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Unofficial Crusader Patch

This document describes features that can be modified using the Unofficial Crusader Patch (UCP) mod for Crusader Kings. The UCP addresses bugs, improves AI behavior, and allows tweaking of game balance and mechanics. Some examples of modifiable features include fixing issues with AI troop recruitment and targeting, increasing armor for certain units against ranged attacks, and disabling behaviors like AI demolishing buildings to save money. Over 30 selectable features are outlined that can be used to tailor the game experience.

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Navaid Ehsan
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0% found this document useful (0 votes)
105 views5 pages

Unofficial Crusader Patch

This document describes features that can be modified using the Unofficial Crusader Patch (UCP) mod for Crusader Kings. The UCP addresses bugs, improves AI behavior, and allows tweaking of game balance and mechanics. Some examples of modifiable features include fixing issues with AI troop recruitment and targeting, increasing armor for certain units against ranged attacks, and disabling behaviors like AI demolishing buildings to save money. Over 30 selectable features are outlined that can be used to tailor the game experience.

Uploaded by

Navaid Ehsan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Unofficial Crusader Patch https://unofficialcrusaderpatch.github.io/features.

html

Latest Version: UCP 2.15b  changelog download

Description of UCP Selectable Features


Note all changes listed below are optional

Bugfixes Filter

Fire ballistas shoot monks and tunnelers No demolishing of inaccessible buildings

Fire ballistas automatically shoot at monks and Prevents the AI from demolishing buildings
tunnelers. without access. This should stop the AI from
continuously demolishing and rebuilding buildings
where no access is available.

Fix reinforcement of defense troops Disable ox tether spam

Fixes a bug which stopped the AI from reinforcing Usually, the AI builds for each new stone quarry a
missing troops on walls and towers, as long as new ox tether, independent of how many tether
defensive patrols were still around. Moreover, the already exist. This can be disabled here, since it
probability for AIs to recruit defensive troops was leads to ox tether spam if the AIs' quarries get
generally increased, as this value was vor some AIs destroyed repeatedly.
zero.

Buy enough wood No limit for siege engines on towers

To prevent thievish fletchers from stealing wood Usually the AI only builds up to three mangonels
which the AI just bought for buildings, 2 extra and ballistae each on its towers. This limit can be
wood will now be bought for each building. lifted here.

No AI target change during sieges Improved AI repairs

AI lords which attack the mightiest oder weakest The AI will repair tower ruins, slightly damaged
enemy sometimes switch their target in the middle walls, as well as destroyed engineer's and
of an ongoing assault and send their troops to a tunneler's guilds and oil smelters, of which the
different castle. This is prevented with this setting, gathering place still exists. Furthermore, the AI can
as soon as the assault has started, i.e. during the now build over the collection platform of quarries.
troop gathering phase in front of a castle a change
can still happen.

Fix AI not using laddermen if they are


enclosed

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AI (notably Snake) no longer stops using


Laddermen with their sieging units if their keep is
enclosed.

AI Lord Behaviour Changes

Increase of the attacking troops limit of the Improved attack waves


AIs

The AI in an attack in vanilla only sends as many


The number of additional units which are added troops at once as there are wall parts reachable.
after the first attack is limited to 200 in Vanilla. This causes units to drop in in small waves when
With this option you can change the limit. the target castle has a lot of buildings directly at its
walls. This option makes units also attack civil and
fortification buildings, as well as wall parts which
are already being attacked by one unit. Moreover,
the AI sends more troops to the enemy lord as
soon as it detects a breach.

Set AI attack target Disable sleeping mode for lack of resources

With this setting, all AI lords will chose their next The AI usually puts its processing buildings to
attack target in the same way. This prevents troops sleep, as soon as the needed resource is missing.
switching targets during a castle assault as well as This is done without the regard for losing products
sending them past other enemies' castles to which are just on the way f.e. to the weapon
gather. chamber. This feature can be completely disabled
here.

