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VikingHorde
04-02-2004, 21:10
Medieval: Total War XL

This is the final version of the XL mod for MTW. I made the mod the way I belive MTW should had been, harder and with more factions.

Features of version 3.0:
- New versions of Early, High and Late.
- New map with 9 new provinces.
- 17 new factions. Included are: Armenians, Bohemians, Bulgarians, Crusader States, Cumans, Genoese, Hospitaller Order, Irish, Lithuanians, Norwegians, Portuguese, Scots, Serbians, Swedes, Teutonic Knights, Venetians, and Volga Bulgars.
- The unplayable factions can now be played (Burgundians, Golden Horde, Novgorod and the Papalcy)
- Lots of New units.
- Lots of new heroes.
- Landbriges removed.
- New Hospital, Bank and Royal bank building added.
- 3 pagan religious buildings added.
- Pagan shaman, emissaries, spies and assassins.
- New unit stats (Units have more correct stats and higher morale. Battles are now much harder and fun!).
- Improved AI (Build better units, better empire building)
- New trade structure (The AI can't handle the trade network in the original game, giving the player a big advantage. Trade income has therefore been reduced and farm income increased by 30%).
- GA mode playable with all factions.
- New GA and Prebattle shields for all factions.
- New music (large version only).
- Old game still playable, but only with the 9 new provinces.
- Auto-install (very easy install).
- English and Spanish language.
- And more!


MTW - Viking Invasion is needed to play this mod.


Medieval - Total War XL 3.0 full version:
http://www.mediafire.com/file/vo0027uoxebftl2/VH_MTW_XL3_Full.exe



If you have installed another language version of MTW than English and Spanish, then you will need to make some small changes to the game. Copy all the files from loc\eng into the folder loc"your language" (Backup the old files just in case).


If you have questions, problems or feedback, then please post it here. This thread deals with anything related to this MOD.

Enjoy

The Blind King of Bohemia
04-02-2004, 21:12
Sounds really good mate. Good luck with it http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

VikingHorde
04-02-2004, 21:14
Thanks http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

Kaatar
04-02-2004, 21:57
Estimated release date? I love the idea of new music. I'd love to see this mod go ahead.

Best of luck, VikingHorde. http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

Eastside Character
04-02-2004, 22:08
Whats in Music pack?
(of course i know that music, but would appreciate some more precise description...)

Regards,
EC

VikingHorde
04-02-2004, 22:47
It' kind of like lord of rings music. I't very good. I have been listning to it wile working on the mod, to make sure that it's good in the long run. The mod will be finished in a week. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Julius Caesar
04-03-2004, 23:13
is this an add-on or an overwrite?

VikingHorde
04-04-2004, 00:02
Quote[/b] (Julius Caesar @ April 04 2004,00:13)]is this an add-on or an overwrite?
It's a addon, meaning you can still play the old game, like Viking Invasion.

Dyonisius
04-06-2004, 21:34
Quote[/b] ]More factions may be added

I think you could add in the Portugese and maybe another mulim faction in Africa for balance in the south.

VikingHorde
04-07-2004, 17:49
Quote[/b] (Dyonisius @ April 06 2004,23:34)]
Quote[/b] ]More factions may be added

I think you could add in the Portugese and maybe another mulim faction in Africa for balance in the south.
I have added the volga bulgarians who are a muslim faction. I will maybe add the Portugese, but then I'l have to take out one of the other factions. I finde the swiss a bit odd faction, not having a big role in medieval history. They are so small, so maybe the will go. Any surgestions?
I have had some minor problem with the mod (vasted 3 day, sucks), but it is working fine now http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif . The last shields are being made and i'm balancing the factions. I hope the mod is ready Monday http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif
http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

Dyonisius
04-08-2004, 10:31
Great http://www.totalwar.org/forum/non-cgi/emoticons/gc-yes.gif
You can take the swiss out and add them to the mercenary pool.
Also the Italians can go since you add now the Genoese and the Venitians and there is allready the Papal state and the Sicilians.

Just an opinion

VikingHorde
04-08-2004, 16:56
Quote[/b] (Dyonisius @ April 08 2004,11:31)]Great http://www.totalwar.org/forum/non-cgi/emoticons/gc-yes.gif
You can take the swiss out and add them to the mercenary pool.
Also the Italians can go since you add now the Genoese and the Venitians and there is allready the Papal state and the Sicilians.

Just an opinion
The Italians are out of the game, but the Genoese and Venitians are added. I will take a look at the swiss this weekend and maybe remove them. The Burgundians have been removed and Bulgarians added. There will be a lot more action in the east with this MOD. The new muslim and pagan factions will probely take some load of the middle east.
I like the cumans, being a steppe faction. Some have asked why they are in the game. In history, they were a real pain for the russians and were one of the resons why kiev lost its importnans. Kiev lost its acces to the black sea and lost trade that way. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

VikingHorde
04-11-2004, 17:45
I have desided to add the Portugese and remove the swiss. I need to make new shields for the faction, so it will take a few more day before the MOD is out. The other factions are allmost done, very nice. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Sir Zack de Caldicot
04-11-2004, 20:01
Wishing you good luck on your mod http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

Mouzafphaerre
04-11-2004, 23:01
-
Waiting impatiently. http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
_

Mozart
04-11-2004, 23:03
Quote[/b] (VikingHorde @ April 02 2004,14:10)]Medieval: Total War XL

I have made a new version of the game with new factions og music. This MOD is for those who like the old game, but want more factions. The MOD will be split op in two, the mod and a music pack. The music pack is not needed in order to play the game. The MOD has no new unit, because thats how I like it.

Features:
- New versions of Early, High and Late.
- 12 new factions. Included are: Armenians, Bulgarians, Crusader States, Cumans, Genoese, Lithuanians, Swedes, Teutonic Knights, Scots, Serbians, Venetians, and Volga Bulgarians.
- The unplayable factions can now be played (Golden Horde, Novgorod, swiss)
- Total New music for the new factions.
- Pagan religious buildings added.
- GA mode
- Old game still playable
- MTW: VI needed

More factions may be added

MOD size: 8Mb
Music Pack: 55Mb

If you have questions, problems or feedback, then please post it here. This thread deals with anything related to this MOD.
Where can I download these interesting mod?
I am new here,so I may need some help..

VikingHorde
04-11-2004, 23:47
Quote[/b] (Mozart @ April 12 2004,00:03)]Where can I download these interesting mod?
I am new here,so I may need some help..
You can't download it yet, but it will be out in half a week or so. I want it to be perfect, so it takes some time. I will give instructions on how to download ones it out. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
I have not played MTW for a month now, so im looking forword to playing the byz again. It will be much harder becouse of the new factions added. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

The Tuffen
04-13-2004, 00:53
Sounds like a good mod, like the sound of more action in the east.

VikingHorde
04-13-2004, 18:45
It's nice that you like the idea http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
I have had some help on the grafics and it looks very cool. Solo has given me a hand on the grafics and his GA shields look fantastic. They have a new cool design, very nice. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

NormanPain
04-14-2004, 08:32
Hey maybe you could add the normans to the Early Era or to the viking invasion...they are for some reason absent...which is absurd considering the changes they brought about...they effectively ended the dark ages almost single-handedly. I think they deserve a spot. Im not saying you should add them to your mod, I imagine that would be to much extra work...but come on, some one has to give them their own little piece of MTW someday. Anyways...sounds great, Im looking forwards to your mod. I wish you luck and lots of caffeine for those late hours. http://www.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif

VikingHorde
04-14-2004, 14:48
Quote[/b] (NormanPain @ April 14 2004,09:32)]Hey maybe you could add the normans to the Early Era or to the viking invasion...they are for some reason absent...which is absurd considering the changes they brought about...they effectively ended the dark ages almost single-handedly. I think they deserve a spot. Im not saying you should add them to your mod, I imagine that would be to much extra work...but come on, some one has to give them their own little piece of MTW someday. Anyways...sounds great, Im looking forwards to your mod. I wish you luck and lots of caffeine for those late hours. http://www.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif
Thanks, I need a lot of caffeine http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Im not going to add more factions, becouse im making the final ajustments rigth now + the last shields.

SpetzNatz
04-14-2004, 15:09
What about Bohemians?

VikingHorde
04-14-2004, 16:12
Quote[/b] (SpetzNatz @ April 14 2004,16:09)]What about Bohemians?
They are not in this MOD.

NormanPain
04-15-2004, 06:52
Would any of you happen to know if there is any mods in the works that plan to add the Normans to the game? It would be nice to see them...I think I might try it myself...anyways...if anyone has any information on existing mods that add the normans that would be great. I awaiting your mod with trepidition by the way...anyways, have fun with the caffeine:dizzy2:

I wish you luck, have fun.

VikingHorde
04-15-2004, 17:57
Good news today, I have just finished the last shields for portugal and made new ones for the Volga Bulgarians (The old was taken from VI). Solo MT is working on new Prebattle shields that has the same design as the GA's, very cool. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif I only need to add faction desciptions and make ajustments to the faction for more balance. It's funny how this project just gets bigger and bigger, but it's fun work. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
I think the BKB super mod has the Normans, Bohemians too.
http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

The Blind King of Bohemia
04-15-2004, 20:48
Have got the Bohemians but not the Normans. But the mod isn't fully finished yet http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Good luck with yours Viking Horde

SicilianVespers
04-16-2004, 15:58
Quote[/b] (NormanPain @ April 15 2004,00:52)]Would any of you happen to know if there is any mods in the works that plan to add the Normans to the game? It would be nice to see them...I think I might try it myself...anyways...if anyone has any information on existing mods that add the normans that would be great. I awaiting your mod with trepidition by the way...anyways, have fun with the caffeine:dizzy2:

I wish you luck, have fun.
NormanPain,
Re Berengario's Millenium mod has a Norman faction. They are actually the Sicilian Normans. He has alot of new historically accurate units as well.

This is still one of my favorite mods.

NormanPain
04-17-2004, 02:58
Thank you I will try that millenium mod, thank you

sparta
04-17-2004, 06:57
i think you should add the irish and knights templar

Mablung
04-17-2004, 09:57
Interesting I am awaiting it eagerly, forget not that friend of all http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif, alcohol

VikingHorde
04-17-2004, 17:24
lol, alcohol is good, nothing like a good beer. http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
I did not add the knights templar, becouse they did not have provinces on their own (as far as I know). They mostly served the king of Jerusalem ect. The teutonic knights (and hospilars) had their own provinces (prusia, livonia). The crusader states are Tripoli, Antioch and Cyprus. They can't build templars and order foot, but I am thinking about letting them (they are a normal western faction). The Teutonic Order can build teutonic knights and order foot.

The Mod is allmost finished now, just need to balance late period and make faction desciptions. Allso need to run a few tests. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

oblivious maximus
04-17-2004, 17:52
thanks for the work Viking and sharing.
A very fun and interesting mod it seems. http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

PseRamesses
04-19-2004, 09:56
Davs Vikinghorde,
Thanks for the tip on making minors GA-playable. Looking forward to your mod. Could use a guy with your skills on the Fury of the Northmen mod. Check out our thread in the engineers guild if you´re interested. Good luck

VikingHorde
04-19-2004, 16:49
Quote[/b] (PseRamesses @ April 19 2004,10:56)]Davs Vikinghorde,
Thanks for the tip on making minors GA-playable. Looking forward to your mod. Could use a guy with your skills on the Fury of the Northmen mod. Check out our thread in the engineers guild if you´re interested. Good luck
Thanks for the offer, I will take a look at the thread later. After this mod, I will probely take a little break from modding (I'll might give you a hand later http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif )

The MOD is allmost done now and I will upload it tomorrow. I need someware to upload it, but i'll write once it's done. http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

dimitrios the samian
04-20-2004, 14:13
Were can I find Berengario's MILLENIUM Mod ?

SpetzNatz
04-20-2004, 17:07
All it needs is simple click.
http://www.mizus.com/Files/k0rgs8gVt/MTW/Stats/MILLENIUM.zip http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

VikingHorde
04-20-2004, 21:55
The mod is now uploaded, so it should be out to download soon. http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

Brianbbj
04-20-2004, 23:39
what are the link for the download?

and what are this millinium mod?

VikingHorde
04-21-2004, 23:31
I will post it as soon as the org. get it on the download pages.

VikingHorde
04-22-2004, 11:50
This is the temperary place to downloade my mod:

http://www.totalwar.org/Downloa....t01.exe (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/0VH_MTW_XL_MOD11.part01.exe)
http://www.totalwar.org/Downloa....t02.rar (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/0VH_MTW_XL_MOD11.part02.rar)
http://www.totalwar.org/Downloa....t03.rar (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/0VH_MTW_XL_MOD11.part03.rar)
http://www.totalwar.org/Downloa....t04.rar (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/0VH_MTW_XL_MOD11.part04.rar)
http://www.totalwar.org/Downloa....t05.rar (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/0VH_MTW_XL_MOD11.part05.rar)
http://www.totalwar.org/Downloa....t06.rar (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/0VH_MTW_XL_MOD11.part06.rar)
http://www.totalwar.org/Downloa....t07.rar (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/0VH_MTW_XL_MOD11.part07.rar)
http://www.totalwar.org/Downloa....t08.rar (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/0VH_MTW_XL_MOD11.part08.rar)

New version without quickload bug
Enjoy

VikingHorde
04-23-2004, 17:42
I think the quickload bug has been solved. I gave the mod a test last night and could not find any problems http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
The pagan khan shields allso look correct now.
http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

Mouzafphaerre
04-24-2004, 00:28
-
Is GA possible?
_

Solo
04-24-2004, 04:38
Yup GA is working

Mouzafphaerre
04-24-2004, 08:04
-
Cool signature. http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif
_

PseRamesses
04-24-2004, 09:46
Quote[/b] (Mouzafphaerre @ April 24 2004,02:04)]Cool signature. http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif
Personally I think his previous signature was way better

PseRamesses
04-24-2004, 13:15
DL your mod, installed and had a quick look through your files. Looks promizing Finally I can GA-play the Papacy, yahoooooo

VikingHorde
04-24-2004, 16:31
Quote[/b] (PseRamesses @ April 24 2004,14:15)]DL your mod, installed and had a quick look through your files. Looks promizing Finally I can GA-play the Papacy, yahoooooo
Then you have to change it from minor to major in early_xl, high_xl and late_xl files in \campmap\startpos. This is becouse it's the only faction I did not make playable, but GA-play for the Papacy is possible http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
I'll probely make them playable, when I make a update for the game.

