named characters in that file.
I want to say the Moorish leader's youngest son and one other one...
Cheers!
Read The House of Seleukos: The History of the Arche Seleukeia
for an in-depth and fascinating history of the heirs of Seleukos Nikator.
Having played a couple of more factions this morning, I would like to expound on my previous post:
+The more I play this map, the more I love it![]()
+The more I see what goes on with my characters, the more I love it![]()
-The economy is completely screwed. No matter what I try, I can't get enough economic buildings put up before I run out of cash. I end up basically broke and being invaded by huge stacks of
Lesser Faction troops
, which I cannot counter because I cannot build or train anything
. This is the only weakness I can find in the whole set up.
![]()
I hate to end on a negative note like that, so I'll repeat: This is an amazing job. I would seriously put this on the same level as RTR if it weren't for the nasty economic issues. I'm quite impressed with every other aspect of the game, and can't wait to see what the finished product looks like! On behalf of the M2TW community at large, I thank you
!
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Thanks man.Assuming you've unpacked the game, find this file - descr_campaign_db.xml.
Quite interesting mod You have there.
Vanilla M2TW was unbearable, hopefully I will be able to play more with this mod to learn about M2TW new features.
Thanks a bunch for the feedback. Not offended at all. In fact, I'm glad for the constructive feedback. As I don't get much time to actually play extended campaigns with each faction and have to rely on auto-run campaigns for the most part, any feedback is put to good use!Originally Posted by Frederick_I_Barbarossa
So thanks. I'll definitely look into balancing the economy for my next update. Hopefully, you'll give it another shot, mate!
Cheers!
Read The House of Seleukos: The History of the Arche Seleukeia
for an in-depth and fascinating history of the heirs of Seleukos Nikator.
Thanks for the comments. Appreciate them.Originally Posted by Frederick_I_Barbarossa
I'm definitely focusing on balancing/tweaking the economy because I want the game to be a challenge. But I don't want it to be tedious or boring while you build it up.
What I'm trying to avoid is a player being able to field large standing armies and in the rare event a player does lose to the AI, it's not as simple as sending your next full stack over to wipe out the remaining AI rabble. It should hurt. Same with the added upkeep costs. Should a player decide to campaign with militia expect a hit to the economy as these are, after all, your able-bodied taxpayers and commoners who are now off campaigning in the field.
What I can say is that early game a player should definitely focus on the trade and roads and farms.
Trade Buildings - an even greater emphasis has been placed on trade. So a player is getting even larger bonuses from building these buildings.
Roads - also increases trade and paved roads increase population, as well as people are now able to safely travel to developing cities
Farms - these give additional population bonuses in addition to their usual bonuses, so more taxpayers are able to be supported.
Thanks for the kind words. Sincerely appreciate them.
Expect an update soon! With some minor tweaks/bug fixes. Hopefully for the next release, I'll be able to add some of the new AoR units I'm working on.
Cheers!
Read The House of Seleukos: The History of the Arche Seleukeia
for an in-depth and fascinating history of the heirs of Seleukos Nikator.
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