Glad you like the mod; AI behavior has always been the trickiest part to mod. Hopefully, we will be able to tweak it in the future.
Glad you like the mod; AI behavior has always been the trickiest part to mod. Hopefully, we will be able to tweak it in the future.
High public order and a governor with high chivalry are the conditions to get the Jewish Commune.
That's part of the new AI in the mod. Rest assured, the factions start attacking each other within the first 20 turns of the campaign, and the making and breaking of many alliances between the AI makes for less predictable campaigns in comparison to previous versions of the mod.
Edit: I can understand your confusion, though; it was a bit of an adjustment for me during the playtesting stage, but it grew on me, and it was well-received by the mod team and mod testers as well.
That unit is no longer in the mod.
There is a patch planned, and we have some ideas for a future update involving the campaign map.
Not that I am aware of.
You need to create it. Instructions are in the installation instructions.
You need to create it. Instructions are in the installation instructions.
Yes.
Well, hopefully this update will look a bit better in that department.
Not currently, no. Perhaps in a future update.
July 1st.
Roar of Conquest: the Late Middle Ages VIII: COMING JULY 1ST!!!
That is a graphic error due to missing coding; the way to fix it is a bit difficult if you are not used to coding. If you want to have it fixed now, I would recommend hopping on the mod Discord, where one of us can help guide you through the process to fix it. Or, if you like, you could wait until the next update, where the error will be fixed.
Roughly 80-100 turns to start getting good quality gunpowder and pike units. It varies slightly from faction to faction, and there will be changes to it in the upcoming update.
Honestly, I am completely baffled! You might want to try the mod discord here: Discord.com
Someone might have a fix for you there. Sorry I wasn't of more help.
Have you gone past the first turn? Some units don't show up until you have past the first turn. Other units become available late on in the campaign. If you want to know when certain units will become available, the unit roster articles will give you that information.
It sounds like the campaign script for the mod was corrupted, preventing you from being able to recruit units that you should definitely have access to.
You will have to delete the mod and try a fresh re-install to fix an error like that. If it persists after that, I would recommend uninstalling and re-installing Medieval II and then re-installing the mod.
Sorry about the delay in getting back to you; hope this information helps!
Probably not at this point. In order to put the shield strapped to the shoulder would require editing the existing unit model graphics, and unfortunately we do not have a modder on our team who has those skills yet. However, there will be certain pike units in the coming update who will have their shields strapped to their shoulders.
In the current version of the mod, the Campaign menu can only display 27 factions at a time. There is a submod installed in the main folder, within installation instructions, on how to enable the Teutonic Order and disable the Kingdom of Aragon.
Luckily, in the upcoming update, the campaign menu has been changed so that all playable factions are displayed at once, so no one will have to deal with this problem in the future!
I would say not at this point. Perhaps if we reach out to the "30 Years War" mod in the future, it could happen, but with the game's hard-coded limitations, it is probably unlikely.
Never say never, but it is unlikely we will be adding any new factions to the mod for the foreseeable future.
That is something we hope to do someday!
You have to use a submod to enable them. Next update, that will not be the case.
Is it regular units, or mercenaries? Sometimes the AI will recruit all available mercenaries in a region if it gets backed into a corner. Because as far as I am aware, I've never seen a script in the mod to give the AI an army out of thin air.
There is plans to have a submod option to allow dead factions a chance to come back, like you described, in the next update.
I know this a fan-made project and all, but man, you guys DESERVE to be paid for all the amazing work you are doing!
Most Western European factions get access to professional halberdiers late into the campaign, around in-game year 1550-1560, which is over 200 turns into the campaign. However, some factions do get access to professional halberdier units much earlier in the game from faction-unique units, such as Denmark, Venice, and Genoa.
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