PseRamesses
04-24-2004, 17:57
Quote[/b] (VikingHorde @ April 24 2004,10:31)]Then you have to change it from minor to major in early_xl, high_xl and late_xl files in \campmap\startpos. This is becouse it's the only faction I did not make playable, but GA-play for the Papacy is possible http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Yup, I saw that. It´s already changed. Although I couldn´t resist starting your mod as the Swedes ;) If you want feedback, input or suggestions I can mail it to you since I actually, belive it or not http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif did find some minor flaws... don´t worry, just superficial ones, he he

VikingHorde
04-24-2004, 18:13
Quote[/b] (PseRamesses @ April 24 2004,18:57)]Yup, I saw that. It´s already changed. Although I couldn´t resist starting your mod as the Swedes ;) If you want feedback, input or suggestions I can mail it to you since I actually, belive it or not http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif did find some minor flaws... don´t worry, just superficial ones, he he
Great, the swedes are cool http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif . Just mail your suggestions and I'll have a look. http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

VikingHorde
04-24-2004, 19:37
Im would like to add more correct names to the new faction in a later update (Eksampel: Lithuanians should have lithuanian names, not only the king). If there are some bulgarians, lithuanians ect. out there, please send me a list of names (forenames, surnames). I don't think the lithuanians like having russian names http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Mouzafphaerre
04-24-2004, 21:06
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Hey VH,

I have made a -sort of- accurate naming modlet. Not hardcore historical but still incomparably better than the vanilla. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

The changed names are:

person names and heroes (Turks, Egypt, Almos, Byz);
province names;
castle names;
faction names (some of them);
some unit names;
maybe something else I can't remember.
[/list]
If it interests you, please PM me your email. (I'll publish it once I'm done squashing typoes here and there anyway.)
http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
_

PseRamesses
04-24-2004, 22:05
Nope, Pope is not GA-playable. Changed minor to major but game crashes when I hit the GA-button, hmm

VikingHorde
04-25-2004, 01:07
Quote[/b] (PseRamesses @ April 24 2004,23:05)]Nope, Pope is not GA-playable. Changed minor to major but game crashes when I hit the GA-button, hmm
OK, i'll look at it http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

VikingHorde
04-26-2004, 22:11
I have now solved Pope problem and some other minor problems (text bug, allso ind standard VI without mod). I'll send out a update once it is finished.
http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

Mouzafphaerre
04-27-2004, 04:43
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I'm too lazy to launch my antivirus services and open OE for sending you the files, sorry. http://www.totalwar.org/forum/non-cgi/emoticons/gc-embarassed.gif Will be done one of these days. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif I'm also going to change the map texture to reflect my modifications. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Waiting impatiently for the update.

http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
_

VikingHorde
04-27-2004, 17:02
No rush, I don't have that much time to work on the mod. I'm to bussy repairing a my window, damm hard work http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

VikingHorde
04-28-2004, 20:32
I have made some ajustments and fixed some minor problems in my mod (text and princess problem). In my next updated game the pope will be playable and I will uploade the game in a few days. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

PseRamesses
04-29-2004, 15:37
Quote[/b] (VikingHorde @ April 28 2004,14:32)]In my next updated game the pope will be playable and I will uploade the game in a few days.
Hi vikinghorde,
Changed names of the papal shields that you recommended but game loads 100% and before showing srtat map it CTD. Should I change more? Like papal names in sub-folder colors in the Shields folder, or what?

VikingHorde
04-29-2004, 16:59
Sounds odd, I will try and have a look (My game has no problems). I only changed the GA shield name, nothing more.
Im allmost finished with the updated version of the Mod, just need to add new swedish and potuguise names + test the game for errors.

VikingHorde
04-30-2004, 15:17
I have uploaded the 1.2 version of the Mod. The Papalcy is now playable, faction text is correct and some minor bugs have been removed. Portugal have allso new names (not spanish any more).

Enjoy

Mouzafphaerre
04-30-2004, 18:04
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Grabbing right now. http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
_

VikingHorde
05-02-2004, 16:10
I still need to add more names (forenames, sirnames, princesses) and hero's to my Mod, so if there are someone outthere from lithuania, bulgaria, serbia, volga bulgeria (tatarstan) or armenia, please post http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

PseRamesses
05-02-2004, 19:56
Quote[/b] (VikingHorde @ May 02 2004,10:10)]I still need to add more names (forenames, sirnames, princesses) and hero's to my Mod, so if there are someone outthere from lithuania, bulgaria, serbia, volga bulgeria (tatarstan) or armenia, please post.
For more info regarding Lithuanians, Russians, Polish amongst others check out the Fury of the Northmen mod, from page 3 and onwards, in the Engineers guild. Also check with the crew; EC, Vilpuri and Trax by dropping them a PM with your request. Good luck and thanks for a great mod

VikingHorde
05-02-2004, 20:48
Quote[/b] (PseRamesses @ May 02 2004,20:56)]
Quote[/b] (VikingHorde @ May 02 2004,10:10)]I still need to add more names (forenames, sirnames, princesses) and hero's to my Mod, so if there are someone outthere from lithuania, bulgaria, serbia, volga bulgeria (tatarstan) or armenia, please post.
For more info regarding Lithuanians, Russians, Polish amongst others check out the Fury of the Northmen mod, from page 3 and onwards, in the Engineers guild. Also check with the crew; EC, Vilpuri and Trax by dropping them a PM with your request. Good luck and thanks for a great mod
Thanks, I will contact them some time next week. Great reading BTW, it will be a good mod. http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif

Eastside Character
05-02-2004, 21:03
Quote[/b] (VikingHorde @ May 02 2004,10:10)]I still need to add more names (forenames, sirnames, princesses) and hero's to my Mod, so if there are someone outthere from lithuania, bulgaria, serbia, volga bulgeria (tatarstan) or armenia, please post http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
I have complete (forenames, surnames, princesses, heroes) name lists for Lithuanians, Kievans, Polish, Balts and Armenians that I made some time ago for MedMod4.0, I see no problem in sharing these with anyone interested.

Regards,
EC

Mouzafphaerre
05-02-2004, 22:25
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Gimme http://www.totalwar.org/forum/non-cgi/emoticons/gc-blush.gif http://www.totalwar.org/forum/non-cgi/emoticons/handball.gif http://www.totalwar.org/forum/non-cgi/emoticons/gc-balloon.gif http://www.totalwar.org/forum/non-cgi/emoticons/gc-jester.gif
_

VikingHorde
05-03-2004, 16:07
Quote[/b] (Eastside Character @ May 02 2004,22:03)]I have complete (forenames, surnames, princesses, heroes) name lists for Lithuanians, Kievans, Polish, Balts and Armenians that I made some time ago for MedMod4.0, I see no problem in sharing these with anyone interested.

Regards,
EC
Sounds great Real faction names makes mods more fun. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

VikingHorde
05-04-2004, 22:06
The Music pack is out now, get it here. Install Musickpack first, then the update.

Get the Music Pack + Music Update here:
http://www.3ddownloads.com/totalwar/MTW/Stats/VH_MTW_XL_MusicPack.zip
http://www.totalwar.org/Downloa....ate.exe (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/VH_MTW_XL_MusicPack12update.exe)

Enjoy

crashed97tsi
05-06-2004, 21:35
Hey just wonderin, how do you install this mod? I downloaded it and it was all in german. Where do I download it too, stuff like that. I tried the plain old medieval directory but that didn't do it, any help is appreciated

thanks

VikingHorde
05-06-2004, 21:44
Quote[/b] (crashed97tsi @ May 06 2004,22:35)]Hey just wonderin, how do you install this mod? I downloaded it and it was all in german. Where do I download it too, stuff like that. I tried the plain old medieval directory but that didn't do it, any help is appreciated

thanks
Hi crashed97tsi and welcome to the org.

Eksample: If you have installed the game in C:\Medieval - total war, then you just tell it to unpack it in C:\. Thats all.
Please whrite again if you have more problems http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

crashed97tsi
05-06-2004, 21:48
that did it thanks alot, going to go try it now http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

VikingHorde
05-06-2004, 21:50
Quote[/b] (crashed97tsi @ May 06 2004,22:48)]that did it thanks alot, going to go try it now http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
Great have fun http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

King Azzole
05-07-2004, 07:44
ok a few questions. What is different from your mod than BKBs super mod? Also can i change music back if I dont like your new music? And can I use your music with any other mod I want?

VikingHorde
05-07-2004, 15:17
Quote[/b] (King Azzole @ May 07 2004,08:44)]ok a few questions. What is different from your mod than BKBs super mod? Also can i change music back if I dont like your new music? And can I use your music with any other mod I want?
1. BKB's mod has new units and another faction list than mine. My mod is basicly the old game, but with more factions and changes to make gameplay better.
The original are IMO often more stable than homemade ones, so I made this one with the original units. There are a lot of nice units that you don't see that much (unless you build them your self) and the lack of pagan factions is sad, so I made new factions with those units. My mod still not perfect, but im still making ajustments to make gameplay better. One of the things im working on is correct names for kings, prince's, prinseses and generals. Eksample: Lithuanians should have lithuanian names, not russian.

2. The music can be setup in the early, high and late text files in \campmap\startpos. In those files you can find the Set Faction Music lines. It looks like this:

//========================================
//
// Declares which type of music is
// associated with a given faction.
// 0 is Arab, 1 is Western European,
// 2 is Viking and 3 is XL music.
//
//========================================

SetFactionMusic:: FN_REBEL 1
SetFactionMusic:: FN_ALMOHAD 0
SetFactionMusic:: FN_BYZANTINE 1
SetFactionMusic:: FN_DANISH 2
SetFactionMusic:: FN_EGYPTIAN 0
SetFactionMusic:: FN_ENGLISH 1
SetFactionMusic:: FN_FRENCH 1
SetFactionMusic:: FN_GERMAN_HRE 1
SetFactionMusic:: FN_VENITIANS 3
SetFactionMusic:: FN_POLISH 1
SetFactionMusic:: FN_RUSSIAN 1
SetFactionMusic:: FN_SPANISH 1
SetFactionMusic:: FN_TURKISH 0
SetFactionMusic:: FN_ARAGONESE 1
SetFactionMusic:: FN_BULGARIANS 3
SetFactionMusic:: FN_GOLDEN_HORDE 0
SetFactionMusic:: FN_HUNGARIAN 1
SetFactionMusic:: FN_NOVGOROD 2
SetFactionMusic:: FN_PAPIST 1
SetFactionMusic:: FN_SICILIAN 1
SetFactionMusic:: FN_PORTUGAL 3
SetFactionMusic:: FN_CUMANS 3
SetFactionMusic:: FN_CRUSADERS 3
SetFactionMusic:: FN_TEUTONIC 3
SetFactionMusic:: FN_LITHUANIANS 3
SetFactionMusic:: FN_VOLGA 3
SetFactionMusic:: FN_SCOTS 3
SetFactionMusic:: FN_SERBS 3
SetFactionMusic:: FN_ARMENIANS 3
SetFactionMusic:: FN_SWEDISH 3
SetFactionMusic:: FN_GENOANS 3

You can just change it from 3 to the faction music you like.

3. Yes, you can use the music in other mods, but you need edit the files early, high and late. You can just set them to 3.

King Azzole
05-07-2004, 16:40
Thanks man for the help http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

VikingHorde
05-07-2004, 20:09
The download links have been updated, all files are now on 3ddownloads server.

King Azzole
05-08-2004, 21:33
Ok i tried using the new music on another mods startpos file and set it to 3 but its not working... hmmm

VikingHorde
05-09-2004, 00:19
Quote[/b] (King Azzole @ May 08 2004,22:33)]Ok i tried using the new music on another mods startpos file and set it to 3 but its not working... hmmm
Have you tryed many battles to see if the music plays? It is set up like VI, sometimes play original music other times VI music. Sadly, the playlist is set up so that the XL music dosn't play as often as it should, but it will be corrected in the next version of the game.
The mod has to be installed first, then the music pack and last the music update.

The next version (1.3) will allso have more hero's and more names for the faction. Future music updates will be included in the mod. This means that the music pack has to be installed first, then the mod and last music update.

I have allso been thinking about changing the maps, make new unit and removing land briges, but this will be in a much later mod. I have just started learning how to change the maps and provinces, so it will take some time. I have never made any units, but there are good guides out there. I don't want to copy units from other mods, but want to make them my self (or team up with someone). It's to easy to just copy units from other mods (maybe it's just pride).

King Azzole
05-09-2004, 03:07
OK thanks. I was wondering if its possible to just install the music itself? As long as you add teh playlist file shouldnt it work correctly? Once you set faction music to 3 that is.

VikingHorde
05-09-2004, 16:29
Quote[/b] (King Azzole @ May 09 2004,04:07)]OK thanks. I was wondering if its possible to just install the music itself? As long as you add teh playlist file shouldnt it work correctly? Once you set faction music to 3 that is.
I think so, but have not tryed it.

VikingHorde
05-14-2004, 22:59
I have started working on a improved map for the mod. Im thinking of adding estonia, devide sweden ind two (giving denmark it's part), deviding kiev and khazar, and allso divide Poland into more provinces. Any advice?

I have allso been working on removing all landbriges, adding names and making research on new units. The next version will have a lot of improvements to gameplay.

My original goals with the Mod is (more or less) completed, so now I have set new goals as you can see http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

VikingHorde
05-18-2004, 18:51
I have added the first two provinces now after a hard start. The provinces I have added are Estonia and Scania (southen part of Sweden). It works without problems, so im going add more the next days.

Having Estonia on the map is good, becouse I then can give the Teutonic knights Livonia in late period. Scania is a very wealthy province in Denmark, but very small. Both province (scania and estonia) are the same size as swiss or genoa.

The next provinces I will add is Algarve (portugal) and a new province south of kiew. This will connect all the cuman provinces.

http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

King Azzole
05-21-2004, 21:11
hey Horde, I was wondering if you could help with custom sound in the game since you added such nice sounds so far. First I want to tell you your XL TENSION never plays for some reason :( Its a very nice tension song but it never goes off. Ive tried to add a new sound space and its all screwy. I get your mobilization sometimes but never the ones I added. Also my battle songs never play, only viking and euro for some reason... Heres what ive done maybe you can help? Thanks in advance.



// These must be in the correct order - init, moving, fighting, win, lose
// there are 3 different types of style in used, and 3 custom ones
// you can have up to 6 track for each slot the number is how many time to repeat each track
// use , 0 to terminate the list if there are fewer
// NOTE there is no error checking in reading this file, get it right or else

// BGMP_INIT
// muslim
Arab Tension 1, 0,
Arab Tension 2, 0,
Arab Tension 3, 0,
, 0
// christian
Euro Tension 1, 0,
Euro Tension 2, 0,
Euro Tension 3, 0,
, 0
// Viking
Viking Tension, 0,
Viking Tension, 0,
Euro Tension 1, 0,
Euro Tension 2, 0,
Euro Tension 3, 0,
, 0
// XL
XL TENSION, 0,
Euro Tension 1, 0,
Euro Tension 2, 0,
Euro Tension 3, 0,
, 0
// NEW
XL TENSION, 0,
, 0
// custom 1 and 2
, 0
, 0

// BGMP_MOVING
// muslim
Arab Mobilize 1, 0,
Arab Mobilize 2, 0,
Arab Mobilize 3, 0,
, 0
// christian
Euro Mobilize 1, 0,
Euro Mobilize 2, 0,
Euro Mobilize 3, 0,
, 0
// Viking
Viking Mobilize 1, 0,
Viking Mobilize 1, 0,
Viking Mobilize 1, 0,
Euro Mobilize 1, 0,
Euro Mobilize 2, 0,
, 0
// XL
XL MOBILIZE 1, 0,
Euro Mobilize 1, 0,
Euro Mobilize 2, 0,
, 0
// NEW
March, 0,
, 0
// custom 1 and 2
, 0
, 0

// BGMP_FIGHTING
// muslim
Arab Battle 1, 0,
Arab Battle 2, 0,
Arab Battle 3, 0,
, 0
// christian
Euro Battle 1, 0,
Euro Battle 2, 0,
Euro Battle 3, 0,
, 0
// Viking
Viking Battle 1, 0,
Viking Battle 1, 0,
Euro Battle 1, 0,
Euro Battle 2, 0,
Euro Battle 3, 0,
, 0
// XL
XL BATTLE 1, 0,
Euro Battle 1, 0,
Euro Battle 2, 0,
Euro Battle 3, 0,
, 0
// NEW
Battle1, 0,
Battle2, 0,
, 0
// custom 1 and 2
, 0
, 0

// BGMP_WIN
// muslim
Arab Win 1, 0,
, 0
// christian
Euro Win 1, 0,
, 0
// Viking
Viking Win 1, 0,
, 0
// XL
Euro Win 1, 0,
, 0
// NEW
Viking Win 1, 0,
, 0
// custom 1,2 and 3
, 0
, 0

