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Cywr View Drop Down
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  Quote Cywr Quote  Post ReplyReply Direct Link To This Post Topic: Medieval Total War
    Posted: 21-Oct-2005 at 18:54
OK, for anyone intrested, its done with the gnome editor and by altering the unit_prod.txt and build_prod.txt files.

I'm trying an older version of the Med mod at the moment (Version 3), as the latest one just refuses to work, but then it is a beta.
I've also tried the BKB super mod.
All have strenghts and weaknesses.

The XL mos has by far the best map, bith in terms of looks and function, my only beef is that thre sound be the odd iron province here and there, but thats very easy to fix. It also lacks valour provinces, i think there should be a lot of them, to make provinces more unique.

The Med mod for the most part fixes the valour bonus thing, most provinces on the map have one or the other, though i'm not completly cool with the changes to the unit rota, and the present version uses the vanilla map.

The BKB super mod has an intresting map, Iceland is added as well as Sahara (filling up N. Africa more), and the unit tree looks good, only there are lots of additional buildings, lumber shops, to be built in provinces that have the lumber resources (lots of new resources added btw), they eventualy give weapons upgrades, which is neat, except there are no timber provinces in the middle east, which is a bit lame. Stone masons and other such are added too, for eye candy presumably, as the income is tiny. Also camel trains were intended to help eastern provicnes, only they provide no extra income (contrary to what their descriptions state).
The map is as mentioned, intresting, but not very professional looking. Also, Wales exists as a playable faction, i like that

Idealy i want to combine elements of the three.

Med Mod 4 has an intresting idea at its heart, that there are core provicnes, which are the only provinces where factions can train their units, namely, England can;t conquer Switzerland and train longbows there, only basic peasant stuff, it must raise its armies in its home provinces and field them around its empire.
Intresting concept, makse it more of a challenge as well as perhaps making runaway AI empires less likely, and this maintaing more factions for longer. Intresting to see how it develops.
Arrrgh!!"
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Jazz View Drop Down
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  Quote Jazz Quote  Post ReplyReply Direct Link To This Post Posted: 19-Oct-2005 at 17:06
Interesting...

I never even went into this much detail...mind you I have never played the Turks.

I would suggest you make a post regarding all this in the forum I linked in the post where linked the 2 versions of this mod:
Originally posted by Jazz


http://p223.ezboard.com/fshoguntotalwarfrm9.showMessageRange ?topicID=836.topic&start=1&stop=20


The creator of this mod "VikingHorde" is pretty good about answering questions and responding to comments anyone has pertaining to it.
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  Quote Cywr Quote  Post ReplyReply Direct Link To This Post Posted: 19-Oct-2005 at 14:15
OK, so the patch fixes the music.
I've noticed also that antioch has a valour bonus for turcopoles, but there are now no turkopoles in the game thanks to the mod.
Another sign that this aspect of the game needs to be fixed.
Anyone know how to do this?
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  Quote Cywr Quote  Post ReplyReply Direct Link To This Post Posted: 18-Oct-2005 at 13:59
OK, more beef with the mod. In order to build the three Janisserry units (as the Turks), you need the various weapon buildings (archer, sword and spear shops) of the right level, and a military acadamy. Sounds good, but to be able to build the military acadamy, you need a grand mosque, and you can only build one grand mosque anywhere on the map.
So usualy, the province that is most developed in the begining of the game, is the one that will be the first to have the necessary buildings to train the janiserry units, Rum.
But this province will be the only one, georgia's bonus is wasted as it takes much longer to get to the point that you can built jannisery archers there, no other province will be able to train/retrain them, and they will never recieve weapon upgrades from a metalsh*th (iron province).
Other factions don't recieve that sort of handicap with their top-of-the-range units AFAIK (baring province specific units).
Also, is there somethign wrong with Turkish genetics? I'm getting lousy royalty command stats, some monarches are even producing half their offspring with no command points

Saxon Huscarls appear briefly in Englands troop building lists, only to disappear again? Whats with that. Also i think only Wessex could build them.