Deactivate demolishing for money of the AI Increase of the rate of additional attack
lords troops

If the AI feels pressured, it likes to demolishes its In Vanilla the attack troop number is increased
economy or fortification buildings to get quick after each attack by 5 units on average. This value
money for troops. This feature sometimes seems to is the same for all AI lords and can be changed.
be triggered without any visible reason and thus
can be disabled here. Alternatively, the additional troop count can be
made dependent on the troop count of the first
Can be applied to: attack. Since this value is different for each AI, the
• fortification buildings following attacks will also scale, instead of
• economy buildings increasing by the same value for each AI lord.
• walls
For example: Scale factor = 0.5
Sultan's attack troops = 10, 15, 20, 25, ...
Saladin's attack troops = 50, 75, 100, 125, ...

Increased recruitment speed

Sets the recruitment interval of all AIs to the lowest

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value (Rat/Richard niveau)

Unit Modifications

Increased armor of laddermen against Increased armor of Arabic Swordsmen


ranged units against crossbows

Changes that can be applied include: Arabic Swordsmen only die after 6 crossbow hits
• Laddermen die after 12 arrow hits instead of intead of 3
5
• Laddermen die after 5 crossbow or slinger
hits instead of 2
• Laddermen cost 20 gold instead of 4

Arabic Swordsmen destroy walls faster Increased armor of spearmen against ranged
units

In Vanilla, arabic swordsmen destroy walls slower


than any other melee unit. With this option, the • Spearmen only die after 5 arrow hits instead
tear down speed against walls is about doubled for of 3
them, putting them slightly above Spearmen. • Spearmen barely survive one crossbow hit,
instead of getting one-shot

Miscellaneous

Extend fireproof duration of extinguished Remove the magic bar in Extreme


buildings

Removes the magic bar in Crusader Extreme.


The duration in which extinguished buildings
cannot catch fire again can be extended here.

Change the color of player 1 WASD-Keys and quicksaves

Allows change of the color of player 1 to one of The WASD-keys can be used to move around with
the other colors this setting as well as CTRL-S and CTRL-L to
quicksave and load respectively.

Override the Set-up Identity menu adding Healer heals casualties


new features

The healer of the apothecary building now actively


Adds Ranged and Melee unit selection to Set-up seeks out injured soldiers, civilists and animals to

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Identity menu. ONLY FOR NORMAL GAME MODE! heal them. The nearest targets are treated first.
With each healing animation ca. 1/3 of a
spearman's health is recovered. The strolling
through gardens and investigation of plague
clouds is not replaced! Only the strolling through
the castle is skipped until no more wounded
targets are in the area.

Free trader post No siege tent deselection

Since the AI sometimes plays itself, when they're With this setting, the game will not deselect your
out of wood and their trader post is destroyed. chosen siege equipment after placing one tent
With this setting, the trader post will become free anymore. This way you can create several tents
of cost to prevent this. after another without having to reselect the same
siege equipment every time.

Always show planned moat Extended game speed limits

Your own placed but not digged out moat will The game speed can now be changed as follows:
always be shown with this setting, even if you • From 10 to 90 in intervals of 5
deselect the moat placing. • From 90 to 200 in intervals of 10
• From 200 to 1000 in intervals of 100

The new values are only available ingame via the


+- keys, the slider in the game menu remains
unchanged.

Quicker responsiveness of gates towards Activate Spectator-mode [bug possible]


enemies

Removes player 1 so that you can only spectate


Gates close themselves later if enemies get into and makes 8 AIs in one round possible. Savegames
range and open faster when the danger is gone. now load properly in this mode. Sometimes a bug
The distance of an enemy for which the gates close appears in which random objects spawn all over
will be reduced from 200 to 140. The time after the map. This is just visually and can be removed
which the gates open, after all enemies left will be by saving the game, ending the mission and
reduced from 1200 to 100. reloading the save file.

Fix armory/marketplace weapon orders to Set default multiplayer speed.


match

Allows you to set default multiplayer speed.


Reorders Weapon icons in Armory and
Marketplace to have the same order. Also moves
Leather Armor between Mace and Crossbow, and
moves Metal Armor between Polearm and Sword
for easier access while in Marketplace scrolling
through items.

Strongholdify

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• Peasant spawn rate


• Popularity bonus from beer
• Quantity of delivered resources
• Popularity bonus from cathedral and church
• Adapts listed aspects to match Stronghold 1.
Attention: Every change influences the AI
lords, in the worst case renders them useless!

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