<?xml version="1.0"?>
<rss version="2.0"><channel><title>MAI - Regnum Dei Mod Latest Topics</title><link>https://swrebellion.net/forum/114-mai-regnum-dei-mod/</link><description>MAI - Regnum Dei Mod Latest Topics</description><language>en</language><item><title>Projectile file</title><link>https://swrebellion.net/topic/7478-projectile-file/</link><description>Here it is.</description><guid isPermaLink="false">7478</guid><pubDate>Wed, 20 Dec 2006 12:51:34 +0000</pubDate></item><item><title>Latest Script</title><link>https://swrebellion.net/topic/7456-latest-script/</link><description><![CDATA[<p>It solves many many problems <img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy"></p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="7456" data-ipsquote-contentclass="forums_Topic"><div>	monitor_event FactionTurnStart FactionType mongols<p>		and I_LocalFaction mongols</p><p>		and I_NumberOfSettlements mongols &lt; 1</p><p>		spawn_army</p><p>			faction mongols</p><p>			character	Jebe, named character, age 30, x 261, y 140, family</p><p>			traits GoodCommander 2 , Bloodthirsty 2 , BattleDread 4 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3</p><p>			unit		Mongol Bodyguard		exp 6 armour 0 weapon_lvl 0</p><p>			end</p><p>		terminate_monitor</p><p>	end_monitor</p></div></blockquote><p> </p><p>mind blowing</p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="7456" data-ipsquote-contentclass="forums_Topic"><div>	monitor_conditions I_NumberOfSettlements mongols &lt; 1<p>                and I_NumberOfHeirs mongols &lt; 1</p><p>		spawn_army</p><p>			faction mongols</p><p>			character	Jebe, named character, age 30, x 261, y 140, family</p><p>			traits GoodCommander 2 , Bloodthirsty 2 , BattleDread 4 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3</p><p>			unit		Mongol Bodyguard		exp 6 armour 0 weapon_lvl 0</p><p>			end</p><p>		terminate_monitor</p><p>	end_monitor</p></div></blockquote>]]></description><guid isPermaLink="false">7456</guid><pubDate>Thu, 14 Dec 2006 15:45:03 +0000</pubDate></item><item><title>Chat section (Small things)</title><link>https://swrebellion.net/topic/7129-chat-section-small-things/</link><description><![CDATA[Ok - aici putem vb pe limba lu Vlad Tepes <img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy">]]></description><guid isPermaLink="false">7129</guid><pubDate>Fri, 06 Oct 2006 09:24:37 +0000</pubDate></item><item><title>We need more men!</title><link>https://swrebellion.net/topic/7444-we-need-more-men/</link><description><![CDATA[<p>If you want to join the RDM team <img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy"> we will be more than happy to welcome you in our team.</p><p> </p><p>Cheers,</p><p>Cain</p>]]></description><guid isPermaLink="false">7444</guid><pubDate>Tue, 12 Dec 2006 09:07:55 +0000</pubDate></item><item><title>New CA Files</title><link>https://swrebellion.net/topic/7424-new-ca-files/</link><description><![CDATA[<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="7424" data-ipsquote-contentclass="forums_Topic"><div>Whilst my conversations with the developers have elicited even more technical information about the files than below there’s simply too much to type out in the time available. So for my last report out here on site in the CA OZ office in Brisbane I present the highlights of what’s new in some of the files that you’ll see and also answers to some of the many questions that have come out of the community in advance of and during my trip.<p> </p><p>Before I jump into it through, I would just like to formally extend my thanks to everyone in the CA OZ office for being so friendly and welcoming and so generous with their time in talking to me. Especial thanks to Palamedes for having the idea in the first place, then making it all happen and being so kind in ferrying me around and generally looking after me whilst I was there.</p><p> </p><p>And now on with the info...</p><p> </p><p> </p><p>battle_config.xml</p><p>A new file which exposes some new stuff – specifically the range at which skirmishers start to retreat from enemy units, how long you need to take the plaza for in siege battles and a new ratio of attackers to defenders in the plaza that’ll count the plaza as captured. As well as this the file controls how the game controls movement up ladders and towers and along corridors.</p><p> </p><p>config_ai_battle.xml</p><p>This includes the ‘grand tactical analyser’ which is how the game tracks the distinct phases of each battle and when it will look to split or merge its formations and attempt to flank. It also includes the range at which melee units will look to engage (by infantry, missile, cavalry in both the open and in settlements, the time it will factor in to brace when consider adopting a bracing formation and a retreat analyser for the cavalry for them to know when they will retreat and charge again and how far back they will go. There’s also a heck of a lot of conditionals for how the AI responds in settlement and river crossing battles. Far too many for me to dig into now, but plenty to keep the community busy.</p><p> </p><p>descr_banners_new.xml</p><p>A new file so lots to look at here – this controls the various banners (faction, crusade, royal, unit, experience) used in the game. As well as textures, translucency and so forth it allows you to set the ‘flutter’ of the banner, which allows fixed, solid standards.</p><p> </p><p>descr_battlefield_roads.xml</p><p>Another new file, this controls how roads are drawn across the battlemap, their width, tapering and fall-off. Different road types can be defined in different climates.</p><p> </p><p>descr_campaign_db_ai.xml</p><p>This exposes some of the decision making processes that the AI factions go through at a strategic level in terms of who to attack, who to keep peace with and who to ally with. There’s a set default behaviour which can then be overriden in a variety of special cases. These are determined by different faction_ai_labels which are associated to a faction in the descr_strat file.</p><p> </p><p>descr_campaign_db.xml</p><p>A new and pretty extensive file – this includes the modifiers by which we can tune the campaign equations such as religion and agent success. There’s also an auto-resolve section which looks promising.</p><p> </p><p>descr_climates.txt</p><p>There are now 12 total climates in the game – 2 of which are unused and should be available for us to modify and apply.