MAPMOD 0.02
http://www.mizus.com/files/files/M2TW/mods/MapMod02.rar
This is a WIP mod in a very unfinished state. The reason I want to release it in it's current form is in the hope some peeps might help testing the first draft of my diplomacy system.
Most of the work on the mod so far has been with editing the map to clear path-finding problems that the AI gets stuck on. So most of my testing involves watching the AI factions with FOW switched off, looking for the places they get stuck on the map and also watching for factions that don't expand well and seeing if I can improve their performance. Testing the diplomacy needs a bit more active type testing and preferably by different people with different styles.
I've got the AI expansion speed to a reasonable level (I want to improve it further) so I started on the diplomacy side of things and it would be cool if anyone felt like giving it a try and reporting back.
The second post will try and detail the diplomacy system as it currently stands. I'll keep this first post just for mentioning those non AI/diplomacy things that might look like they're mistakes :)
Non-diplomacy/AI changes:
Map:
1.Many towns are in the wrong place. This is deliberate and for path-finding reasons.
Unit stats:
1. There is a method, it may not be obvious but it's there :) Everything is deliberate except missile stats, pikes and siege artillery which i haven't finished yet.
2. Generals are meant to be weaker.
Unit costs/recruitment:
1. Aim here is to get the AI to build the armies i want them to build and the costs have no relation to realistic costs.
2.The recruitment changes are aimed at the same thing.
3. Plan for the turks to have two reforms which change their recruitment - half-finished so may be confusing (it's a seljuk to ottoman type thing)
4. There's a few bits of AOR which may be confusing - almughavars only recruited in regions next to the pyrenees, varadriati only in bulgaria, transylvanian peasants only in transylvania - i think they're the only ones i did so far.
5. Official mercs/tributary type units e.g kazaks for russia, latinkon for byzies are recruited from town halls in cities now.
Buildings
1. The speed/costings are aimed at getting the AI to keep their cities fully upgraded.
2. The building requirements (mostly in the first two city levels) are meant to get the AI to build the more important stuff (like roads) sooner.
3. Stables can't be built on the small mediteranean islands--so no cavalry. Mainly done to make things trickier when playing byzies.
Start postion
1. Much lower start development in city levels but with more buildings pre-built - helps AI expansion
2. Far more castles to towns - castles are in the more backward areas, towns in the more advanced so towns are more clustered. Helps those factions which produce better units in castles.
3. Can't convert castles to cities till the gunpowder event (simulate economic revival after dark ages and too much of an advantage for the player imo)
4. Can't convert cities to castles at all
5. Castles no siege or cannon buildings
6. Castles only get the first two ports
Those are the deliberate changes - anything else is probably a bug :)
credits:
I wasn't going to include texture type mods because of the d/l size but i always have these three included even when i'm just modding and testing and i don't want to risk deleting them out of the MapMod folder in case i mess up. So credits for...
PlasticFigurine's early generals
Tyre's armoured generals
DisgruntledGoats Byz reskin
Also Grandviz as I studied his campaign AI to get familiar with the format and copied a few of his changes.
Bookmarks