// BGMP_LOSE
// muslim
Arab Lose 1, 0,
, 0
// christian
Euro Lose 1, 0,
, 0
// Viking
Viking Lose 1, 0,
, 0
// XL
Euro Lose 1, 0,
, 0
// NEW
Viking Lose 1, 0,
, 0
// custom 1,2 and 3
, 0
, 0

VikingHorde
05-21-2004, 22:35
I think it has to look like this:

// BGMP_INIT
// muslim
Arab Tension 1, 0,
Arab Tension 2, 0,
Arab Tension 3, 0,
, 0
// christian
Euro Tension 1, 0,
Euro Tension 2, 0,
Euro Tension 3, 0,
, 0
// Viking
Viking Tension, 0,
Viking Tension, 0,
Euro Tension 1, 0,
Euro Tension 2, 0,
Euro Tension 3, 0,
, 0
// XL
XL TENSION, 0,
Euro Tension 1, 0,
Euro Tension 2, 0,
Euro Tension 3, 0,
, 0
// NEW
XL TENSION, 0,
Euro Tension 1, 0,
Euro Tension 2, 0,
Euro Tension 3, 0,
, 0
// custom 1
, 0

// BGMP_MOVING
// muslim
Arab Mobilize 1, 0,
Arab Mobilize 2, 0,
Arab Mobilize 3, 0,
, 0
// christian
Euro Mobilize 1, 0,
Euro Mobilize 2, 0,
Euro Mobilize 3, 0,
, 0
// Viking
Viking Mobilize 1, 0,
Viking Mobilize 1, 0,
Viking Mobilize 1, 0,
Euro Mobilize 1, 0,
Euro Mobilize 2, 0,
, 0
// XL
XL MOBILIZE 1, 0,
Euro Mobilize 1, 0,
Euro Mobilize 2, 0,
, 0
// NEW
March, 0,
Euro Mobilize 1, 0,
Euro Mobilize 2, 0,
, 0
// custom 1
, 0

// BGMP_FIGHTING
// muslim
Arab Battle 1, 0,
Arab Battle 2, 0,
Arab Battle 3, 0,
, 0
// christian
Euro Battle 1, 0,
Euro Battle 2, 0,
Euro Battle 3, 0,
, 0
// Viking
Viking Battle 1, 0,
Viking Battle 1, 0,
Euro Battle 1, 0,
Euro Battle 2, 0,
Euro Battle 3, 0,
, 0
// XL
XL BATTLE 1, 0,
Euro Battle 1, 0,
Euro Battle 2, 0,
Euro Battle 3, 0,
, 0
// NEW
Battle1, 0,
Battle2, 0,
Euro Battle 1, 0,
Euro Battle 2, 0,
Euro Battle 3, 0,
, 0
// custom 1
, 0

// BGMP_WIN
// muslim
Arab Win 1, 0,
, 0
// christian
Euro Win 1, 0,
, 0
// Viking
Viking Win 1, 0,
, 0
// XL
Euro Win 1, 0,
, 0
// NEW
Viking Win 1, 0,
, 0
// custom 1,2 and 3
, 0

// BGMP_LOSE
// muslim
Arab Lose 1, 0,
, 0
// christian
Euro Lose 1, 0,
, 0
// Viking
Viking Lose 1, 0,
, 0
// XL
Euro Lose 1, 0,
, 0
// NEW
Viking Lose 1, 0,
, 0
// custom 1
, 0

There were to meny , 0 . If you look at the descipsion, each list ends with it and the max is 6 (3 original, 3 custom. Take a look at this:

// BGMP_LOSE
// muslim
Arab Lose 1, 0,
, 0 Number 1
// christian
Euro Lose 1, 0,
, 0 Number 2
// Viking
Viking Lose 1, 0,
, 0 Number 3
// XL
Euro Lose 1, 0,
, 0 Number 4
// NEW
Viking Lose 1, 0,
, 0 Number 5
// custom 1
, 0 Number 6

Any more than 6 means problems.

VikingHorde
05-23-2004, 20:16
I have just finished the 4. province last night, so im making good progress.

I have now added:
Scania (All the Danish parts of southen Sweden)
Estonia (Small province, but makes the map more realistic)
Algarve (the southen half of Portugal)
Levidia (Southen part of Kiev + some of Khazan)

Next provinces:
Moscowy will be devided in two
Novgorod will be devided in two
Khazan will be devided in two
Last province ?

http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

VikingHorde
05-26-2004, 16:48
I have just uploaded an update for my mod. It fixes a problem with Chivalric Knights and Gendarmes when playing one of the new factions. The update is on page one..

http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

Ellesthyan
05-28-2004, 21:24
...Why Muscovy and Novgorod divided when there are a dozens far more interesting places in Europe? If you are dividing large provinces you really should take a look at Iberia and especially at Castile and Cordoba...

VikingHorde
05-28-2004, 22:40
Quote[/b] (Ellesthyan @ May 28 2004,22:24)]...Why Muscovy and Novgorod divided when there are a dozens far more interesting places in Europe? If you are dividing large provinces you really should take a look at Iberia and especially at Castile and Cordoba...
Maybe I will. I'm having a hard time deviding Muscovy and Novgorod, but Khazan went well. I know that Poland will be devided to now, to big IMO. I agree about Cordoba, it's allso to big.

I will try to get the map done this weekend so that I can start doing the names other edits. The last thing I will add before release are units, lots of them I hope.

The next mod will come in two versions. A small and big version. The small one is for people with slow modems, not having music and new background map. The big one will have music and backgrund map (maybe more).

http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

VikingHorde
06-01-2004, 11:38
I have added two new provinces this weekend, Lesser Khazan and Great Poland.

Poland is devided in to Great Poland and Little Poland, giving them some exstra strenth.

Lesser Khazan will be a cuman province and khazan (the other half) will be rebel. The cuman provinces now look correct IMO.

alman9898
06-05-2004, 04:15
I'll download this mod when the release with the new provinces is out. http://www.totalwar.org/forum/non-cgi/emoticons/gc-yes.gif

VikingHorde
06-05-2004, 17:04
Quote[/b] (alman9898 @ June 05 2004,05:15)]I'll download this mod when the release with the new provinces is out. http://www.totalwar.org/forum/non-cgi/emoticons/gc-yes.gif
It will be some time before I will release the new version, but the old one is allso good. I want to add lots of new units, new provinces and other stuff before I send it out.
http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

PS: the downloade links are on page one

alman9898
06-06-2004, 18:57
the DL doesn't work..

VikingHorde
06-06-2004, 21:32
Quote[/b] (alman9898 @ June 06 2004,19:57)]the DL doesn't work..
I have just checked them and they work fine. You need to click on the links on page one and you will get a new page (3ddownloads). There you can get the mod. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

Renton
06-07-2004, 02:42
Is it just me, or do the 3d Downloads not actually download? I'm looking forward to trying this mod, but I've been waiting in line for almost two hours now, when the wait was only supposed to be 17 minutes, which still says 17 minutes.

Is there something else I should be doing?

VikingHorde
06-07-2004, 12:49
It could be a computer problem. Some of my friends computers can't download from there after their computer was infected by a virus. I will try and downloade the mods later today to check for problems. If I find a problem, I'll let Tosa know.

Renton
06-07-2004, 15:19
Well, I seem to have gotten it to work. For some reason I had to manually refresh the queue with CTRL+F5 and that seems to have done the trick. Really looking forward to playing it

VikingHorde
06-07-2004, 16:23
Quote[/b] (Renton @ June 07 2004,16:19)]Well, I seem to have gotten it to work. For some reason I had to manually refresh the queue with CTRL+F5 and that seems to have done the trick. Really looking forward to playing it
Im glad you can download it. Have just made a test downloade and all worked perfectly. I have done a lot to make the mod have the same standard as the original game, so I think you will like the mod.

In a mounth or so the new version will be completed with lots of new units. Things are looking good, becouse im getting a lot of work done and I have allso found out how to make the units.
http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

PseRamesses
06-09-2004, 11:27
Quote[/b] (VikingHorde @ May 23 2004,14:16)]I have now added:
Scania (All the Danish parts of southen Sweden)
Estonia (Small province, but makes the map more realistic)
Algarve (the southen half of Portugal)
Levidia (Southen part of Kiev + some of Khazan)

Next provinces:
Moscowy will be devided in two
Novgorod will be devided in two
Khazan will be devided in two
Last province ?

http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
Well, being a Swede I must insist on creating the island of Gotland as the last province. Historically it played a significant role through the viking and medieval ages with rich trade and it would add good gameplay to the area.

IMHO Algarve isn´t as important as dividing Cordoba. I remember the discussions going pretty hot on this issue when it was decided which new provs to add in Wes MedMod, he he I agree that Novgorod and Muscowy isn´t that important to devide as others like Provence, Greece, Syria etc.

Have you unlocked the Sahara province?

Great that you divided Poland and especially Khazar - Coastal and inland part?

VikingHorde
06-09-2004, 12:27
Quote[/b] (PseRamesses @ June 09 2004,12:27)]Well, being a Swede I must insist on creating the island of Gotland as the last province. Historically it played a significant role through the viking and medieval ages with rich trade and it would add good gameplay to the area.

IMHO Algarve isn´t as important as dividing Cordoba. I remember the discussions going pretty hot on this issue when it was decided which new provs to add in Wes MedMod, he he I agree that Novgorod and Muscowy isn´t that important to devide as others like Provence, Greece, Syria etc.

Have you unlocked the Sahara province?

Great that you divided Poland and especially Khazar - Coastal and inland part?
Im having a hard time adding Gotland, getting a lot of grey hair of it http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif . I will soon give it another try.

Cordoba might be a good province to add, being rather big. I have 2 provinces left, but have not removed any of the old provinces. I don't know if there are any that I should remove, maybe swiss. I don't want to remove any islands, becouse they IMO is a vital part of the game. Im open to ideas..

Sahara has not been unlocked and will not be. There are better use of provinces IMO.
EDIT: Removing Sahara givers me one extra province so that I now can add a total of 3 more provinces.

Khazar has been devided into a Coastal Khazar (lesser khazar) and inland Khazar (Khazar).

I will send you the maps that I got. They are fully playable, but still needs to be editted before release.

http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

-Amon-
06-10-2004, 09:40
i wonder that is there another server except 3D downloads which i can download mod?

VikingHorde
06-10-2004, 11:15
Quote[/b] (-Amon- @ June 10 2004,10:40)]i wonder that is there another server except 3D downloads which i can download mod?
Right now theres only this server. I don't like 3D downloads, but can't find any other place to put it. If someone knows a good server to place the mod, please write. Im probely going to have problems with the next version, becouse it will be larger than 100 Mb. I will make a small version to, but it's hard to find enogth server space.

-Amon-
06-12-2004, 14:35
Quote[/b] (VikingHorde @ June 10 2004,05:15)]
Quote[/b] (-Amon- @ June 10 2004,10:40)]i wonder that is there another server except 3D downloads which i can download mod?
Right now theres only this server. I don't like 3D downloads, but can't find any other place to put it. If someone knows a good server to place the mod, please write. Im probely going to have problems with the next version, becouse it will be larger than 100 Mb. I will make a small version to, but it's hard to find enogth server space.
it's too hard downloading from 3D downloads with 56K connection..

I tried to download with DA but resume was not supported http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif


i will find another way..i want to play your mod..

VikingHorde
06-12-2004, 15:56
Quote[/b] (-Amon- @ June 12 2004,15:35)]it's too hard downloading from 3D downloads with 56K connection..

I tried to download with DA but resume was not supported http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif


i will find another way..i want to play your mod..
Thats why Im going to make 2 versions of my next version. The small version will be about 16 Mb I think, packed with a new install program. It will make the install more easy and help those with 56K connections. The big version will include the mod, music and new background map (very big). The big version will be about 100 Mb, but it will look great and be easy to install.

New Features of version 2.0:
- New map with 8 more provinces (maybe more).
- New factions added: Bohemians, Burgundians, Hospitaller Order, Irish, and Norwegians.
- New units (The scots, Armenians, Bulgarians, Serbs will change a lot, getting a new unit tree)
- Better game ballance

Lots of new stuff http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

EDIT: If anyone has problems with downloading from 3d downloads, please read here:

http://www.totalwar.org/cgi-bin....;t=6215 (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=15;t=6215)

SpetzNatz
06-17-2004, 11:40
Good idea with Bohemians. I'm offering my help. But keep in mind, that on Holidays I will be able to be on-line only through modem and not so often. You can send me some files to v.pelcak@post.cz and spearhead@seznam.cz . Only limitations are 1,5 MB size of single mail and 10 MB of free space in each mailbox. Bye.

VikingHorde
06-17-2004, 18:35
Quote[/b] (SpetzNatz @ June 17 2004,12:40)]Good idea with Bohemians. I'm offering my help. But keep in mind, that on Holidays I will be able to be on-line only through modem and not so often. You can send me some files to v.pelcak@post.cz and spearhead@seznam.cz . Only limitations are 1,5 MB size of single mail and 10 MB of free space in each mailbox. Bye.
Sounds good. My new faction shields (GA's to) are allmost done, the map allso. I could realy use some info on unit (incl. stats and unit names) and bohemian names for generals + kings. Maybe some other stuff like unit info pics or something.. http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

Earl of Sandwich
06-18-2004, 03:45
I have a question. Is this mod good?
More specifically, is it as good as BKB's mod? Better? What is the key difference between the two?

Magraev
06-18-2004, 08:36
This mod sounds very interesting.

Dividing the east into more provinces will help make it more interesting, and I agree, that Cordoba is way to big (maybe make toledo the new province?). I'm glad to hear (well - read...) that you're removing the land-bridges as well.

As A dane I'm naturally glad to see Skåne, Halland and Blekinge back in danish hands too...

Does the mod keep a proper power-balance? The ekstra provinces could give some factions a sizeable advantage?

Last: When does the big mod with a new map come out, and will it be add-on as well or will it overwrite the existing install ? (that's what stopped me from playing wesmod)

VikingHorde
06-18-2004, 14:48
Quote[/b] ]I have a question. Is this mod good?
More specifically, is it as good as BKB's mod? Better? What is the key difference between the two?

IMO it's a good mod and people who plays it like it to.
I don't know if it's better/worse than BKB's mod, becouse I have not played it.
Key difference, thats a hard one. My mod has another faction setup (other facions), GA mode (can't remember if BKB's has that), new music and another graphics design (new menu, GA/Prebattle shields, other faction shields). BKB's mod has new units and map, something my mod will have in the future. That will make the two mod's even more different. Danes don't look at history the same way as the english http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif


Quote[/b] ]Does the mod keep a proper power-balance? The ekstra provinces could give some factions a sizeable advantage?

Im trying to make the power-balance as good as possible so that no faction will be overpowered. Untill now it look very good IMO.


Quote[/b] ]As A dane I'm naturally glad to see Skåne, Halland and Blekinge back in danish hands too...

It's something that allso has been bugging me, but it looks correct now http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif


Quote[/b] ]Last: When does the big mod with a new map come out, and will it be add-on as well or will it overwrite the existing install ? (that's what stopped me from playing wesmod)

Im trying to to make it a addon, but will maybe have size problems in MB, it I make it a addon. The 1.2 version is a addon and I hope that the 2.0 allso will be one. If it becomes an overwrite, then I'll make the mod so that you can play the old game, but with a new map.

EDIT: Info about the mod (factions ect.) and downloade links are on page 1

VikingHorde
06-19-2004, 23:58
A little update
OK, I have just finished all the shields for the new factions (Bohemia, Norway, Hospitaller, Burgundy and Irish). Allso, the new unit stats have been finished.

