Warlords II [Modular] 2.7

vincentz

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Joined
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*** WARNING ***
Finding and locating BUGs in 2.7 is hard enough for Zappara without all the modmods.
Adding 4 or 5 modmods will make it nearly impossible. If you want to add this mod,
please do so at your own "risk". I'll try to help at the best of my abillity, but please
remember that I'm no Zappara ;)

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Commander (Industrial) / General (Modern)
Chief (Classical) / Captain (Medieval) / Privateer (Renaissance)​

Greetings Warlords!
This mod will add 5 new minor* great generals in two variants : Army (Built) and Single (Captured)
* Cannot join city as military instructor, Cannot build special buildings

Build/Unit Icons
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These Warlords are brutal mercenaries that will fight for the highest bid. When build they'll come with their own private army, that are capable of building forts (Generals can also build bunker) and bombard fortifications (not the Chiefs), however they can also be built without henchmen and join your regular army as leaders. If an enemy Warlord's private army is attacked and destroyed they will surrender, and can then be used to join one of your units as a leader.

Stats :
Spoiler :

All Warlords gets 10% production bonus from each of the following : Gold, Silver, Gems and Pearls

Name / Tech req / Bonus req / (Single = name / xp for join / move)
max=# per civ / cost=Normal speed :hammers: / xp=xp to joined unit / str=strenght
br=building rate for forts / wd=Withdrawel chance / b=Bombard % / ec=Extra Cost
UC=UnitCombatBonus : Me=Melee Mo=Mounted Ar=Archer An=Animal Ci=City


Warlord Chief (Army) Tech: Military Training / Bonus: Copper or Iron / (Warlord Chief / 5 xp / move 1)
max 2 / cost 100 / NA / str 6 / br: 100% / wd: 5% / b: 0% / move 1 / ec: 1 / UC: Me25 Mo25

Warlord Captain (Army) Tech: Guilds+Smithing / Bonus: Iron / (Warlord Captain / 10 xp / move 1)
max 3 / cost 200 / NA / str 12 / br: 125% / wd:10% / b: 4% / move 1 / ec: 3 / UC: Mo25 Ci25

Warlord Privateer (Army) Tech: Leadership+Matchlock / Bonus: Iron and Sulphur / (Warlord Privateer / 15 xp / move 2)
max 4 / cost 300 / NA / str 20 / br:150% / wd:15% / b: 6% / move 1 / ec: 6 / UC: An50 Me50 Ar25 Mo25 Ci25

Warlord Commander (Army) Military Science+Rifling / Bonus: Iron and Sulphur / (Warlord Commander /20 xp / move 2)
max 5 / cost 400 / NA / str 30 / br:175% / wd:20% / b: 8% / move 1 / ec: 10 / UC: An100 Me100 Ar50 Mo25 Ci25

Warlord General (Army) Logistics+Guerrillia Warfare / Bonus: Steel and Ammo / (Warlord General / 25 xp / move 3)
max 6 / cost 500 / NA / str 50 / br:200% / wd:25% / b:10% / move 2 / ec: 15 / UC: Ci25


Let the war... begin....


Download moved to Vincentz Mods
 

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These Warlords are brutal mercenaries, that will fight for the highest bid. If their private army is attacked and destroyed they will surrender, and can then be used to join one of your units as a leader. When build they'll come with their own private army, that are capable of building forts (Generals can also build bunker) and bombard fortifications (Not the Chiefs), however they can at any time leave their private army of mercenaries and join your regular army as leaders, giving up their mercenary status.

Could you clarify this?

Regardless, it looks top notch, and I added it to my game.
 
mmm. I try. Its definately my most complicated mod, so the best way is to play it and then find out ;)

When you build the warlord he will be together with a couple of "units" (see picture) and have the leader promotion (that unit can have leader upgrades). But he also has the "lead unit as warlord" ability (like the great general), which means he can discard his original group and join one of your choice (looses his xp, but get an xp bonus depending on his era). In the first state (mercenary) he can be captured if he's attacked and loose. He will then turn into a single unit that can join a unit of your choice like the great general. After that he cannot be captured again and will die if that unit dies. In his single state he can also be captured.