I've been thinking of adding more specialist provinces to the map, namely provinces that offer a valour bonus to troops trained there, to make the map a bit more intersting, anyone got any suggestions?
Ideas i've had so far:
-Bring back bonus for Cogs in Wessex.
-Bring back the Caravel bonus in one of the Portugese provinces.
-Assuming no change to Turkish tech tree, Georgian Janissery archer bonus to be replaced by something else, maybe Ottoman Infantry, or switch Georgia and Rum's bonuses around.
-I can't renember, but i don't think Ireland and Scotland have bonuses, they should for one of their unique units.
-Castile's Inquisitor bonus seems very lame, should be something else IMHO, i mean, whoever uses them other than the computer? And the computer ones usualy rack up serious valour in no time so that bonus for them isn't needed.

I've also been thinking of adding some Iron to a province in the UK, the island was traditionaly very rich in iron, and this shaped its historical development, hell the presence of iron is what intrested the Romans. I've already added some Iron to Syria, which seems to make sense to me at least.
I havn't looked at the rest of the map two closely yet, but anyone got any suggestions.

Edit: Hmm, the startpos file has changed with VI, anyone know how to edit province bonuses?

Edit 2: The big install promised new music, but i havn't noticed it


Edited by Cywr
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  Quote Cywr Quote  Post ReplyReply Direct Link To This Post Posted: 17-Oct-2005 at 18:22
Heh, true about the length of battles, in this computer it takes longer to load them than to fight them 
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  Quote Heraclius Quote  Post ReplyReply Direct Link To This Post Posted: 17-Oct-2005 at 15:48

 The AI on RTW is shockingly bad, theres also a million little things that make the fact the graphics are brilliant less impressive. The stratergy map looks brilliant, but the fact you can only move a tiny distance each turn is infuriating, it can take years to reach north Italy from the south on foot, unless you have highways even then its a couple of years.

 Battles in MTW generally have longevity, battles in RTW last about 2 minutes if your lucky, as many units flee after about 20% casualties.

 Sieges look great on RTW, but the weakness of the AI becomes even more apparent when half their army stands well in range of arrow towers and gets mowed down for example, sometimes the AI attempts to storm with just a battering ram, which is destroyed and the army just stands there getting shot. To be honest sieges are way way to common in RTW for my liking, especially when they are so effortlessly easy to win most of the time.

 One of those little things that bug me on RTW is the auto calculate, I have a choice to either fight 10 stupid little battles that i'm sure to win thus wasting my time or I can auto it. The problem is when you auto you tend to lose 10 times more men then you should do.

 I could hijack this topic totally and rant about RTW forever so i'll stop there

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  Quote Cywr Quote  Post ReplyReply Direct Link To This Post Posted: 17-Oct-2005 at 15:33
Hmm, i'm torn, MTW AI is definitly better, but RTW has the superior battle engine, plus cavalry archers behave better which is a must.
The strategy map is better too, i like the forts and such.
The biggest let down with RTW is the AI IMHO.
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  Quote Heraclius Quote  Post ReplyReply Direct Link To This Post Posted: 17-Oct-2005 at 14:52

 I havent played Medieval in ages

 I still think its miles better than RTW, I use the XL mod and must have played the Byzantines about 50 times, but it's different every game, so it has infinite replay value.

 Gonna go play it later

 

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  Quote Cywr Quote  Post ReplyReply Direct Link To This Post Posted: 17-Oct-2005 at 09:24
Changed starting positions somewhat, fixed stupid AI ship behaviour (they trade better), changed units a little, and gave most provinces a +1 valout bonus for some unit or other.
Other tweaks to AI behaviour too, as well as making all factions playable.
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  Quote Jazz Quote  Post ReplyReply Direct Link To This Post Posted: 17-Oct-2005 at 01:37
I tried the game for the first time in a long while over the weekend and continued a game I started as the Irish earlier this summer - haven't noticed any issue with heirs yet (started EARLY game, now in year 1341), and with my conquest of North Africa, my priests have reached at 100% conversion percentage in both Tunisia and Cryencia (sp? - Libya).

What did the Med mod do to the game?
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  Quote Cywr Quote  Post ReplyReply Direct Link To This Post Posted: 16-Oct-2005 at 15:59
Second (high) or third (late) scenario?
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  Quote poirot Quote  Post ReplyReply Direct Link To This Post Posted: 16-Oct-2005 at 15:49
I always relish in the glory of playing the Mongols in the XL mod.  Try them - they kick A
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  Quote Cywr Quote  Post ReplyReply Direct Link To This Post Posted: 15-Oct-2005 at 21:58
Hmm, the family thing seems tougher, not sure whether thats the expansion or the mod, might be the expansion as I've lost twice as Ireland with the king dying before he could produce hiers.

Just started as my other favourites (in typical me fashion, starting a new game before finishing old ones) the Turks, and they seem to have it tougher this time round. Anyways, i edited teh startpos file to give Syria Iron (Damascus steel anyone?), as there are no iron provinces over there where as Iberia has like 5. Minor changes like that can be made in the startpos file, anyone else got ideas for little tweaks like that? I could put the altered startpos files in a zip and upload them here. It could be an AE minimod
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  Quote Cywr Quote  Post ReplyReply Direct Link To This Post Posted: 14-Oct-2005 at 19:41
The new map and extra factions is grand, as are the extra units.
I'm playing a game as England, again i'm noticing some of the 'newer' and better ships cost less to build and maintain, not sure why this would be.
Still, finaly got longbowmen (seems the only trigger when crossbows do for whatever reason), and i like the way that regular (English) and Welsh longbowmen are seperate, presumably so that England can always build them AND who ever controls Wales gets the Welsh ones (plus the extra valour).
Its good, huge improvement on the vanilla game, but yet without changing ot to much like the Med Mod does.
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  Quote Jazz Quote  Post ReplyReply Direct Link To This Post Posted: 14-Oct-2005 at 17:27
Hmmm...

Interesting - though I have never played as the Papacy.

I'm usually playing the Byzanines, Egyptians, or one factions with only 1 starting territory (Irish, Scottish, Aragonese, Bulgarians etc).

To be honest, my main reason for recommending this mod is that it fills up all the empty space in the northern Balkans and in the Russian Steppe (ie, not as easy to rampage through them), I have not paid much attention to the finer details like the conversion percentage.

Who else do you (or anyone else here) normally play as?

What's your impression on the new map and the layout of the new factions?
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  Quote Cywr Quote  Post ReplyReply Direct Link To This Post Posted: 14-Oct-2005 at 08:51
Hmm looks good.
I tried a game as the Papacy, and there are a few minor oddities. First off the way the hiers thing works. When the first pope dies, some random peasant soldier *becomes* pope, that is to say, a unit will dissapear from somewhere, and a pope will appear with pretty much the same stats, which Basicly means Monarch units with no command stars
Also, my bishops seem to have a magical ability to not only convert a province, but make it so that the entirely of the population is 99%.

And Dromons are more expensive than Galleys, even though they are crappeir. I guess is should be emailing the creator but meh.
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  Quote Jazz Quote  Post ReplyReply Direct Link To This Post Posted: 13-Oct-2005 at 19:34
It adds 3 new ones, and modifies the map a bit.

When you start a new game now, it will give you 7 options (instead of the original 4):
  1. Viking Invasion
  2. Early period
  3. Early period - XL
  4. High period
  5. High period - XL
  6. Late period
  7. Late period - XL
Now the XL versions will have all the new factions added to them, whereas the original games will be as-is.

For the map modificaitons, for example,
  • Syria is split into Syra and Mesopotamia (on the eastern edge)
  • Constantinople is separated from Asia Minor (Nicaea goes all the way to the Black sea now.
  • Sweden is split into Sweden and Scania (southern tip)
  • etc
The only difference is that the map modifications will show whether you play the original game or the XL-version (ie, even if you play Early period without the new factions, the map will still be modified).

Try it - you won't be dissapointed.

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  Quote Cywr Quote  Post ReplyReply Direct Link To This Post Posted: 13-Oct-2005 at 05:07
I'm not, i've just taken up their cooking, and like the flag, and the accent.

And i meant the campaign, sorry my bad. Does it replace the existing one, or add a new one?
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  Quote Jazz Quote  Post ReplyReply Direct Link To This Post Posted: 13-Oct-2005 at 03:52
Originally posted by Cywr

Question for Jazz if he is still around. That mod you posted a link for, does it override the existing scenarios and they set up, or just add a new one?

I'm still lurking here and there....

The mod I posted above (and the one I still play with when I have time) only affects the single-player Campaign AFAIK - I don't play the scenarios (at least I have not played them in many months), so I don't know if it will affect them in any way, but my guess would be that it does not.

I'll search for my CD in the next couple of days and check for you, unless someone else can beat me to it and answer the question.

EDIT:  BTW - what's the story with you being in Ceylon?


Edited by Jazz
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  Quote poirot Quote  Post ReplyReply Direct Link To This Post Posted: 12-Oct-2005 at 22:59
Just Add new one
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