The map needs a little work, but I hope to get some work done this weekend. I need to add lots of more units, have added 15-20 new ones. Factions allso needs to be ballanced.

http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

SpetzNatz
06-21-2004, 11:22
Quote[/b] (VikingHorde @ June 17 2004,12:35)]
Quote[/b] (SpetzNatz @ June 17 2004,12:40)]Good idea with Bohemians. I'm offering my help. But keep in mind, that on Holidays I will be able to be on-line only through modem and not so often. You can send me some files to v.pelcak@post.cz and spearhead@seznam.cz . Only limitations are 1,5 MB size of single mail and 10 MB of free space in each mailbox. Bye.
Sounds good. My new faction shields (GA's to) are allmost done, the map allso. I could realy use some info on unit (incl. stats and unit names) and bohemian names for generals + kings. Maybe some other stuff like unit info pics or something.. http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
I've found, website about Bohemian kings, so I'll be able to send you very accurate info about this, I've also made gameend for bohemian faction, so this is as good as done as well as names shall be done, but I haven't many ideas about Units, sorry. Bye.

BTW, could you add Moravia to Bohemians. It's eastern (slightly smaller) part of Bohemian province, just separate it like this / slash.

VikingHorde
06-21-2004, 16:44
Quote[/b] ]I've found, website about Bohemian kings, so I'll be able to send you very accurate info about this, I've also made gameend for bohemian faction, so this is as good as done as well as names shall be done, but I haven't many ideas about Units, sorry. Bye.

Great, thanks for the help


Quote[/b] ]BTW, could you add Moravia to Bohemians. It's eastern (slightly smaller) part of Bohemian province, just separate it like this / slash.

Are you thinking about adding a new province? It be a problem, becouse I have used allmost all the free provinces.

PseRamesses
06-21-2004, 19:56
Quote[/b] (Earl of Sandwich @ June 17 2004,21:45)]I have a question. Is this mod good?
More specifically, is it as good as BKB's mod? Better? What is the key difference between the two?
IMHO I think VH has done a very good mod. It´s not a complete re-work like MM but I do like all the new factions. The only changes I´ve done is change the faction behaviour and taken away the landbridges which IMO get the game even better. Try it you won´t be dissapointed.

VikingHorde
06-22-2004, 17:31
Quote[/b] (PseRamesses @ June 21 2004,20:56)]IMHO I think VH has done a very good mod. It´s not a complete re-work like MM but I do like all the new factions. The only changes I´ve done is change the faction behaviour and taken away the landbridges which IMO get the game even better. Try it you won´t be dissapointed.
Thanks Pse, you have allways been very helpfull with good info on making the mod better. I think you will like the next version of the mod. It has changed faction behaviour and removed landbriges + lots of other stuff. I will try and post some pics later as a little preview.

http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

fear509
06-23-2004, 04:11
I Downloaded all 4 parts of your mod that where available on the start of the thread, should I just extract them into the medieval folder or is their some thing else I should do. (and does it affect the original game)

VikingHorde
06-23-2004, 08:54
Quote[/b] (fear509 @ June 23 2004,05:11)]I Downloaded all 4 parts of your mod that where available on the start of the thread, should I just extract them into the medieval folder or is their some thing else I should do. (and does it affect the original game)
There are proberly a folder called Medieval - total war inside your MTW folder. The music pack zip-file has a lot of selfextracting rar* files inside, so you need to unzip the musicpack first, then unpack the rar files. Rar is a better packing program, so it means less mb to download.

* (rar is another packing program, a little like zip)

Installation Order with music:
VH_MTW_XL_MusicPack.zip (rar files inside, needs to be unpacked)
VH_MTW_XL_MOD12.zip
VH_MTW_XL_MusicPack12update.exe
VH_MTW_XL_Mod12fix.exe

VikingHorde
06-23-2004, 16:25
A little preview of the new mod. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

http://www.legiontotalwar.com/forums/uploads/post-21-1088003153.jpg
Algarve, a little something for the portuguise to fight for http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

http://www.legiontotalwar.com/forums/uploads/post-21-1088003215.jpg
The province Scania was a part of Denmark and the Swedish wanted it very badly.

http://www.legiontotalwar.com/forums/uploads/post-21-1088003305.jpg
I did not like the size of Khazar, just too big. The map looks more correct now IMO.

http://www.legiontotalwar.com/forums/uploads/post-21-1088003381.jpg
By making the province Estonia, the Teutonic Order can get Livonia. The danes only had Estonia, but not Livonia. Denmark later sold Estonia to the Order, but thats another story http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

http://www.legiontotalwar.com/forums/uploads/post-21-1088003506.jpg
One of the cool GA shields that Solo made for the mod. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

VikingHorde
06-26-2004, 15:47
Some more pics
http://www.legiontotalwar.com/forums/uploads/post-21-1088260445.jpg
Poland is devided in two

http://www.legiontotalwar.com/forums/uploads/post-21-1088260606.jpg
Teutonic Footknights in action

http://www.legiontotalwar.com/forums/uploads/post-21-1088260713.jpg
New Serbian heavy cav

http://www.legiontotalwar.com/forums/uploads/post-21-1088260820.jpg
Scottish medium cav

Armchair Athlete
06-26-2004, 15:59
Great work VH, I love your mod especially for the fact that GA are playable http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif Just one question though, with the new version, will there be any changes to the way GA points are scored for very small factions (such as the Scottish), The larger factions with many homelands have it quite easy to win using GA but with factions that have a single homeland province (Which usually only scores 5 points or so per count) it is very difficult, as you have to get the maximum 32 points from conquest to stand a chance at winning as well as wiping out/creating civil war with all those larger factions with homelands, and to achieve this means conquering nearly the entire map anyway, I just think that the smaller factions should get maybe 10 or so points for their single province homeland and quite high conquest rewards (such as two-three per province) so you don't have to take over half the map to win.

VikingHorde
06-26-2004, 16:21
Quote[/b] (Armchair Athlete @ June 26 2004,16:59)]Great work VH, I love your mod especially for the fact that GA are playable http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif Just one question though, with the new version, will there be any changes to the way GA points are scored for very small factions (such as the Scottish), The larger factions with many homelands have it quite easy to win using GA but with factions that have a single homeland province (Which usually only scores 5 points or so per count) it is very difficult, as you have to get the maximum 32 points from conquest to stand a chance at winning as well as wiping out/creating civil war with all those larger factions with homelands, and to achieve this means conquering nearly the entire map anyway, I just think that the smaller factions should get maybe 10 or so points for their single province homeland and quite high conquest rewards (such as two-three per province) so you don't have to take over half the map to win.
Thanks There are maybe some factions that needs to get higher GA point count, so i'll take a look at them. Im happy to say that GA-mode will allso be included in the new version 2.0 with the new provinces. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

tombom
06-26-2004, 18:01
Looks brilliant VH, the only trouble is I won't be able to download the full version because I have 56k. http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

VikingHorde
06-26-2004, 22:07
Quote[/b] (tombom @ June 26 2004,19:01)]Looks brilliant VH, the only trouble is I won't be able to download the full version because I have 56k. http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
Hmm, how big a file is the max for you to downloade? Im going to make a small version and a big version, both with autoinstall. The small version will not have an updated background map with the new province names, no new music and other trimming. This should make the mod much smaller.

The XL mod 2.0 will probely be an overwrite mod, becouse a lot of files needs to be included if it should be an addon(battlemaps, portrates, lots of pics). The big mod will be about 100 mb as a overwrite, but as an addon it will be about 250 mb What I think i'll do, is make the old game have the new provinces included. I hope people kan live with that. http://www.totalwar.org/forum/non-cgi/emoticons/ceasarno.gif http://www.totalwar.org/forum/non-cgi/emoticons/ceasaryes.gif

tombom
06-27-2004, 11:04
Make it an overwrite then. 250mb is just too big. With 3d downloads, probably the most I can download is 50mb -if I'm lucky.

VikingHorde
06-27-2004, 15:58
Quote[/b] (tombom @ June 27 2004,12:04)]Make it an overwrite then. 250mb is just too big. With 3d downloads, probably the most I can download is 50mb -if I'm lucky.
OK, a small overwrite version will be about 16Mb, so it will be ok.

kgasuns
06-30-2004, 22:02
Great MOD http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

Although I can't comment Your version 2.0, neither say what there should be or not, I would only like to express my opinion about some things.

Dismount option should be commonly accessible to most of cavaleries not only in sieges.

I am more concerned about pagan Lithuanians, but this could also be a case with other non-catholic factions. There should be some kind of swordsmen (or macemen) Russians have Druzhina cavalry, that can be turned into feudal swordsmen (which is, I think, a bit of disbalance). It is very problematic to define something as certain as feudal men-at-arms etc. for catholics, but having just spearmen is too disbalanced.

I also know for sure that historically Lithuanians had access to steppe cavalries. There are still peoples of steppes - Karaim and Tatars living in Lithuania, whose ancestors were brought to Lithuania by Great Duke Vitautas.

I also do not understand, why Lithuanian faction does not have an access to Bulgarian brigands. Bulgarians are yet another steppe people.

Province of Lithuania could be divided, since the size it has in Total War was acquired in certain perion, but in pagan period it would be exaggarated to place all this land under Lithuanian kings' influence.

AI, AI, AI - whatever You do to balance the sides, do balance AI - it just risks too little (at least to attack me) I have played Danes a lot of times and constantly left my beginning provinces empty for massive attacks on Eastern coast of Baltic sea, but HRE never attacked. May be it was not worth attacking another catholic faction, but there were similar situations also when I played non-catholic factions.
AI is also not very good in improving its provinces and armies - what can it do against my army production machine, when I produce several high quality units (usually with a lot of improvements) per turn, but they have just few for the whole game).
As 2.0 is probably going to become a overwrite version, please, include as many AI changes, making it harder, as possible.

Your mod rules http://www.totalwar.org/forum/non-cgi/emoticons/barrel.gif

dimitrios the samian
07-01-2004, 12:25
Gooday Viking Horde ,firstly I must say Ive been silently following the progress of your Mod and looking forward to it as well .
Ok , just elaborating/deviating slightly on the point brought up by tombom , when released could I buy/donate the funds required to you , and have a full 250Mb disc sent to me ?.....
http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

Magraev
07-01-2004, 12:30
It looks great - is there a timeframe?

The screenshots were very very nice. Just a little question. Is Great and Little Poland based on historic names. If not then maybe Upper and Lower would be better? At least change Little to Lesser (and maybe Great to Greater).

Wow - lots of exclamationmarks in that post :p

PseRamesses
07-01-2004, 13:31
VH,
Regarding the division of Poland I´ve two names for you although they don´t exactly match the borders you´re using.
The one to the NW could be named Poznan and the one to the SW Wielkopolska. Now, if my memory is not failing me Warsaw is in the later one which means that my name-suggestion isn´t entierly correct.
I recall sending you a European map a while back. In that one you´ll see what I´m aiming at.

Eastside Character
07-01-2004, 14:04
Quote[/b] (VikingHorde @ June 26 2004,09:47)]Some more pics
http://www.legiontotalwar.com/forums/uploads/post-21-1088260445.jpg
Poland is devided in two
If I may interfere:

This division in fine. The names are also quite good. It'd be better to name the two provinces Greater Poland and Lesser Poland tho (or in case you want to use original names they're respecively Wielkopolska and Malopolska). Lesser Poland was generally more important and there was the capital (of Polish state I mean) - Krakow. In the medieval period there was no Warsaw yet, it became a town somewhere in the renaissance period. A capital for Greater Poland should be probably Poznan and be located more to the west. However if you don't want to move the capital of Greater Poland from where it is, it should be named Plock (tho it was really a capital of Mazovia provinvce, but since there's no Mazovia...). Anyway that was a word from a Pole, you do what you want with it.

Regards,
EC

PseRamesses
07-01-2004, 16:40
I was hoping you´d answer EC since I know you got the facts straight when it comes to Polish history. Good luck with the XVI-XVII mod and sorry you had to leave us.

VikingHorde
07-01-2004, 17:36
Quote[/b] (Eastside Character @ July 01 2004,15:04)]If I may interfere:

This division in fine. The names are also quite good. It'd be better to name the two provinces Greater Poland and Lesser Poland tho (or in case you want to use original names they're respecively Wielkopolska and Malopolska). Lesser Poland was generally more important and there was the capital (of Polish state I mean) - Krakow. In the medieval period there was no Warsaw yet, it became a town somewhere in the renaissance period. A capital for Greater Poland should be probably Poznan and be located more to the west. However if you don't want to move the capital of Greater Poland from where it is, it should be named Plock (tho it was really a capital of Mazovia provinvce, but since there's no Mazovia...). Anyway that was a word from a Pole, you do what you want with it.

Regards,
EC
Thanks for the info EC, I will make the corrections. I will allso move the castle (just need to find my map on the HD).

http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Dextarious
07-02-2004, 10:09
I was never aware that the MTW community was so active, and I had just checked this forum out by chance... Luckily I found your scenario, which is simply great; it adds more depth and creates a more challenging gaming experience.

I was wondering when you had plans to release your 2.0 Version?

Btw, if you need help on provences, bounderies, and nations I have a mapping program that has a historicle compilation of medieval borders in a month by month basis.

PseRamesses
07-02-2004, 16:06
Quote[/b] (Dextarious @ July 02 2004,04:09)]Btw, if you need help on provences, bounderies, and nations I have a mapping program that has a historicle compilation of medieval borders in a month by month basis.
Wow How far back does it go?

Dextarious
07-02-2004, 19:22
It starts at 1000 A.D. and ends at 1996

It's a program called Centennia

PseRamesses
07-02-2004, 19:34
Quote[/b] (Dextarious @ July 02 2004,13:22)]It starts at 1000 A.D. and ends at 1996. It's a program called Centennia.
Do you have a link to it. Is it commercial, shareware, freeware or...?

VikingHorde
07-02-2004, 19:46
Quote[/b] (Dextarious @ July 02 2004,11:09)]I was never aware that the MTW community was so active, and I had just checked this forum out by chance... Luckily I found your scenario, which is simply great; it adds more depth and creates a more challenging gaming experience.

I was wondering when you had plans to release your 2.0 Version?

Btw, if you need help on provences, bounderies, and nations I have a mapping program that has a historicle compilation of medieval borders in a month by month basis.
It's a cool little program you got there, very good. I could use maps of europe in the start of early(1087), high(1205) and late period(1320). My map is allmost done, only need to add one province but have taken a break from mapmaking and made some units.
I hope to complete the mod in 1½ week or so, becouse most of the mod is finished (most of the work is adding new units). Im allmost done adding new units for the serbs, so they will get 3 new units (maybe 4). The scots are allso allmost done. The byzantines have gotten a new heavy cav unit and the french will get a new FMAA unit. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

VikingHorde
07-02-2004, 19:48
Quote[/b] (Dextarious @ July 02 2004,20:22)]It starts at 1000 A.D. and ends at 1996

It's a program called Centennia
Cool, did not know that kind of program were made. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

Dextarious
07-02-2004, 19:56
Well, its a program that costs $100 Dollars http://www.clockwk.com/

I got it for free though, you see where it says (Download Napoleonic Trial), I clicked on that and instead of the trial version, I recieved the full version, it was of course by accident and they realized it within a couple of days.

Heres an image of when the Tuetons first graced the stage, and the year that the mongols destroyed Russia.
You may want to give Tuetons Livonia, considering they had it through the bulk of their being, it was passed onto them by the previous knights of the sword, another German crusading expedition.

http://i.domaindlx.com/dexbwv/1237Europe.bmp

Dextarious
07-02-2004, 19:59
My image hosting seems to be down, heres a link, http://i.domaindlx.com/dexbwv/1237Europe.bmp

VikingHorde
07-02-2004, 21:03
Quote[/b] (Dextarious @ July 02 2004,20:59)]My image hosting seems to be down, heres a link, http://i.domaindlx.com/dexbwv/1237Europe.bmp
Ok, I have just given the program a try and it's great. Thanks for the help, it's very usefull http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif

Dextarious
07-03-2004, 07:37
It says in the file readme, that the Teutons, and the Crusaders are new added nations, yet I dont see them as selectable, nor do I see them in game, would you have any idea why?

Speiz_Bankurt
07-03-2004, 12:32
Can I install this mod when I already have BKB's super mod installed? Or won't the two go together?

Sorry if this is a stupid question but I really don't know.

kgasuns
07-03-2004, 15:09
Once again - great mod

The point about giving Livonia to Teutonic order is quite right. At least since 1236 when Brethren of the Sword order suffered heavy casualties in the battle of Saule (still not known where the place exactly was - in Latvia or Lithuania) and had to join with Teutonic order. Thus becoming a branch of the latter called Livonian order.

Although on the other hand factually Livonia and the Livonian order were independent political units.

The choice is Yours, but I would say, that for the sake of gameplay Livonia should be made province of Teutonic order.

Kaspars

VikingHorde
07-03-2004, 18:07
Quote[/b] ]It says in the file readme, that the Teutons, and the Crusaders are new added nations, yet I dont see them as selectable, nor do I see them in game, would you have any idea why?
The crusaders and teutonic order can only be played in High and late period, so that proberly it (I hope).


Quote[/b] ]Can I install this mod when I already have BKB's super mod installed? Or won't the two go together?

Sorry if this is a stupid question but I really don't know.

I don't think they can, becouse they share a lot of files. These files will be overwriten.


Quote[/b] ]Once again - great mod

The point about giving Livonia to Teutonic order is quite right. At least since 1236 when Brethren of the Sword order suffered heavy casualties in the battle of Saule (still not known where the place exactly was - in Latvia or Lithuania) and had to join with Teutonic order. Thus becoming a branch of the latter called Livonian order.

Although on the other hand factually Livonia and the Livonian order were independent political units.

The choice is Yours, but I would say, that for the sake of gameplay Livonia should be made province of Teutonic order.

The Brethren of the Sword did not have mutch succes and became a part of the Teutonic order very early. Thats why I made them the teutonic order. I try to balance gameplay with history, so it was one of the choises I made. They have livonia in high period, livonia and prusia in late period.
Livonia was another hard choise. Lithuania can be played in all periods, but they should only be there in High and late period acording to history. Here I made the choise to have them in early period, becouse I need their raiding on other factions.

Dextarious
07-03-2004, 19:37
No, I looked in the high period as well for Teutons and Crusaders, neither were there to select, also the only campaign I see that has an XL on it is Early, the rest just say Viking, and high, for some reason there isnt even a late period to select? I've reinstalled your mod, and still nothing. It's just the Teutons and the Crusaders that do not work, is it by chance you uploaded an older version of your scenario to download recently by accident? (I downloaded it just two days ago).

MiniKiller
07-03-2004, 20:07
Looking sweet.

When this mod comes out I'm gonna try to simple add it to my current MTW (With BKB's mod) I know many (most...er all) of ayou say it cant be donebut I put BKB's in and it effected nothing else, as long as all the files are named different I see no reason why this wouldnt work just the same.

VikingHorde
07-03-2004, 20:25
Quote[/b] (Dextarious @ July 03 2004,20:37)]No, I looked in the high period as well for Teutons and Crusaders, neither were there to select, also the only campaign I see that has an XL on it is Early, the rest just say Viking, and high, for some reason there isnt even a late period to select? I've reinstalled your mod, and still nothing. It's just the Teutons and the Crusaders that do not work, is it by chance you uploaded an older version of your scenario to download recently by accident? (I downloaded it just two days ago).
It sounds odd, becouse the mod has been out for more than a mounth without any problems. You should see the mod listed as Early XL, High XL and late XL. Please check the meny again and click the meny down.

VikingHorde
07-03-2004, 20:32
Quote[/b] (MiniKiller @ July 03 2004,21:07)]Looking sweet.

When this mod comes out I'm gonna try to simple add it to my current MTW (With BKB's mod) I know many (most...er all) of ayou say it cant be donebut I put BKB's in and it effected nothing else, as long as all the files are named different I see no reason why this wouldnt work just the same.
The problem is in the names.txt file (and maybe some other ones). My mod uses other names and factions, so the mod will proberly not work with other mods installed. You could inter all the faction/names info from on BKB's mod and put it into names file of the XL mod, but it will be a lot of work. The problem get even bigger with the 2.0 version, becose the unit battle animations are changed.

MiniKiller
07-04-2004, 00:06
True true although BKB had whole new factions, colors and units etc and it doesnt effect the old campaigns at all.

i'll give it a shot and see what happens.

Dextarious
07-04-2004, 01:54
Wow, I thought that I was semi-capable of realizing things of the most basic nature, but appearantly I should not be allowed to operate a computer.

I didnt scroll down the menue's because my mind was selectivly stuck in the old setup, and I didnt even see that I could scroll down until you mentioned it.
http://www.totalwar.org/forum/non-cgi/emoticons/gc-wall.gif


After scrolling down, they magically appeared to be all there... though I was just as sad at myself as I was happy that I fixed the problem. Great scenario though, I especially like the flags/sheild additions you made, it shows the true measure of work put into the mod.

Beetlio
07-04-2004, 08:02
Quote[/b] ]I especially like the flags/sheild additions you made, it shows the true measure of work put into the mod.

I second that, the new flags and faction shields are nothing short of beautiful. Keep up the good work http://www.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif

VikingHorde
07-04-2004, 16:32
Quote[/b] ]Wow, I thought that I was semi-capable of realizing things of the most basic nature, but appearantly I should not be allowed to operate a computer.

I didnt scroll down the menue's because my mind was selectivly stuck in the old setup, and I didnt even see that I could scroll down until you mentioned it.

After scrolling down, they magically appeared to be all there... though I was just as sad at myself as I was happy that I fixed the problem. Great scenario though, I especially like the flags/sheild additions you made, it shows the true measure of work put into the mod.

lol, we all have our brain dead days http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif .


Quote[/b] ]I second that, the new flags and faction shields are nothing short of beautiful. Keep up the good work

Im happy you like the mod, but it will get better when the new units are added http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

Nautilus
07-05-2004, 00:17
Hello, first let me say this is a great mod. Is Any one else having trouble building Emissaries, I'm currently playing the Golden Horde, and I can't seem to build emisaries, I have no princesses. And everytime I build an upgrade, I can't build the things I am supossed to be able to build, because they don't show up on the building list. did I install the mod wrong or something, because I'm almost 100% sure I didn't.

fenir
07-05-2004, 12:10
VikingHorde, Nice mod, it even goes way further than mine, i am not good at graphic's.
But now if you don't mind can i pinch and use yours?

Name the northern Province Warsaw, as per historical. As mosovia is actually between Warsaw and Prussia.
It's then a compromise between Polish and German History, as Both lived there.

Southern one, is either Galicia Which has it's capital at Old Lemberg (now Lov ?)
Or I think the more older Name is Krakow after it's capital and original Polish Capital.


Khazar names,

Inner Province...Khazar

Outer Province...Khwarizm since we have those units in game?
But the whole area bleongs to Khazar Empire, which was Jewish.
Here's the kicker, That practise Judueaism, which is a form of christianity. Or the other way round, depends on where you come from.
So such a shame we can't have another religion, would be funny.

Atleast I have never been able to get one going.

Anyway, I look forward to pinching stuff from your mod, (with your permission).
So i can atleast make mine look good.


fenir

tombom
07-05-2004, 16:15
Quote[/b] (fenir @ July 05 2004,12:10)]Outer Province...Khwarizm since we have those units in game?
Khwarizm was a muslim empire in the Middle East. It was destroyed by the first mongols. So you can't really call this province Khwarizm. And if Judueaism is Jewish, then you could just use the Jewish religion. If it's not, then you could use Jewish religion tag to make Judueaism.

VikingHorde
07-05-2004, 17:02
Quote[/b] ]Hello, first let me say this is a great mod. Is Any one else having trouble building Emissaries, I'm currently playing the Golden Horde, and I can't seem to build emisaries, I have no princesses. And everytime I build an upgrade, I can't build the things I am supossed to be able to build, because they don't show up on the building list. did I install the mod wrong or something, because I'm almost 100% sure I didn't.

As the pagans, you can't build Emissaries, spyes or princesses. I will proberly add them in the 2.0 version, becouse they are good to have. I know that the mongols used spies a lot, so they are historical correct to add.


Quote[/b] ]VikingHorde, Nice mod, it even goes way further than mine, i am not good at graphic's.
But now if you don't mind can i pinch and use yours?
I have no problem with it if you use them for privat use.


Quote[/b] ]Khazar names,

Inner Province...Khazar

Outer Province...Khwarizm since we have those units in game?
But the whole area bleongs to Khazar Empire, which was Jewish.
Here's the kicker, That practise Judueaism, which is a form of christianity. Or the other way round, depends on where you come from.
So such a shame we can't have another religion, would be funny.

Atleast I have never been able to get one going.

I think the current names (Khazar and lesser Khazar) are proberly best IMHO. Khwarizm was in the Middle East, so I will keep the names for now. It could be cool with new religions, but I don't think it can be done sadly.

http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Nautilus
07-05-2004, 20:49
Oops my bad, I just assumed since there was a folder for Pagan Agents you could build them.

Is there an estimate on when 2.0 will be completed?

VikingHorde
07-05-2004, 22:13
Quote[/b] (Nautilus @ July 05 2004,21:49)]Oops my bad, I just assumed since there was a folder for Pagan Agents you could build them.

Is there an estimate on when 2.0 will be completed?
I hope to complete it after next weekend, but it could take longer. I have not found any bugs yet, but I need to do some more bug hunting. I allso need to add more units, Pagan Emissaries, spyes and stuff. http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Beetlio
07-05-2004, 23:28
Quote[/b] ]It could be cool with new religions, but I don't think it can be done sadly.


Judaism is already in the game I think, but I don't know how you would make a Jewish faction. I definitely saw some Jews turn up in late. But maybe they took this out for VI.
http://www.totalwar.org/forum/non-cgi/emoticons/gc-book2.gif

VikingHorde
07-06-2004, 18:50
Quote[/b] (Beetlio @ July 06 2004,00:28)]
Quote[/b] ]It could be cool with new religions, but I don't think it can be done sadly.


Judaism is already in the game I think, but I don't know how you would make a Jewish faction. I definitely saw some Jews turn up in late. But maybe they took this out for VI.
http://www.totalwar.org/forum/non-cgi/emoticons/gc-book2.gif
I don't know how to make new religions, so I will not add any in my mod. I have just finished adding Pagan shaman, Emissaries, spyes and assassins. They will be cool to have ingame http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

Earl of Sandwich
07-06-2004, 20:46
There was a mod a while back called Patrick's Jewish Civil Rights mod which enabled you to make a faction Jewish, although with a Muslim culture. But that doesn't really matter, since the Khazars are not a faction in this, no?

VikingHorde
07-06-2004, 23:57
Quote[/b] (Earl of Sandwich @ July 06 2004,21:46)]There was a mod a while back called Patrick's Jewish Civil Rights mod which enabled you to make a faction Jewish, although with a Muslim culture. But that doesn't really matter, since the Khazars are not a faction in this, no?
Nope, the khazars are not a faction in the game. I think they were destroyed before early period sadly. Could be cool to have other religions though.

VikingHorde
07-09-2004, 21:15
A little status on the mod 2.0 version.

The mod is basicly done, only needing to add more units. I have been bussy ajusting the GA mode with the new provinces and addind new in battle shields for units (no more white shields). The new shields change color so that they allways have the faction colors. The gamemap will not be a totaly redone map, but a improved one. I have added 9 provinces (have not removed any) and ajusted some of the old ones.

http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

The Blind King of Bohemia
07-09-2004, 23:48
Quote[/b] ]I have added 9 provinces (have not removed any) and ajusted some of the old ones.


Is that possible? I was under the impression that you could only add 8. http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif

VikingHorde
07-10-2004, 00:43
Quote[/b] (The Blind King of Bohemia @ July 10 2004,00:48)]Is that possible? I was under the impression that you could only add 8. http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
The Sahara province was inactive, so I used the place for a new province. Thats why it's 9 provinces. The Sahara has never been active in my mod, but all the the old provinces are still there (some reduced in size, some renamed).

The Blind King of Bohemia
07-10-2004, 00:44
Thanks for clearing that up. Good luck with the mod http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Despot of the English
07-10-2004, 15:12
This looks like another great mod to try out VikingHorde http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif .

One thing though, the VH_MTW_XL_Mod12fix.exe does not appear to be available from the link you have given on page 1.

VikingHorde
07-10-2004, 18:15
Quote[/b] (Despot of the English @ July 10 2004,16:12)]This looks like another great mod to try out VikingHorde http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif .

One thing though, the VH_MTW_XL_Mod12fix.exe does not appear to be available from the link you have given on page 1.
Thanks for letting me know about the link. It has now been updated and works Ok.

http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

kgasuns
07-11-2004, 17:58
I am playing Your mod all the time Just another time - it's great

Pagan diplomatic units - it is great


But pagan unit tree is problematic. From one side, it is true, that all those catholic-feudal units should not be available, but leaving pagan lithuanians without any swordsmen (or axemen or macemen) seems disbalanced. Something like Mongol Warriors for other pagan factions would be highly welcomed.

Another side of this problem is that most building improvements are senseless.


I am still worried about AI.

It badly needs improvements at least on strategic map, even more - production.

I actually really started to enjoy the mod after I added Razor AI mod to it. It fixed the production problem from the side of AI - a lot more elite or high quality troops. Also more naval troops on its side.

I am not sure if battle behavior can be changed, but this would be nice (there are some inadequate actions against my ranged defensive armies - AI engages in ranged duels when it has no chances to win and just weakens its army, letting me destroy its shock troops, until it is too late to attack).


http://www.totalwar.org/forum/non-cgi/emoticons/barrel.gif

VikingHorde
07-11-2004, 21:29
Quote[/b] ]But pagan unit tree is problematic. From one side, it is true, that all those catholic-feudal units should not be available, but leaving pagan lithuanians without any swordsmen (or axemen or macemen) seems disbalanced. Something like Mongol Warriors for other pagan factions would be highly welcomed.

Another side of this problem is that most building improvements are senseless.

I totally agree. Thats why Im going to add a lot of new units. Most new units will be given to the new factions and some of the old ones. I have allready added cuman warriors (a lot like Mongol Warriors) to help the cumans. Lithuania will allso get a new sword (or axe) unit.


Quote[/b] ]I am still worried about AI.

It badly needs improvements at least on strategic map, even more - production.

I actually really started to enjoy the mod after I added Razor AI mod to it. It fixed the production problem from the side of AI - a lot more elite or high quality troops. Also more naval troops on its side.

I have been working a lot on improving the AI and will take a look at Razor AI. Maybe I get some more ideas.


Quote[/b] ]I am not sure if battle behavior can be changed, but this would be nice (there are some inadequate actions against my ranged defensive armies - AI engages in ranged duels when it has no chances to win and just weakens its army, letting me destroy its shock troops, until it is too late to attack).

I have been looking at battles a lot and have found some ways to make things better. I just need to test it a little more.

Thanks for the info on the razor mod, it could be good stuff.

Beetlio
07-12-2004, 18:12
All of these improvements and new provinces, factions units etc sound very interesting VH. I have to say, this is probably my favorite MTW mod at the moment. Are you releasing the new version soon? If not it would be great if we could see some pics of the new units and stuff http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

VikingHorde
07-12-2004, 19:22
Quote[/b] (Beetlio @ July 12 2004,19:12)]All of these improvements and new provinces, factions units etc sound very interesting VH. I have to say, this is probably my favorite MTW mod at the moment. Are you releasing the new version soon? If not it would be great if we could see some pics of the new units and stuff http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
It will proberly be sometime next week, becouse the new unit shields are taking more time to make than I thought. There are some pics on page 5 and I will send out more very soon. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Despot of the English
07-12-2004, 19:34
The shields in your mod on the GA screens are really beautiful http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif . I look forward to the new version http://www.totalwar.org/forum/non-cgi/emoticons/barrel.gif .

VikingHorde
07-12-2004, 20:46
Quote[/b] (Despot of the English @ July 12 2004,20:34)]The shields in your mod on the GA screens are really beautiful http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif . I look forward to the new version http://www.totalwar.org/forum/non-cgi/emoticons/barrel.gif .
Thanks, Solo made them for my mod and he is very good at graphics. After seeing his work, I had to improve my graphics skils a lot http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Despot of the English
07-13-2004, 10:03
Are the GAs for the new factions restricted to homelands only? http://www.totalwar.org/forum/non-cgi/emoticons/gc-book2.gif

VikingHorde
07-13-2004, 11:19
Quote[/b] (Despot of the English @ July 13 2004,11:03)]Are the GAs for the new factions restricted to homelands only? http://www.totalwar.org/forum/non-cgi/emoticons/gc-book2.gif
Yes, sadly the new factions can only have homelands. It's hardcoded, but it's cool to have anyway. The venitians will get the Italian GA's in the next release, that the best I can do to increase the number of GA goals.

Despot of the English
07-13-2004, 11:35
That sounds good. I always prefer GA to total domination.

Any tips for using the Volga-Bulgarians? I found finances to be my greatest problem. I didn't particularly want Kharar because the rebel army there was quite powerful and also because of the Golden Horde's appearance. Novogorod looks promising but again looks tricky. http://www.totalwar.org/forum/non-cgi/emoticons/gc-lost.gif

Despot of the English
07-13-2004, 11:38
Sorry, typo, it should be Khazar not Kharar.

VikingHorde
07-13-2004, 12:45
Quote[/b] (Despot of the English @ July 13 2004,12:35)]That sounds good. I always prefer GA to total domination.

Any tips for using the Volga-Bulgarians? I found finances to be my greatest problem. I didn't particularly want Kharar because the rebel army there was quite powerful and also because of the Golden Horde's appearance. Novogorod looks promising but again looks tricky. http://www.totalwar.org/forum/non-cgi/emoticons/gc-lost.gif
Well, it's hard to say becouse I have not played them much. They will however get stronger in XL 2.0. They are fairly weak faction, but going to moscowy the other provinces bordering Volga bulgaria is a good idea. I allways play very agressiv and it works good for me. They were destroyed by the GH in history, so it's a challenge http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Despot of the English
07-13-2004, 12:50
You're telling me it's a challenge But one I relish http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif . It looks like you must be aggressive from the off and pump out the horse archers and conquer provinces faster than your rivals can finish their breakfast. In my game I did conquer Muscovy but stopped short of Novgorod because the army there was powerful and could easily take me out. It was a nice surprise to find the Volga-Bulgars Muslim. What other stuff will they get in XL 2.0?

VikingHorde
07-13-2004, 13:22
Quote[/b] (Despot of the English @ July 13 2004,13:50)]You're telling me it's a challenge But one I relish http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif . It looks like you must be aggressive from the off and pump out the horse archers and conquer provinces faster than your rivals can finish their breakfast. In my game I did conquer Muscovy but stopped short of Novgorod because the army there was powerful and could easily take me out. It was a nice surprise to find the Volga-Bulgars Muslim. What other stuff will they get in XL 2.0?
They will get a unit or two, more buildings from the start, and higher farm level from the start. Maybe I will change some more things. Some of the factions have income problems, so Im going to give them higher income.

kgasuns
07-14-2004, 16:58
Just one small thing...

Byzantine Varangian Guards become available, when spearmakers' guild is build, which does not seem very logical to me. Does not sword production have closer connection with axes (both have blades).

I am not sure if this is that simple, but I would advise to change the condition for Varangian Guards from spear to sword guild.

https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif

VikingHorde
07-14-2004, 18:12
Quote[/b] (kgasuns @ July 14 2004,17:58)]Just one small thing...

Byzantine Varangian Guards become available, when spearmakers' guild is build, which does not seem very logical to me. Does not sword production have closer connection with axes (both have blades).

I am not sure if this is that simple, but I would advise to change the condition for Varangian Guards from spear to sword guild.

https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif
Yes, that is a bit odd. I will look into it. https://forums.totalwar.org/forum/non-cgi/emoticons/wave.gif

Despot of the English
07-14-2004, 18:43
I'm just wondering whether the Spearmaker's Guild requirement for the Varangian Guard is part of the original game and not a fault of this mod?

VikingHorde
07-14-2004, 20:04
Quote[/b] (Despot of the English @ July 14 2004,19:43)]I'm just wondering whether the Spearmaker's Guild requirement for the Varangian Guard is part of the original game and not a fault of this mod?
The Spearmaker's Guild requirement is part of the original game, so it's not a fault in the mod. It's funny that the Varangian Guard needs a Spearmaker's Guild, when the Huscarles needs a swordsmith. https://forums.totalwar.org/forum/non-cgi/emoticons/gc-dizzy2.gif

Despot of the English
07-14-2004, 20:35
Will the Serbs be getting any sword-wielding troops?

VikingHorde
07-14-2004, 21:53
Quote[/b] (Despot of the English @ July 14 2004,21:35)]Will the Serbs be getting any sword-wielding troops?
Jepp the sebs, lithuanians and other factions will get sword units. I think it will make the game more fun and give the buildings some use.

kgasuns
07-16-2004, 09:15
I just hope I am not too late with my advices and do not bother You VH.

Hearing about more swords is great https://forums.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif But there is one thing that keeps on troubling me. Why is this such a problem for most cavalries to dismount before any battle?
E.g., dismounting Druzina Cavalry You get awesome swordsmen(feudal knights) from a crap cavalry... and for cheap price. This is already in a way disbalanced.

Should not Polish Retainers and Lithuanian Cavalry (and others) be available for dismounting for any battle just as well. And as these are minor nobility units should they not be shock troops - sword or axe - after dismounting. The example of Druzina cavalry shows, that You can get not only a better class infantry from lower class cavalry (which is quite right, since in Europe horses would be a luxury, thus making almost any cavalry in a way upper class), but also a different weapon. (I am not speaking about hobilars or steppe cavalry and like.)

One more thing about dismounting - chivalric foot knights look somewhat too similar to halebardiers. Those are no weapons of nobility I understand, that halebards give them armour piercing advantage, but this advantage is available also to some swordsmen (if I am not mistaken).
I also think that broader dismounting ability, especially for chivalric cavalries, would introduce more of feudal balance in infantry battles.

Though I am sure You have already cared for similar kind of balancing in version 2.0, I hope some of this can still be useful.

https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif

VikingHorde
07-16-2004, 09:58
Quote[/b] (kgasuns @ July 16 2004,10:15)]I just hope I am not too late with my advices and do not bother You VH.

Hearing about more swords is great https://forums.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif But there is one thing that keeps on troubling me. Why is this such a problem for most cavalries to dismount before any battle?
E.g., dismounting Druzina Cavalry You get awesome swordsmen(feudal knights) from a crap cavalry... and for cheap price. This is already in a way disbalanced.

Should not Polish Retainers and Lithuanian Cavalry (and others) be available for dismounting for any battle just as well. And as these are minor nobility units should they not be shock troops - sword or axe - after dismounting. The example of Druzina cavalry shows, that You can get not only a better class infantry from lower class cavalry (which is quite right, since in Europe horses would be a luxury, thus making almost any cavalry in a way upper class), but also a different weapon. (I am not speaking about hobilars or steppe cavalry and like.)

One more thing about dismounting - chivalric foot knights look somewhat too similar to halebardiers. Those are no weapons of nobility I understand, that halebards give them armour piercing advantage, but this advantage is available also to some swordsmen (if I am not mistaken).
I also think that broader dismounting ability, especially for chivalric cavalries, would introduce more of feudal balance in infantry battles.

Though I am sure You have already cared for similar kind of balancing in version 2.0, I hope some of this can still be useful.

https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif
Hi kgasuns
A lot of knight units can dismount before battle in 2.0. I have added a lot of Order footknights so that they dismount and don't look like chivalric foot knights. Some swordsmen have armour piercing advantage, having a two hand sword. Maybe chivalric foot knights should have this. When I have added all the units, I will proberly change the dismount units of cav for better balance.

Should the Druzina Cavalry change into another dismount unit than feudal knights, or should the price go up?

What kind of dismount unit should Polish Retainers and Lithuanian Cavalry change into?

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Despot of the English
07-16-2004, 10:16
Maybe dismounted Polish Retainers could be Feudal Men-at-Arms?

kgasuns
07-16-2004, 16:05
I am not sure about historical period, but I remember seeing some Rusians halebardiers on pictures. I just had an idea they were very different from the western ones. They were much less armoured and they were professional soldiers. If I am not misteken, later that developed into mixed axe and early musket unit called strelky or something like that, but I am not sure about the period again.

I will try to find out, if You are interested. If You would be, that could mean new kind of halebard unit with less armour, but more morale and attack ability. (I always find it disgusting to see too many units of the same kind for different cultures.)

Speaking about russians - the vision of their swordsmen I have (at least the one seen in pictures) would look very much like armoured spearmen, but with a sword.

The eastern cultures all together are made somewhat too unarmoured. That would not be the metal plate armour of West, but chain-mail, leather or leather-metal armour was not uncommon for the wealthy and professional soldiers.

https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif

VikingHorde
07-16-2004, 17:35
Quote[/b] ]I am not sure about historical period, but I remember seeing some Rusians halebardiers on pictures. I just had an idea they were very different from the western ones. They were much less armoured and they were professional soldiers. If I am not misteken, later that developed into mixed axe and early musket unit called strelky or something like that, but I am not sure about the period again.
Could be cool. I have added one serb one, a unit like billmen but with less armour.


Quote[/b] ]I will try to find out, if You are interested. If You would be, that could mean new kind of halebard unit with less armour, but more morale and attack ability. (I always find it disgusting to see too many units of the same kind for different cultures.)
Im very interested, specially if you could find the original name so that I don't have call them Rushalebard or something like that https://forums.totalwar.org/forum/non-cgi/emoticons/wink.gif


Quote[/b] ]Speaking about russians - the vision of their swordsmen I have (at least the one seen in pictures) would look very much like armoured spearmen, but with a sword.

It's a lot like I had in mind. It's good to get a secound wiev on things https://forums.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif


Quote[/b] ]The eastern cultures all together are made somewhat too unarmoured. That would not be the metal plate armour of West, but chain-mail, leather or leather-metal armour was not uncommon for the wealthy and professional soldiers.

Jepp, with extra mobility. I know that the lithuanians did not have heavy cav, so the rus are proberly the same.
https://forums.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

kgasuns
07-16-2004, 17:54
I did not notice Your reply and question about dismounted cavalries before, so I answer after another post.

Druzina - I think that is a fine unit that adds a lot of strength to Russians, so leaving it would be nice, but then the price should go up. It also depends on overall balance in Your new mod and new units. My personal opinion is, that dismounted Druzina should be more like chivalric men-at-arms.

1) There is another way. I just made the point, that Eastern Europe (and perhaps further East) should have some specific swordsmen (at least High and Late), that are not so greatly dependant on feudal system, but would be more like professional soldiers or free farmers (depending on historical period), probably wearing chain-mail, leather or leather-metal armour. Something very much like Viking Carls or Armoured Spearmen (just with swords), or like Mongol Warriors for further East.

2) You also could link these new kind of swordsmen to minor eastern nobility or just seasoned mounted units, that could dismount. This way the problem of dismounted minor nobility units could be solved, because making them feudal men-at-arms would make them too low-classed, but feudal foot knights - too western and heavily armoured.

3) Or You could make this specific kind of swordsmen on their own or as dismounted professional cavalries, plus have feudal foot knights for minor nobility (just like Druzina is now).

Puting this simple - Eastern Europe had a different cultural (and military) flavour and feudal order advanced slower, changing all the structure of armed forces. (Just like Scandinavians in Early.) And I think we should not disregard it, because official game is entirely based on western pattern of development, you can see it by the buildings - most of them were useless for Pagan, some Eastern European and Muslim (non-Turk) cultures. Should that mean that their armies were so simple and uniform - I am afraid they were not

Because of this reason I would also make Feudal Sergants unavailable for Scandinavians and Eastern Europe in Early, but leave Armoured spearmen for them.

https://forums.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif I think that two-handed swords for chivalric foot knights is a perfect solution - would make them armour piercing and sworded.

https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif

VikingHorde
07-16-2004, 19:13
Great info kgasuns, thanks https://forums.totalwar.org/forum/non-cgi/emoticons/wave.gif I will start working on the new units this weekend and hopefully get it all done by Monday. Im working most of my sparetime on the mod right now (like a religios MTW fanatic https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif ), so that I can release it very soon. If you find any cool names for the units, please let me know, becouse I hate having to call them Rus Infantry and so on https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif

kgasuns
07-17-2004, 17:31
You are always welcome

I admire Your work - the amount and the result of it.

But I am afraid I won't be able to gather exact information about those slavic and other eastern armies that soon. Perhaps release v 2.0 first, and then make an update (if it is possible). Whatever, I can still share my impressions.

My (perhaps not historically exact) vision or Rus halbardiers looks very much like Szelky, but with other weapons and non-mounted.

Those Rus infantry should be there for sure. Actually word Druzina is one of the best ones - it means something like unit, this word has a flavour of community, but not quite. Then make them just Druzina or Druzina infantry, swordsmen or whatever.
(But You should not use the same word for non-slavic Eastern Europe, like Lithuanians or Hungarians, not sure if it would be OK even for Poles.)

A beard is an important element of image of any Rus armies Actually the units that look most Rus of all are Szelky, Lithuanian cavalry and Armoured spearmen...

https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif

VikingHorde
07-17-2004, 18:02
Quote[/b] (kgasuns @ July 17 2004,18:31)]You are always welcome

I admire Your work - the amount and the result of it.

But I am afraid I won't be able to gather exact information about those slavic and other eastern armies that soon. Perhaps release v 2.0 first, and then make an update (if it is possible). Whatever, I can still share my impressions.

My (perhaps not historically exact) vision or Rus halbardiers looks very much like Szelky, but with other weapons and non-mounted.

Those Rus infantry should be there for sure. Actually word Druzina is one of the best ones - it means something like unit, this word has a flavour of community, but not quite. Then make them just Druzina or Druzina infantry, swordsmen or whatever.
(But You should not use the same word for non-slavic Eastern Europe, like Lithuanians or Hungarians, not sure if it would be OK even for Poles.)

A beard is an important element of image of any Rus armies Actually the units that look most Rus of all are Szelky, Lithuanian cavalry and Armoured spearmen...

https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif
Cool, I will remember this info when making the units. I have added a lot of units last night and it's looking OK.

