PDA

View Full Version : V1.1 patch and tech tree



icebrain
10-07-2003, 13:47
I patched MTW to version 1.1, and now I can't build arbalesters even though I have the correct facility (master boyer? I can't remember the name right now). My friend also has this problem; he was able to build gunpowder troops but after patching they weren't avalible in his campaign any more.

Is there a reason for this?

Michiel de Ruyter
10-07-2003, 13:53
well, the time-frame...

it would not be fair to run around with arbalests, arquebusiers, siege-cannon and gothic knights while in reality the long-bow was not even introduced....

In the patch you can only build units that belong to that era (or were there before that era).

The_Emperor
10-07-2003, 13:57
The reason is that in the patch, changes were made for certain units to only appear during the years they were around in.

So Longbows now appear in the High Period along with Arbs and Chiv Knights, etc

Its a way to prevent you from getting too powerful too quickly by producing Ultimate Troops too early.

It is interesting that the Byzantines have all their units at the beginning, but as they progress through the game they can no longer train their Elite units such as the Varangian Guard... this is to simulate the slow decline of the Byzantine Empire.

Just an attempt to make it more historically accurate and to make things harder for the player.

MonkeyMan
10-07-2003, 14:39
Welcome to the org icebrain http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

I see your question has been answered already, so feel free to participate in other topics http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

Edit: MonkeyMan missed a /. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif