I don't know what that means! Other than the editing part. I know how to edit, but I don't know the other part.Originally Posted by Lusted
I don't know what that means! Other than the editing part. I know how to edit, but I don't know the other part.Originally Posted by Lusted
A ha ha! Rainbows and unicorns! Rainbows and unicorns!
If I might add my voice to the chorus:
A couple of the things you did with unit availability are, I think, a bit regrettable. Speficically, the fact that racetracks no longer give cavalry units-- and, by extension, makes Muslim cities (to the best of my knowledge, anyway) unable to produce cavalry-- makes the horse breeder guilds pretty useless, unless you want to get the guild and convert to a castle.
On a more minor note, I do regret the unavailability of French noble knights. According to what I remember from vanilla, these were available from a certain level of castle wall, but not from stables; however, as you removed recruitment right from the walls, there are no more of these guys. I'm sure that this is true for other units, as well. This is really just a minor thing, but I do regret the loss of the noble knights; I think they look cooler than regular chivalric knights. Would it be a good idea to do something to include these forgotten units-- e.g. reducing the unit spawn rate of chivalric knights from the appropriate level of stables, but also including a slower noble knights spawn rate? I know this is a really minor thing, but it is something I miss from vanilla.
As stated in the readme for the mod, and the first post, i've changed the way guilds work. You can get Horse Breeder guilds in both cities and castles now.A couple of the things you did with unit availability are, I think, a bit regrettable. Speficically, the fact that racetracks no longer give cavalry units-- and, by extension, makes Muslim cities (to the best of my knowledge, anyway) unable to produce cavalry-- makes the horse breeder guilds pretty useless, unless you want to get the guild and convert to a castle.
Then go read some modding tutorials.I don't know what that means!
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Ah. Whoops.
I somehow missed that entirely. Thank you.
Thanks for the work Lusted. I'd given up on M2TW after just a few days but I decided to give your mod a try. I'm not sure if this is intentional or if I'm just doing something "wrong" but I have almost no money (as the English), have very small cities and towns, and no scientific development (I was the leader while playing vanilla). I've been wondering why I cant build ports and only have the one merchant that I started with, and thinking "this is much slower paced than vanilla" (and better)! I just took Edinburgh from the Scots (who threatened me) though and found that it was 3 times the size of London and contained every building I had built in the short time I played vanilla.
Any thoughts?
E Tenebris Lux
Just one old soldiers opinion.
We need MP games without the oversimplifications required for 'good' AI.
Your playing on either Hard or Very Hard, the ai gets cash bonuses on those levels.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
I am playing VH. I saw that you had given the AI cash bonuses, I am just amazed at the differences. I also appear to have a very large army compared to my neighbours and I believe you've upped the unit maintenance costs which is probably sapping my money. My problem with that change is:
1) Given the appalling strength of seige engines and the pathetic archer units (I appreciate your improvements though), walls are now useless (I wouldnt even bother to build them if I didnt have to upgrade).
2) Despite my peaceful intentions (my house rules) I'm at war with 3-4 neighbours at any one time so I have to leave more than a token defense in every city/castle. OTOH, the AI doesnt do that and so its cities/castles are a pushover to take for my armies.
E Tenebris Lux
Just one old soldiers opinion.
We need MP games without the oversimplifications required for 'good' AI.
Bookmarks