Thanks for the help again https://forums.totalwar.org/forum/non-cgi/emoticons/wave.gif

Teutonic
07-18-2004, 12:23
Hi

First of all: Very Nice MOD I'm Loving it
I Just want to tell you guys that i am Translating this MOD into German, so it is more Fun to Play for Germans. I will sent the Language Files to you if I am Finished.I Hope V2.0 will be Released soon

With Greetings, Teutonic

VikingHorde
07-18-2004, 15:12
Quote[/b] (Teutonic @ July 18 2004,13:23)]Hi

First of all: Very Nice MOD I'm Loving it
I Just want to tell you guys that i am Translating this MOD into German, so it is more Fun to Play for Germans. I will sent the Language Files to you if I am Finished.I Hope V2.0 will be Released soon

With Greetings, Teutonic
Wellcome to the Org. Teutonic https://forums.totalwar.org/forum/non-cgi/emoticons/wave.gif

It's cool that you are translating the files. I would had like to have all languages, but im not good at french or spanish and my German skills have not been used for some time https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
My e-mail is miguel_k@jubiimail.dk

The 2.0 version will be out soon, just need to add some more units and final balancing (not much balancing needed).

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Teutonic
07-18-2004, 17:16
75% Finished Already https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
It would be Nice if you can do something for me: After v2.0 is Finished, it would be Nice if you can make a TXT File for me where you write down how i can Manually add the changes of v2.0, because i do not want to translate everything again. https://forums.totalwar.org/forum/non-cgi/emoticons/tongue.gif
I Just asked my brother to help me, so the Files for v1.2 could be Finished this Evening.
https://forums.totalwar.org/forum/non-cgi/emoticons/cool.gif

Keep on working, Im Loving this MOD https://forums.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif

VikingHorde
07-18-2004, 17:33
Quote[/b] (Teutonic @ July 18 2004,18:16)]75% Finished Already https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
It would be Nice if you can do something for me: After v2.0 is Finished, it would be Nice if you can make a TXT File for me where you write down how i can Manually add the changes of v2.0, because i do not want to translate everything again. https://forums.totalwar.org/forum/non-cgi/emoticons/tongue.gif
I Just asked my brother to help me, so the Files for v1.2 could be Finished this Evening.
https://forums.totalwar.org/forum/non-cgi/emoticons/cool.gif

Keep on working, Im Loving this MOD https://forums.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif
Thats great. I can use the files to for the 2.0 version too, becouse there are not that big differens in most of the info. I just need to find my Danish/German book https://forums.totalwar.org/forum/non-cgi/emoticons/wink.gif If I run into problems, then i'll let you know.

Thanks for help https://forums.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif

EDIT: I proberly need some help on unit info, but i'll let you know

Teutonic
07-18-2004, 18:49
Unit Info-> no problem

With the Help of my Brother i will manage that https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
First Version of MTW_XL_German finished, E-Mail is on its way. https://forums.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif

VikingHorde
07-18-2004, 19:49
Quote[/b] (Teutonic @ July 18 2004,19:49)]Unit Info-> no problem

With the Help of my Brother i will manage that https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
First Version of MTW_XL_German finished, E-Mail is on its way. https://forums.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif
Thanks for the help, very usefull stuff. I'll let you know once im finished adding units.

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

kgasuns
07-19-2004, 13:07
Hello again

I don't want to bother You with additions in the last moment, but there is one more thing that troubles my MTW conscience - halberdiers.
They are somewhat overpowered in High and Late. The bonuses they get against cavalry and any other armoured (and at this time anything is armoured) units make them in a way invincible. Well, bonuses are quite adequate, but there is nothing in the game reflecting the need of cohesion - one thing balansing their power. Here is a quote from Britannica.com (the adress to took it from is http://www.armadilloarmory.com/hxpikes.htm):

The halberd was the only significant medieval shock weapon without classical antecedents. In its basic form, it consisted of a six-foot shaft of ash or another hardwood, mounted by an axe blade that had a forward point for thrusting and a thin projection on the back for piercing armour or pulling a horseman off balance. The halberd was a specialized weapon for fighting armoured men-at-arms and penetrating knightly armour. With the point of this weapon, a halberdier could fend off a mounted lancer's thrusts and, swinging the cutting edge with the full power of his arms and body, could cleave armour, flesh, and bone. The halberd's power was counterbalanced by the vulnerability of taking a full swing with both arms; once committed, the halberdier was totally dependent upon his comrades for protection. This gave halberd fighting a ferocious all-or-nothing quality and placed a premium on cohesion.

While the halberd could penetrate the best plate armour, allowing infantrymen to inflict heavy casualties on their mounted opponents, the lance's advantage in length meant that men-at-arms could inflict heavy casualties in return. The solution was the pike, a staff, usually of ash, that was twice the length of the halberd and had a small piercing head about 10 inches (25 centimeters) long. Sound infantry armed with the pike could fend off cavalry with ease, even when outnumbered. As with the halberd, effectiveness of shock action with the pike was heavily dependent upon the cohesion and solidity of the troops wielding it.

I have noticed that halberdiers often are marked as evenly mached or winning even if attacked from all sides, thus there is no cohesion, but they keep on having all the bonuses.

So I say that requirement for deep formation or less defensive points given could solve this problem. On the other hand I have read other players' comments about pikemen being pretty useless, at least not better than other units in any aspect. Perhaps it is not true, but if it is, their defensive value should be raised to match their historical role.

Kind regards,
Kaspars[B] https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif

Duke Dick
07-19-2004, 14:47
hmm, its been a while since i was last on the org, and its the first time i have heard of this mod, seems very promising.

Just a quick question VH, why should i download this mod and play it, instead of sticking with BKB's super mod. I'm not trying to take anything away from the effort of your modding, but it seems that your's and BKB's are very similar in style. You have worked around the same area of the game, and focused on many of the same things, so what really makes this different.

What i'm really trying to say is, is there enough space for two near identical mod's in MTW. With so little time left until RTW, who will really have the time to play a mod with which they have already experienced most of it with BKB??

As i said before i am not trying to undermine you and i apologise for any offence i may cause in this post, to both you, and your supporters, but i belive it a question that needs to be answered.

kgasuns
07-19-2004, 15:38
Here is a quote from http://www.aemma.org/training/pollaxe/pollaxe_top.htm

..However, a good portion of attention was reserved for the family of staff weapons which offered a great variety of forms, each with its own domain in terms of usage and social status. Staff weapons described include halberds, partisans, pikes and bills were evident in the battlefields of Europe where they enabled the foot soldiers to deal effectively with cavalry opposition while at the other end of the social scale, the pollaxe was a chivalric weapon achieving primacy during the 15th century amoungst armoured fighting knights within the lists.

Well, it appears that polearms did come into use by chivalric knights, but only Late Middle Ages.

https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif

VikingHorde
07-19-2004, 16:30
@kgasuns: Thanks for the info. I have allready been working on the stats and have made some ajustments to them.

@Duke Dick
The mod will have GA mode and the new music for a start. A lot of people play GA mode, so thats one of the places my mod come in. My mod will have new unit stats for all units to enhance gameplay in battles, other graphics, units and stuff. The only thing I can say is try it once it comes out. Allso, the mod is allmost done and not all people will buy RTW when it come out (RTW will need a big computer).
I allso mod for fun, becouse I whant to see how far I can push it. https://forums.totalwar.org/forum/non-cgi/emoticons/tongue.gif

Duke Dick
07-20-2004, 11:21
i never once said i wouldn't download the mod, i just wanted have something cleared up thats all. Your's and BKB's are very similar, and it would be just like somebody creating a hellenic mod even though there already is one out.

However, your's seems to have stuff that BKB's currently does not have, such as GA mode, and BKB's has many things that your's doesnt have, including period specific maps, so i suppose there is room for both. it will probably come down to personal taste.

At least you are actually trying new things, which is something i like to see, unlike certain people who see fit to remove land area's, some of which i believe to be important to the game and only bothering to add units(how can i call it adding units, all he is doing is copying and pasting).

Keep up the good work

VikingHorde
07-20-2004, 12:27
Quote[/b] (Duke Dick @ July 20 2004,12:21)]i never once said i wouldn't download the mod, i just wanted have something cleared up thats all. Your's and BKB's are very similar, and it would be just like somebody creating a hellenic mod even though there already is one out.

However, your's seems to have stuff that BKB's currently does not have, such as GA mode, and BKB's has many things that your's doesnt have, including period specific maps, so i suppose there is room for both. it will probably come down to personal taste.

At least you are actually trying new things, which is something i like to see, unlike certain people who see fit to remove land area's, some of which i believe to be important to the game and only bothering to add units(how can i call it adding units, all he is doing is copying and pasting).

Keep up the good work
The mods might look the same, but I hope that they will not be. I have not studied BKB's mod that much, so can't say how much they look alike. It was kind of a bommer when I found out BKB made new maps for his mod, becouse I was allready about 14 days in the process of making a new map. However my map dosn't look like his at all, so theres no problems there. Im working on improving battles and AI on the strategic map, so I hope my mod will give a new feel there. Im allso using a lot of shields that change color, allways having the faction colors. This will make the look inbattle different. It's good enogth you ask about the mod, becouse how will people ever know the difference of them.

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Armchair Athlete
07-20-2004, 12:49
Hey Viking Horde, a question regarding GA - will the homeland score for factions be based around what they were trying to do or what actually happened in history? for example, obviously for the crusader states the reconquering of Jerusaleum and Edessa are obvious 'goals'. However, this did not happen in RL. Same with the Teutons and Lithuania/Poland. Instead will it represent what happened in history ie. after the fall of acre (forgot the date)the crusader states will stop recieveing points for homelands totally, kinda like the Sicilians. Either way is good IMHO, just wondering.

VikingHorde
07-20-2004, 13:15
Quote[/b] (Armchair Athlete @ July 20 2004,13:49)]Hey Viking Horde, a question regarding GA - will the homeland score for factions be based around what they were trying to do or what actually happened in history? for example, obviously for the crusader states the reconquering of Jerusaleum and Edessa are obvious 'goals'. However, this did not happen in RL. Same with the Teutons and Lithuania/Poland. Instead will it represent what happened in history ie. after the fall of acre (forgot the date)the crusader states will stop recieveing points for homelands totally, kinda like the Sicilians. Either way is good IMHO, just wondering.
It will be based on what happened in history so that factions will stop reciving GA points when they lost the province in reallife. I find it more fun this way, becouse the fight for points gets harder. I think it was made this way in the original MTW(?). The goals will still be there, becouse factions did have goals, but not all had succes in RL.

Armchair Athlete
07-20-2004, 13:38
awesome, thanks for clearing that up, I look forward to the mod

kgasuns
07-20-2004, 15:25
Well, there is only one thing left to ask - when (Your most pesimistic evaluation.)

VikingHorde
07-20-2004, 15:36
Quote[/b] (kgasuns @ July 20 2004,16:25)]Well, there is only one thing left to ask - when (Your most pesimistic evaluation.)
My most pesimistic evaluation would be monday next week. I had hopes of this week, but I will proberly need next weekend to balance the last things. The last units have been added, so I need to check for bugs before I release it. I don't want to send out a mod full of bugs and errors, becouse people should play the mod, not https://forums.totalwar.org/forum/non-cgi/emoticons/gc-computer.gif https://forums.totalwar.org/forum/non-cgi/emoticons/gc-wall.gif https://forums.totalwar.org/forum/non-cgi/emoticons/gc-dizzy2.gif

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Teutonic
07-20-2004, 15:44
hey Viking, i have a question: why are the shields of the Order-Footmen Grey? i think they should be White with Black Cross-> looks more nice https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif (just say noob if its wrong https://forums.totalwar.org/forum/non-cgi/emoticons/wink.gif )
and, if you want to, i can help you with bug-hunting if you want.

Greetz Teutonic

VikingHorde
07-20-2004, 16:42
Quote[/b] (Teutonic @ July 20 2004,16:44)]hey Viking, i have a question: why are the shields of the Order-Footmen Grey? i think they should be White with Black Cross-> looks more nice https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif (just say noob if its wrong https://forums.totalwar.org/forum/non-cgi/emoticons/wink.gif )
and, if you want to, i can help you with bug-hunting if you want.

Greetz Teutonic
Hi Teutonic
The are white with grey shade on it, just like Teutonic Knights shield and some of the other units. It makes the shields look more natural. https://forums.totalwar.org/forum/non-cgi/emoticons/tongue.gif

I'll let you know about the bug hunting.

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

kgasuns
07-21-2004, 10:44
How about region or faction specific units - like Bulgarian Brigands or Lithuanian Cavalry. Will these be available to other factions when proper province(s) taken and other conditions mach? I am specially interested in Steppe cavalries.
(Seemed that in Version 1.2 these were restricted to certain nations.)

On the other hand will it be still possible to build faction specific units out of homelands, like Vikings in any conquered province all around the map.

In other words will units be faction or region specific?


And about bugs:
I just tried playing as Teutonic and had problems retraining or regruiping units I got from Crusading (Teutonic sergants, Order foot or Teutonic knights) with normally build same kind of units.

And is it possible to change the excommunication procedure? Pope counts my counter attacks against Catholics who attacked me to reclaim my own provinces as an anti-catholic move, although it is just a form of self-defence.

https://forums.totalwar.org/forum/non-cgi/emoticons/barrel.gif

VikingHorde
07-21-2004, 11:39
Quote[/b] ]How about region or faction specific units - like Bulgarian Brigands or Lithuanian Cavalry. Will these be available to other factions when proper province(s) taken and other conditions mach? I am specially interested in Steppe cavalries.

Only the lithuanians can build Lithuanian Cavalry so this will not change. Bulgarian Brigands can be build in early period, but not when there is a bulgarian faction (high, late). Some of the Steppe cavalries will be buildable. Most units will be faction specific in order to make the game harder. A lot of people allway go to denmark in early era to get viking units, but this makes the game too easy IMO.
No units will be homeland specific, so you can build vikings anywere.


Quote[/b] ]I just tried playing as Teutonic and had problems retraining or regruiping units I got from Crusading (Teutonic sergants, Order foot or Teutonic knights) with normally build same kind of units.

This is becouse they are two different units in the game setup. Im proberly going to remove the crusades form the orders, becouse the mulims have a hard time with the extra crusades.


Quote[/b] ]And is it possible to change the excommunication procedure? Pope counts my counter attacks against Catholics who attacked me to reclaim my own provinces as an anti-catholic move, although it is just a form of self-defence.


I think it is hardcoded, so no changes there.

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Turbo
07-22-2004, 00:28
Quote[/b] (NormanPain @ April 15 2004,00:52)]Would any of you happen to know if there is any mods in the works that plan to add the Normans to the game? It would be nice to see them...I think I might try it myself...anyways...if anyone has any information on existing mods that add the normans that would be great. I awaiting your mod with trepidition by the way...anyways, have fun with the caffeine:dizzy2:

I wish you luck, have fun.
The Sicilians are Normans

VikingHorde
07-25-2004, 22:07
Im uploading a beta right now. It's a beta becouse im still working on the improving the AI and need to make info pics for the new units. I would like to get feedback on the mod, so that I can add the improvements for the final. There are still room for about 20 units, so if anyone have good ideas then let me know. Allso, I like to add more buildings and hope to get some good ideas.

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Dextarious
07-26-2004, 01:10
When and where will it be uploaded?

Nautilus
07-26-2004, 06:31
Here is a site where you can find alot of info on the Mongols, if you click on other, you can learn about there siege cannons.

Nautilus
07-26-2004, 06:34
forgot the adress

http://home-4.worldonline.nl/~t54320....dex.htm (http://home-4.worldonline.nl/~t543201/web-mongol/mongol-enter-index.htm)

VikingHorde
07-26-2004, 19:09
The mod can now be downloaded, the link is on page 1 including mod info. It has a size of 145 MB, so it's a big one (being an addon, not overwrite).

Thanks for the info Nautilus https://forums.totalwar.org/forum/non-cgi/emoticons/wave.gif

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Beetlio
07-26-2004, 19:52
Excellent, downloading now. I didn't expect it to be so large, the last version was only a few mb? or am i wrong. The new structure for trade sounds interesting, what does that involve. I suppose ill see for myself if I play the mod. Anyway, I'll have a go and try and get back with some helpful (hopefully) feedback.