As I said : pretty complicated but once played it will be much clearer.
 
Some time ago I have found other "style of Warlords". This warlords have cargo space for units and making an army. But this is very complicated mod and need a lot of SDK and Python changes... So I must forgot about it...
Anyway this mod have all what I very miss in RoM. If you need new attributes for this modmod I will be happy to do it :king:
 
The way my warlord looks, something on this picture is quite suspicious... ;)

What to do to avoid the messy graphic changes of units (this one is mighty strange though as usually all cav units change style european/asian, not only one)
 
wow! that surely looks strange :eek:. Could be because I mixed the mercenaries units with ethnic version (best example is the chief that uses barb units in his group.). Did this warlord start out as a privateer or was he upgraded. was he captured or did you build him? is it the same with infantry? Sorry for asking a lot of questions but I havent seen this before :confused: Maybe he still maintain part of his merc status ;)

Are there any other stuff about the warlords that seems wrong/could be changed?

I really appreciate any input. Will upload a version later today without ethnic merc units. Hope that will fix it.

edit : mmm. I tried to simulate the bug, but without succes. the cavalry to the left was joined from his merc state, the cavalry in the middle was joined from a single unit warlord and the cavalry to the right was joined after I beat another euro-etnic warlord with cavalry and then joined from single state.
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I hope you dont mind if i use your stuff, its really interesting and good stuff. Keep up the good work.
I've changed a few things to make them work with my mod. I am using just about all of them, but i cant get that industry one to work yet, but i am trying. I like the Agents/JungleCamp ones also.
 
I hope you dont mind if i use your stuff, its really interesting and good stuff. Keep up the good work.
I've changed a few things to make them work with my mod. I am using just about all of them, but i cant get that industry one to work yet, but i am trying. I like the Agents/JungleCamp ones also.

I don't mind at all. Feel free to use any or part of what I made. I'm just glad other people like it :) The industry was quite tricky. If you make it modular in your mod you have to include all your existing improvements too. The WoC standard changed that, which is why you'll only find the industry defines in the Industry Mod. But take a look how I did in my first industry mod : Upgradeable industry improvement.
 
Could be because I mixed the mercenaries units with ethnic version (best example is the chief that uses barb units in his group.).

Did this warlord start out as a privateer or was he upgraded. was he captured or did you build him? is it the same with infantry? Sorry for asking a lot of questions but I havent seen this before :confused: Maybe he still maintain part of his merc status ;)


The Warlord was built by me and attached to a cavalry, didn't try it with infantry yet... Sorry I can't be more helpful atm, but this graphical glitch just made me curious. I think most of the times all 3 horsemen looked same, but then - suddenly - one changed his uniform, so I took a screenie (+the same time that happened the warlord looked into the sky as if he wouldn't recognize it^^)
 
I'm almost sure its because of the ethnic nature of some of the merc "units" (the blue shirt guy in front of the bombard on the main picture is a viking arquebusier as I didnt like the standard). It would make sense if the warlords where all the units where "wrong" was from the Warlord Chief, and the one with only 1 "wrong" was from either the Captain or the Privateer. The strange thing is that it carries over to the new unit. Its to bad i cant simulate it, even when I build it from a city. But I'm trying a game with china now to check it out. I'll post a etnic cleansed (uh that sounded bad) warlords II soon. Maybe tomorrow as I have to make new .nif files for some of the units (Barb axe+spear, battering ram and arquebusier).
 
Does this addon need Warlords 1 to be installed or does this already contain it or what's the case?
 
Nice modmod:goodjob:
But why the warlord doesn't give 20exp?He lead an unit right(like how GG did):p
 
Update : version 1.4

Added new build/unit icons (Easier to spot the difference)
Changed workrate (too slow before)
Changed strenghts (too weak before)
Changed installpath (easier to install/uninstall/view Vincentz Mods)
Changed Commander techreq to Military Tradition
Changed General techreq to Logistics
Added upgrade option for captured Warlords
 
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