</p><p> </p><p>descr_cultures.txt</p><p>Hardcoded limit of a maximum of 7 cultures.</p><p> </p><p>descr_effects.txt</p><p>Effects now includes a ‘shockwave’ effect which is what shakes the camera when you’re close to that event.</p><p> </p><p>descr_events.txt</p><p>Events can now be included in both this file and the campaign script file – with a new event that allows us to trigger a script off an event happen and increment other events at the same time. A lot of the stuff in there for M2 should be very useful for us in adding new campaign dynamics and storylines and I can tell you as a scripter that I am very excited by it all!</p><p> </p><p>descr_faction_standings.txt</p><p>This includes a trigger system that completely controls which actions have an impact on each faction’s international reputation. Among many other new things there’s a demeanour event – which calls back into your faction standing your behaviour in diplomacy. Act like an arse in your negotiations and you can bet other factions will hear about it!</p><p> </p><p>descr_formation_ai.txt</p><p>This looks very familiar to the Rome file. However a programmer did give me a list of the 18 coded purpose flags and 20 unit types used which I should be able to get clearance to release.</p><p> </p><p>descr_geography_new.db</p><p>This file now regenerates from its associated text file – which is going to make things a lot easier. The coding looks very similar to Rome and includes all the terrain textures used on the battlemap. One new aspect is the addition of macro, micro and vertical textures which are part of the improvement we’ve seen in M2 battlefields. This file also controls the blood, mud, dirt, flame and snow overlay textures used by the game on the models.</p><p> </p><p>descr_missions.txt</p><p>This is a similar file to the Rome descr_senate but far more extensive. It’s possible to add new variants on existing missions or blank the file completely for mods that don’t use them.</p><p> </p><p>descr_models_strat.txt</p><p>Pretty much unchanged from Rome – the campaign map models are simple .cas and .tga files which we should have no trouble making or converting our existing Rome pieces.</p><p> </p><p>descr_religions.txt</p><p>This replaces descr_beliefs.txt. There doesn’t appear to be anything that prevents adding new religions but this has to be tested. The code expects certain religions such as catholic, islam and heretic to be there otherwise some game concepts such as crusades and jihads won’t work properly.</p><p> </p><p>descr_settlement_mechanics.xml</p><p>This includes the ability to modify the impact of squalor, distance from capital and population thresholds for the different city levels.</p><p> </p><p>descr_sm_factions.txt</p><p>Apparently, there are now 31 faction slots available to be used (one must be slave). It’s perfectly possible to add new factions and there’s is a list of files as long as my finger that need to be adjusted as a result. But it can be done!</p><p> </p><p>descr_sm_resources.txt</p><p>Hardcoded limit of 26.</p><p> </p><p>descr_strat.txt</p><p>One thing to highlight here that I know many of you have been concerned about. There’s a line:</p><p>show_date_as_turns</p><p>which can be easily commented out...</p><p> </p><p>descr_pathfinding.db</p><p>This is regenerated from its associated text file. NB every time you want the file to regenerate you have to increment the version number at the top or it won’t. This file controls how the AI works out which routes to take on the battlemap. This file includes the variables which set the gradient for impassible terrain (set by infantry, cavalry, elephant and different siege types) and the movement penalty for steep terrain.</p><p> </p><p>descr_vegetation.db</p><p>Unfortunately, descr_vegetation.db is now a file which appears is not regenerated from the text file if it is deleted. We’ll have to see how far we can get with direct file overwrites and hex editing.</p><p> </p><p>export_descr_ancillaries.txt and export_descr_character_traits.txt</p><p>A lot of new conditions in there – I’ve seen the docudemon files but alas not had a chance to go through them with a fine toothcomb. There’s also more attributes that can be affected (82 to be specific) – again we should be able to get a complete list. Just a few highlights, traits can now be decremented as well as incremented without the use of an anti-trait. An I_WorldWideAncillaryExists conditional is in place to ensure that only one of certain ancillaries will ever exist at any one time and there’s a new PaybackID condition which fires on the completion of a mission </p><p> </p><p>export_descr_buildings.txt</p><p>edb now controls the initial number of units available to be recruited from different buildings, the refresh rate and the unit max in a similar manner to mercenaries. You can also control what buildings do when the settlement is converted from city to castle and vice versa. Some hidden resources are now used in descr_missions.txt, to prefer guild and crusade/jihad targets _and_ - which I know some people will find most exciting – allow brigands and pirates to be completely switched off in certain provinces via a script command!</p><p> </p><p>Perhaps most interestingly, there’s a new event_counter condition that can be used – referencing events in descr_events and in the campaign script. This should allow complete control over when and how certain troops become available to be recruited.</p><p> </p><p>In terms of hardcoded limits – 64 for hidden resources as before, now up to 10 buildings in a chain (consecutively, without needing to branch) and I’m told that there doesn’t appear to be any limit on the number of complexes – however I’m taking this with a pinch of salt personally. We better test it first.</p><p> </p><p>export_descr_guilds.txt</p><p>Everything to do with the likelihood of being offered guilds is controlled through here – operating a similar trigger system to eda. There doesn’t appear to be a hardcoded limit on the number of guilds.</p><p> </p><p>export_descr_sounds_soldier_voice.txt &amp; other sound files</p><p>There may not be anything preventing us from adding new accents in (for those people who want to add linguistically correct voices for all factions) but it looks like it would be a lot of work.</p><p> </p><p>export_descr_unit.txt</p><p>Looks like there are just over 400 units in the edu file – nothing definite as to whether they might have bumped up the hardcoded limit in there. What you will see that’s new are accents as well as voice types, a line for both primary and secondary banners and different model references for units with upgraded armour! We’ve also finally discovered what that final variable in the stat_pri line is: ‘Skeleton compensation factor’ – apparently the lower the better.</p><p> </p><p>_enums.txt files</p><p>Watch out, it looks like these may now be required. We’ll have to test it.</p><p> </p><p>weather_db.xml</p><p>Here you can create new weather cycles. The cycles are a series of weather states where you can define the skydome texture, cloud textures, cloud movement, rain, fog and lighting. It’s even possible to set up custom states just for historical battles which can then be applied through the Battle Editor.</p><p> </p><p> </p><p> </p><p> </p><p>Specific questions and answers</p><p> </p><p>What are the unit caps for each type of unit?</p><p>They vary according to the unit – this can be changed in the export_descr_unit file.</p><p> </p><p>How is gonna be skinning? DDS again or a different method for it?</p><p>Skins, and several other graphic files, are in a file format called .texture – I’m told these a very similar to .dds however not identical.</p><p> </p><p>Do militia units have a population calming bonus?</p><p>They appear to have the same population calming as other units.</p><p> </p><p>Can cities/castles only hold militia units for free or is it any unit</p><p>There’s a special attribute in edu that controls this – so it will depend on that.</p><p> </p><p>Will it finally be better to have militia units as population caming force of will peasants rule the day once again due to their superiour numbers and cheap upkeep?</p><p>The is_peasant attribute is still in there, presumably this has the same impact as before in Rome in terms of reducing the garrison effectiveness of peasant units.</p><p> </p><p>Will it use similar formation scripting such as RTW?</p><p>Yes</p><p> </p><p>Will they allow us to know all the hidden commands there?</p><p>There’s a list of purpose flags and unit types understood by the game in that file. I’ll post a copy.</p><p> </p><p>I would also like to know if there is a horde feature similar to the one in BI, or if it would be possible to have it in a mod?</p><p>The horde feature is used by a couple of different factions in M2 so yes.</p><p> </p><p>Will the Old World and the New World be on same map files (I mean tga) or on different files?</p><p>On the same .tga files.</p><p> </p><p>I have one though, as units gain experience and armor and weapon upgrades, do they also gain armour and new weapons on the battlefield?</p><p>Armour upgrades do reference different models and therefore will change a unit’s appearance on the battlemap.</p><p> </p><p>Does the AI retrain or merge units that have become below full strength?</p><p>Yes to both as I understand, though there is less of a benefit to retraining over merging now so you probably won’t see the AI returning to a city just for that purpose.</p><p> </p><p>Will there be any contest between modder teams such as Epic's "make something unreal"</p><p>It’s something I’m sure they’re considering – but personally I wouldn’t have a clue about how to compare mods in a competitive environment….</p><p> </p><p>Has morale been upped, or are routs on impact to be expected?</p><p>The length of combat appears to have been generally increased.</p><p> </p><p>Any mod tools planned? (editors, import/export etc)</p><p>I know there’s a lot of interest on this score – but this is an area that I really have to let CA make announcements as and when they’re able to do so.</p><p> </p><p>Movement speed per unit moddable?</p><p>Only to the extent it was in Rome. The difficulty is – as modders have found – is to get the animations to sync with the movement speeds. Soldiers’ legs don’t move at an independent speed to the rest of their body.</p><p> </p><p>To be able to specify the exact date when you can begin to train a unit in the campaign and an exact end date also, to allow for easier progression to new unit types.</p><p>It’s possible to set the recruitment of units based on certain events defined in the descr_events and campaign script files. So, yes, with a bit of work it would appear that that’s possible.</p><p> </p><p>Did you see an OR operator in the scripts?</p><p>It doesn’t look like it.</p><p> </p><p>please find out if adding famous heroes/kings is possible once more?</p><p>Nothing’s integrated within the game specifically for this purpose – but the scripting language should give you some options.</p><p> </p><p>I'm excited about the possibilities Alexander brought, with you being able to choose unique Strat Map/Battle Map models for certain characters, and I'd like to know if this has been carried over to Medieval II.</p><p>Not at this time – but I agree it was a cool feature of Alexander and would be good for M2.</p><p> </p><p>Game speed (kill rates and run speed) is still top of my list of questions about M2TW. Is it RTW style speed or MTW style speed?</p><p>I never played MTW, but I can say that full out battles and individual combat engagements do appear to take longer than Rome.</p><p> </p><p>Can we edit/create new skeletons?</p><p>That will probably depend on getting an exporter.</p><p> </p><p>Will it be possible to mod in extra religions?</p><p>I’m told it is.</p><p> </p><p>Will it be possible to tie in recruitment or traits to diplomatic relations?</p><p>Traits have always been able to be based off diplomatic stances, as for recruitment there should be some mileage in using event conditionals that can then be triggered by scripts.</p><p> </p><p>Will there be an Ancillary condition (in the same way that there is a Trait condition)?</p><p>Yes</p><p> </p><p>Any information you could find out about the Campaign map would be great. Particularly any limits on sizes, the amount of water etc.</p><p>The campaign map files look very similar to the Rome ones. The current thinking is that the limits are probably the same. Given the inclusion of the Atlantic, however we’ll have to see if that’s required them to change the amount of water possible.</p><p> </p><p>Also are seasons represented and is the map coded to just two types (summer and Winter) as in RTW etc.</p><p>Yes</p><p> </p><p>I'm very interested in the class system, allowing only a certain number of unit types to be trained each turn .. could this be extended to dividing up the population - Aristocrats, merchants, peasants etc.</p><p>No, it doesn’t look like it. Unit caps are determined by unit rather than by ‘class’.</p><p> </p><p>Are the rome abilities (e.g., testudo, shieldwall) still in the game (would they be recognized if one assigned the attribute to a unit in the EDU)?</p><p>Possibly, they typically don’t take stuff out without a reason. We’ll have to test that one.</p><p> </p><p>Will it be possible to remove the pope from a campaign (e.g., if one wanted to create an ancient era mod)? The same goes for crusades</p><p>Should be. The Pope doesn’t look hardcoded like the senate was.</p><p> </p><p>In MTW2 do they still use the same file to control the actual heghts in the cmapaign map v the battle map (the descr_terrain.txt file). In RTW this has led to people increasing heights characteristics so the campaign maps look 'better' but when you use them in the battle maps the slopes become way too steep. </p><p>It would be great to know if they split this into two different files to overcome the problem.</p><p>Looks like the map files are still integrated. Sorry.</p><p> </p><p>Can there be Queens?</p><p>There are Queens, they just aren’t agent types in the same way as princesses. I imagine because they’re presumed to be traveling with their husbands or back home delivering heirs.</p><p> </p><p>The maps... Are they small and ugly like RTW or big and tactical interesting like MTW Vi?</p><p>The playable area of the battlefield (which I presume you’re referring to) depends on the type of battle. For historical battles it can be altered. I’m told for campaign battles there are two settings for the map size, normal for 1 v 1 battles and large for battles containing a siege or more than 2 armies – though this may require armies from different factions rather than just having reinforcement armies from the same faction. We’ll have to test that. They all look great though.</p><p> </p><p>Can factions re-emerge?</p><p>Probably not in the way you mean. Talking to one of the programmers though, there may be something we can mod into it. We’ll have to test it out.</p><p> </p><p>Does the "Rebel" faction remains a faction like the others in it's habilities or is it something more vast without unit or model limitations, like the ability to have several different culture types for Generals (read family members) and Lesser Generals (read captains).</p><p>I haven’t gone into this in detail, but the mechanics behind the slave faction appear pretty similar to Rome.</p><p> </p><p>Can assassins kill there own factions generals?</p><p>No – you’ll just have to send them on one-way boat cruises as you did in Rome.</p><p> </p><p>What about modifing city /catle layouts? If we deploy walls and make so a mini city or a minicastle or something with a custom weird shape will the AI recognize the castle inside and outside and act consequently ....</p><p>That sort of thing sounds possible but difficult without a settlement editor – which was on my list of tools to request.</p><p> </p><p>What about importing units , how this work , will they do a tool ? what about customizeable cityscapes and castlescapes ? What about importing new buildings , ? altering the vegetation ? And what about how to edit what is walkeable on structures like walls and what not?</p><p>It’s tough to see how we might go about cracking the whole model import thing without CA’s help as the game optimisation process makes things very complicated. Textures might be more doable as, though they have a new file format, this is apparently very similar to .dds files so hopefully one of our programmers will be able to work up a converter – even independently of CA if need be.</p><p> </p><p>How about importing/exporting siege artillery animations?</p><p>That would be a feature of a CA animation exporter – as obviously they can do it…</p><p> </p><p>We had so much trouble with the building conditionals in the EDB.txt file, it took ages to figure out how "or" worked, then with 1.5 it seemed to change. "and not" made the building browser break and not show any further levels once it was used. That sort of thing. I really wonder if they could make conditionals behave more logically this time around.</p><p>The operators from edb haven’t been changed from Rome so I’m not sure what state that means they will be in –no one here worked on them back then. Unfortunately, it’s just not the case that they push what they can do with the game to the same extent as we do.</p><p> </p><p> </p><p> </p><p> </p><p>In other news - Announcement about the future of Org M2TW modding community leadership</p><p> </p><p> </p><p>I'll be shortly taking a step back from my presence in the TW community for an extended period. While I'll not be disappearing completely, it will be a matter of spending minutes on the Org where I used to spend hours. Real life events have cropped up and, for these and my own sanity I need to take my foot off the gas pedal for a while.</p><p> </p><p>As some of you will have read, Myrddraal has also recently announced that he will be looking to phase out his time commitments as moderator, though we look forward to his report from Gold Code day and hope he'll continue to treat us with his cutting edge modding research.</p><p> </p><p>Whilst I hope to get cover from a staff moderator from another area to be on call in case of misbehaviour, flames, the inevitable spam accounts and other forum rule breaches - that will still leave a vital gap in terms of the development and growth of the Org M2 modding community at this critical time of the game's release.</p><p> </p><p>I am very much hoping that a small group of members - who are experienced, respected modders intending to actively mod M2 or follow the M2 mod community - will step forward to fill these modding community leader/facilitator roles. To be castellans - for a suitably medievally themed word - and to have as their focus to support the M2 mod community in their different ways to try and make it a successful and friendly environment of which we can all be proud of being members.</p><p> </p><p>Castellans will have the opportunity to align their role with their own personal interests - and set for themselves what they want to do in order to help make their own section of the modding boards the most beneficial for both themselves and others. They will have no specific duties beyond that of an ordinary member and there will be no set number of them - each one will simply be a matter of having the right person come along and demonstrate how they want to make a difference and help the areas they are most passionate about be the best that they can be.</p><p> </p><p>The whole concept is designed to be as flexible and open as possible so that established modders - those who've developed reputations in the Rome or Medieval modding communities - can feel comfortable that taking on such a position will not impede them going out and devoting the time they want to in making their mods. Indeed, I would hope that being involved and in touch with the larger in a such a way will only make it easier for them to complete the projects they set themselves.</p><p> </p><p>To give some examples of how members with different interests might get involved - and remember these are just suggestions - members will hopefully bring their own ideas to their roles</p><p> </p><p>A modder who's interested in trying to bring new modders along and keep the 'community knowledge bank' as comprehensive and useful as possible might consider getting involved as a castellan of the tutorials section, encourage new tutorials to be written and keep the tutorials database up to date so others can find the information they want as easily as possible.</p><p> </p><p>A modder who's interested in seeing as many mods actually making it to release and being as polished as possible might consider becoming a castellan of the Mods In Development section, help developing mods come along, advise them in how to organise and promote themselves and help get them in touch with modders interested in joining teams or with the technical skills to make the thing that the developing mod most desperately needs.</p><p> </p><p>A modder who's interested in being at the cutting edge of research and developing a collaborative approach with other research modders might consider becoming a Research castellan - use the Research Wiki to its greatest extent and bring together info on the latest discoveries made all throughout the modding community.</p><p> </p><p>A modder or mod-user who loves previews and following the latest events might consider becoming a News castellan, write news articles and roundups to highlight the latest happenings within the modding scene. </p><p> </p><p>As I say, these are just a few examples - the right kind of respected, experienced member can decide themselves exactly what they think the community needs and how they're going to help bring it about.</p><p> </p><p> </p><p>Now, I realise this is only the opening announcement - I'm sure there are a lot of points that I haven't addressed and questions I haven't answered. Do please ask for any more details here or feel free to get in touch with me either by PM or MSN on epistolaryrichard at hotmail.co.uk to talk it through.</p><p> </p><p>Regards,</p><p> </p><p>Epistolary Richard</p></div></blockquote>]]></description><guid isPermaLink="false">7424</guid><pubDate>Tue, 05 Dec 2006 10:44:56 +0000</pubDate></item><item><title>changes for you mod</title><link>https://swrebellion.net/topic/7431-changes-for-you-mod/</link><description>Okay so, cain ive played through the entire campaign, for the most part i really love your mod and the game as a whole. But I would def put in some foot soldiers for the Templar, Teutonic Knights and also the Spanish holy knights. Another mod that you may want to add is to be able to recruit templar and other holy knights while traveling through Christian lands on the way to wherever the crusade is headed to. Also as I said it would be quite historically accurate to be able to recruit Kingdom of Jerusalem knights or other soldiers when someone is in control of any of the holy cities. These knights should be the strongest that someone can recruit throughout the game because in real life they were highly trained, and more loyal then templars. Another change that might interest people is more cities in the Americas because despite popular belief there were many cities in the Americas before Europeans showed up. Also Greece only has two cities; Corinth was an active city in medieval Europe so at least two more could be fit on the map. I know what I am suggesting is some major changes, so we may all want to wait to see what the Total Realism people give us. But if not you could make these changes I would love to see them made. Beyond that i have looked up maps that i have and can get the actual kingdom names and empire names of the people who lived in Europe if you want to go that far in moding this game, if not then i suppose i will just have to wait until total realism gets done with there mod.</description><guid isPermaLink="false">7431</guid><pubDate>Thu, 07 Dec 2006 00:50:28 +0000</pubDate></item><item><title>MTW2: Regnum Dei - All Factions version 1.8.0 Iron</title><link>https://swrebellion.net/topic/7427-mtw2-regnum-dei-all-factions-version-180-iron/</link><description><![CDATA[<p>*****************************************************************************</p><p><em><span style="color:#0000FF;"><span style="font-size:8px;"><strong>MTW2: Regnum Dei - All Factions version 1.8.0 Iron</strong></span></span></em></p><p>*****************************************************************************</p><p><a href="" rel=""><span>http://i7.photobucket.com/albums/y256/Cain2/RegnumDeiModFinal2.jpg</span></a></p><p> </p><p><span style="text-decoration:underline;"><strong>Install Note </strong></span> </p><p>- Step 1: Make sure you backup your similar original CA files (*in case you want to put them back).</p><p> </p><p>- Step 2: Copy / paste all the files we provided in here &gt;&gt;&gt; Example: D:\Games\MTW2\data\world\maps\campaign\imperial_campaign</p><p>Overwrite the old ones. Enjoy. </p><p> </p><p><strong>The RDM Mod</strong> is a WIP (work in progress) - The 1.7 series are just initial working versions in today's MTW2 limits. RDM is a general type modification that mixes different modding styles (EB/RTR) with the game industry style of work and planning. Our goal is to reshape and remake MTW2 to reflect a more realistic and fun gameplay, better art and better historic accuracy. </p><p> </p><p><span style="text-decoration:underline;"><strong>Gameplay tips:</strong></span></p><p> </p><p>-When <strong>attacking with assassins </strong>- always move and strike in the same turn and make sure that your assault starts from outside the visual range of the victim or it's spies - this way you may double your chances for a kill.</p><p>-When your city is attacked also make sure that you <strong>always sally </strong>with your cavalry first and you take out his ranged units and then you move your ranged units to fire even at the closest ranges with leisure until they run out of ammo.</p><p>-The <strong>inquisitor spawning</strong> is in direct relation with the local faction standing with the Pope. They are a sort of punishment. Make sure that you don't forget about your duty for God. </p><p> </p><p><a href="http://i7.photobucket.com/albums/y256/Cain2/2-1.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_2-1.jpg</span></a><a href="http://i7.photobucket.com/albums/y256/Cain2/1.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_1.jpg</span></a><a href="http://i7.photobucket.com/albums/y256/Cain2/3-1.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_3-1.jpg</span></a></p><p> </p><p><a href="http://i7.photobucket.com/albums/y256/Cain2/4.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_4.jpg</span></a><a href="http://i7.photobucket.com/albums/y256/Cain2/5.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_5.jpg</span></a><a href="http://i7.photobucket.com/albums/y256/Cain2/6-1.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_6-1.jpg</span></a></p><p>********************************************************************************</p><p><span style="text-decoration:underline;"><strong>New - Modifications in version 1.8.0 Iron:</strong></span> (Expansion from Nevada Modding Association "<strong>PFF</strong> - Because we care")</p><p> </p><p>- <strong>NCDS</strong> National City Defense System "Iron". This is a massive gameplay modification that targets the city defense national support garrison system. Each city that is/was owned by a national faction (not rebels) will spawn a spear unit for each siege equipment when completed by attacker (*5 rams = 5 spear / 1 ram = 1 spear). Note- in the original capital cities 1 ram = 2 spear. This system is for AI and player but does not apply when assaulting with catapults and such. It is consider that the attack is so fast that the defenders didn't had time to prepare and call for reinforcements because the attack may happen in the same turn. This system helps counter the initial rapid player/AI expansion tactics. If the local AI faction will try to retake their city the local city troops will not spawn and fight against them. </p><p>- <strong>CCNG</strong> Capital City National Garrison. This system basically spawns a national small garrison army in defense of the capital city. It only applies when the human player is attacking and it is meant to increase the fun. Even if the capital was conquered by another faction if you are not the local faction it is considered that the remnants of the local nobles (traitors) who are allied with the new ruler will fight against you.  <strong>Jerusalem</strong> and <strong>Constantinople</strong> are the cities who have the most interesting defending armies based on the local owner religion too (*especially Jerusalem).</p><p>- <strong>AIS</strong> AI Initial Support. This is a script that gives to the AI factions (not player) at the start of the game 5000 gold to kick start their economy. This counters the fact that the AI sometimes starts to build stuff that he does not immediately needs at the campaign start.</p><p>- <strong>AFS</strong> AI Financial Security.  It is very easy to disturb the AI's economy and make him go on financial minus. You just need to take him some cities and left most of his deployed armies intact in the provinces. By the time he will manage to raise to your challenge his upkeep costs will get the best of him and virtually kill the faction that will never evolve. It is also possible to request huge sums of money for ceasefire damaging his income flow because he will stupidly accept your offer. Because of this each time when an AI faction has -1000 gold by the end of the turn they will receive a money transaction to help them jump over the zero. Pls not that the Ai will avoid hard not to go on minus so the support he gets is only related to your actions is very rare and the AI will not exploit it because he does not "know" about it.  AFS will increase the fun experience until that faction is fully destroyed.</p><p>- No other difficulty modifications have been made since we consider this to be sufficient and we are more action orientated.</p><p>- CA Nomad Resistance - If a nomad faction has the last city destroyed and still has a character somewhere on the map they will become nomad again until they are fully destroyed.</p><p>- The diplomatic relations should be a bit calmer now at the beginning of the campaign helping you to establish more lasting alliances. Even so if you love alliances we recommend playing on medium difficulty.</p><p>- The bug showing the Aztecs, Mongols, Timurids in the year reports until they are discovered has been fixed.  </p><p>- The bug showing multiple nomad invasions warn has been fixed.</p><p>- The Hungary's evolution has been better channeled.</p><p>- The Russian development has bee better channeled.</p><p>- Better unfreeze for the nomad factions.</p><p>- All known minor bugs are fixed except CA's ones.</p><p> </p><p><em>Best played on </em><em><strong>Medium/Hard</strong></em><em> settings.</em></p><p>********************************************************************************</p><p><span style="text-decoration:underline;"><strong>New - Modifications in version 1.7.7 Premium:</strong></span></p><p> </p><p>-Brigands and Pirates are reverted back to their original CA spawn rate. In previous RDM versions they were spawning twice as fast.</p><p>-1.7.7 Premium has also reverted to the 0.50 timescale (1 year=2 turns). After we did more research we consider that the generals’ age normally.</p><p>-Even if we added one unit of templar and hospitaller, etc in Rome we do consider that nobody will bother the Pope until they will become available historically. Also the Pope is now in Rome and The Papal States will be less aggressive military speaking.</p><p>-Extensive testing has been made so the factions will evolve even more historically. Most of the factions that need to attack the rebels from the early start will do it. All the Premium modifications have been done 95% to rebel armies and only 5% to the faction armies and only in 1 city per faction - to avoid messing with the CA faction balance. (5% = 1 more spear unit, 1 level up of experience for the general, etc). The goal was to keep the modifications minimal as possible.</p><p>-The radar has been removed for the Aztec faction when playing but it will be still restricted/hidden if playing any other faction than Aztecs. This is not affecting the normal radar map unhide for the rest of the factions at the appropriate time.</p><p>-The Aztec armies can only be loaded on ships on the northern parts of the empire (follow the coastline). Also avoid upgrading your cities (CA issue - you will no longer recruit there)</p><p>-The Jerusalem religious troops have been partially reduced - 2 units of Pilgrims have been added and 2 of fanatics removed. The idea is to hold a bit the Egypt’s expansion until the Turks can start to expand too. </p><p>-The Byzantines will take Sofia and only as a second stage they will move towards Asia Minor.</p><p>-Denmark will first concentrate his expansion on the northern lands.</p><p>-The Timurids and Mongols remain allied to the Turks. The invasions will come at their normal time so if you are playing one of the nomad factions pls. consider your self an early expeditionary force.</p><p>-The faction standings have been made more aggressive towards the rebels also some factions are no longer good friends and it will be harder to ally them from the start. Still the changes were in the minimal limits required without really messing with CA's numbers.</p><p>-Wallachia and Moldavia are still strong rebel provinces. (The rebel troops there are more wallachian now - rebel magyar troops have been removed from Bucharest and Iasi).</p><p> </p><p>This version has been named <strong>Premium</strong> because of the extensive testing and balancing involved. Our motto is: "<strong><span style="text-decoration:underline;">Minor</span></strong><strong> changes for </strong><strong><span style="text-decoration:underline;">maximum</span></strong><strong> historic effect while sticking to the original developers gameplay balance and vision".</strong> </p><p> </p><p><em>Best played on </em><em><strong>Hard</strong></em><em> settings.</em></p><p>********************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.6:</strong></span></p><p> </p><p>-All the mod's data has been centralized and there is no need for new-faction separate files.</p><p>-All the new faction's AIs are now freezing from start if not played by human. If the AI plays them they will unfreeze (tested) at the time of the first invasion armies spawning or at the usual time for the Aztecs. By freezing the new factions AI to play before their time the CA strategic balance of the game is maintained. </p><p>-The nomad factions starting number of units on the map if played by human is minimal because of the low upkeep.</p><p>-The Turks, Byzantines, Spain, France, Scotland, England, and Hre are more aggressive now towards rebel settlements and they will attack faster.</p><p>-Jerusalem units have been edited to add 4 religious fanatics units.</p><p>-Rome has also been reduced and edited to reflect more the papal troops present there (+ one cathedral). One unit of fanatics, templars, hospitallers, swiss guard and great cross have been added the city.</p><p>-The Byzantines start now with one orthodox bishop and one high bishop (cardinal).</p><p>-More small tunes to rebels for better historical faction evolution balance.</p><p>-The starting date is now 1080 because of the existing starting historic CA characters at that time. The end date has been moved to 1700 for more playtime.</p><p>-1 year = 1 turn (timescale 1:00) if we reduce it to 0:50 (2 seasons) the characters will have a huge lifetime span - they will get around 100 years old. CA has 2.00 so 1.00 is more than sufficient.</p><p> </p><p>Enjoy and feel free to post your feedback here. (*More feedback = better next versions) Also pls. note that all the old versions can still be downloaded.</p><p>********************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.5:</strong></span></p><p> </p><p>-Aztec faction AI was freezed (if not played with - until normal unfreeze by CA scripts). The aztecs are now added on the same map as playable faction. (*Many thanks to <strong>repman</strong> from TWC)</p><p>-All reported bugs have been fixed.</p><p>********************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.4:</strong></span></p><p> </p><p>- The double year and jihad message reports are now fixed as well as the problems when loading a save game and playing as Mongols or Timurids. Even on this new setting the invasion will come <a href="http://i7.photobucket.com/albums/y256/Cain2/Mongols.jpg" rel="external nofollow"><strong>Invasion Image</strong></a>. When the time is right all your family members will exit the castles and settlements to pray to Allah and greet the incoming clan leaders.</p><p>- The 2 turns = 1 year - fully fixed. Timescale 1.00 was changed to 0.50 (*Many thanks to <strong>Trajan</strong> from TWC).</p><p>*******************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.3:</strong></span></p><p> </p><p>- The Mongols and the Timurids do have the invasions coming/spawning when the time is right. Also please note that you will get the "end of year rapport" twice as well as any religious war message. The inactive year message is actually inactive - don't bother about it.</p><p>- The Aztec invasion files have been separated (from the main mod files) to avoid them being too active while you play another faction.</p><p>- The simple CA rebalanced optional play file has been also upgraded. </p><p>******************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.2:</strong></span></p><p> </p><p>- The Turks are rebalanced to better face the Byzantines. (*very small changes)</p><p>**************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.1 Patch:</strong></span></p><p> </p><p>- The Aztecs, Mongols and Timurids campaign are now supplied on different files/folders to avoid them being on the same map enabled. If you want to play any other faction just use only the single txt file from this folder "Simple rebalanced CA campaign version" on the clean CA install.</p><p>- Scotland &amp; England AI problems are now solved and other fine tunes have been introduced to affect a bit more some faction AIs in a historic manner of evolution.</p><p>Pls. note that v1.8 is still in work - this is more of a gameplay patch for v1.7</p><p>******************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7:</strong></span></p><p> </p><p>- The Aztec faction is fully enabled (in the building limits of CA). You can buy your way around the Americas or you can use a huge amount of gold to get a chance for a preemptive invasion of Europe. But first you need to defeat a huge uprising at home by Aztec nobles and native clans upset with your rule.</p><p>- The Mongol faction is fully enabled. (*You are an early clan leader but at war with some of the nomad clans and Russia - This was enabled because your units don't have upkeep and you will receive less money too to rebalance the low costs). When the rest of the unseen Mongol clans will unite under your rule the invasion will start).It is preferable to use the "more reasonable nomad invasions" file if you play a nomad factions. Also because the upkeep is zero we strongly suggest playing on hard difficulty campaign setting - so you will still have a challenge when playing.</p><p>- The Timurid faction is fully enabled. Use the same indications as for the Mongols. They are allied with the turks and not at war with Russia but only with the mongols. Also mos of their units have upkeep so the faction will recieve a bit more money.</p><p>- The Papal States are playable with ease. Calling a crusade is a bit difficult though. Attacking a faction will excommunicate it instantly and you also get to play with the inquisitors. You have no family btw.</p><p>- Walachia, Moldavia, Zaragosa and the Hamburg region have been modified to better channel the neighboring factions historic evolution.</p><p>- Spain, France, Germany, Byzantines and Russia got 2-3 more units to help with their AI evolution.</p><p>- 1 year= 2 turns remains</p><p>- Starting ending dates remain like in 1f.</p><p>- Two additional files (in folders) have been provided in case you don't want to have the new factions enabled but keep the existing faction tunes or you want to have more reasonable nomad invasions.  </p><p>****************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1f:</strong></span></p><p> </p><p>- Starting date is 1054 and ending date 1630 (covers the need for more time).</p><p>- All factions playable except the unfinished ones by CA  (that will give CTDs opr miss buildings&amp;units).</p><p>- 1 year = 2 turns (seasons)</p><p>- Wallachian regions a bit stronger (most independent regions in the area - +2 units)</p><p>- Spain Armies a bit stronger. (+1 unit)</p><p>- Papal States playable - still WIP.</p><p> </p><p><span style="text-decoration:underline;"><strong>Old - Modifications in versions 1a-1e</strong></span></p><p> </p><p>-Small tunes to unit locations, rebels, money updates, extesnive testing.</p><p>*****************************************************************************</p><p><span style="text-decoration:underline;"><strong>DOWNLOAD LINKS:</strong></span> (RDM Moid: <strong>18.262</strong> cumulated downloads)</p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=319" rel="external nofollow">NMA Last 1.8.0 Iron</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=266" rel="external nofollow">Last 1.7.7 Premium</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=263" rel="external nofollow">Last 1.7.6 Modcraft</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=258" rel="external nofollow">Last 1.7.5 Modcraft</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=257" rel="external nofollow">Last 1.7.4 Modcraft</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=250" rel="external nofollow">Last 1.7.3 Modcraft</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=225" rel="external nofollow">http://www.modcraft.net</a> </p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=230" rel="external nofollow">Modcraft Server (Free mod hosting server)</a> </p><p> </p><p>The <strong>public </strong> discussion topic is this this one (TWC,ORG,PFF,MC)</p><p>The <strong>official</strong> dev thread is <a href="http://www.modcraft.net/community/index.php?showtopic=3684" rel="external nofollow">here</a>. </p><p> </p><p><strong><span style="text-decoration:underline;">Published by </span></strong><strong>Nevada Modding Association</strong> and developed by <strong>The Trivium Organization</strong>.</p><p><strong>Mod Developers</strong>: Burebista (Cain), Spartan, bdtj1815</p><p>(*Pls note that anyone can ask for membership and join the RDM mod team, NMA or TTO)</p>]]></description><guid isPermaLink="false">7427</guid><pubDate>Tue, 05 Dec 2006 20:08:48 +0000</pubDate></item><item><title>Script in work</title><link>https://swrebellion.net/topic/7422-script-in-work/</link><description><![CDATA[<p>New initial AI money help</p><p> </p><p>New national defensive city system</p><p> </p><p>New capital vs player defensive system</p><p> </p><p>New AI financial security</p><p> </p><p><strong>Attachements are hidden</strong></p>]]></description><guid isPermaLink="false">7422</guid><pubDate>Sun, 03 Dec 2006 21:36:06 +0000</pubDate></item><item><title>Old RTW modding tutorials</title><link>https://swrebellion.net/topic/7130-old-rtw-modding-tutorials/</link><description><![CDATA[<p>I tink I supported them 2 years ago <img alt=";)" src="https://swrebellion.net/uploads/emoticons/icon_wink.gif.c964a10f5f96a749bc3260f747690844.gif" loading="lazy"> Enjoy - MTW2 will be coded in a similar way.</p><p> </p><p><a href="http://www.twcenter.net/forums/showthread.php?t=10911" rel="external nofollow">http://www.twcenter.net/forums/showthread.php?t=10911</a></p>]]></description><guid isPermaLink="false">7130</guid><pubDate>Fri, 06 Oct 2006 11:55:04 +0000</pubDate></item><item><title>Possible Map for RDM (Harta propusa pentru RDM)</title><link>https://swrebellion.net/topic/7111-possible-map-for-rdm-harta-propusa-pentru-rdm/</link><description><![CDATA[<span>http://i100.photobucket.com/albums/m36/corneir/RegnumDei.jpg</span>]]></description><guid isPermaLink="false">7111</guid><pubDate>Wed, 04 Oct 2006 09:46:23 +0000</pubDate></item></channel></rss>