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

VikingHorde
07-26-2004, 20:27
Quote[/b] (Beetlio @ July 26 2004,20:52)]Excellent, downloading now. I didn't expect it to be so large, the last version was only a few mb? or am i wrong. The new structure for trade sounds interesting, what does that involve. I suppose ill see for myself if I play the mod. Anyway, I'll have a go and try and get back with some helpful (hopefully) feedback.

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif
The coastal tradegoods don't have the same value, removing the big tradeempires the player often makes. The AI can't controll trade very well, so it makes the game to easy IMHO. All provinces have a 30% higher income in compensation, giving the AI more funds. The Crusaders and hospitallers are have only a small island in late period, so I gave them a Bank for higher income. The orders (in history mainly the templars) made a lot of money on lending out funds, so it's historycal correct to add them. They give 104 income and a titel.

The last mod was only 19 mb, but the new map, units and files to make it an addon makes it big (145 mb). An overwrite mod is only about 50 mb. The beta has no new music, it will be included in the final.

Despot of the English
07-26-2004, 22:20
I love the sound of your new ideas VikingHorde and I am eager to try everything out.

Just started playing as the Hospitalers and have just kicked the Crusaders out of Tripoli. Now I'm going to reclaim the Holy Land Although the Byzantines are there at the moment. Damn schismatics

Beetlio
07-27-2004, 01:37
OK, my first impressions of version 2.0 before I sign off for the night https://forums.totalwar.org/forum/non-cgi/emoticons/gc-zzz.gif

- Overall, the mod is excellent. As before, the factions, GA shields, and unit graphics are works of art. Also the review panel pics for the new units are also very nice, the best i've seen in a mod. The units themselves also seem to be well-chosen and balanced, and the map is also beautiful as well as adding new aspects to the gameplay.

- Few issues: Some titles appear with the word title in front of them eg.

Lord Svensson
title earl of Norway

But this is a minor point. Also, I noticed that the desriptions for some of the new units have been taken from those of previous units with a few words changed. I would happily write some whole new descriptions, if you want.

Great work, and looking forward to the final version

https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Nautilus
07-27-2004, 02:33
I'm glad you found the info I gave you useful. By the way, did you add any units to the Mongols?

Teutonic
07-27-2004, 06:50
OMG
I just get excited by reading the info for 2.0 https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
But: Whats with German Version? Do I have to do it? or are you able to add the new descriptions to the German Files, so i have only to translate the new ones?
Greetings Teutonic https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

VikingHorde
07-27-2004, 08:23
Quote[/b] ] Few issues: Some titles appear with the word title in front of them eg.

Lord Svensson
title earl of Norway

But this is a minor point. Also, I noticed that the desriptions for some of the new units have been taken from those of previous units with a few words changed. I would happily write some whole new descriptions, if you want.

Great work, and looking forward to the final version


Thanks for finding that one, I will look at the titels. I would love to have new descriptions, so feel free to make some new ones https://forums.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif


Quote[/b] ]I'm glad you found the info I gave you useful. By the way, did you add any units to the Mongols?

No, I had problems finding new ones. I hope to add some in the future.


Quote[/b] ]I just get excited by reading the info for 2.0
But: Whats with German Version? Do I have to do it? or are you able to add the new descriptions to the German Files, so i have only to translate the new ones?
Greetings Teutonic
Im sadly having problem making the german files, becouse there are a lot of big and minor changes. The faction and unit desciptions are not finished, but all the rest should be completed. I hope you still want to make the german files https://forums.totalwar.org/forum/non-cgi/emoticons/gc-juggle.gif

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Teutonic
07-27-2004, 10:08
of course i want to...but..its alot of work ;)
well, i have no shool atm (holidays *g*) so i have a lot of time https://forums.totalwar.org/forum/non-cgi/emoticons/cool.gif
I will start work as soon as possible

Greetz Teutonic

VikingHorde
07-27-2004, 10:29
Quote[/b] (Teutonic @ July 27 2004,11:08)]of course i want to...but..its alot of work ;)
well, i have no shool atm (holidays *g*) so i have a lot of time https://forums.totalwar.org/forum/non-cgi/emoticons/cool.gif
I will start work as soon as possible

Greetz Teutonic
Great, I will write down all new changes to the files in the future. There will be changes to titels, unit desciptions and faction desciptions (don't use much time time on them). All the rest should be OK.

https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif

Despot of the English
07-27-2004, 10:52
Hello VikingHorde https://forums.totalwar.org/forum/non-cgi/emoticons/wave.gif . Have you thought about having a Latin State faction to occupy Constantinople in the High period?

VikingHorde
07-27-2004, 11:36
Quote[/b] (Despot of the English @ July 27 2004,11:52)]Hello VikingHorde https://forums.totalwar.org/forum/non-cgi/emoticons/wave.gif . Have you thought about having a Latin State faction to occupy Constantinople in the High period?
Yes, but there are sadly no room for them (30 faction limit). I can't add any more without removing others https://forums.totalwar.org/forum/non-cgi/emoticons/angry.gif (Damm province and faction limits..)

Beetlio
07-27-2004, 13:39
[/QUOTE]I would love to have new descriptions, so feel free to make some new ones
[QUOTE]

OK, i added new descriptions for most of the new units in the descriptions file. I'll mail it to you if you want.

Also, ideas for new units:

Swiss mountaineers - welsh bandits with crossbows. Trainable by western factions in switzerland.

Murabitin horse - light lancers similar to alans available in north africa to muslims.

Portuguese militia - cheap, 100 man unit, similar stats to militia sergeants. Only trainable in portugale and the other province (badajoz?) i forget.

just some thoughts

https://forums.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif

VikingHorde
07-27-2004, 13:54
Quote[/b] (Beetlio @ July 27 2004,14:39)]I would love to have new descriptions, so feel free to make some new ones



OK, i added new descriptions for most of the new units in the descriptions file. I'll mail it to you if you want.

Also, ideas for new units:

Swiss mountaineers - welsh bandits with crossbows. Trainable by western factions in switzerland.

Murabitin horse - light lancers similar to alans available in north africa to muslims.

Portuguese militia - cheap, 100 man unit, similar stats to militia sergeants. Only trainable in portugale and the other province (badajoz?) i forget.

just some thoughts

https://forums.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif
Thanks, those units sound cool. I will write them down and maybe add them some time this weekend. Im not good at writing descriptions, so it will be nice to get some help there. https://forums.totalwar.org/forum/non-cgi/emoticons/wave.gif I can use more time on unit graphics, nice https://forums.totalwar.org/forum/non-cgi/emoticons/tongue.gif

Armchair Athlete
07-27-2004, 14:07
Hey VH, great work on the mod Anyway I have some ideas. I have done a fair bit of research over the past week or so and have come up with some heroes that could be added to the new factions. I have listed heroes so far for the Teutons, Crusader states, Armenians and Mongols, as well as additional heroes for the Venetians,Genoans and Sicilians. Next on the list is heroes for Bulgaria, Serbia and additional heroes for Hungary and Poland. If you want, I can email the completed list to you in a few days time, you can browse through them and see if you like it or not and add them in for the final release. When giving stats and vices and virtues for the heroes I have tried to take into account the postion and strength of the factions from a game persepective as well as being historically accurate. While doing this research I have also come across some ideas for new units. First one I'll post here.

Latin Auxillaries (High/Late only). When the fourth crusade conquered Constantinople and the short lived latin kingdom was established, many soldiers came over to seek employment. Due to the arrogance and politicking of the priests that were put in power, as well as the fact the crusade stopped before reaching the Holy Lands, many of the crusaders became disheartened and left the latin empire (especially after the death of Boniface of Montferrat), instead gaining employment with the Armenians, Balkans powers as well as the Greeks(who already hired them on a small scale before the crusades). They were probably the best soldiers employed by the greeks during their efforts to recapture Byzantium.

Basically this unit would be a buildable mercanary, requiring a spearmaker guild and an inn. They would only be available to orthadox factions, and can only be built in Greece, Constaninople, Nicenea and Lesser Armenia. I think they would make a good addition to differentiate the Orthadox factions unit lists a bit more from the catholics (although the Serbians are already great). Stats are as follows.

Weapons - Spears
Move - normal
Attack - 2
Defense - 4
Charge - 6
Morale - 4
Armour - 2
Men per unit - 60
Support cost - 80
Base Cost - 450 florins

As you can see, they are a fairly strong spear unit, with good stats all round. (at valour 1 from master spearmaker they defend as well as Gothic sergeants but with less men)This is balanced by their small unit size (for spears) and the fact they are only trainable in certain provinces and at a high support cost (to represent the fact they are mercenaries).

VikingHorde
07-27-2004, 14:51
Sounds like a cool unit Armchair Athlete, the orthadox factions could use a new spear unit. https://forums.totalwar.org/forum/non-cgi/emoticons/tongue.gif I think im going to make some changes to the armenian infantry unit and maybe some of the other units. Im not a 100 % satisfied with them.

Spartacus
07-27-2004, 15:49
Good Mod but not many New units so here's one

Danish Tribesmen
Firece Warriors who live in the Scandvian Mountains and have no mercy for Enemy Invaders who invade their Homeland, These Troops are armed with a Small Circled Sheild and an Axe.

Attack:-3
Defense:-3
Charge:-7
Morale-3
Armour:-2
Men per Unit:100
Support Costs:70
Bse cost:175 Florins

Tomassi_Rossino
07-27-2004, 18:52
Great mod Just a query for you - the Custom Battle mode doesn't work. It isn't so serious I suppose but I like playing that too when I retire of Campaign.

But it is a great mod.

VikingHorde
07-27-2004, 21:00
Quote[/b] (Jezboy03 @ July 27 2004,19:52)]Great mod Just a query for you - the Custom Battle mode doesn't work. It isn't so serious I suppose but I like playing that too when I retire of Campaign.

But it is a great mod.
When do you run into problems? I tryed it today as the scots without problems. https://forums.totalwar.org/forum/non-cgi/emoticons/gc-confused.gif Maybe I need to try all the factions to see were the problem is.

Beetlio
07-27-2004, 21:41
most of the new factions can't get a full range of units in custom/mp. It's odd, I'm not sure how the available units for each faction are specified, but then again I'm no modding expert. For example Volga Bulgars and cumans can get no units other than urban militia.

Tomassi_Rossino
07-27-2004, 23:08
Well I can't play as any of the newer added factions such as the Papacy and the Golden Horde. That isn't such a big problem for me though as I am content with the factions available so I won't be troubling myself with it. The Custom Battle mode doesn't work, it let's me select the Factions but when I press Accept it just makes the confirm sound with no affect - it doesn't proceed to the other screens.

This could me all an error of my own as I read in the ReadMe that this is mod is only truly workable for the Viking Invasion expansion.
Quote[/b] ]This Mod is for use with Medieval Total War with Viking Invasions expansion only.I don't have the Viking Invasion so https://forums.totalwar.org/forum/non-cgi/emoticons/gc-wall.gif.

Nautilus
07-28-2004, 01:30
For addittional Mongol Units, you could add the ones from Shogun.

VikingHorde
08-03-2004, 14:05
most of the new factions can't get a full range of units in custom/mp. It's odd, I'm not sure how the available units for each faction are specified, but then again I'm no modding expert. For example Volga Bulgars and cumans can get no units other than urban militia.

I will add units for custom battle in the final version. They just need to be added in the unitprod. files, so it's not a bug. I was too bussy making the campain work ~;)

Armchair Athlete
08-03-2004, 15:05
I have found another historically based unit that could be added to the mod if you like it or have room.

Dejma - Were militia soldiers from all over Malta that acted as the town defense against any raiding pirates or brigands. organised into units of about 600-800, during the more pirate active seasons of summer and autumn there was always some on gaurd, ready to light beacon fires to warn the rest of the town/city of any incoming attack and alert their fellow soldiers.

Basically the Dejma would be a fast hybrid sort of archer available to catholic powers only and restricted to the islands of Malta, Crete, Cyprus and Rhodes in all periods. I thought about having them buildable in Sardinia and Corsica too, but as they are mostly effective in the early period and Genoa owns these provinces they would make the Genoese uique unit, Genoese sailors, totally redundant. Although historically they were only called Dejma in Malta, the other islands all had similar sort of units to counter the threat of piracy. They would require a town militia and a bowyers workshop. I think they would be a worthy addition to these islands to actually give them some strategic value, as the islands do not have trade goods and have quite poor farming, when I play any version of MTW I usually just use them to maroon factions in so I dont have to worry about re-emergences. They offer fast hybrid sort of archers to catholic powers, something they cannot get anywhere else. However, both historically and for balance reasons they should have a fairly low defense (as when pirates were attacking, there was not much time to get all rigged up in armour!). The stats I have come up with below I am not sure about, but i tired to make them similar to trebizond archers.
Stats -
Move - fast infantry
Attack - 3
Defense - 0
Weapon - Short Bows
Morale - 3
Armour - none, but a small shield
Men per unit - 60
Unit Cost - 200 florins
Support Cost - 37 florins

EDIT - I forgot, maybe give them a valour bonus in Malta to make it more historically accurate. They will also be useful for any catholics that want to crusade, due to their lack of armour they wont get fatigued as easily in the desert.

VikingHorde
08-03-2004, 16:42
I have lots of space for unit, nice unit. :jumping:

Teutonic
08-05-2004, 10:06
I think so ,too. Nice one ;) !
I ´have Downloaded the Mod right now, wasn't possible to get it earlier.
Very Nice changings!! I Love to Play the Bohemians! And the New Map is GEORGEOUS! =)
Will start Translating as soon as possible, just after I have played a while ;).
Greetings Teutonic

VikingHorde
08-05-2004, 11:15
I think so ,too. Nice one ;) !
I ´have Downloaded the Mod right now, wasn't possible to get it earlier.
Very Nice changings!! I Love to Play the Bohemians! And the New Map is GEORGEOUS! =)
Will start Translating as soon as possible, just after I have played a while ;).
Greetings Teutonic

Thanks Teutonic :knight:
Im adding a lot of units and ajustments, so let me know when you start so that I can send you new versions of the files.

~:cheers:

Armchair Athlete
08-05-2004, 13:08
hehe, sorry to spam your thread once again but I have a few more suggestions for faction unit variation. These ones are a bit less in depth than the previous ones, but anyway here it goes.

First of all, the crusader states cannot build order foot soldiers, I think that they should be able to.

Also, the Sicilians should be able to build Saracen Infantry. Historically, when the Normans took over Sicily they were quite tolerant of the Saracens living there, and allowed them to continue serving in the government/military. This would also be good in the fact that it gives the Sicilians a boost in early, when historically they were at the height of their power, but confer no extra benefit in high and late, when their power was dwindling.

VikingHorde
08-05-2004, 13:54
hehe, sorry to spam your thread once again but I have a few more suggestions for faction unit variation. These ones are a bit less in depth than the previous ones, but anyway here it goes.

Your "spam" is no problem as long as it's good stuff ~;)


First of all, the crusader states cannot build order foot soldiers, I think that they should be able to.

I agree. I have allready made crusader states have order foot soldiers, templar footknights and templar knights. They will be there in the final (or maybe in a patch soon ~:p )


Also, the Sicilians should be able to build Saracen Infantry. Historically, when the Normans took over Sicily they were quite tolerant of the Saracens living there, and allowed them to continue serving in the government/military. This would also be good in the fact that it gives the Sicilians a boost in early, when historically they were at the height of their power, but confer no extra benefit in high and late, when their power was dwindling.

It's no problem making the Sicilians build Saracen Infantry in early. I will just make an extra slot with Saracen Infantry. I still have room for new units.

~:cheers: