Personal Security bonus given by ancillaries and traits, aside from decrease the chance of a character of being murdered, increase the number of soldiers present in the general bodyguard unit.
Personal Security bonus given by ancillaries and traits, aside from decrease the chance of a character of being murdered, increase the number of soldiers present in the general bodyguard unit.
Have you checked this step of the install Instructions ?
Step 3: Drag that folder into your Medieval II Total War/mods folder, so it ends up Medieval II Total War/mods/BOTET.
In your case you will end up in extracting it in ProgramFiles(x86)/SEGA/Medieval II Total War/mods
Don't worry is nornal, farms, fishing and hunt buildings gives incomes depending on the seasons script, so each tot of turns you will earn money and population growth.
About the recruitment slots is a little strange but simple: the settlements take into consideration only the building that gives you the higher slots number for recruitment, not the sum of both. For example the walls gives you 4 recruitment slots, the guild 3, so the game will consider to give you only the higher value so only 4 slots, not 7.
For the taxable_bonus idk how it works, since that is not my area, sorry.
Same answer as the one to OnlyhereforDL.
I'm sorry but aside some tracks the old ones are gone, it has been a choice to refresh the atmosphere of Botet to be slightly different from RoDG, any submod that edit the musics is always welcomed but from the team there will be no other changement.
You can add it to a single unit or all of them if you want, but keep in mind these 3 things:
1) edits can be made only with Notepad++ or the game will crash
2) always make a backup of the file you want to edit
3) make custom edits to any file will not make you able to play multyplayer, so if you want to play again online battles you have to replace the file you edit with the original ones
If is it so we will fix it.
The fact is that both skinks and saurus have the free upkeep attribute when garrisoned, but the game analise which one of the 2 units has the higher upkeep, so it choose to make saurus those free when are garrisoned because they have an higher upkeep than skinks, if instead you move saurus out of the city than skinks will become free to mantain meanwhile are in settlements. If is still bugged we will check it.
Because they don't have official minis and so occupy vital units slots, on which we are near to hit the limits, if not already done.
Here it is:
add the following line:
recruit_pool "bull centaurs" 1 0.084 1 0 requires factions { aztecs, } and building_present_min_level smith smith_2
1 0.084 1 0 these are values that influence the replenishment turns and the max avaiable number of unit pool, so if you edit them you can change those parameters. If you have issues than just wait until they will be added in campaign.
Since is a beta is needed more test on battlefield before place them in campaign recruitment, to be sure they match their tabletop counterpart so are avaiable only in custom battles for now. Anyway if you want them already in campaign go to the EDU (export_descr_units) file, copy their name that is in the type line, is "bull centaurs" and add it into a recruitment building chain in the EDB (export_descr_building) that obiously is used by the chaos dwarfs ( they use the aztecs faction slot). Watch out if you want to edit any files use ONLY Notepad++ or the game will crash. And always make backups before doing any edits.
Honestly idk, my area is the audio one.
Yes is intentional, because in vanilla m2tw game exist 2 types of "generals", Family members which are descendants or adopted and academy generals recruited from buildings; unluckily if a faction has a family tree and lost all family members even if it still owns academy generals alive and settlements will be considered destroyed and disappear, that's why many factions die too soon in 1.01. Instead if they use the "teutonic order" mechanic, so no family tree, each faction will remain alive until lost all generals or settlements.
PLEASE READ IS IMPORTANT:
as some of you have already realized Queen of Gore is no more listed in our team, and before anyone start making questions I answer you now:
- no one of the team knows why he leaved, maybe is to take a rest or for personal issues but since we don't know the true motive for personal privacy we respect his choice
- before starting to cry, riot, burn, sack, waaaaghh or other we have to point out that the development of the new version IS STILL IN WORK, so don't worry, before leaving Queen of Gore has shared with the team all his last works, so the development will be continued, maybe will suffer some posticipation about release, but will be completed.
After all this I hope you will continue to support us. Thank you very much and have a good game.
I will not wait to think 2 times about it, once 1.5 will be released I will contact you ;)
Is not your fault, for certain players sieges that involved chaos, night goblins and ogres settlements cause crashes in battle due to some codes errors, my advice is to autoresolve battles that are fought in those places, for now. We have fixed these issues in 1.5 version and once it will be avaiable everyone will be able to play correctly those battles.
Hi Raaaaain, actually we have:
-fixed many campaign bugs and crashes, included the famous 100 or more turn end of game wombo combo issue
- re-balanced units stats to be more near the tabletop ones
- added some of new units prewiewed after the first release of the submod
- added missing unit and buildings icons and info images
- added some of the prewiewed heroes in campaign
- made a new campaign map more balanced for the factions
- improved AI, now the factions are really active and think more
- Rebels now act as numerous Minor Factions, so will also attack and expand instead of remain stunned or in their cities
- fixed several "silver surfer" units
- fixed sieges crashes
- reworked economy ( no more tons of incomes)
- new traits and ancillaries specific for all factions
- full Ulthuan on campaign map
- re-distribution of some settlements
- new musics exclusively for Bretonnia, Kislev and Dogs of War
- new voice lines for Skaven, Lizardmen, Wood Elves and Chaos Dwarfs
- new universal UI for all factions
What to do yet:
- fix various battle crashes
- improve animations
- add new units prewiewed
- add new heroes prewiewed
- improve battle landscapes
Probably I forgot something in both the lists, in that case may my mates reply with the missing infos? Thanks XD
I suggest to wait the new version because the actual one has a wombo combo of crashes and bugs in the same turn that block the game, but don't worry we have fixed it, along many other things.
Fine thanks, next version has almost all campaign bugs and crashes gone, now we are fixing the battle crashes due to some bad coding of units or animations, but we are still on work and improving many things , it will be a near totally new experience the new version.
Already fixed in next version.
They will hace their respective heroes and new voice lines ( alongside the already existing ones) about unit the most propably new add will be bull centaurs, since are iconic for this faction. Maybe something more if possible, but I suggest to ask to QueenOfGore, toomdof and kallaikoi since are the team members who work on units.
Personally I have a favourite faction for each alignment:
good-lizardmen
neutral- tomb kings
evil-chaos dwarfs
I love them because I love history and their culture/inspiration comes from ancients civilitations, in this case aztecs/mayan, egypt and mesopotamic, either obsessed with huge buildings as piramids/ziggurats and misterious lore.
It's possible, we tried to make them to breath fire, but in that way they must be totally blocked to launch the fire and since they have already high stats would be too OP, even for their unit, especially after all the work to make each faction able to challenge the others in a balanced way. However nothing prevent from add that ability to dragons, so maybe it could be added in future.
Are for Dogs of War only, those of Chaos are untouched.
Maybe you have missed this XD. About dwarfs voices those comes from another submod for the original russian COW, maybe in future we will work on those to make them more battle-grudge like, but keep in mind that to make even a single accent require time to search, select, add and test the voices ( we have choose to not use any of Total War: Warhammer voices because 1st idk how to mod that game, 2nd we don't want problems with SEGA, CA and GW, since in that game are involved all those 3 game industries). If you know some good dwarfs voices source from which we can gain voice lines would be helpful.
Thanks and have fun.
1) No, you don't need the original Call of Warhammer
2) Moddb.com
Probably, since those are an easy unit to add.
Yes, he will be in next version.
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