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reconspy
09-14-2005, 06:07
Hi guiys,

Though this isn't really a Medmod problem, I was wondering if any of you have experienced or know how to solve this problem.

This problem has occurred both in Medmod and XL Mod. The problem is when the game goes to load a battle from the campaign map, the battle screen starts off completely black. The screen continues to remain black while the mouse lag, and any F1 windows are left on the screen. The battle is of course, unplayable.

The only time this happens is when one or both sides of the battle has more than 16 units. It has also happened in various parts of the campaign (Aquitaine, Cordoba, Palestine, Tripoli to name a few).

I'm on a Athlon XP @2GHz, 512 RAM and a 9700Pro. However, this problem has only occurred during my recent reinstallation of MTW:VI (patched 2.01).

Despite countless uninstalls/reinstalls, the problem persists. After going through everything else I suspect it may be my aging 40GB hard drive.

Anyways, I hope someone knows WTF (to put it mildly) but if not I will probably have to take more drastic measures.

Regards.

ToranagaSama
09-14-2005, 06:39
@Lord Ovaat


Been playing with the Sicilians last day or so. They don't have Sicilian Feudal and Chivalric Knights any longer. They are now full-sized units of Royal Knights. I don't know if you intended that, but it's not listed in the faction descriptions.

What do you mean exactly? Not sure about the Faction descriptions, but both Sicilian and Chivalric Knights are available to the Sicilians. Though, Figuring out how to get them is another story altogether-----part of the fun of the MM imo. :)


Also, both Sicily and Campania are "showing" with a mouse-over that Royal Knights get a bonus, rather than Chivalric/Feudal respectively. I also can't tell if their stats are Royal Knight or Chivalric, but I do know that whenever I attack with them (66 man units) in the stack, the defender won't fight, they simply "run away." Guess I would, too. LOL.

Hmmm.... ~:confused:

When I right-click on Campania and Sicily, the parchments state a Valour bonus for both Chivalric and Feudal Knights respectively.

Also, each is a **40** man unit, and the AI does not "run away".

I don't wish to contradict you, but my experience is different. Are you sure you're using the latest 'Updates' and/or have the game NOT set for the *Default* unit size?

Something is strange....

---

P.S. you can use ATI Tool with the Omega Drivers. I do. Though, *some* people must have issues, as the FAQ/Wikki mention to uninstall and use the Catalyst drivers instead. I think its rather rare. BTW, just d/led and installed the lastest.

PM me if you want to talk Overclocking.

BTW here's my system/setup:

Abit IC7-G
Pentium 2.4c (12x250 1:1)
Thermalright XP-94 (Vantec Tornardo 92mm ~3000rpm)
ATI Radeon 9700 pro (357/343.5)
2x512 MB Corsair XMS 3200XL (2.5-3-3-5)
Addtronics 7890A (modified by www.coolcases.com)
Cornerstone p1700 (21")
Win2000pro SP4

---

@Aymar de Bois Mauri

How is EB coming along? I might give RTW another go once the mod is ready. That is if I can tear myself away from the MedMod!!! RTR can't do it, EB might. Luck!

---

@reconspy

Well, it can't be a HD problem otherwise you'd see anomolies (sp?) during other activities. Not just when both battle sides have greater than 16 units. I've got a couple of 40 gig drives still going strong. Yesterday, I was making some large file transfers to one of them and noted how slow it is compared to my faster drives.

Anyway, has the screen "blacked-out" in any other circumstance? Is your 9700 pro overclocked any?

The two things that come to mind are either a heat or driver issue. Perhaps your card is overheating or your drivers are screwed up.

You said you reinstalled, should one assume you **reformatted** your harddrive?

If so, then you probably neglected to install the latest drivers for your video card. For MTW you also NEED the latest SoundCard drivers as well. OH! and turn off the hardware acceleration option for your soundcard in MTW (specifically if you have a Soundblaster). Try that and see what happens. Check your temps as well.

Luck!

Revenant
09-14-2005, 08:00
Today, I finally solved the " uprising agent appearing as unit" bug ~:cheers:

The computer picks bandit units from units that CAN BE TRAINED IN PROVINCE with bandit infestation and the unit must also be AVAILABLE TO PROVINCE OWNER. And, because of homeland concept, there are many provinces that cannot spam any kind of bandits for some faction. And because the computer has not found any suitable unit, It was creating weird religious agents posing as units.

Possible solutions:

1) Leave it be.
2) Create some catholic, Orthodox and Muslim bandit only units, untrainable, but available everywhere.
3) use Jihad and Crusade units, because they are available everywhere.

reconspy
09-14-2005, 11:15
@reconspy

Well, it can't be a HD problem otherwise you'd see anomolies (sp?) during other activities. Not just when both battle sides have greater than 16 units. I've got a couple of 40 gig drives still going strong. Yesterday, I was making some large file transfers to one of them and noted how slow it is compared to my faster drives.

Anyway, has the screen "blacked-out" in any other circumstance? Is your 9700 pro overclocked any?

The two things that come to mind are either a heat or driver issue. Perhaps your card is overheating or your drivers are screwed up.

You said you reinstalled, should one assume you **reformatted** your harddrive?

If so, then you probably neglected to install the latest drivers for your video card. For MTW you also NEED the latest SoundCard drivers as well. OH! and turn off the hardware acceleration option for your soundcard in MTW (specifically if you have a Soundblaster). Try that and see what happens. Check your temps as well.

Luck!

Yeah, you are probably right about the heat issue. My CPU is higher than normal, strange. My 9700pro has been overclocked in the past, I believe it could also be slightly damaged.

I'll try a format soon, but all the drivers are up to date. Cheers anyway.

Aymar de Bois Mauri
09-14-2005, 16:26
@Aymar de Bois Mauri

How is EB coming along? I might give RTW another go once the mod is ready. That is if I can tear myself away from the MedMod!!! RTR can't do it, EB might. Luck!Well, nice of you to ask. It's coming along fine. The goals we set were initially very high but we found a way to increase them every time a new internal release was made, so it became vast and very complex. But we are in quite an advanced stage and very close to a open beta.

Let's hope you can have the time to give EB a try. IMHO, it will be well worth the effort. But my oppinion is a bit suspect... :cool:

Lord Ovaat
09-14-2005, 19:36
Well, TS, what version am I using? Beats me, lol. We've been discussing that a bit lately. I do know I DL'd it on 9/2/05. I think that was the last one. And don't get confused, 'cause I'm old. The "mouse-over" thingie was a glitch on my part, but the rest of the info is correct. If you "right-click" and read the parchments for either Campania or Sicily, they clearly state Royal Knights. AND, when I produce them, they are clearly Royal knights. The 66 man unit isn't a glitch on my part, though, 'cause I always play on large unit setting, but the original Royal Knights were only 20 men I do believe. They were still very expensive and very powerful. I have screenies saved to "My Pictures" from PAINT in jpeg format, but for the life of me, I can't figure out how to post them in this forum! I'm gonna take a stab at it, however. Hope I can edit if it screws up. ~D

Medieval_TW 2005-09-14 08-47-11-48

Medieval_TW 2005-09-14 08-47-16-53

Medieval_TW 2005-09-14 08-47-25-01

EDIT: Weeeeeeellllll, that didn't seem to work, lol. How do I get them in? I reckon I could mail them to you.

WesW
09-14-2005, 20:02
Lord Ovatt, you need to re-install the texts, I guess. That's the only explanation for why you would see erroneous names, though I would figure you would getting errors at game start-up. The Sicilian units are simply re-names of the High and Late Royal Knights, so their graphics are the same, but their names and descriptions are new.

Revanant, thanks for the bandit info. I had forgotten, but for the last big update I removed some rebellion types from the list for the Crusade/Jihad units, which may explain the random crashes that pop-up from time to time.

Lord Ovaat
09-14-2005, 22:54
I am not worthy. :bow:

DL'd the graphics and text. Installed. Problems solved. Didn't know you updated. :embarassed:

But, I still couldn't load the program until I deleted the second "1" after Spanish in the Set Shield column in the Startpos. ~D

Oh, yeah, and I still don't know how to post screenies, either, lol.

Big_John
09-14-2005, 23:03
ovaat, you need to signup with a webhost like photobucket or imageshack to post sceenshots. the img tags take web addresses as their targets (the org doesn't host screenshots, afaik).

https://imageshack.us/
https://www.photobucket.com/

reconspy
09-15-2005, 05:22
Just a FYI, it turns out that black screen problem was caused by our good friends at ATI. The driver versions 5.8 and 5.7 were causing the problem. Now that I've rolled back onto 5.6, everything is right in the world again. HUZZAH! ~:)

Lord Ovaat
09-15-2005, 05:38
Thanks for the leads, Big John. At least I now know I'm just not completely inept. Once I get it figured out, I'll post you guys a pic of the 200 man culvern unit, lol.

Reconspy, I've been using Omega drivers on my 9800Pro for over a year with no problems. They really increase performance and also give you a lot more options. However, I haven't tried the newest release of the ATI drivers.

If interested, go to http://omegadrivers.net/ (http://)

Del Arroyo
09-15-2005, 08:14
I too have used the 200-man culverin unit in battle. It's just like a regular culverin unit, except it has 200 crew. You can charge them into combat, they can get their butts whupped, and you'll still have more than enough to work the gun. Kind of wacky and cool.

DA

ToranagaSama
09-15-2005, 10:27
Damaged? How'd it get damaged??

What's your clock, Core/Memory?

Are you using any temperature monitoring software? What are your temps? Case/CPU? If not, try Motherboard Monitor (http://mbm.livewiredev.com/) With it you can setup a log file to take readings while the game is in play for review. My log consists of readings every 30 seconds for every half-hour period. At any point in time I have a 30 minute record of my temps.

Also, run ATI Tool, the link I posted previously. Run it with your core/memory settings and see if there's artifacting. A lot means your running too hot. Also, it keeps a log which will highlight what your eyeballs miss.

Great tools when used properly.

Luck!

reconspy
09-15-2005, 13:29
@ TS and Ovaat

Yeah thanks for your help and suggestions. I've been meaning to try ATITool and the Omega drivers. I'm just glad I figured out the problem.

The guess that parts of my computer being damaged was only me being an alarmist.

On a totally different topic

I started a game with the English. Around the late 1330s, my armies pillaged deep into France. In 1340, I noticed a little bug in Normandy after I had trashed the place.

I present, Henri Amyot, the Bishop of Awesome.

http://members.optushome.com.au/reconspy/bishop_of_awesome.jpg

I guess he's trying to rally the good Christian folk to punish the English.

Here's the quicksave for that turn should anyone like to investigate.
http://members.optushome.com.au/reconspy/bishop_of_awesome.zip

Regards.

tutankamon
09-15-2005, 16:09
[QUOTE=ToranagaSama]Realize that version 4 is *beta*!

There are still a number of issues to be worked out, and ONLY the "Late" era is available.

If you'd like, and I'd suggest, you can try the earlier version 3.14 which is quite polished and finished, plus all the Eras are available. It is easier to comprehend, though VERY challenging. I strongly suggest playing a couple of 3.14 campaigns prior to moving to version 4.

You can find the 3.14 links in my Sig.

Welcome to the MedMod, prepare to be *spanked*! ~D

Well now I have tried the 3.14 MedMod and I must say I'm not impressed it doesn't change a thing from the M:TW 1,1.. even though I installed the viking Invasion AND patched it up. plus now i can't play the invasion part.... Am i doing anything wrong??

ToranagaSama
09-15-2005, 16:52
JFYI, tutankamon PMed me and I PMed back the following:



Apparently.

Do you really think its a mod that doesn't change anything?

Why do you say nothing is changed?

When you start the game, I believe on the opening screen in the upper left you should see the designation MM 3.14 or something like it.

When you get to the screen where you choose which Era to play. Isn't there additional Eras? Are you choosing the **correct** Era.

The MedMod has different and separate Eras. You must choose one denoted MM Early, MM Late, etc. You are probably choosing the wrong Era.


When you choose an Era, you should immediately note that the Faction makeup is different.

You may need to SCROLL down!!!!!

Let me know how it goes.

BTW, if you intend to continue playing Vanilla then you'll need TWO separate game installs; or, you can ask around for a modswitcher. I think there is one, I don't use so am not sure.

Luck!

WesW
09-16-2005, 10:52
FYI, the link in TS's sig. only points to the texts portion of the v3 mod. You also need the graphics. Here are the links:
http://wes.apolyton.net/Medmod_IV_3.14.exe
http://wes.apolyton.net/Medmod_IV_v3_Graphics.exe

(I left them loaded on the site, and just altered their links on the page to point to the new mod version.)
Oh, and I fixed the Newby Guide link. Thanks for the info, TS.

Aymar, thanks for checking in. I know how hard it is to break away from your own work.

As for my work, I spent Wed night implementing the new rebellion mixes. I have removed the Crusade and Jihad units from the mix, since they result in such large spawnings. It turned out to be more complicated than I envisioned, and along with some bonehead errors, I spent several hours before finishing it. Now I just hope that Revenant was partially wrong with his info, and that the available troop types are determined by province and culture rather than province and faction. This would make sense, since mixes like Bandits are rebels.
I had been saving one unit slot in the units text for emergencies and the like, and I have used it for a generic rebel unit, available to anyone, anywhere, anytime, as a fail-safe. It's a duplicate of the Feudal Sgts., so let me know if a rebellion pops up with nothing but this unit in it.

I spent Thursday working on all the info Aenlic and Belisario have created, and unfortunately it has taken me longer than I anticipated to implement it into the files, in spite of the lengths they went to in trying to do as much of it for me as possible. Hopefully I'll finish it up Friday and have the update posted in time for the weekend.

On a good note, Revenant sent in the region owner table, which sets the Homelands and their values for GA mode, so that will be in the update, too.
It turns out that I will have to revert back to the original faction names in order for the faction Achievements to be available, but this should not pose any great obstacle. However, it will take some time to re-name a lot of graphics and set up the un-install folders, so it will probably not be ready for this update.

ToranagaSama
09-16-2005, 16:18
Sorry about that.

For anyone interested Very Important:
be sure to load the **Graphics** file FIRST!
Then load the "Text" files. JFYI.

---

Wes, just a couple of thoughts, etc., after my last bout of play:

Questions:

a) Is there any way to Limit the number of Agents per Faction, such as Bishops, et al., as well as Emmissaries, Spies and Assassins?

b) Any way to make the Command Stars invisible on the Campaign Map?

This would increase the challenge for me. Along with limited Spying (Hardcore Rules) I would not know until I hit the battlefield what level general I would be opposing. Make the game a LOT tougher.

c) Normally, as a human player, I Destroy all my Watchtowers, finding it more challenging limiting my *spy* capabilities.

After taking Constantinople/Thrace, I forgot to destroy the Watchtower, and noticed that with a WatchTower I could see all the way into Eprius!! TWO provinces away.

Perhaps, its a Late Era thing, but I don't recall being able to see further than the immediately neighboring provinces.

Should this be? If not, then is it related to having *smaller* provinces?

Is there a *setting* that denotes a radius for such buildings? If so, perhaps, given the, generally, smaller Provinces, this needs to be looked at.

---

I had no game issues of note, the year is 1392.

Lord Ovaat
09-16-2005, 17:38
After taking Constantinople/Thrace, I forgot to destroy the Watchtower, and noticed that with a WatchTower I could see all the way into Eprius!! TWO provinces away.

TS, that sounds like a border issue. If I remember correctly, on the original map Greece and Constantinople were border-neighbors. Watch Towers and Border Forts do only allow observation of neighboring provinces, not as they necessarily appear on the map, but rather in the startpos file.

As far as agent numbers, one could always increase the cost/build-time to automatically reduce usage. Personally, the only thing I ever use spies for is loyalty control and enemy agent protection in my own provinces. I try to keep two in each, the higher the valor, the better. I've always found enemy spies and assassins a nuisance, but part of the game, and they CAN be countered by having your own spies, Border Forts, etc. What has always infuriated me is the bloody inquisitors! There is absolutely no defense against them, and they take a lot of the enjoyment out of the game for me when playing a Catholic faction. Soooooooo, in my games, inquisitors usually cost around $25,000 and take several turns to build. ~D

PS. thanks again for the ATI tool. I discovered I can still overclock some more. Oh, I am a bad person. ~;)


EDIT: Does anyone know if Wes has posted the new update?

Revenant
09-16-2005, 19:55
[QUOTE=WesW]
As for my work, I spent Wed night implementing the new rebellion mixes. I have removed the Crusade and Jihad units from the mix, since they result in such large spawnings. It turned out to be more complicated than I envisioned, and along with some bonehead errors, I spent several hours before finishing it. Now I just hope that Revenant was partially wrong with his info, and that the available troop types are determined by province and culture rather than province and faction. This would make sense, since mixes like Bandits are rebels.
I had been saving one unit slot in the units text for emergencies and the like, and I have used it for a generic rebel unit, available to anyone, anywhere, anytime, as a fail-safe. It's a duplicate of the Feudal Sgts., so let me know if a rebellion pops up with nothing but this unit in it.

QUOTE]

Yes, the trooptype is determined by province and culture of province, I was wrong in this. But I think we do not have any unit available to specific culture and not to specific factions only, except for Jihad/crusade units and Peasants. I tried Jihad units as bandits and only one unit appeared when the bandit rebellion started, so I did not understand what issues you had with it ~:confused:

WesW
09-17-2005, 16:18
The update is now posted. Texts and Graphics only. I named this one 4.05, which seems about right. You should see the change in the Main Menu screen, as well as the exe names.

I was crusing the Main Hall yesterday, and ran across an old thread that someone had linked to from a new thread, and it got me to reconsider the way I was using Peasants and the Musterfield to entice the AI to economically develop key provinces. I ended up re-designing the system, which allowed me to remove the Muster Field from the game.
I decided to use the Christian peasants to provoke the AI to build farms in fertile provinces, while I used the Muslim unit to get the AI to build Merchants in key trading provinces. Both units are available to everyone, but I set their priorities to zero, which I hope will keep the AI from contructing them. If it does, most likely in non-Homelands, be sure to let me know.
Note that Peasants may appear in peasant or bandit uprisings, though.

I changed a few of the region bonuses in southern France, notably Provence, but nothing major.
I finished implementing all the work that Aenlic and Belisario have created, so give them a thank-you if you notice some new names, heroes or famous kings, or the Office names for the Byzantines.
I would like to have similar Office name customization done for all the factions, and only a few have it as of now, so if you want to look into this, the mod could use it. The Office names are near the top of the Names.txt, in the Loc\Eng folder, if you are interested.

Another major addition to the mod is a new page in the Excel spreadsheet which contains the significant Provincial Attributes, such as land value, culture, rebelliousness and the benefits of governorship. It was very helpful for me in making out the Peasant lists, but I think everyone can use it, especially the land values.

This page also shows the name of the castle for each province, which I thought the more historically inclined might appreciate. I would also appreciate suggestions for new names from those of you who are knowledgeable about this area, if you think some provinces could be improved. I noted Volga-Bulgaria in particular which needs help.
When we were putting together the map last year, I asked the guys to use the name of the provincial capital for the castle, but now I think it would be better to either replace or combine that with famous castles in the capital, where present.
I found a few myself last month for southern Spain, but I am sure some of you know of others from different areas. Castles or palaces which served as the homes of factions would be particularly appealing.

Once I was able to see everything is a nice list, I went through and made a lot of changes to the gov benefits, as well as some of the land values.
While I was doing this, I went through and charted out the trade goods, and made a lot of changes there, too, mostly to spead them out, but I also added a good to some provinces which didn't have any, so that now most every coastal province should have something.

On the graphics front, all known unit glitches should be fixed, so be sure to report anything you come across. I also reverted back to the original Burgundian flag, and changed the colors for the Venetians and Byzantines back closer to their original settings.

I'll try and go over the heroes text soon and make a list of factions which could still use some work. I hope we are only about one more update away from finishing this campaign.

Lord Ovaat
09-19-2005, 19:28
So far, I've run three entire campaigns with the Papists with no problems. They all went to the end of the period. I use the Papists in these auto-trials only because the other factions generally don't attack them, and an attack will pause the game. I have also been playing a campaign as the Danes, mostly 'cause I wanted to see their Longbowmen. Again, no problems. Only things I've noticed are a few cosmetics, such as, the Portuguese allianace attempts are usually generated by King so & so of Scotland, Master so & so of the Outremers, etc. I know you're still working on the hero texts, so that's really not a problem.

It looks like you might have it playable enough to release soon. Thanks again.
~:cheers:

PS: I have tried to load the MM4b_units file with Gnome, but I'm now getting an error that indicates an improper format. Did you alter it? I was checking to see if Mercia was included as homeland for the Danes. They are, but it was eye-wrenching to find it without Gnome. LOL

WesW
09-19-2005, 23:36
The Gnome editor, from what I surmise, is a fixed template, including the notes at the top of the file, so the Medmod text doesn't fit it.

Del Arroyo, I finally noticed your testimonial last night. I appreciate the gesture, but just know that I rarely peruse this forum (I have this thread in my Favorites), so the only place I'll be sure to see your questions is here.

Revenant, seeing only one Crusade unit in an uprising is pretty rare. The size of rebellions, as well as Crusades and Jihads, is determined by the cost of the units. When a rebellion is spawned, the game assigns a total cost to it, and then picks from the list of available units until it has met or exceeded that amount. The reason I reduced the cost of Crusade and Jihad units was so that more would be generated from the fixed amount available.
Applying this to rebellions, however, can result in huge uprisings. The average size was similar to that of the old rebellions from pre-VI, so I was satisfied with it while I was adjusting the unit lineups, but now I can set things up properly, and I'll try and make a note in the readme about implementing the old_rebels command line for those who like the big ones.



Wes, just a couple of thoughts, etc., after my last bout of play:

Questions:

a) Is there any way to Limit the number of Agents per Faction, such as Bishops, et al., as well as Emmissaries, Spies and Assassins?

b) Any way to make the Command Stars invisible on the Campaign Map?

This would increase the challenge for me. Along with limited Spying (Hardcore Rules) I would not know until I hit the battlefield what level general I would be opposing. Make the game a LOT tougher.

c) Normally, as a human player, I Destroy all my Watchtowers, finding it more challenging limiting my *spy* capabilities.

After taking Constantinople/Thrace, I forgot to destroy the Watchtower, and noticed that with a WatchTower I could see all the way into Eprius!! TWO provinces away.

Perhaps, its a Late Era thing, but I don't recall being able to see further than the immediately neighboring provinces.

Should this be? If not, then is it related to having *smaller* provinces?

Is there a *setting* that denotes a radius for such buildings? If so, perhaps, given the, generally, smaller Provinces, this needs to be looked at.

No, there isn't any way to limit the number of agents, except by redusing their priority in the units text. This may be a good idea, anyway, since I seem to see the AI producing more of them than it should. Anyone else seeing this?

No, you can't remove any strategic info from the game. The Tower/Fort effects are lumped together and hardcoded.

You must have had something else giving you the ability to see into Epirus, as Ovaat is right about the neighbors setting this ability, and I checked the neighbors just to be sure.

Lord Ovaat
09-21-2005, 14:38
Been playing the Outremers. Very hard. Had to drop down to "normal" to even have a chance. ~D The added trade goods in Lesser Armenia helps greatly. I have noticed, however, that even though they control from Egypt to Khazar to Pannonia, they can't recruit Imperial troops nor Paramonai in the Latin provinces as per Faction Descriptions. Don't think they really need them, either. Also, their Late Era BG is listed as both Knights Hos. and Imp. Kav. The created BG are Knights Hospitaller. Still no problems with game-play nor CTD.

ToranagaSama
09-21-2005, 21:49
You must have had something else giving you the ability to see into Epirus, as Ovaat is right about the neighbors setting this ability, and I checked the neighbors just to be sure.

Should have posted, I check the files, as Lord Ovaat suggested. Didn't see anything relative at all. I check for any discrepancies re neighbors and regions. Nada.

It's possible it was *something* else, and would chalk it up to some oversight on my part, EXCEPT that once I destroyed the Watchtower, I could no longer see into Epirus from Thrace. An odd occurence. I'll keep an eye out to see if it happens again.

---

I think it would be a good experiment to limit the priority of Agents. Little to lose I think, the board would a little less cluttered. The AI does appear to be producing more agents than it may need. This is particuarly so of Inquisitors. The AI doesn't make the best use of Inquisitors, imo, and even if it did, there isn't the need for so many of them. Regarding the other agents, I think it may be only Inquisitors that are being overemphasized.

The only caveate, might be the consideration of how dependant the AI might be in using its Agents, including Inquisitors, as *Spys*. If reducing the priority will result in fewer Agents in general, and/or Inquisitors in specific, I wonder if the AI's capability to spy out Provinces and Stacks will be effected to any significant degree?

Crazed Rabbit
09-23-2005, 21:54
Oh, woe is me. I just installed the newest version of the graphics and text on a brand spanking new copy of VI, and I got a CTD when I selected the upper-left province in the Iberian pennisula playing as the spanish, and an immediate CTD right after loading a new campaign as the Portugese (both MM campaign late). The old version worked fine. Do you know the cause of this problem?

Crazed Rabbit

Lord Ovaat
09-24-2005, 04:25
Really don't know what to say. Need more specifics on hardware, etc. I've finished several campaigns on auto-run with the Papists, a regular campaign with the Outremers, and I'm currently playing with the Portuguese. I've encountered no problems at all. Well, I got my butt kicked the first three starts with the Outremers, but I bumped down to Normal and won. ~D Finding the Portuguese to be quite strong. Good starting position and resources. They don't seem to be able to build Lancers, but everything else seems OK. I took Leon (upper left Iberian province) rather early from the Spanish with no problem. I had been getting some CTD's with the last version, but this seems pretty smooth. Maybe ToranagaSama can offer some advise if he sees this, but he'll also need more info.

Kull
09-25-2005, 04:15
Spotted some name glitches involving Papal Bishops and Cardinals:

Bishop: "Don Bernardo ( !!! Antiochia !!!)Could not translate."
Cardinal: "Don Gregorio ( !!! Aiello !!!)Could not translate."

ToranagaSama
09-25-2005, 12:26
@Crazed Rabbit

Did you remember to install the patch?
Did you install MM in the correct order? Graphics first, Text second?
Just asking, sometimes we all forget.

Lord Ovaat
09-25-2005, 15:58
Wes, the Portuguese can build neither Lancers, Pavise Crossbows, nor Mounted Crossbows as per faction descriptions. Of the troops available for recruitment, Bellatores DO get a bonus in Leon, Knights of Calatrava DO get a bonus in Aragon, Cabelleros in Valencia, Catalan Militia Sergeants in Portugal, Andalusian Swordsmen in New Castile, and Almughavars in Murcia. Still no CTD's.

Belisarivs
09-26-2005, 18:06
I can't play that mod. As I have only 128 MB of RAM, MTW doesn't manage to start.
What if I try to mod that campmap/startpos text file and reduce it length. Would it help?

What if someone would be so kind and make saves of 1st year of campaign for each faction? Would it help? If so, could someone bo so kind and do it gor me? At least few factions. I'm interested in Byzantine factions (I mean Trebizond ..), Polish, English, Portuguese.

I've also posted one idea on Fall of Rome forum.
It would be cool in this mod too.

For Romans:
You could make building named Romanisation for Romans (and equivalents for each other nation) which would take long time to build, but its building would allow you to train units in province, reflecting fact, that originally hostile population already subdued to your rule and joins your army. It could be indestructible and perhaps generate some money, and you would start with only few provinces Romanized.

It could have more levels. First could be indestructible (meaning, that memories about your presence in province are still alive) and allow creation of some basic units, and second one destructive, this would allow training of best units. It could also faster convert population to religion of holder of province and increase happiness.

Perhaps you could use it for Med Mod, too.

Crazed Rabbit
09-26-2005, 21:40
Yup, I have the patch installed, and the med mod in the right order. Actually, I just copied a vanilla folder I use for MP and installed on the copy, which has always worked before (even on earlier v4's of med mod).

I've got a
Geforce2 MX,
P4 1.3
~300+ RAM.
Win XP (admin account)
Dell 8100, several years old.

Never had any hardware problems with MTW before.

I'll try the whole installation again in a bit if this doesn't present an obvious solution.

Crazed Rabbit

WesW
09-29-2005, 15:55
"You've got to...
Make your own kind of music,
Play your own kind of song,
Make your own kind of Medmod,
Even if nobody else plays along..."

Coming to you from my unfortified bunker in Florence, Alabama.... (and if you haven't been watching Lost, shame on you.) ~;)

Well, I have been resting up this week, after a hard time last week. Mostly dabbling on the internet. I didn't realize it has been so long since I last browsed the thread.
Btw, anyone listen to J-pop? I don't speak Japanese, but some of it's good to listen to when you are posting and such, and using it as nice background music. If you like to sample- I guess some would call it "pirating", like I do- try out Maaya Sakamota or Mika Nakashima.
(And yes, I'm about to turn 36 in a couple of weeks. The older I get, the more convinced I am that I was born a decade or two too early. Oh well, at least I have my TI-30 III from high school to keep me company. Got me through all my college engineering courses.)

Rabbit, did you install the maptex portion to the new copy you made? That might cause those kinds of crashes.

Belisarivs, was it you who emailed me on Monday? Are things alright now?
As for the buildings, that type of feature would be good, but unfortunately this game doesn't have that feature. The EB team was planning to use such a concept in their mod, back in the Spring when I was advising them. You may want to contact them and see how it's working.

Ovaat, thanks for the Portuguese info. The crossbow units were indeed bugs. The Portuguese aren't supposed to have access to Lancers, however.
If you study the minor factions, they commonly have some restrictions on their Royal units, especially the Late era ones.
In the Faction Descriptions readme, the minor factions are listed on the line below the magor ones, such as the way the Spanish and Aragonese are listed together, followed by the Portuguese below.
If the Royal units are listed separately for a faction, beside their name, it means they are different from the ones for the major factions.

Also you mentioned the Outremer units in a previous post. If you notice in the readme, their are capitalized letters (initials) at the end of the entries for several Late-era units, which denote that they are exclusive to that faction. There were intially more instances of this when I had the Scots, Welsh and Irish all in the mod.
It's good you pointed it out, though, since this means that a lot of other people would be confused, too. I have gone in and re-worked the faction descriptions to try and make it clearer. There are so many things about these two factions which need noting that I was uncertain how to present it without making an entire line of "Note:"'s

Kull, thanks for the names note. I had seen that myself earlier, but had forgotten about it. It's corrected now.

Btw, are you guys seeing Horde emisarries in your games? I had been, but it hadn't dawned on me that I wasn't supposed to, until I got an email about it. I went into the units text, and all I can figure out is that they are getting poverty-stricken, and this unit is all they can afford to pop out. I reduced their priority to zero, from 1, since no one should be worried about Emisarries in that circumstance. I hope this does the trick.
I have not been seeing any Peasants in my game, and all factions have access to them, but with zero priority in all circumstances.
I also went through and reduced the priority of Inquisitors and second-order priests, so hopefully they won't show up as much, either.

How are rebellion strengths? Do they seem about right? Since most of them occur to the AI, I figure reducing their strength should help keep factions from crumbling so easily.

Seeing agents in Gotland, etc.- ran across a mention in another thread about VI upgrades, where you can use the z,x,c and v keys to display various types of map pieces. I had totally forgotten about this little upgrade.
Use the z key to cycle between displays of different types of units. It should allow you to reveal any obscured units.

Heroes-
There are still several major factions which have a dearth of heroes, if anyone is interested in researching them.
Almohads- no one after 1180, even though Belisario add a few earlier.
Egyptians- only 6 generals, none after 1239.
Turks- they only have one between 1190 and 1320.
Balkans- this entire region is almost bare.
I need to contact Russ Mitchell. Don't know where he has been lately.
Russians\Novgorods- only a few, those I added from my own research a few months back. They still need a lot of help. Originally they had no generals, not even Nevsky.
Danes- only two generals at present. Surely there are some more out there.
Scotch-Irish- no heroes from Ireland, only Wallace and Dunbar for the Scots.

Btw, I was perusing the manual a couple weeks ago, and noticed that the lead designer was responsible for researching the kings and heroes, which fits with my theory that this area received a first pass, early in game development, which would explain the erroneous unit types for agents, and was never re-visited to flesh out the factions which an Englishman would be less familiar with.
This is just one more example which supports my theory that someone like me is needed in the company structure to remain focused on core balancing and development after the lead guy's attention gets divided as the game gets closer to launch. Oh well, maybe one day....

Finally, I got a hilarious email forward a my cousin which I thought you guys would enjoy. That's all for today.

Subject: ABBOTT AND COSTELLO ON COMPUTERS


ABBOTT AND COSTELLO'S COMPUTER CONVERSATION
You have to be old enough to remember Abbott and Costello, and too old to REALLY understand computers, to fully appreciate this. For those of us who sometimes get flustered by our computers, please read on...
If Bud Abbott and Lou Costello were alive today, their infamous sketch, "Who's on first?" might have turned out something like this:

COSTELLO CALLS TO BUY A COMPUTER FROM ABBOTT...
ABBOTT: Super Duper computer store. Can I help you?
COSTELLO: Thanks. I'm setting up an office in my den and I'm thinking about buying a computer.
ABBOTT: Mac?
COSTELLO: No, the name's Lou.
ABBOTT: Your computer?
COSTELLO: I don't own a computer. I want to buy one.
ABBOTT: Mac?
COSTELLO: I told you, my name's Lou.
ABBOTT: What about Windows?
COSTELLO: Why? Will it get stuffy in here?
ABBOTT: Do you want a computer with Windows?
COSTELLO: I don't know. What will I see when I look at the windows?
ABBOTT: Wallpaper.
COSTELLO: Never mind the windows. I need a computer and software.
ABBOTT: Software for Windows?
COSTELLO: No. On the computer! I need something I can use to write
proposals, track expenses and run my business. What do you have?
ABBOTT: Office.
COSTELLO: Yeah, for my office. Can you recommend anything?
ABBOTT: I just did.
COSTELLO: You just did what?
ABBOTT: Recommend something.
COSTELLO: You recommended something?
ABBOTT: Yes.
COSTELLO: For my office?
ABBOTT: Yes.
COSTELLO: OK, what did you recommend for my office?
ABBOTT: Office.
COSTELLO: Yes, for my office!
ABBOTT: I recommend Office with Windows.
COSTELLO: I already have an office with windows! OK, let's just say I'm sitting at my computer and I want to type a proposal. What do I need?
ABBOTT: Word.
COSTELLO: What word?
ABBOTT: Word in Office.
COSTELLO: The only word in office is office.
ABBOTT: The Word in Office for Windows.
COSTELLO: Which word in office for windows?
ABBOTT: The Word you get when you click the blue "W".
COSTELLO: I'm going to click your blue "w" if you don't start with some straight answers. OK, forget that. Can I watch movies on the Internet?
ABBOTT: Yes, you want Real One.
COSTELLO: Maybe a real one, maybe a cartoon. What I watch is none of your business. Just tell me what I need!
ABBOTT: Real One.
COSTELLO: If it's a long movie, I also want to watch reels 2, 3 and 4. Can I watch them?
ABBOTT: Of course.
COSTELLO: Great! With what?
ABBOTT: Real One.
COSTELLO: OK, I'm at my computer and I want to watch a movie. What do I do?
ABBOTT: You click the blue "1".
COSTELLO: I click the blue one what?
ABBOTT: The blue "1".
COSTELLO: Is that different from the blue w?
ABBOTT: The blue "1" is Real One and the blue "W" is Word.
COSTELLO: What word?
ABBOTT: The Word in Office for Windows.
COSTELLO: But there are three words in "office for windows"!
ABBOTT: No, just one. But it's the most popular Word in the world.
COSTELLO: It is?
ABBOTT: Yes, but to be fair, there aren't many other Words left. It pretty much wiped out all the other Words out there.
COSTELLO: And that word is real one?
ABBOTT: Real One has nothing to do with Word. Real One isn't even part of Office.
COSTELLO: STOP! Don't start that again. What about financial bookkeeping? You have anything I can track my money with?
ABBOTT: Money.
COSTELLO: That's right. What do you have?
ABBOTT: Money.
COSTELLO: I need money to track my money?
ABBOTT: It comes bundled with your computer.
COSTELLO: What's bundled with my computer?
ABBOTT: Money.
COSTELLO: Money comes with my computer?
ABBOTT: Yes. No extra charge.
COSTELLO: I get a bundle of money with my computer? How much?
ABBOTT: One copy.
COSTELLO: Isn't it illegal to copy money?
ABBOTT: Microsoft gave us a license to copy Money.
COSTELLO: They can give you a license to copy money?
ABBOTT: Why not? THEY OWN IT!
(A few weeks later...)
ABBOTT: Super Duper computer store. Can I help you?
COSTELLO: How do I turn my computer off?
ABBOTT: Click on "START".

P.S.- Your friendly neighborhood Spiderman reminds you to always save long posts to your clipboard before submitting, in case the server is going haywire at that moment.

Belisarivs
09-29-2005, 17:08
Belisarivs, was it you who emailed me on Monday? Are things alright now?
As for the buildings, that type of feature would be good, but unfortunately this game doesn't have that feature. The EB team was planning to use such a concept in their mod, back in the Spring when I was advising them. You may want to contact them and see how it's working.


No, I wasn't.
I was speaking about idea, that many players dislike idea of Homelands, because it limits them too much.

I posted my idea of Romanisation in Fall of Rome thread.
My idea would allow to extend number of provinces where you van train units by logical way, that you have to subdue population of province. This would represent building named Romanisation (as I said, it was intended for mod Fall of Rome, that's why it's named Romanisation, but each nation would have own unique building of that style, but I can't find name for that for other nations, that's why I call it Romanisation, Polish would have Polonisation, if I'm correct).

For example every Polish unique unit will require Polonisation to be build. It would take some time, but when you build it, you will be able to train Polish units elsewhere. But when you set construction time reasonably long (as well as price), it will prevent player to train units in newly conquered provinces, but won't look weird when you hold them for long time (Romans started as City state and were able to train Legions in Spain and Galia later, after all).
Polish would also start with few regions Polonised (so, they will have Polonisation building built in appropriate regions, I think, that it is easier, than set for each unit where it can be trained). If it sounds confusing, simply ask. I'm not born English speaker, but I'm definitely not analphabet, which makes me harder to express my ideas. Good luck.

Big_John
09-29-2005, 18:06
lol! that abbott and costello bit was pretty good! 'who's on first' of the computer age, great idea!

hey wes, after this weekend, i should have some time to work on the graphics again. let me know if/what you want. btw, did you ever get those georgian graphics i re-sent you like a month ago?

ToranagaSama
09-30-2005, 21:55
No, I wasn't.
I was speaking about idea, that many players dislike idea of Homelands, because it limits them too much.

I posted my idea of Romanisation in Fall of Rome thread.
My idea would allow to extend number of provinces where you van train units by logical way, that you have to subdue population of province. This would represent building named Romanisation (as I said, it was intended for mod Fall of Rome, that's why it's named Romanisation, but each nation would have own unique building of that style, but I can't find name for that for other nations, that's why I call it Romanisation, Polish would have Polonisation, if I'm correct).

For example every Polish unique unit will require Polonisation to be build. It would take some time, but when you build it, you will be able to train Polish units elsewhere. But when you set construction time reasonably long (as well as price), it will prevent player to train units in newly conquered provinces, but won't look weird when you hold them for long time (Romans started as City state and were able to train Legions in Spain and Galia later, after all).
Polish would also start with few regions Polonised (so, they will have Polonisation building built in appropriate regions, I think, that it is easier, than set for each unit where it can be trained). If it sounds confusing, simply ask. I'm not born English speaker, but I'm definitely not analphabet, which makes me harder to express my ideas. Good luck.


Interesting, if one were to view Vanilla as Easy, and the MedMod as Hard, implementing the above would result in something in between---*Less Hard*?

Why do that?

Doesn't make too much sense. You pay a great deal in Florins and Turns, for What? In less Time and Cost, you can Train and Move your unique units from your *Home* province(s) to wherever they are needed. All it takes is *planning*.

Contrary to what many allege, the Homelands concept is NOT restricting! It simply *Limits* the player from indulging in unreasonable excess. It compels the player to focus more upon *planning*, adeptly utilizing his units and battlefield basics and *intangibles*.

Question @ Belisarivs:

In your Romanization concept are there any limits upon which units can be produced by the building? For example, if playing as the Almo, will you be able to build the *camel* unit(s) in Flanders? Or, Nubians?

Additionally, the Concept is presumptious, in that it presumes that EVERY Faction is/would be capable of EQUALLY assimulating their style of warfare/technology to other regions; and/or in the reverse, that every faction is equally capable of incorporating the style of warfare/technology of the regions they conquer.

Did this happen historically? Was every historical faction capable of Romanization? If so, to what degree? If not, then what's the point?

Doesn't the game, and the MedMod, already effect *assimilation*? Yes, logically so, in the areas where regions meet:

Western/Eastern Europe
Northern/Southern Europe
Southern Europe/Africa-Middle East
Eastern Europe/Asia

Wherever these regions meet there exists *assimilated/cross-units*. This is logical and historical.

For all the questions and reasons I pose, my vote is NO!

I think maybe what is needed is a *Guide* for the MedMod: "How to Beat the MedMod".

Belisario
10-01-2005, 18:59
Hello guys! This post is exclusively dedicated to the spanish faction. I have corrected the changes in the list of spanish kings
provoked by my new list of names: now should appear Alfonso VI (Early), Alfonso VIII (High) and Alfonso XI (Late). I have elaborated
also a definitive list of spanish heroes (9 agents and 21 generals). My next post will be dedicate to the danish faction: now I have twelve
danish heroes but I want improve the new list a little.

FAMOUS_KINGS:: FN_SPANISH1 12
//name no. c d p a portrait vnv
0, 6, 3, 5, 5, 5, -1, defender2 //Alfonso VI the Brave, king of Leon (1065-1109) and Castile (1072-1109)
0, 7, 3, 5, 5, 5, -1, attacker2 //Alfonso VII the Emperor, king of Leon and Castile (1126-1157)
1, 3, 2, 4, 5, 3, -1, secret_lust2 //Sancho III the Desired, king of Castile (1157-1158)
0, 8, 3, 5, 5, 5, -1, defender2 //Alfonso VIII the Noble, king of Castile (1158-1214)
2, 3, 5, 4, 6, 3, -1, pious2 //Fernando III the Saint, king of Castile (1217-1252) and Leon (1230-1252). He joined definitively the kingdoms of Castile and Leon.
0, 10, 2, 5, 5, 5, -1, educated2 //Alfonso X the Wise (1252-1284)
1, 4, 3, 6, 5, 4, -1, secret_anger3 //Sancho IV the Brave (1284-1295)
0, 11, 3, 4, 5, 4, -1, lawman2 //Alfonso XI the Judge (1312-1350)
4, 1, 3, 5, 3, 3, -1, prisoner_killer4 //Pedro I the Cruel (1350-1369)
3, 2, 3, 5, 5, 3, -1, attacker1 //Enrique II de Trastámara (1369-1379)
3, 3, 1, 4, 5, 5, -1, zealot2 //Enrique III the Sufferer (1390-1406)
3, 4, 2, 2, 5, 3, -1, vaccilator2 //Enrique IV (1454-1474)

SetStartLeader:: FN_SPANISH1 0 6 6 2 1 0 0 0 //Early Startpos
SetStartLeader:: FN_SPANISH1 3 6 8 3 2 0 0 0 //High Startpos
SetStartLeader:: FN_SPANISH1 7 6 11 4 4 1 0 0 //Late Startpos

FAMOUS_HEROES:: FN_SPANISH1 30
//forename surname date, c, d, p, a, l, vnv, TYPE ID_REGION PORTRAIT
"Diego", "Gelmírez", 1067, 1, 1, 6, 7, 7, no_v, BISHOP, ID_LIMBO, -1 //He became bishop of Compostela in 1100. He was appointed Archbishop in 1120, and he held the office until his death in 1140. He was also the guardian of the young Alfonso VII after the death of Alfonso VI in 1109. He exercised a controlling authority in the midst of the turbulent political scene during the early years of the twelfth century.
"Raimundo", "de Toledo", 1081, 1, 0, 6, 5, 6, educated3, BISHOP, ID_LIMBO, -1 //Raimundo was from Salvetat in Gascony. He migrated to Spain from France. He became bishop of Osma in 1109 and archbishop of Toledo in 1125. His most celebrated cause of fame was the founding of the School of Translators in Toledo. He died in 1152.
"Rodrigo", "Jiménez de Rada", 1169, 2, 6, 5, 5, 6, no_v, CARDINAL, ID_LIMBO, -1 //Historian, Bishop of Osma (1208), Cardinal and Archbishop of Toledo (1209). He participated in the organization and in the campaign of Navas de Tolosa (1212), and also in the military expeditions of Fernando III the Saint. His work more noted is "Historia gothica" or "Crónica del Toledano". He also wrote "Historia Arabum". He died in 1247.
"Domingo", "de Guzmán", 1171, 1, 3, 7, 4, 5, secret_prisoner_killer4, INQUISITOR, ID_LIMBO, -1 //Founder of Dominicans (1215). He combated the Albigensian heresy. He was canonized in 1234.
"Gonzalo", "de Berceo", 1198, 2, 0, 6, 4, 5, no_v, BISHOP, ID_LIMBO, -1 //First Castilian poet of known name. He was educated in the monastery of San Millán de la Cogolla (La Rioja) and was ordained priest. His works more noted are "Vida de Santo Domingo de Silos" and "Milagros de Nuestra Señora".
"Arcipreste", "Juan Ruiz", 1282, 3, 0, 3, 3, 4, educated2, BISHOP, ID_LIMBO, -1 //Archpriest of Hita and important poet. He suffered a long prison by order of the Archbishop of Toledo. He wrote "El Libro de Buen Amor".
"Gil", "de Albornoz", 1310, 2, 6, 5, 5, 6, no_v, CARDINAL, ID_LIMBO, -1 //Gil Álvarez Carrillo de Albornoz: Archbishop of Toledo and closer collaborator of Alfonso XI. Later he was forced to exile by Pedro I the Cruel. He went to the papal court at Avignon and Clement VI named him cardinal in 1350. He recovered Rome for Clement VI. He died in 1367 at Viterbo (Italy).
"Fernando", "Martínez", 1340, 2, 5, 6, 3, 6, no_v, INQUISITOR, ID_LIMBO, -1 //Dominican anti-Semite and prize git.
"Ruy", "González de Clavijo", 1350, 4, 2, 4, 6, 7, no_v, EMISSARY, ID_LIMBO, -1 //Chamberlain in Castile. He was sent as an ambassador to Timur Lang to stop the Turkish advance (1403-1406). He visited Samarkand, Teheran, Trebizond and Constantinople. He wrote "Embajada a Tamerlán".
"García", "Ordóñez", 1055, 3, 5, 5, 3, 7, courageous1, GENERAL, ID_LIMBO, -1 //Count of Nájera and one of the most important magnates in the court of Alfonso VI. He was "Alférez Real" (Royal Standard-bearer) and tutor of the infante Sancho. He died defending the castilian prince in the Battle of Uclés (1108), in which the same infante and many christian soldiers were killed. He was also personal enemy of the Cid.
"Raimundo", "de Borgoña", 1060, 2, 4, 4, 4, 6, farmer2, GENERAL, ID_LIMBO, -1 //Son of William the Great of Burgundy. He came to Spain to fight in the disastrous Battle of Sagrajas in 1086. He was appointed Count of Galicia and married to Queen Urraca, daughter of Alfonso VI. He repopulated Salamanca and Ávila. He was decreed legal successor to the throne, but died prematurely in 1107. His son Alfonso Raimúndez reigned as Alfonso VII the Emperor.
"Álvar", "Fáñez", 1065, 4, 3, 5, 4, 8, fearsome2, GENERAL, ID_LIMBO, -1 //Nephew of the Cid, he was one of the most prominent figures in the court of Alfonso VI. He acted on numerous occasions as Alfonso's envoy to the Kings of Taifas. He fought in the Battle of Uclés in 1108 (a Christian defeat in front of the almoravids). He became governor of Toledo: his leadership in the defense of the city was decisive during the almoravid siege of 1109. He recovered Cuenca in 1111, but was killed in 1114 while defending Queen Urraca's cause against the Aragonese.
"Pedro", "González de Lara", 1080, 5, 5, 4, 3, 5, mightywarrior2, GENERAL, ID_LIMBO, -1 //He was a distinguished noble of the Lara family. He was extremely powerful in Castile and exerted great influence in the court of Alfonso VI. He grew even more prestigious during the reign of Queen Urraca, with whom he maintained intimate relations for a time. He fought energetically for Urraca's cause, but after her death in 1126 he allied himself with Alfonso I of Aragon. He was reluctant to submit to the authority of Alfonso VII and was banished. He was killed in a duel with the Count Alphonse Jordan of Toulouse in 1130.
"Gutier", "Fernández de Castro", 1090, 4, 4, 4, 4, 6, smarttalker1, GENERAL, ID_LIMBO, -1 //He was an eminent member of the Castro family of Castile. His presence is recorded in both the court of Alfonso VI and in the retinue of Queen Urraca. He is famous for his opposition to her marriage with Pedro de Lara. He lent military strength to Alfonso VII's forays into Andalusia. He was also guardian to Sancho III and royal tutor to Alfonso VIII.
"Munio", "Alfonso", 1100, 3, 3, 5, 4, 6, defender1, GENERAL, ID_LIMBO, -1 //Munio Alfonso was a Galician noble who became a celebrated captain in the forces of Alfonso VII. He was mayor of Mora and vice-governor and military leader of Toledo.
"Manrique", "Pérez de Lara", 1110, 2, 3, 5, 5, 7, educated2, GENERAL, ID_LIMBO, -1 //Son of Pedro González de Lara, he enjoyed the same power and prestige as his father in the castilian court. He was royal standard-bearer ("Alférez Real") during most of the reign of Alfonso VII. He was tutor and regent of Alfonso VIII. He was killed by the chief of Castro family (rival of the Lara family) at the battle of Huete in 1164.
"Fernando", "Rodríguez de Castro", 1120, 3, 5, 3, 4, 6, killer1, GENERAL, ID_LIMBO, -1 //Chief of the Castro family during the confrontations with the Lara family for the regency of Alfonso VIII. He killed Manrique Pérez de Lara at the battle of Huete (1164). He was known for his astuteness and slight chivalry ("artero, pero no buen caballero").
"Diego", "López de Haro", 1150, 4, 4, 6, 3, 8, attacker2, GENERAL, ID_LIMBO, -1 //5th Lord of Vizcaya. He was a distinguished noble of the ancient Haro family. He was royal standard-bearer ("Alférez Real") and the best friend of Alfonso VIII the Noble. He was praised for his aggressive actions in the Battle of Navas de Tolosa (1212), where he commanded the vanguard of the army. He died in 1214.
"Álvar", "Núñez de Lara", 1160, 4, 4, 4, 4, 5, smarttalker1, GENERAL, ID_LIMBO, -1 //Powerful Count of the Lara family. He was "Alférez Real" (1199-1201 and 1208-1214). He fought in the Battle of Navas de Tolosa (1212). He snatched the regency of Enrique I (1214-1217) from the Queen Berenguela and for a time he was the only ruler of Castile. In 1217 he rebelled against Fernando III the Saint. He died in 1219.
"Ruy", "Díaz de Yangüas", 1170, 3, 3, 6, 3, 6, scarred1, GENERAL, ID_LIMBO, -1 //Master of Calatrava. He had an outstanding participation in the Battle of Navas de Tolosa (1212). He was left one-handed after the battle and renounced his position.
"Lope", "Díaz de Haro", 1180, 4, 4, 5, 5, 8, mightywarrior2, GENERAL, ID_LIMBO, -1 //6th Lord of Vizcaya. He was son of Diego López de Haro. He fought beside his father in the Battle of Navas de Tolosa (1212). He was known as "Cabeza Brava" (Brave Head) due to his courage and his military skills. He became trusted man of Fernando III the Saint. He died in 1236.
"Ramón", "Bonifaz", 1196, 2, 5, 4, 5, 6, attacker1, GENERAL, ID_LIMBO, -1 //Castilian marine of french origin. He was mayor of Burgos (1227-1246). He was naval officer at conquest of Seville by Fernando III the Saint in 1248. Later he held the office of inspector ("veedor") of the royal income in the castilian ports.
"Alonso", "Pérez de Guzmán", 1256, 3, 3, 5, 4, 8, defender2, GENERAL, ID_LIMBO, -1 //Alonso Pérez de Guzmán (1256-1309), castilian knight. He is famous for his defense of Tarifa during the Merinid siege of 1294. He didn't surrender the stronghold despite that his son was prisoner of the muslims, who threatened with kill him. For this decision he was known as Guzmán el Bueno (the Good).
"Infante", "Juan Manuel", 1283, 2, 4, 4, 6, 4, educated2, GENERAL, ID_LIMBO, -1 //Adelantado of Murcia and lord of extensive domains. He was a rebel noble, ambitious and intriguer. However he was a good and original writer: "El Conde Lucanor", "Libro de los estados", "Libro del cavallero e del escudero"...
"Juan", "Núñez de Lara", 1300, 3, 4, 4, 4, 4, envy1, GENERAL, ID_LIMBO, -1 //Allied with the Infante Juan Manuel he led various rebellions against Alfonso XI (1333, 1336). Later he became reconciled with the king and fought in the Battle of Salado (1340) against the merinids. He added to his domains the Lordship of Vizcaya married with the heiress of the Haro family (rival of the Lara family). He died in 1350.
"Pero", "López de Ayala", 1332, 2, 3, 6, 4, 6, man_of_reason3, GENERAL, ID_LIMBO, -1 //Poet, chronist and knight. He was captain of the castilian fleet, mayor of Toledo and Royal Chancellor. He was captured two times: in the Battle of Nájera (1367) and in the Battle of Aljubarrota (1385). He was the first humanist of the spanish literature.
"Infante", "Fadrique de Castilla", 1334, 3, 3, 5, 4, 4, pious2, GENERAL, ID_LIMBO, -1 //Master of Santiago. Son of Alfonso XI and his lover Leonor de Guzmán. Together with his brothers Enrique (future Enrique II), Tello and Sancho fought against Pedro I the Cruel, which had killed his mother Leonor (1351). He participated in the baronial rebellions in 1354-1356. While his brother Enrique looked for help in France, he was killed by order of Pedro I (1358).
"Ruy", "López Dávalos", 1357, 4, 2, 5, 3, 6, fearsome2, GENERAL, ID_LIMBO, -1 //Constable of Castile (1400), Adelantado of Murcia (1396) and favourite of Enrique III. He was a victim of the intriguer Álvaro de Luna: he was exiled accused of supposed deals with the muslims of Granada. He was kindly, a brave soldier and fond of astrology ("plazíale mucho oír a estrólogos").
"Diego", "Hurtado de Mendoza", 1365, 4, 3, 5, 5, 6, builder3, GENERAL, ID_LIMBO, -1 //Admiral of Castile (1389). He was one of the most influential figures in the court of Enrique III. He fought against the muslim piracy and attacked Tanger (1400). He was affable, ingenious and great builder ("plazíale mucho fazer edifiçios e fizo muy buenas casas").
"Álvaro", "de Luna", 1390, 3, 6, 4, 5, 6, avarice2, GENERAL, ID_LIMBO, -1 //Constable of Castile (1423), Master of Santiago and favourite of the weak king Juan II. Very greedy, intriguer, nepotist and rebel killer. He won the Battle of Olmedo (1445), but in 1453 he was executed by his enemies.

//Spanish Heroes Translations
["Diego"] {"Diego"}
["Gelmírez"] {"Gelmírez"}
["Raimundo"] {"Raimundo"}
["de Toledo"] {"de Toledo"}
["Rodrigo"] {"Rodrigo"}
["Jiménez de Rada"] {"Jiménez de Rada"}
["Domingo"] {"Domingo"}
["de Guzmán"] {"de Guzmán"}
["Gonzalo"] {"Gonzalo"}
["de Berceo"] {"de Berceo"}
["Arcipreste"] {"Arcipreste"}
["Juan Ruiz"] {"Juan Ruiz"}
["Gil"] {"Gil"}
["de Albornoz"] {"de Albornoz"}
["Fernando"] {"Fernando"}
["Martínez"] {"Martínez"}
["Ruy"] {"Ruy"}
["González de Clavijo"] {"González de Clavijo"}
["García"] {"García"}
["Ordóñez"] {"Ordóñez"}
["Raimundo"] {"Raimundo"}
["de Borgoña"] {"de Borgoña"}
["Álvar"] {"Álvar"}
["Fáñez"] {"Fáñez"}
["Pedro"] {"Pedro"}
["González de Lara"] {"González de Lara"}
["Gutier"] {"Gutier"}
["Fernández de Castro"] {"Fernández de Castro"}
["Munio"] {"Munio"}
["Alfonso"] {"Alfonso"}
["Manrique"] {"Manrique"}
["Pérez de Lara"] {"Pérez de Lara"}
["Fernando"] {"Fernando"}
["Rodríguez de Castro"] {"Rodríguez de Castro"}
["Diego"] {"Diego"}
["López de Haro"] {"López de Haro"}
["Álvar"] {"Álvar"}
["Núñez de Lara"] {"Núñez de Lara"}
["Ruy"] {"Ruy"}
["Díaz de Yangüas"] {"Díaz de Yangüas"}
["Lope"] {"Lope"}
["Díaz de Haro"] {"Díaz de Haro"}
["Ramón"] {"Ramón"}
["Bonifaz"] {"Bonifaz"}
["Alonso"] {"Alonso"}
["Pérez de Guzmán"] {"Pérez de Guzmán"}
["Infante"] {"Infante"}
["Juan Manuel"] {"Juan Manuel"}
["Juan"] {"Juan"}
["Núñez de Lara"] {"Núñez de Lara"}
["Pero"] {"Pero"}
["López de Ayala"] {"López de Ayala"}
["Infante"] {"Infante"}
["Fadrique de Castilla"] {"Fadrique de Castilla"}
["Ruy"] {"Ruy"}
["López Dávalos"] {"López Dávalos"}
["Diego"] {"Diego"}
["Hurtado de Mendoza"] {"Hurtado de Mendoza"}
["Álvaro"] {"Álvaro"}
["de Luna"] {"de Luna"}

//Some Spanish Offices
royal_palace "Mayordomo Mayor" (Early and High), "Camarero Mayor del Rey" (Late)
constables_palace "Alférez Real" (Early and High), "Condestable de Castilla" (Late)
marshals_palace "Merino Mayor" (Early and High), "Justicia Mayor del Rey" (Late)
chancellery "Canciller Mayor de Castilla" (Late)
admiralty "Almirante de Castilla" (Late)
cathedral "Arzobispo de Toledo" (All Periods)

Belisarivs
10-03-2005, 11:38
Interesting, if one were to view Vanilla as Easy, and the MedMod as Hard, implementing the above would result in something in between---*Less Hard*?

Why do that?

Doesn't make too much sense. You pay a great deal in Florins and Turns, for What? In less Time and Cost, you can Train and Move your unique units from your *Home* province(s) to wherever they are needed. All it takes is *planning*.

Contrary to what many allege, the Homelands concept is NOT restricting! It simply *Limits* the player from indulging in unreasonable excess. It compels the player to focus more upon *planning*, adeptly utilizing his units and battlefield basics and *intangibles*.

Question @ Belisarivs:

In your Romanization concept are there any limits upon which units can be produced by the building? For example, if playing as the Almo, will you be able to build the *camel* unit(s) in Flanders? Or, Nubians?

Additionally, the Concept is presumptious, in that it presumes that EVERY Faction is/would be capable of EQUALLY assimulating their style of warfare/technology to other regions; and/or in the reverse, that every faction is equally capable of incorporating the style of warfare/technology of the regions they conquer.

Did this happen historically? Was every historical faction capable of Romanization? If so, to what degree? If not, then what's the point?

Doesn't the game, and the MedMod, already effect *assimilation*? Yes, logically so, in the areas where regions meet:

Western/Eastern Europe
Northern/Southern Europe
Southern Europe/Africa-Middle East
Eastern Europe/Asia

Wherever these regions meet there exists *assimilated/cross-units*. This is logical and historical.

For all the questions and reasons I pose, my vote is NO!

I think maybe what is needed is a *Guide* for the MedMod: "How to Beat the MedMod".

Your oppinions make sense, but what prevents you from restricting Romanisation stuff for each nation to different provinces with different build times, prices ...? This isn't attempt to make game easier, but move it closer to reality.

Personally, I would restrict some units even further. For example Kataphraktoi trainble in Bulgaria or Constantinople look weird (Constantinoples were known to be ignorant to warfare) ...

I find weird when Polish are able to train units in newly conquered Bohemia (as Poland was more often held by Bohemians than Bohemia by Polish) or Hungaria, but when these regions are held for some time, I find it logical, that you can train units there.

Del Arroyo
10-03-2005, 20:03
I actually think "Romanization" is a good idea. It would actually probably be easier to implement than the current "homelands" concept and require less overlap and fudging.

You could still put a healthy number of units on a restricted province basis, and only have more generic units trainable in assimilated provinces. Or perhaps do it more by region, for instance-- camels trainable in the entire desert region, in an province with "Egyptianization" or "Almohization", but not anywhere in Europe.

And for differences between cultural aptitudes for assimilation, you can vary the building time and cost for each faction's "-ization". Sounds good to me. Realistic, option-expanding, and more wieldy than the current model.

DA

WesW
10-04-2005, 01:28
Wes struts in wearing a new pair of alligator skin boots, and a matching wallet in his back pocket. (He left the purse in the car.) ~;)
31-3, who would 'a thunk it? Unfortunately, the jinx is still in place, too, with Prothro's gruesome compound fracture, which means he is out for the rest of the season, but at least he went out with the best game of his career (so far).

Great work, Belisario. I have implemented your latest work into the files.
Only a few factions have customized Office names, if any of the rest of you have suggestions.

As for Romanization, as I said before, I don't know how to implement such a concept, and from my gameplay experiences, I think the current Homelands setup is working fine. From my experiences, all you need are one or two provinces capable of constructing any given unit in order to fill out your forces.
My strategy is to take advantage of the provincial unit bonuses for your heavier units, and use the rest for the other unit types you need. The thing that usually holds me back is money, rather than access to units.
The Romanization concept would make more sense for TW:Rome, where settlements can be destroyed or moved. I understand the historical accuracy of Romanization, but I actually don't think it would be best for gameplay with the Medmod, with the way the Homelands concept is performing in my games.
I really think the present setup is striking the right balance, forcing you to precisely manage your territories while still giving you access to the full variety of unit types and gameplay areas, such as the naval and trade aspects.
One thing that may go un-noticed is how striving for your homeland provinces simulates the growth of empires among their native peoples, as defined by culture.
Another thing is that, by the time you take a well-developed province outside your homeland, your empire is usually pretty big, which means you probably have other provinces capable of producing any unit that the new province would offer.

Belisarivs
10-04-2005, 11:05
Well, and what if some nation develops pretty large empire and you (or some other nation) repell it from its homelands? They are lost.

This happened to me playing as Russians from early in 3.14. Almohads conquered nearly whole western half of Europe and went to war with me. I have destroyed their entire navy, so British or Swedes managed to land in Spain, conquered it and I have conquered north Africa. They held France, northern Italy and Germany (so, their empire was still pretty large) but had no chance to reconquer their homelands as they lost pretty large number of troops already. They were rich, but had no chance to refill ranks. This is weakest point of (IMHO exellent) idea of Homelands.

Understand, I really enjoyed your 3.14 mod. It was my favourite (together with Fall of Rome mod). Idea was really perfect, but empires repelled from their lands have almost no chance to resist for longer time.

Lord Ovaat
10-04-2005, 14:11
Belisarivs, you have just made Wes's point. When "Rome" falls, Rome ceases to exist. There is no going back. One may lose one's capitol in real life. This has happened on numerous occassions, even to the US, but if you lose your entire country, rebuilding is no longer possible. Except, maybe, through civil disobedience/rebellion. I can see your point, though, with Islamic factions. Their base isn't so much a territory issue as religious. Russians aren't Russians without Russia; Moors are Moors regardless where they are.

Eternal Champion
10-04-2005, 14:58
Good arguments can be made for both sides of "Romanization" debate. Whether it should be included in this mod is not for me to say, but from my limited knowledge of modding I do think it could be done if one chooses. It seems to me it could be done with a building or a line of buildings as a requirement to your higher level troop lines. The cost should be high and building times long to represent the effort to win over a population. Of course there are details that would need to be worked out and maybe some that can't and make this not even an option. Even if a workable solution could be found I don't think it would work with a homelands concept, it would most likely be one or the other. Wes has probably already thought of this and my thought that some details can't be worked out is true. Just thought I'd throw it out there if somebody wanted to run with the idea and see if I'm starting to understand how modding is done.

WesW
10-05-2005, 00:48
It's just not possible to add the concept to this mod. You would either have to make duplicate units for each faction in order to require the special building, and no more entries are available. Or, you would have to add a special line of buildings for each faction, which would be very cumbersome to begin with, if it can even be done. This is just for starters. I am sure there would be other complications.
The Homelands concept isn't ideal in all situations, but I think those situations are rare, and faction survival in those circumstances generally ahistorical. I mean, how many empires survive if they lose control of their native homeland? I can't think of any.

Yukon Cornelius
10-05-2005, 02:23
Well, if the empire remains large but its territory slowly "moves" over time, then its original "homeland" is no longer really its homeland, is it?

Also, as far as the technical aspects of implementing "romanization" goes, note that in the unit_prod file you can set up an OR situation in column 17 (building requirements). I've done it myself when tweaking the game to my liking. It works. How to do it, though?

If you already know this (haven't closely examined the MedMod files to be sure), ignore the next few paragraphs.

Look at the original CRUSADERS_UNIT_PROD11.txt file that shipped with the game. You'll see that spies have something like "{{BROTHEL},{NEW_BROTHEL}}" under building requirements. That format essentially says "you can build a spy if you have either a BROTHEL *or* a NEW_BROTHEL."

I'm pretty sure the same thing occurs in the original build_prod file under MILITARY_ACADEMY. It has something like "{{UNIVERSITY},{GRAND_MOSQUE}}" under building requirements. You'll notice that in the game Islamic factions cannot build Universities but, with a Grand Mosque, *can* build Military Academies. Likewise, Christian factions can build Universities but not Grand Mosques, yet they can build Military Academies.

You can even have OR conditions for a specific level of a multi-level building. For example, you can set SPEARMAKER to require a CASTLE while SPEARMAKER2 requires *either* (SPEARMAKER & CASTLE2) *or* CASTLE3 by doing the following under building requirements:
"{CASTLE},{{SPEARMAKER,CASTLE2},{CASTLE3}},..."

Setting up building requirements for the unit_prod file shouldn't be too difficult. It'll just take some time.

The biggest trouble will come from trying to set up the build_prod file. You want buildings with the following traits:
1. Faction-specific (i.e. can't build "Egyptianization" as the Almohads)
2. Long enough build time that you have to hold new provinces for a number of years before you can crank out faction-specific units
3. Short enough bulid time that you can replace them fairly quickly in your homeland if someone, for example, occupies your homeland for one turn before you kick them out again


You might experiment with the following:
1. Give each faction a faction-specific "I want to [faction]-ize this province" building with a 1-turn build time and minimal cost (0 if you like).
2a. Make a multi-tiered "[faction]-ize" building for each faction. If you want a 10-year "[faction]-ize" process then make 10 tiers.
2b. Make each level of "[faction]-ize" take 1 turn to build and cost a fraction of the total "[faction]-ize" cost. If you want a 10-year process costing 20,000 florins then make each tier cost 2,000 florins.
2c. Do NOT make the "[faction]-ize" faction-specific (continue reading -- this will make sense in a bit)
2d. Make each level require the preceding level *and* the "I want to [faction]-ize this province" building for that faction. (i.e. set building requirements to "{I_WANT_TO_BYZIFY_THIS_PROVINCE},{BYZIFY1,I_WANT_TO_BYZIFY_THIS_PROVINCE},{BIZIFY2,I_WANT_TO_BYZIFY_ THIS_PROVINCE},..."
2e. Faction-specific troops can only be built once the very top level of "[faction]-ize" is built. Optionally, add four extra tiers to the building that each cost 0 florins and 1 turn, and allow unit construction for all these levels. (i.e. if you want a 20-year TURKIFY process, give it 24 levels and allow unit construction at TURKIFY20) Thus you can lose a homeland province once and not lose anything significant.


Notes on this method:

1. Since capturing a province (even if you oust the attacker the next turn) will destroy all faction-specific buildings and (key word) *degrade* a few existing ones, the multi-tiered non-faction-specific "[faction]-ize" buildings will be robust enough to withstand some abuse. In other words, if the Sicilians occupy your Egyptian homeland and you kick them out the next turn, you'll have to rebuild your "I want to Egypt-ize this province" building (1 turn with a trivial cost) and then rebuild the one or two levels of damage that *may* have been done to your "Egypt-ize" building (minimal time and cost).

2. In new provinces you're trying to (same example, you're Egypt) "Egypt-ize," any disruption will hurt your "Egypt-ize" process. Note, though, that a small disruption won't outright destroy it. You may want to make the first (and only the first) level of "Egypt-ize" take a few years to build. So if your province is retaken after three years it'll screw up the process. However, if you've held it for 50 years and fully "Egypt-ized" it, it'll take at most a turn or two to have it back in tip-top condition and cranking out units.

3. Another fun possibility: Make the first X levels of "[faction]-ize" faction-specific but the rest of them non-faction-specific. This solves the problem in note #2 while discouraging the player from trying to "[faction]-ize" border provinces due to the possibility of disruption.

4. This requires covering note #3 beforehand: To decrease the number of new buildings added, you can create a [faction number]-tiered building for the "I want to [faction]-ize this province" building. Make each tier faction-specific with the same requirements. Then make each level of "[faction]-ize" require the correct level of this building (since the first level requirement will cover all factions). To add absolute error-proofing, make a second building mirroring it, but with the factions ordered backwards (i.e. if "I want to [faction]-ize 1" for the English uses tier 1, make it require the last tier of "I want to [faction]-ize 2"). Then make the "[faction]-ize" building require the correct level of both. This will, however, increase the (re)building time of "[faction]-ize" buildings by 1 turn. So if you lose one tier of "Turk-ize" when Edessa is taken, the reconstruction time increases from 2 years to 3. If you do as I stated in step 2e, you'll still be able to build units during this time. It'll simply delay new building construction an extra year.



Those are my thoughts, anyway. I probably meant to include something and simply forgot it, this being is an awfully long post and all. Ultimately, I think both that "romanization" is superior to "homelands" conceptually and that it's very possible in the game files. I'm sorry if my explanation, wordy as it is, is difficult to understand. It makes sense to me (particularly since I once implemented the retarded kid brother of this idea in my personal copy of the game).

Lord Ovaat
10-05-2005, 02:42
No offense meant to anyone, but I've been waiting for the completion of this mod for, what?, almost two years? I suggest we help Wes finish it if we can, and then you guys can tinker with the files all you want. ~D

Belisarivs
10-06-2005, 10:51
No offense meant to anyone, but I've been waiting for the completion of this mod for, what?, almost two years? I suggest we help Wes finish it if we can, and then you guys can tinker with the files all you want. ~D

Right you are. My posts aren't intended to delay MedMod, but make it even better.


The Homelands concept isn't ideal in all situations, but I think those situations are rare, and faction survival in those circumstances generally ahistorical. I mean, how many empires survive if they lose control of their native homeland? I can't think of any.

How is native homeland recognised? If it is place of origin of nation, then I can think about Turkish. Their origin isn't from Asia Minor.

Concept of MTW is heavily ahistorical, as it was impossible to conquer whole Europe in reality. This is source of troubles for MedMod, which doesn't count with possibility of loss Homelands, while holding still large empire. How do you force AI to defend some provinces better than others?


Belisarivs, you have just made Wes's point. When "Rome" falls, Rome ceases to exist. There is no going back.

But Roma has fallen few times, Constantinople and Paris, too. Yet these nations managed to survive for longer or shorter period.


I can see your point, though, with Islamic factions. Their base isn't so much a territory issue as religious. Russians aren't Russians without Russia; Moors are Moors regardless where they are.

I don't agree. Russia was named by Russians, not vice versa. In Middle Ages, this region wasn't named so. And it isn't as much religious issue, it is racial. You can simply recognise Moor from other Europeans, but not Russian.

Belisario
10-07-2005, 19:06
Hi guys! I have finished the promised work about the danish faction (a new list of 20 heroes, new offices and new forenames and surnames). The list of danish heroes in MTW is disappointing, four heroes but only one is really danish (Saxo Grammaticus) and the others are swedish (Ingrid Elovsdottir and Bo Jonsson Grip) and icelandic (Snorri Sturluson, who would be an interesting hero for a norwegian faction). But I found a spanish translation of the [I]Gesta Danorum[I] of Saxo Grammaticus and got a pretty information for the first heroes (Skjalm Hvide, Knud Lavard, Absalon...). Then I resorted to the Wikipedia, but the danish webpage. With the help of a good bilingual dictionary completed my work, and with a lot of patience! Ready for enjoy a new historical experience with the danish?

FAMOUS_KINGS:: FN_DANISH1 8
//name no. c d p a portrait vnv
0, 1, 3, 4, 3, 4, -1, fearsome1 //Oluf I Hunger (1086-1095)
1, 1, 4, 4, 4, 4, -1, fearsome1 //Erik I Ejegod (1095-1103)
1, 2, 3, 6, 3, 3, -1, secret_paranoiac4 //Erik II Emune (1134-1137)
5, 1, 4, 5, 3, 4, -1, mightywarrior2 //Valdemar I den Store (the Great, 1157-1182)
5, 2, 4, 4, 3, 3, -1, attacker2 //Valdemar II Sejr (the Victorious, 1202-1241)
1, 5, 2, 3, 3, 3, -1, envy //Erik V Klipping (1259-1286)
7, 2, 3, 4, 3, 3, -1, tyrant1 //Christoffer II (1320-1326)
5, 4, 4, 4, 3, 4, -1, mightywarrior2 //Valdemar IV Atterdag (What times we live in!, 1340-1376)

SetStartLeader:: FN_DANISH1 0 8 1 0 0 2 4 0 0 0 //Early Startpos
SetStartLeader:: FN_DANISH1 4 8 2 3 1 3 6 2 0 0 //High Startpos
SetStartLeader:: FN_DANISH1 6 8 2 6 1 3 6 2 1 2 //Late Startpos

FAMOUS_HEROES:: FN_DANISH1 20
//forename surname date, c, d, p, a, l, vnv, TYPE ID_REGION PORTRAIT
"Skjalm", "Hvide", 1062, 4, 4, 4, 3, 6, mightywarrior2, GENERAL, ID_LIMBO, -1 //Powerful noble from Sjælland and founder of the important Hvide family. He stood high in the favour of royal power, being entrusted to manage the possessions of the king. The prince Knud Lavard was raised by him. He died in 1113.
"Asser", "Rig", 1080, 3, 3, 5, 5, 6, pious2, GENERAL, ID_LIMBO, -1 //Powerful noble from Sjælland. He was son of Skjalm Hvide. Valdemar I den Store was raised at his court of Fjenneslev together with Asser's son Absalon. He founded the monastery of Sorø. He died in 1151.
"Knud", "Lavard", 1096, 4, 2, 5, 4, 6, chivalrous2, GENERAL, ID_LIMBO, -1 //Knud Lavard (the Protector), chivalrous and popular danish prince, son of Erik I Ejegod and father of Valdemar I den Store. He was employed as king Niels's earl in the duchy of Schleswig-Holstein, where he was very popular. He was murdered by his cousin Magnus in a forest near Ringsted in 1131. He was canonized in 1169.
"Magnus", "den Stærke", 1106, 3, 5, 3, 3, 4, killer1, GENERAL, ID_LIMBO, -1 //Magnus Nielsen or Magnus den Stærke (the Strong), danish prince son of the king Niels, he became king of Sweden (1125-1130). Magnus viewed his cousin Knud Lavard as a likely contender for the danish throne and killed him in 1131. A civil war ensued as Knud's half-brother Erik tried to avenge his death and Magnus died at the Battle of Fotevik (1134).
"Esbern", "Snare", 1127, 4, 3, 4, 5, 7, builder3, GENERAL, ID_LIMBO, -1 //Esbern Snare (1127-1204), nobleman and warrior. He was son of Asser Rig and brother of Absalon. He fought together with his brother and Valdemar I den Store in the Battle of Grathe Hede (1157), in which Valdemar got hold of the throne. He built about 1170 the castle of Kalundborg. Around this grew up the town of same name.
"Ærkebiskop", "Absalon", 1128, 5, 3, 8, 6, 8, mightywarrior2, GENERAL, ID_LIMBO, -1 //Absalon (1128-1201) was the chief counsellor of Valdemar I den Store, and the promoter of the imperial policy which, for three generations, gave Denmark the dominion of the Baltic. He was elected as bishop of Roskilde in 1158 and as archbishop of Lund in 1171. He conducted in person various victorious campaigns against the Wendish pirates (1168, 1170, 1184). He was the founder of København. He was equally great as churchman, statesman and warrior.
"Sune", "Ebbesen", 1140, 3, 4, 5, 3, 7, zealot1, GENERAL, ID_LIMBO, -1 //Nobleman and warrior. He was nephew of Asser Rig. He belonged to the close inner circle of Valdemar I den Store together with his cousins Absalon and Esbern Snare. He was a zealous participant in the campaigns of Valdemar I. He died in 1186.
"Rane", "Jonsen", 1240, 2, 3, 4, 4, 5, paranoidc1, GENERAL, ID_LIMBO, -1 //Nobleman from Sjælland. He was "Kammermester" (Chamberlain) of Erik V Klipping. He was with him when a group of unknown men murdered the King (November 1286). He was declared traitor and outlawed. He fled to Norway, but was captured and executed at Roskilde in 1294.
"Stig", "Andersen", 1250, 3, 6, 4, 3, 4, defender2, GENERAL, ID_LIMBO, -1 //Nobleman from Jylland. Also known as Marsk Stig. The king Erik V Klipping was assasinated in 1286 and a number of the most powerful noblemen led by him were outlawed by the danish court. He died in 1293.
"Jakob", "af Halland", 1260, 3, 5, 4, 3, 5, envy1, GENERAL, ID_LIMBO, -1 //Great-grandson of Valdemar II Sejr. He was appointed Count of Halland in 1283. He was hostile toward Erik V Klipping and he was one of the noblemen outlawed after his murder. He struggled together with the group of outlaw noblemen and since 1305 took refuge in Norway at the court of Håkon V. He died in 1310.
"Gerhard", "af Holsten", 1292, 3, 5, 4, 4, 4, mightywarrior2, GENERAL, ID_LIMBO, -1 //Gerhard III the Great, powerful german Count of Holstein and the biggest pawnholder of mortgaged Denmark. He was appointed as the Regent and guardian of his nephew Valdemar III. He was killed in 1340.
"Niels", "Ebbesen", 1300, 4, 4, 4, 3, 7, killer1, GENERAL, ID_LIMBO, -1 //Danish nobleman and national hero. He killed the Count Gerhard III of Holstein (April 1340) when the mortgaged Denmark was in hands of german counts during the Interregnum (1332-1340). He died in a battle near Skanderborg's Castle (December 1340).
"Henning", "Podebusk", 1320, 2, 3, 4, 5, 7, smarttalker1, GENERAL, ID_LIMBO, -1 //Danish statesman, member of the Podebusk family from Rügen. In 1350 he entered at service of Valdemar IV Atterdag, to whom he served loyally in his german affairs. After the death of the king (1375) he played a leading role securing the succession of Oluf III, son of Valdemar IV's daughter Margrete and Håkon VI of Norway. He was also a loyal servant for the Queen Margrete. He died in 1388.
"Ærkebiskop", "Eskil", 1100, 1, 1, 6, 3, 6, pious2, BISHOP, ID_LIMBO, -1 //A man of profound piety, he was always zealous for the welfare of the church. In 1134 he was consecrated bishop of Roskilde and in 1137 as archbishop of Lund. He favoured the introduction of various monastic orders in Denmark. He designated Absalon as his successor.
"Saxo", "Grammaticus", 1141, 1, 0, 4, 3, 6, educated3, EMISSARY, ID_LIMBO, -1 //Historian. He was born in the bosom of a noble family from Sjælland. He wrote his chronicle "Gesta Danorum" by order of Absalon. He had a vast knowledge of the latin and he was an expert on nordic legends and traditions.
"Svend", "Aggesen", 1150, 1, 0, 4, 3, 6, educated2, EMISSARY, ID_LIMBO, -1 //Historian. He was born in the bosom of a noble family from Skåne but originate from Jylland. He wrote his chronicle about the year 1186 and he was witness of the wendish campaigns in 1184 and 1185.
"Anders", "Sunesen", 1167, 1, 1, 6, 3, 6, educated3, BISHOP, ID_LIMBO, -1 //Son of Sune Ebbesen and successor of Absalon. He studied in Paris and also probably in Oxford and Bologna. He transmited his knowledges to the danish clergy. He was appointed archbishop of Lund in 1201. He died in 1228.
"Jakob", "Erlandsen", 1200, 1, 1, 6, 3, 6, pious1, BISHOP, ID_LIMBO, -1 //Archbishop of Lund (1254-1274). Erik IV Plovpenning's envoy to the Council of Lyon (1245).
"Boethius", "de Dacia", 1241, 1, 0, 4, 3, 6, educated3, EMISSARY, ID_LIMBO, -1 //Danish philosopher and grammarian active at the University of Sorbonne in Paris. He was one of the most known proposers of Averroism (an interpretation of Aristotle founded on the andalusian philosopher Averroes) and wrote several books in Latin. He died between 1280 and 1290.
"Jens", "Grand", 1251, 1, 1, 6, 3, 6, pious1, BISHOP, ID_LIMBO, -1 //Archbishop of Lund (1289-1302). He died in 1327.

//Danish Heroes Translations
["Skjalm"] {"Skjalm"}
["Hvide"] {"Hvide"}
["Asser"] {"Asser"}
["Rig"] {"Rig"}
["Knud"] {"Knud"}
["Lavard"] {"Lavard"}
["Magnus"] {"Magnus"}
["den Stærke"] {"den Stærke"}
["Esbern"] {"Esbern"}
["Snare"] {"Snare"}
["Ærkebiskop"] {"Ærkebiskop"}
["Absalon"] {"Absalon"}
["Sune"] {"Sune"}
["Ebbesen"] {"Ebbesen"}
["Rane"] {"Rane"}
["Jonsen"] {"Jonsen"}
["Stig"] {"Stig"}
["Andersen"] {"Andersen"}
["Jakob"] {"Jakob"}
["af Halland"] {"af Halland"}
["Gerhard"] {"Gerhard"}
["af Holsten"] {"af Holsten"}
["Niels"] {"Niels"}
["Ebbesen"] {"Ebbesen"}
["Henning"] {"Henning"}
["Podebusk"] {"Podebusk"}
["Ærkebiskop"] {"Ærkebiskop"}
["Eskil"] {"Eskil"}
["Saxo"] {"Saxo"}
["Grammaticus"] {"Grammaticus"}
["Svend"] {"Svend"}
["Aggesen"] {"Aggesen"}
["Anders"] {"Anders"}
["Sunesen"] {"Sunesen"}
["Jakob"] {"Jakob"}
["Erlandsen"] {"Erlandsen"}
["Boethius"] {"Boethius"}
["de Dacia"] {"de Dacia"}
["Jens"] {"Jens"}
["Grand"] {"Grand"}

OFFICE NAMES
["Earl Chamberlain of Denmark"] {"Kammermester"} //Similar to Chamberlain. The hero Rane Jonsen occupied this office.
["Master of the Stables"] {"Konstabel af Danmark"} //In this case I have translated the term solely.
["Earl Marshal of Denmark"] {"Rigsmarsk af Danmark"} //Commander in charge of kingdom's defense. The hero Stig Andersen occupied this office.
["Chancellor of Denmark"] {"Kansler af Danmark"} //Person in charge of the Royal Chancellery. The hero Anders Sunesen occupied this office.
["Minister of the Treasury"] {"Drost af Danmark"} //The Highest Counselor of the King. The hero Henning Podebusk occupied this charge.
["Archbishop of Lund"] {"Ærkebiskop af Lund"} //Archbishop of Lund (Scania). The great hero Absalon occupied this office.

PROVINCIAL TITLES
["Jarl of Denmark"] {"Jarl af Jylland"} //Earl of Jutland (the continental part of Denmark, divided in two earldoms: "Jarl af Sønderjylland" (Earl of Southern Jutland) and "Jarl af Nørrejylland" (Earl of Northern Jutland). Other titles: for the danish isles "Jarl af Sjælland" (Earl of Zealand) and for the danish possessions in the south of Sweden "Jarl af Skåne" (Earl of Scania).

// 3: danish_forenames
ADD_FORENAMES::
"Oluf"
"Erik"
"Niels"
"Svend"
"Knud"
"Valdemar"
"Abel"
"Christoffer"

"Abel"
"Agge"
"Anders"
"Asløg"
"Asser"
"Axel"
"Åge"
"Åsmund"
"Bengt"
"Birger"
"Bjørn"
"Bo"
"Christoffer"
"Ebbe"
"Erik"
"Erland"
"Esbern"
"Eskil"
"Filip"
"Finn"
"Folke"
"Frode"
"Gert"
"Grim"
"Gudbrand"
"Gunnar"
"Hagen"
"Hans"
"Harald"
"Henning"
"Ib"
"Inge"
"Jakob"
"Jens"
"Jesper"
"Jørgen"
"Kaj"
"Karl"
"Keld"
"Knud"
"Lars"
"Mads"
"Magnus"
"Mikkel"
"Mogens"
"Morten"
"Niels"
"Oluf"
"Peder"
"Poul"
"Preben"
"Ragnar"
"Ragnvald"
"Rane"
"Rasmus"
"Rikard"
"Sigurd"
"Skjalm"
"Steen"
"Stig"
"Sune"
"Svend"
"Søren"
"Thorbjørn"
"Thorgeir"
"Thorstein"
"Thorvald"
"Toke"
"Troels"
"Trygve"
"Ulf"
"Valdemar"
"Viggo"
"Vilfred"
"Yngvar"

// 3: danish_surnames
ADD_SURNAMES::
"Estridsen" //Royal Surname: the House of Svend Estridsen (1047-1448)

"Abelsen" //Patronymic surnames: forename + the suffix -sen
"Aggesen"
"Andersen"
"Asløgsen"
"Assersen"
"Axelsen"
"Ågesen"
"Åsmundsen"
"Bengtsen"
"Birgersen"
"Bjørnsen"
"Bosen"
"Christoffersen"
"Ebbesen"
"Eriksen"
"Erlandsen"
"Esbernsen"
"Eskilsen"
"Filipsen"
"Finnsen"
"Folkesen"
"Frodesen"
"Gertsen"
"Grimsen"
"Gudbrandsen"
"Gunnarsen"
"Hagensen"
"Hansen"
"Haraldsen"
"Henningsen"
"Ibsen"
"Ingesen"
"Jakobsen"
"Jensen"
"Jespersen"
"Jørgensen"
"Kajsen"
"Karlsen"
"Keldsen"
"Knudsen"
"Larsen"
"Madsen"
"Magnusen"
"Mikkelsen"
"Mogensen"
"Mortensen"
"Nielsen"
"Olufsen"
"Pedersen"
"Poulsen"
"Prebensen"
"Ragnarsen"
"Ragnvaldsen"
"Ranesen"
"Rasmusen"
"Rikardsen"
"Sigurdsen"
"Skjalmsen"
"Steensen"
"Stigsen"
"Sunesen"
"Svendsen"
"Sørensen"
"Thorbjørnsen"
"Thorgeirsen"
"Thorsteinsen"
"Thorvaldsen"
"Tokesen"
"Troelsen"
"Trygvesen"
"Ulfsen"
"Valdemarsen"
"Viggosen"
"Vilfredsen"
"Yngvarsen"

"Blåtand" //Other surnames: descriptives, locatives...
"Ejegod"
"Flemming"
"Grand"
"Grathe"
"Hunger"
"Hvide"
"Kakke"
"Klipping"
"Lavard"
"Laxmand"
"Lodehat"
"Menved"
"Plovpenning"
"Podebusk"
"Rig"
"Skåning"
"Snare"
"Sejr"
"Trylle"
"Tveskæg"

// danish_forenames
["Oluf"] {"Oluf"}
["Erik"] {"Erik"}
["Niels"] {"Niels"}
["Svend"] {"Svend"}
["Knud"] {"Knud"}
["Valdemar"] {"Valdemar"}
["Abel"] {"Abel"}
["Christoffer"] {"Christoffer"}
["Abel"] {"Abel"}
["Agge"] {"Agge"}
["Anders"] {"Anders"}
["Asløg"] {"Asløg"}
["Asser"] {"Asser"}
["Axel"] {"Axel"}
["Åge"] {"Åge"}
["Åsmund"] {"Åsmund"}
["Bengt"] {"Bengt"}
["Birger"] {"Birger"}
["Bjørn"] {"Bjørn"}
["Bo"] {"Bo"}
["Christoffer"] {"Christoffer"}
["Ebbe"] {"Ebbe"}
["Erik"] {"Erik"}
["Erland"] {"Erland"}
["Esbern"] {"Esbern"}
["Eskil"] {"Eskil"}
["Filip"] {"Filip"}
["Finn"] {"Finn"}
["Folke"] {"Folke"}
["Frode"] {"Frode"}
["Gert"] {"Gert"}
["Grim"] {"Grim"}
["Gudbrand"] {"Gudbrand"}
["Gunnar"] {"Gunnar"}
["Hagen"] {"Hagen"}
["Hans"] {"Hans"}
["Harald"] {"Harald"}
["Henning"] {"Henning"}
["Ib"] {"Ib"}
["Inge"] {"Inge"}
["Jakob"] {"Jakob"}
["Jens"] {"Jens"}
["Jesper"] {"Jesper"}
["Jørgen"] {"Jørgen"}
["Kaj"] {"Kaj"}
["Karl"] {"Karl"}
["Keld"] {"Keld"}
["Knud"] {"Knud"}
["Lars"] {"Lars"}
["Mads"] {"Mads"}
["Magnus"] {"Magnus"}
["Mikkel"] {"Mikkel"}
["Mogens"] {"Mogens"}
["Morten"] {"Morten"}
["Niels"] {"Niels"}
["Oluf"] {"Oluf"}
["Peder"] {"Peder"}
["Poul"] {"Poul"}
["Preben"] {"Preben"}
["Ragnar"] {"Ragnar"}
["Ragnvald"] {"Ragnvald"}
["Rane"] {"Rane"}
["Rasmus"] {"Rasmus"}
["Rikard"] {"Rikard"}
["Sigurd"] {"Sigurd"}
["Skjalm"] {"Skjalm"}
["Steen"] {"Steen"}
["Stig"] {"Stig"}
["Sune"] {"Sune"}
["Svend"] {"Svend"}
["Søren"] {"Søren"}
["Thorbjørn"] {"Thorbjørn"}
["Thorgeir"] {"Thorgeir"}
["Thorstein"] {"Thorstein"}
["Thorvald"] {"Thorvald"}
["Toke"] {"Toke"}
["Troels"] {"Troels"}
["Trygve"] {"Trygve"}
["Ulf"] {"Ulf"}
["Valdemar"] {"Valdemar"}
["Viggo"] {"Viggo"}
["Vilfred"] {"Vilfred"}
["Yngvar"] {"Yngvar"}

// danish_surnames
["Estridsen"] {"Estridsen"}
["Abelsen"] {"Abelsen"}
["Aggesen"] {"Aggesen"}
["Andersen"] {"Andersen"}
["Asløgsen"] {"Asløgsen"}
["Assersen"] {"Assersen"}
["Axelsen"] {"Axelsen"}
["Ågesen"] {"Ågesen"}
["Åsmundsen"] {"Åsmundsen"}
["Bengtsen"] {"Bengtsen"}
["Birgersen"] {"Birgersen"}
["Bjørnsen"] {"Bjørnsen"}
["Bosen"] {"Bosen"}
["Christoffersen"] {"Christoffersen"}
["Ebbesen"] {"Ebbesen"}
["Eriksen"] {"Eriksen"}
["Erlandsen"] {"Erlandsen"}
["Esbernsen"] {"Esbernsen"}
["Eskilsen"] {"Eskilsen"}
["Filipsen"] {"Filipsen"}
["Finnsen"] {"Finnsen"}
["Folkesen"] {"Folkesen"}
["Frodesen"] {"Frodesen"}
["Gertsen"] {"Gertsen"}
["Grimsen"] {"Grimsen"}
["Gudbrandsen"] {"Gudbrandsen"}
["Gunnarsen"] {"Gunnarsen"}
["Hagensen"] {"Hagensen"}
["Hansen"] {"Hansen"}
["Haraldsen"] {"Haraldsen"}
["Henningsen"] {"Henningsen"}
["Ibsen"] {"Ibsen"}
["Ingesen"] {"Ingesen"}
["Jakobsen"] {"Jakobsen"}
["Jensen"] {"Jensen"}
["Jespersen"] {"Jespersen"}
["Jørgensen"] {"Jørgensen"}
["Kajsen"] {"Kajsen"}
["Karlsen"] {"Karlsen"}
["Keldsen"] {"Keldsen"}
["Knudsen"] {"Knudsen"}
["Larsen"] {"Larsen"}
["Madsen"] {"Madsen"}
["Magnusen"] {"Magnusen"}
["Mikkelsen"] {"Mikkelsen"}
["Mogensen"] {"Mogensen"}
["Mortensen"] {"Mortensen"}
["Nielsen"] {"Nielsen"}
["Olufsen"] {"Olufsen"}
["Pedersen"] {"Pedersen"}
["Poulsen"] {"Poulsen"}
["Prebensen"] {"Prebensen"}
["Ragnarsen"] {"Ragnarsen"}
["Ragnvaldsen"] {"Ragnvaldsen"}
["Ranesen"] {"Ranesen"}
["Rasmusen"] {"Rasmusen"}
["Rikardsen"] {"Rikardsen"}
["Sigurdsen"] {"Sigurdsen"}
["Skjalmsen"] {"Skjalmsen"}
["Steensen"] {"Steensen"}
["Stigsen"] {"Stigsen"}
["Sunesen"] {"Sunesen"}
["Svendsen"] {"Svendsen"}
["Sørensen"] {"Sørensen"}
["Thorbjørnsen"] {"Thorbjørnsen"}
["Thorgeirsen"] {"Thorgeirsen"}
["Thorsteinsen"] {"Thorsteinsen"}
["Thorvaldsen"] {"Thorvaldsen"}
["Tokesen"] {"Tokesen"}
["Troelsen"] {"Troelsen"}
["Trygvesen"] {"Trygvesen"}
["Ulfsen"] {"Ulfsen"}
["Valdemarsen"] {"Valdemarsen"}
["Viggosen"] {"Viggosen"}
["Vilfredsen"] {"Vilfredsen"}
["Yngvarsen"] {"Yngvarsen"}
["Blåtand"] {"Blåtand"}
["Ejegod"] {"Ejegod"}
["Flemming"] {"Flemming"}
["Grand"] {"Grand"}
["Grathe"] {"Grathe"}
["Hunger"] {"Hunger"}
["Hvide"] {"Hvide"}
["Kakke"] {"Kakke"}
["Klipping"] {"Klipping"}
["Lavard"] {"Lavard"}
["Laxmand"] {"Laxmand"}
["Lodehat"] {"Lodehat"}
["Menved"] {"Menved"}
["Plovpenning"] {"Plovpenning"}
["Podebusk"] {"Podebusk"}
["Rig"] {"Rig"}
["Skåning"] {"Skåning"}
["Snare"] {"Snare"}
["Sejr"] {"Sejr"}
["Trylle"] {"Trylle"}
["Tveskæg"] {"Tveskæg"}

WesW
10-07-2005, 20:59
Well, I had never noticed that there was an either/or option for units, but unfortunately this doesn't help much. Between provincial restrictions for the units, which is what the Homelands concept is based upon, building priorities, adding I don't know how many new building lines, etc., it's just not possible.

The Homelands concept was developed to hinder the snowballing effect on faction power that occurs as your empire expands, and makes the later phases of the game non-challenging. From my experiences, the current Homelands are more than large enough to supply the number of troops needed to conquer the map in a timely fashion. It's not perfect in all situations, but I think it's a great addition to the game.

I have been under the weather pretty bad the last few weeks, and haven't been able to work on the mod much. I haven't even felt like playing it the last 10 days. I saw the doctor Tuesday and got a bunch of stuff, so hopefully I'll be up and around more in the next few days.

For now, here is the list of current castle names, if some of you know of some specific castles to recommend.

["Achaea Castle_xzy"] {"Thebes Castle"}
["Volga-Bulgaria Castle_xzy"] {"Volga-Bulgaria Castle"}
["Algeria Castle_xzy"] {"Algiers Castle"}
["Al-Gharb Castle_xzy"] {"Silves Castle"}
["Anatolia Castle_xzy"] {"Antalya Castle"}
["Anjou Castle_xzy"] {"Angers Castle"}
["Antioch Castle_xzy"] {"Antioch Castle"}
["Apulia Castle_xzy"] {"Taranto Castle"}
["Aquitaine Castle_xzy"] {"Bordeaux Castle"}
["Arabia Castle_xzy"] {"Kerak Castle"}
["Aragon Castle_xzy"] {"Barcelona Castle"}
["Armenia Castle_xzy"] {"Yerevan Castle"}
["Austria Castle_xzy"] {"Vienna Castle"}
["Auverge Castle_xzy"] {"Clermont Castle"}
["Bavaria Castle_xzy"] {"Munich Castle"}
["Bohemia Castle_xzy"] {"Prague Castle"}
["Brittany Castle_xzy"] {"Nantes Castle"}
["Bulgaria Castle_xzy"] {"Turnovo Castle"}
["Burgundy Castle_xzy"] {"Dijon Castle"}
["Campania Castle_xzy"] {"Naples Castle"}
["Carniola Castle_xzy"] {"Ljubljana Castle"}
["Champagne Castle_xzy"] {"Blois Castle"}
["Chernigov Castle_xzy"] {"Vladimir Castle"}
["Cordoba Castle_xzy"] {"Calahorra Castle"}
["Corsica Castle_xzy"] {"Bastia Castle"}
["Crete Castle_xzy"] {"Candia Castle"}
["Crimea Castle_xzy"] {"Cherson Castle"}
["Croatia Castle_xzy"] {"Zara Castle"}
["Cyprus Castle_xzy"] {"Nicosia Castle"}
["Dauphine Castle_xzy"] {"Grenoble Castle"}
["Denmark Castle_xzy"] {"Roskilde Castle"}
["Edessa Castle_xzy"] {"Edessa Castle"}
["Egypt Castle_xzy"] {"Cairo Castle"}
["Epirus Castle_xzy"] {"Dyrrachium Castle"}
["Flanders Castle_xzy"] {"Ghent Castle"}
["Franconia Castle_xzy"] {"Bamberg Castle"}
["Friesland Castle_xzy"] {"Groningen Castle"}
["Georgia Castle_xzy"] {"T'bilisi Castle"}
["Gotland Castle_xzy"] {"Visby Castle"}
["Granada Castle_xzy"] {"Alhambra"}
["Ile de France Castle_xzy"] {"Paris Castle"}
["Ireland Castle_xzy"] {"Dublin Castle"}
["Jerusalem Castle_xzy"] {"Jerusalem Castle"}
["Khazar Castle_xzy"] {"Sarkel Castle"}
["Kiev Castle_xzy"] {"Kiev Castle"}
["Languedoc Castle_xzy"] {"Toulouse Castle"}
["Leon Castle_xzy"] {"Leon Castle"}
["Lesser Armenia Castle_xzy"] {"Sivas Castle"}
["Levidia Castle_xzy"] {"Peresechen Castle"}
["Libya Castle_xzy"] {"Tripoli Castle"}
["Liguria Castle_xzy"] {"Genoa Castle"}
["Lithuania Castle_xzy"] {"Vilnius Castle"}
["Livonia Castle_xzy"] {"Riga Castle"}
["Lombardy Castle_xzy"] {"Milan Castle"}
["Lorraine Castle_xzy"] {"Nancy Castle"}
["Macedonia Castle_xzy"] {"Thessalonica Castle"}
["Mazovia Castle_xzy"] {"Warsaw Castle"}
["Mercia Castle_xzy"] {"Nottingham Castle"}
["Moldavia Castle_xzy"] {"Cetatea Alba Castle"}
["Morocco Castle_xzy"] {"Marrakech Castle"}
["Murcia Castle_xzy"] {"Murcia Castle"}
["Muscovy Castle_xzy"] {"Moscow Castle"}
["New Castile Castle_xzy"] {"Alcázar of Toledo"}
["Nicaea Castle_xzy"] {"Nicaea Castle"}
["Normandy Castle_xzy"] {"Rouen Castle"}
["Northumbria Castle_xzy"] {"York Castle"}
["Norway Castle_xzy"] {"Akershus Castle"}
["Novgorod Castle_xzy"] {"Novgorod Castle"}
["Old Castile Castle_xzy"] {"Burges Castle"}
["Pannonia Castle_xzy"] {"Esztergom Castle"}
["Papal States Castle_xzy"] {"Perugia Castle"}
["Poitou Castle_xzy"] {"Poitiers Castle"}
["Poland Castle_xzy"] {"Krakow Castle"}
["Pomerania Castle_xzy"] {"Mikilinborg Castle"}
["Portugal Castle_xzy"] {"Lisbon Castle"}
["Provence Castle_xzy"] {"Marseille Castle"}
["Prussia Castle_xzy"] {"Konigsberg Castle"}
["Rome Castle_xzy"] {"Rome Castle"}
["Rum Castle_xzy"] {"Iconium Castle"}
["Ruthenia Castle_xzy"] {"Halych Castle"}
["Ryazan Castle_xzy"] {"Ryazan Castle"}
["Sardinia Castle_xzy"] {"Cagliari Castle"}
["Savoy Castle_xzy"] {"Chambery Castle"}
["Saxony Castle_xzy"] {"Dresden Castle"}
["Scotland Castle_xzy"] {"Edinburgh Castle"}
["Serbia Castle_xzy"] {"Beograd Castle"}
["Sicily Castle_xzy"] {"Palermo Castle"}
["Silesia Castle_xzy"] {"Wroclaw Castle"}
["Smolensk Castle_xzy"] {"Smolensk Castle"}
["Swabia Castle_xzy"] {"Stuttgart Castle"}
["Sweden Castle_xzy"] {"Stockholm Castle"}
["Syria Castle_xzy"] {"Damascus Castle"}
["Thrace Castle_xzy"] {"Constantinople Castle"}
["TransDanubia Castle_xzy"] {"Eger Castle"}
["Transylvania Castle_xzy"] {"Nagyvarad Castle"}
["Trebizond Castle_xzy"] {"Trabzon Castle"}
["Tripoli Castle_xzy"] {"Tripoli Castle"}
["Tunisia Castle_xzy"] {"Tunis Castle"}
["Tuscany Castle_xzy"] {"Florence Castle"}
["Tyrolia Castle_xzy"] {"Innsbruck Castle"}
["Valencia Castle_xzy"] {"Valencia Castle"}
["Venice Castle_xzy"] {"Venice Castle"}
["Verona Castle_xzy"] {"Verona Castle"}
["Volhynia Castle_xzy"] {"Lviv Castle"}
["Wales Castle_xzy"] {"Caernarfon Castle"}
["Wallachia Castle_xzy"] {"Bucharest Castle"}
["Wessex Castle_xzy"] {"Tower of London"}

Kull
10-09-2005, 01:11
A few minor problems:

1) Mamelukes have a "Sultan ( !!! KhalZl !!! )Could not translate. II"

2) Mamelukes also have a Jihad General with a name error (didn't write down which name)

3) Swabia has a Copper Mine (but no copper resource so it generates 0 gold)

4) Danes and Swedes start game with Svea Axemen and Nordic Karls (and those are the "special units" for Sweden and Norway), but they aren't in the build lists for either faction.

WesW
10-09-2005, 22:50
Thanks, Kull. I switched the bonuses for Sweden and Gotland, but the two units you mentioned are not available in the Late era. I'm not sure what happened with the Egyptian names, but I hope I have it corrected now.

I have implemented Bel's Danish work, too.
I worked on the mod Friday night and off-and-on about all day yesterday, getting the Late campaign in its final form and beginning preparations for the other two, though don't hold your breath yet.
I had to install a copy of the original game last week to get some graphics files I had over-written, and realized that there will have to be a separate un-install download due to the fact that the maptex file is not included on the VI disc. This will make things simpler in the long run, though.
Also, I realized that there wasn't any real need for the setup that required the graphics and texts to be installed in that order, so from now on it won't make any difference how you install the mod.

So, keep sending stuff in, and any help with those castles would be appreciated. Hopefully I'll have the last Late beta posted soon.

Lord Ovaat
10-10-2005, 00:39
Wes, I've also been getting an occassional "cannot translate" message for some of the Scots. Didn't mention it 'cause I thought you were probably still working on them.

WesW
10-12-2005, 04:43
Let me know of any type of errors you run across. This campaign should be practically finished.
Russ, I checked the files, and couldn't find anything wrong with the Scots' names. If you run across it again, let me know if it's kings, princes, heroes or other people.

I spent last night converting some faction names and graphics so that GA's should be active for all factions, except the Turks and Egyptians. I still want to go over the readmes and update them, but the update is about ready.

I hope to promote this one as a "silver" release; not quite gold, but practically there. From what I see on the forums, the Medmod seems to have fallen off the radar screen for people looking to try out a mod. Myself, I think they're missing out, and now would be a good time to get out the news.

Yukon Cornelius
10-13-2005, 07:57
I can't recall which ones were bad off-hand, but I'm pretty certain there are some untranslated Egyptian names. I think three, to be precise. I no longer have a saved game from that (failed) campaign, so I can't tell you which ones were bad.

Lord Ovaat
10-15-2005, 00:51
Got attacked by the Pope last night. Sniveling little snit with no piety, I might add, but I noticed that a lot, if not all, of their hero/popes need some work. After getting attacked, I noticed some of the names, like, a Papal Cardinal named Don Bernardo (!!! d'Alagona!!!) could not translate, a Lord !!! d'Alagona!!!, etc. Also noticed the Sicilians have a Papal shield on the Battle Deployment Screen. BUT, the game is still running smoothly.

This has nothing to do with the mod that I can think of, but after running the whinning little Pope out of Carniola, I was horror-struck to see a re-emergence in that province of both the Hungarians and Genoans at the same time. Whole bunches of really good troops, about 4 full stacks each in just that province. Don't think I've ever seen two in the same province before. Um, yeah. I made like Sir Robin and ran away. ~D

WesW
10-15-2005, 03:08
I had planned on posting the update tonight, but Big John emailed me and said he would have the new graphics ready in a few days, so I am going to wait until I get those. If I can get the readmes and such updated along with it, it will virtually be the finished version of the Late campaign.

There will be some new factions added: the Serbians, Wallachians and possibly Trebizondians. The Cuman are out.
The Russians are out, replaced by the Novgordians, who only control Novgorod. Muscovy is now controlled by the Mongols, which will make them stronger.

Deus Ex
10-15-2005, 18:33
hi everyone

I just recently installed Med Mod v4.05, and tried it out.

I experienced some weird things - some of them I was not sure if they were intended or not - some seem to be problems/bugs - but since this is the first time I have played - heh heh - hard to say for sure.

Could anyone point me to a resource or a forum where I might be able to find out if what I am experiencing is the way it is intended or if these are problems I should report? I just installed this a couple days ago - so it is a pretty recent version I believe.

Thanks - looking forward to playing this mod!!

DE
~:cheers:

Lord Ovaat
10-16-2005, 02:49
Hi, Deus Ex, nice to see you. Start by actually reading ALL of the readme's that accompany the mod. They are, of course, in the Charts & Readme folder in the main Medieval Total War file. Make sure you read Newby Guide, 4.0 Intro, Faction Descriptions, Unit & non-Unit notes, and V4 Stats. You'll need Excel to view the stats, but you can get that link from the Readme if you need the Excel Viewer. This is a pretty complicated mod that incorporates entirely new concepts to the game, along with new units, factions, and map. It takes a while to get a feel for it. If you still have questions, then post them. Have fun.

Deus Ex
10-16-2005, 06:28
Thanks Lord O - I did indeed do all of that. Pretty methodical at installation and all the readme files.

However, I did not read the newby guide. After reading that - I guess I will abandon v4.05 and go install v2.04.

There were some things that I think might have been problems. But I will let the folks who know what they are doing deal with that stuff *grin*

Thanks again for the reply.

DE

Lord Ovaat
10-16-2005, 16:01
Yeah, Deux, that might be a good move. You could also try the last complete version, 3.14, which Wes no longer has listed in his site. You can find that link in this thread, page 9, by going to the bottom of one of ToranagaSama's posts. He has listed the text & graphics in his signature.

Wes, I've noticed that since you've re-worked uprisings I'm getting most that are now entirely comprised of Feudal Sergeants, catapults, and a couple of Body Guard units from whatever faction is emerging. But that is NOT always the case. A good example of that is the Hungarian/Genoan re-emergences I listed above. That was simply awsome. AND, I am clueless to figure out why there's a difference.

Deus Ex
10-16-2005, 18:09
Yeah, Deux, that might be a good move. You could also try the last complete version, 3.14, which Wes no longer has listed in his site. You can find that link in this thread, page 9, by going to the bottom of one of ToranagaSama's posts. He has listed the text & graphics in his signature.


BINGO!

That was what I was looking for.

Putting in together now...

Many thanks!

DE

WesW
10-19-2005, 00:45
The 4.06 update is now posted.
The latest batch of new graphics from Big John are included, along with the new factions and some re-arrangement of provincial ownership. There have also been a good many alterations to faction colors to match the graphics, so expect a "whaa...." moment when the campaign selection screen comes up.
I have also changed the way the mod is packaged, and updated the webpage accordingly. Once I created the un-install portion, the Texts portion became very small, so I folded it in with the graphics, so now the update is all in one download.

Fall allergies are still driving me crazy, so I haven't completely updated some of the readmes, but I don't think it will be any problem. The Faction Descriptions is the key one, and it is updated, so things should be fine.

GA's should be available for most all factions. Exceptions are the Turks, Egyptians and Byzantines.

The faction shields which appear on the pre-battle screen will still be off, due to a limitation with the game. If you fight custom battles, some of the faction color shields are not done yet, but it shouldn't cause a crash or anything... I think.

Thanks for the uprising info, Russ. Catapults are the first unit in the game, while Feudal Sgts. are the last unit. I don't really understand what is going on, either, but it must have something to do with the value the game assigns to the uprising.

Big_John
10-19-2005, 01:19
feedback on the graphics would be appreciated. specifically, do you guys find the similar primary (campmap) faction colors for some factions confusing? e.g. do you get confused between the portuguese and genoese, or lithuanians and poles?

edit: ah, i typed the above before actually playing the mod! disregard that question, as it seems Wes didn't use my faction color suggestions afterall. ~D

Iustinus
10-19-2005, 20:19
This is an awesome mod!
I just downloaded it the other day, and now I can't wait until it's finished! I especially can't wait to play the game in Early.
Finally, the Byzantines are awesome and Italy, Greece,and Balkans are divided up, just as they should be (I miss Malta though!)
The Golden Horde is awesome as well.
I have to say, even though I love other mods, this is the only one that I've never felt I had to mess around with- I always end up making mods of other mods. This is how MTW should have been to begin with.
I have two questions: Did Byzantine troops wear black and yellow/orange uniforms?
And two- when will the custom battle part be done? It will be awesome when the units are faction specific in custom battle as well as campaign.
Thanks and good job so far,
Justin

Iustinus
10-19-2005, 20:22
One more thing- and this just an idea I have.
I have yet to do a siege in this mod (so I might be jumping the gun....)
But I think it would be awesome if artillery did less damage to walls, while having more ammunition, so that if you chose to break a siege it would be prolonged and more realistic. This could effect artillery (ammunition wise) in normal battles though, so it might be difficult to make it balanced...
Just an idea.
Thanks!
Iustinus/Justin

Deus Ex
10-19-2005, 20:37
Could some one please point me to a write up describing the changes to Trading? I know Wes changed it fairly drastically.

Do ships still effect trade? If there is a write-up somewhere I would appreciate it - I got a couple ships now but do not see where they have caused income to go up.
(currently playing v3.14)

Any help would be appreciated!!

many thanks
DE

Lord Ovaat
10-19-2005, 23:42
Deus, you can read about the ships in the Unit Notes and trade changes in Non-unit Notes of the Readmes. However, you'll find that sea trade is basically the same as vanilla. You must have continuous "strings" of ships, no enemy can be blocking your route, only trade with non-warring nation or rebels, trading province must have a port, trade increases with each new merchant upgrade and provincial port you can reach. Gulf of Cadiz is shut-down, so you must access the North Atlantic to reach the Med. There are some additional (new) trade routes available in certain provinces, but you needn't worry about them. If land trade is available, you'll see a "goblet" on the province parchment and the necessary building will be available in your inventory.

Iustinus, I kinda like it the way it is, lol, but you could fool-around with the projectile stats. Gnome editor helps, but isn't necessary. Since this is still basically a beta, anything you change could affect playability. Might make it hard to tell if the mod is causing problems or just random tinkering. ~D

Deus Ex
10-20-2005, 00:56
[...] However, you'll find that sea trade is basically the same as vanilla. You must have continuous "strings" of ships, no enemy can be blocking your route,[...]

That's what I was looking for. I was not sure if that mechanic was still the same. I did not see a change in my trade income disply showing provinces reached by my new ships - perhaps I did not wait long enough or something - thanks!!

DE

WesW
10-20-2005, 14:43
This is an awesome mod!
I just downloaded it the other day, and now I can't wait until it's finished! I especially can't wait to play the game in Early.
Finally, the Byzantines are awesome and Italy, Greece,and Balkans are divided up, just as they should be (I miss Malta though!)
The Golden Horde is awesome as well.
I have to say, even though I love other mods, this is the only one that I've never felt I had to mess around with- I always end up making mods of other mods. This is how MTW should have been to begin with.
I have two questions: Did Byzantine troops wear black and yellow/orange uniforms?
And two- when will the custom battle part be done? It will be awesome when the units are faction specific in custom battle as well as campaign.
Thanks and good job so far,
Justin
Glad to see you're enjoying the mod. It's nice to see some new people. My primary aim with this mod, unlike all the others I know of, is indeed to turn the game into what it should have been upon release. It now also has all of the additional factions and units, an improved map, etc. that the other major mods have, but it's unique in the degree of improvement to basic gameplay and especially AI performance that it has achieved.
As far as custom battles, there is nothing keeping you from picking only among those units specific to a given faction.

Lord Ovaat
10-20-2005, 15:51
MM4b files (units, building, startpos) do not get deleted or over-written upon installation of MM4l. That leaves one with two Med Mod Late options, the second of which is the new one. Old campaigns still playable but factions really shifted around. I deleted all three MM4b files, leaving just the current option for Med Mod Late in the menu, but now there isn't a vanilla late. Don't know if that was intentional. Old campaigns not playable (no problem) without MM4b files.

You no doubt need an auto overwright of the old files. 'Course that wouldn't be a problem for anyone installing for the first time, now would it, LOL? Other than those minor quirks, everything else looks really good. ~:cheers:

Edit: Iustinus, during the Medieval ages, troops didn't wear uniforms, per say, that concept not forming until the Rennaisance. I always kinda wondered how you knew who to whack. Must have been a lot of errors in melee when not fighting a distinctive culture. I mean, just how confusing was it when the English fought the Scots and used mercenary or friendly Scots in the battle. If you be over there, then you da bad guys, but what happens when it mixes up? LOL

WesW
10-21-2005, 03:17
Sorry about the file mixup. I should have mentioned that when I posted.
Since there have been so many versions of the mod, almost every update has seen someone post in confused about the campaigns that show up on their screen. I realized long ago that I would have to overwrite the original campaign files, since I was over-writing the original map files. For this update I decided to start doing that.
Those of you who have been downloading various of the mod might want to open up the Mtw folder and its campmap\startpos subfolder and delete all the files named medmod or mm4, and re-install this update.

From this update on, I will be using the final names for all files.

ToranagaSama
10-21-2005, 07:46
Could some one please point me to a write up describing the changes to Trading? I know Wes changed it fairly drastically.

Do ships still effect trade? If there is a write-up somewhere I would appreciate it - I got a couple ships now but do not see where they have caused income to go up.
(currently playing v3.14)

Any help would be appreciated!!

many thanks
DE


Deus, you can read about the ships in the Unit Notes and trade changes in Non-unit Notes of the Readmes. However, you'll find that sea trade is basically the same as vanilla. You must have continuous "strings" of ships, no enemy can be blocking your route, only trade with non-warring nation or rebels, trading province must have a port, trade increases with each new merchant upgrade and provincial port you can reach. Gulf of Cadiz is shut-down, so you must access the North Atlantic to reach the Med. There are some additional (new) trade routes available in certain provinces, but you needn't worry about them. If land trade is available, you'll see a "goblet" on the province parchment and the necessary building will be available in your inventory.

@ Lord Ovaat, he's playing version 3.14!

Regarding the *notes* Lord Ovaat is correct and ship trading is pretty much the same as vanilla. EXCEPT, for example, it is more difficult to string ships from the North Atlantic to the Med, etc.

If I recall 3.14 correctly, certain ships are limited to *coastal* waters, and other ships can move into the *deep sea*. In order to string ships from the North Atlantic to the Med, you're going to need some *deep sea* ships. It's all in the notes.

The latter part of Ovaat's comments pertain to 4.xx beta. Obviously, he doesn't realize what version you're playing.

BTW, what faction are you playing, where are your ships and what buildings do you have built.

Lord Ovaat
10-21-2005, 20:17
Yeah, that's true; land trade doesn't come in until version 4. The coastal/deep sea ship differentation has been in the mod for a while. You know, I can't even remember what vanilla was actually like. It's been a couple of years since I played it. I can't remember even if the later era vessels can move multiple "seas" or not in vanilla. Sad, huh? I did realize what he was playing, though; I'm just old. One of my favorite all-time bumper stickers from the sixties was, "Of all the things I've lost in life, I miss my mind the most." LOL. But, I may add, my second favorite was "support mental health or I'll kill you." http://www.clicksmilies.com/s0105/lachen/laughing-smiley-014.gif

Wes, Muscovy, Kiev, Smolensk, and Georgia are still listed in Startpos as Orthodox culture instead of Pagan. It might make them harder, initially, for the Horde to control. Also, when choosing a new campaign, the faction descriptions are out of sink with the factions. Novgorodians have a Hungarian "history", but the units are Russian. Some of the others are also screwy. I did notice while hunting for stuff last night, that the IAN cheat for faction control now works with all twenty numbers, leaving only a few we can't observe. Some of the factions have also changed numbers, but most are still the same.

Side note, I started three successive campaigns with Novgorod, and got axed within three or four turns each time. Maybe I'll try one on normal instead of expert. ~D

amarok
10-21-2005, 20:24
Wes,
First let me say- what an incredible mod! It is awesome. I have some feedback from playing the 4.06 beta Late Campaign as the Byzantines last night.
First the technical stuff- I experienced a CTD in 1325 when I invaded Serb occupied Bulgaria (the Bulgarians were under siege). I recieved the following error- 'Unable to load file: textures\campmap\prebatshield\shL27.bif'
More generally, I noticed a couple things. Venice, though completely functional, currently occupies not land but sea. Verona (the old province of Venice has taken over its land, so the poor Venetian king was getting a little wet :-) ).
I'm sure there are very good reasons for your decision to remove Rhodes and Malta as playable provinces, but as an island hopper and a Mediterranean trader- I really miss them. I hope they can maybe be included in the other eras?
I know game balancing is still underway, but from what I observed before the CTD (thru .matteosartori.) the Crusader States were in some danger of being over-run. Granted as Byzantium I choose not to fight the Ottomans (playing on Normal difficulty), so that may have left them a bit high and dry- but they were in serious danger of being nearly wiped out. They had lost their mainland Anatolian province- (Antioch?) and so were just down to Cyprus. If Rhodes were back in play and it was given to Outremer, it might give them more of a fighting chance.
Just one little minor thing- The Governor of the Crusader States Anatolian mainland province- (Antioch?) was 'Lord of Tripoli', so his name might need to be tweaked a bit.
Other than my brief comments, the mod is simply amazing. Keep up the great work, and thank you for bringing in new fans and keeping MTW viable.

Deus Ex
10-21-2005, 23:01
@ Lord Ovaat, he's playing version 3.14!

Regarding the *notes* Lord Ovaat is correct and ship trading is pretty much the same as vanilla. EXCEPT, for example, it is more difficult to string ships from the North Atlantic to the Med, etc.

If I recall 3.14 correctly, certain ships are limited to *coastal* waters, and other ships can move into the *deep sea*. In order to string ships from the North Atlantic to the Med, you're going to need some *deep sea* ships. It's all in the notes.

The latter part of Ovaat's comments pertain to 4.xx beta. Obviously, he doesn't realize what version you're playing.

BTW, what faction are you playing, where are your ships and what buildings do you have built.
heh heh - yes I figured out there was a disconnect - but no problem.

I am playing Arogonese/normal/high (or whatever 1205 is called - MM high maybe).

At the time I asked the question, I had Aragon, Navarre, and Valencia. Navarre wasn't teched up enough yet, but I had docks, and shipbuilders in both Aragon and Valencia and a trader in Valencia as well - had three ships from Valencia, through Aragon, to Tolouse (?) and Provence.

Part of what confused me is it looked like Valencia (maybe it was Aragon) had some trade going with Greece - which was WAY too far away. Now that I have a few more ships out there it looks like I am "reaching new customers" - Tuscany recently showed up on my trading report - so I think it is working as designed. One thing I did notice - the upkeep for my ships jumps the further it is from a port - one of my ships was costing me 80Fl/year - which is a LOT of florins to bring much less in incremental trade. Also alot when your bank is pretty low...

This is my second try with the Argonese - they have a tough start. This time I jumped all over Valencia as soon as I could. Helps a lot.

Anyway - GREAT MOD - as so many have said. looking forward to trying the new version when it is ready.

Thanks for the answers everyone.

DE

Iustinus
10-22-2005, 00:07
I agree this is an excellent mod.
I've used so far the Genoese, the Golden Horde, the Mamluks and several times the Byzantines. I have a few questions:
Almost every game I played, within three years the Golden Horde had utterly destroyed Novgorod and somewhere else, maybe Lithuania (I don't remember right now) This isn't such a bad thing, but is very predictable. However, I had a great time using Subotai! I also didn't like the amount of Chinese troops, it didn't seem very accurate.

Next thing- I would have loved if there was more of a unit restriction in Thrace, so that the Byzantines would primarily rely on Asia Minor for their cavalry.

Third- why are the Vlachs pagan, using eastern steppe portraits?! I thought the Vlachs were the ancestors of todays Romanians and Vlachs, and that they in turn were the descendants of Romanized Thracians, Dacians, Greeks and Slavs?

And last, I don't know if it is because the mod is not completely finished, but I was unhappy with the fact that many units use the exact same bif and weapons- the same graphic used for highland clansmen seems to be used by Chinese Infantry and Imperial Skoutatoi. This seems a little strange...... I understand there is a limit to how many separate unit graphics there are but battles are often made up of all the same looking soldiers, even if historically they were armed and dressed completely differently.

However, it is definately one of the most balanced mods I have seen yet- I wish we didn't have the limitations that there are!

Thanks,
Iustinus/Justin

Cid
10-22-2005, 03:32
I haven't had the time to read through the entire thread so I'm just curious- are all the periods (Early, High, Late) now finished? Last I checked it was only Late. I've been waiting for the others (being an Early, High kind of guy) to be completed before I download.

Always thought that MM was the best mod out there and that's saying a lot.

Lord Ovaat
10-22-2005, 04:56
Cid, I don't like starting in Late Era either. It doesn't give me enough time to play my pokey old game. What I've been doing is simply adding a later finish to the startpos file. Near the top of the file, you'll see the era dates. Just add the following after the last one:

SetGameEndDate:: 1500 or 2005 ~;)

It gives you as much time as you need, same as starting in an earlier period. You still have access to all High and Late units and an occassional Early unit. I would think Med Mod 4 will be going "GOLD" fairly soon. :charge:

Cid
10-22-2005, 05:17
Thanks,

Playing a pokey game's part of it (I like being a benevolent despot), the other is just being partial to the Early/High eras. I'm going to download it though as is. Sounds too good to pass up.

Already tired of the glitzy BI thing. It's like leaving your wife for a topless dancer (not that I'd know about such things). All looks, no subsatnce. The only thing that I wish someone who knows how to do it would do aesthetically for MTW is change the graphics for the "generic" looking units, i.e. Spearmen, Highland Clansmen, Fanatics, etc. Nothing drastic. As it is they look like they're wearing bathrobes.

Then I'd settle down contently.

Kull
10-22-2005, 05:55
Haven't tried the 4.06 yet, so this pertains to 4.05:

Danes are able to build mounted crossbowmen in southern Portugal (algarve? i forget the name) and arbalesters in Poland. Not sure if that was intentional, but seems out of keeping with the usual homelands approach. Most of the papal general units had name errors.

I really have to compliment you on the quality of play in this mod. In the early stages of empire building, the AI will frequently ally with you and usually you only face one enemy at a time. Later on, as the size of your empire grows, one by one the other factions start to gang up and take you on. As the Danes, my hands are FULL trying to fend off Venice, Hungary, Spain, & the Teutons, all of whom have sizable empires. It's almost impossible to use the "take-em-down-one-by-one" strategy since the homelands barely generate enough units to replace defensive battle losses. Can't think of a time when the AI has been this difficult to manage.

Every thing seems to flow well, although naval dominance can be achieved if you are patient - stringing out your ships in groups of one however is a veritable invitation to attack - so you have to SLOWLY build up trading networks by sending them out in groups of two or more. This isn't a bad thing since it prevents you from quickly building up vast cash supplies. And since the AI doesn't have the same inhibition, their trade networks are usually far more lucrative - they no longer create huge stacks of ships that sit in odd locations, but develop fully linked trading networks. I also like the fact that it's possible to travel by sea from Med to Atlantic (unlike 3.14) - but since you have to use deep sea vessels to bridge the gap, it REALLY slows down your penetration, unless/until you gain ship-building ports in the non-native sea.

The only complaint would be the similar unit graphics shared by completely different unit types. Variety is always desirable. One suggestion would be to find a place for the "Chinese Archer" unit from BKB's mod. I cannot overemphasize the TOTAL COOLNESS of seeing flaming arrows rain down on your opponents! Perhaps you could give them to one or two of the more underutilized factions as an incentive. I'd gladly play a one-province loser if only to revel in the thrill of using those fire arrows. ~:cool:

WesW
10-22-2005, 09:21
I'm afraid everyone will need to download the mod again. The fixed version is now up, with the same 4.06 name.
I checked amarok's CTD, and it turned out that I accidentally deleted the files from one of the graphcis folders when I added in the new graphics for this release. If you have installed previous versions of the mod, only a few might be missing, or perhaps none at all- I'm not sure- but it wouldn't hurt to get them again.

Kull, many missile units have two homelands, due to a scarcity of available unit slots. As in your example, the two regions are usually far apart, and as the human player you should ignore their availability in the second region.

I'm glad to see the trade system working out well. This is one area that I have struggled to balance ever since I started modding the game. It has involved a lot of playtesting and adjusting, everything from unit priorities to price to AI personality types for some factions.
Ship upkeep has always increased the further to travel from your own coast- this is hardcoded. I have increased ship upkeep, which means the costs increase more than in vanilla. I think they are about right, since extending your line to a new port increases trade for all of your ports. And since most every province will now have a port, that expansion becomes all the more valuable.

With the increase in the number of factions, it makes sense to me that some will go out very early in the game. It also means that re-births will be more common as well. To me, this more closely approximates reality, where losing control of a province could inspire the locals to re-assert their independence. Al least you shouldn't have as many instances of peasant rebellions and other annoyances, but rather major uprisings.
Too, you have to look at this as the third act in a play. With the Novgorods, for example, they are struggling to survive against the Horde onslaught, which has crippled their power from the High era.

As for unit graphics, this is the one area that I haven't concentrated on, mostly because I don't think it's very important to the game. The graphics are only rudimentary to begin with, and once the battle is joined I never pay much attention to them, anyway. I know they are something of a let down after playing Rome for a while, but that's mostly due to the game itself.
Also, keeping them familiar reduces confusion for newer players.

Belisario
10-22-2005, 12:56
I’ve been revising the western Muslim factions and I want make some suggestions. In the first instance, it’s impossible show the historical complexity of this area because of the limitations of the game. But I’m partisan of reflect the historical context and make interesting strategic challenges.

EARLY: In the year 1087 the Almoravids controled Morocco, the western Algeria and a large extent of Andalusia. In the oriental Maghreb subsisted two independent dinasties: the Zirids of Tunisia and the Hammadids of Algeria, both conquered by the Almohads about 1150. In Spain subsisted an independent Taifa kingdom in Zaragoza ruled by the Banu Hud dinasty, but was conquered by the Almoravids in 1110. About 1120 the Almohads began his struggle against the Almoravids, that finished when Marrakech was conquered and the last Almoravid Amir was killed (1147). In the second half of the 12th century the Almohads extended his power all over the Maghreb and Andalusia. In the last quarter of the 12th century the Almoravids lived his last twilight with the Banu Ghaniya dinasty that from the Balearic Islands conquered some territories in Tunisia.
It’s easy come to the conclusion that the principal powers in the 12th century were the Almoravids and the Almohads. So I suggest this distribution of provinces:
-Almoravids: Cordoba (capital), Granada, Murcia and al-Gharb. I don’t include Valencia because it was in Christian hands until 1102: the Cid and his wife Jimena.
-Almohads: Morocco (capital), Algeria and Tunisia. I don’t include Libya because was a rebellious region due to the presence of the nomadic arab tribes: Banu Hilal, Banu Jami, Banu Sulaym.

HIGH: In the year 1204 the Almohads still ruled a huge empire in the Maghreb and Andalusia, but the first signs of political instability came soon, especially after the defeat at Navas de Tolosa (1212). New dinasties called into question the Almohad authority and declared his independence: the Hafsids in Tunisia (1230), the Abdalwadids or Zayyanids in Algeria (1236), the Nasrids in Granada (1238) and the Merinids in northern Morocco (1215). The most important was the Merinid Sultanate for three reasons: completed the defeat of the Almohad Caliphate in 1269, extended his power all over the Maghreb at various times and played an important role as supporters of the Nasrids of Granada in their fight against Castile.
I suggest this distribution of provinces for reflect the fight between the instable Almohad Caliphate and the new dinasties represented by the Merinids:
-Almohads: Cordoba (capital), Granada, Murcia, al-Gharb and Valencia.
-Merinids: Morocco (capital), Algeria and Tunisia.

LATE: In the year 1321 the Merinids was established in Morocco, the Abdalwadids or Zayyanids in Algeria, the Hafsids in Tunisia and the Nasrids in Granada. The most important faction was still the Merinid Sultanate and the most significant change was the reduction of the Muslim Spain to the Sultanate Granada.
-Merinids: Morocco (capital), Algeria, Tunisia and Granada.

Wes, if you don’t have completed the faction limit, you could add a new western Muslim faction in the Late era. There are two possibilities: the Hafsids of Tunisia or the Nasrids of Granada. The Hafsids were famous due to his piracy against Christian shipping which grew stronger in the 14th century and provoked retaliation from Aragon and Venice. The Nasrids lived a golden twilight in the 14th century due to the internal problems of Castile and developed a brilliant culture. I would prefer the Nasrids of Granada because I can find information about his rulers more easily, but first I need know your opinion.

I will post famous kings’s lists, heroes’s lists and a new list of forenames and surnames for these factions in the next days.

Nerouin
10-22-2005, 17:40
Double post

Nerouin
10-22-2005, 17:58
Hey-- a few questions, if you're around to answer them ~:)

First, any plans to have MedMod high or early eras included in the future?

Also, is there a text portion to the install, as put forth in the readme, or is that packaged with the graphics now?

Finally, is there anywhere I can pick up the previous version of MedMod (Total Immersion) to play with whilst I await the completion of v4?


This is my first time posting on this forum, but I'd like to thank Wes and all others involved for all the work you've put in on this mod-- I've been playing it since Abbey Road and in my opinion it is truly the best mod out for MTW, bar none. An A+ effort, and a great addition--- one could say a whole new gaming experience!!

Pericles
10-22-2005, 23:09
Try here for Medmod IV v.3.14 for VI:

http://www.totalwar.org/Downloads/PHPMTW/Stats.php

Kull
10-23-2005, 00:35
Playing 4.06 as the Sicilians, and noticed what may be a map bug. The Venetians (always one of the most powerful AI civs - never seen them lose early) had most of the territories around the Black Sea, but their closest naval vessel was in the Aegean Sea. Nevertheless, even though I had a ship in the Black Sea, clicking on the Venetian army stacks did not reveal their contents - they only became visible after the Venetian ship in the Aegean was destroyed.

Lord Ovaat
10-24-2005, 00:22
I've been gettin' rather odd marriage proposals from other men. For instance, Aragon's King Alfons I of Turkey, Spain's King Alfonso of Russia, Outremer's Master Henry II of Lithuania, Genoan's Dodge Rainier I of Bulgaria, and Hungary's King Karoly I of the Golden Khanate. These aren't really new, I've just remembered to pass them on. They are still occuring with the last update. Everything else running smoothly.

Kull
10-24-2005, 03:55
Another oddity. Anatolia contains a "Marketplace" which generates 0 Gold per turn. Since Anatolia does not have a Trade Route resource, it shouldn't be there.

Speaking of the Venetian Empire, the Doge died heirless and the remains of his vast realm immediately sparked 4 separate resurrections - Vlach, Bulgarians, HRE, and Genoa. Oddly, both HRE and Genoa spawned in Tyrolia.

Lord Ovaat
10-24-2005, 04:28
Mongols can build ALL of their basic units in the whole of Asia Minor, from Nicaea to Edessa. Don't know about Antioch, yet. Syria is OK.

Kull
10-25-2005, 02:33
Not sure if these are fixable, but here's a couple more:

I. Different game, had another massive Venetian collapse due to heirlessness. This time three factions spawned immediately, but the real oddity was England - they appeared in Algeria.

II. Another sea bug. Could not see swedish forces on Gotland, although there wasn't a single swedish naval vessel in existence. Here's a look at naval deployments in the area:

1) Gulf of Riga: Two Danish ships (mine)
2) North Baltic: No ships
3) Baltic Sea: Two Danish ships, one enemy Teuton ship

Note 1: After destroying the Teuton ship - and without any other changes in
the deployments noted above - visibility into the swedish units on Gotland
was restored.

Note 2: A few turns later another enemy Teuton ship entered the Baltic Sea, but this time I could look inside the Gotland unit stacks. The only difference was the presence of a Danish ship in the North Baltic.

Kull
10-26-2005, 07:14
Spotted a battle map flaw. When the Sicilians took on HRE in Austria, the pre-battlemap window was all black. Upon taking the field, it was pure green grass, not a tree, field, hill, or bush to be seen. It wasn't completely flat - there were a few undulations - but it was the "cleanest" battlefield I've ever seen. Kinda looks like the game tried to access an Austrian battle map, couldn't find one, and came up with this generic version.

Russ Mitchell
10-27-2005, 01:13
Wes, this is the first time I've beenable to get up here in forever. I'm afraid I have to bow out from anything further, though I know you need the Balkans help: my current research is simply eating too far into my time right now (I'm editing two books and writing another).

Sorry.

Kull
10-28-2005, 16:29
Just before you go to the battle map, there's a screen that displays the units in both armies, the generals, and a small window showing a 360 view of the battlefield. Anyway, the factions are identifed using small coats-of-arms, and the one for the Sicilians actually belongs to the Papacy.

WesW
10-31-2005, 01:51
Belisario, I don't think those changes would add that much to the default game. Mostly it would just change the name of the faction, and I guess some other details like heroes and flags. Provincial ownership, faction religion and the like would stay virtually the same.
This would be a situation where you could put together a variation on the mod, and I could post it at my site for those interested.

Ovatt, I'll look into the marriage proposals. I guess the faction list has gotten out of step with the latest faction changes.
The Mongols are supposed to be able to build over most of Asia Minor, since they appear in Khazar and Georgia.

Kull, thanks for the Anatolia info. I'm not sure what is happening with the battle map or sea regions, but they would be hard-code issues.

cegorach
11-09-2005, 12:01
Hello everybody !

Only recently I had a chance to try the 4.06 MedMod release ( I was greatly impressed by 3.14 and even started modding it as my first project of this kind) and of course I started with the Polish.

I know that EC provided most of the stuff, but I think something was lost in translation because I have found two minor spelling mistakes:

'Czeladzi' and 'Rycerzi'.

It should be

Rycerz ( singular) and Rycerze ( plural)

and Czeladz or Czeladz Knight/Knights because the word should stay the same in plural and singular, its present singular form ( Czeladnik) sounds rather silly ( it is used to describe junior or trainee plumbers, shop assistants etc).

In addition I would give Silesia to the HRE in late because there is no Czech faction in the mod.

I will play it later a little ( too busy with PMTW 1.5) so maybe I will spot something more.

If you have any questions I might be able to answer or will ask somebody who knows.

Regards Cegorach ~:)

Belisario
11-12-2005, 18:48
Wes,
I send you my latest job via e-mail because is too large. If you don't receive it, I will post it in the forum. So you tell me, please.~:)

Kull
11-13-2005, 19:20
Kull, thanks for the Anatolia info......

Ruthenia has the same problem - it contains a "Marketplace", but does not have the Trade Route resource.

WesW
11-14-2005, 08:17
Wes,
I send you my latest job via e-mail because is too large. If you don't receive it, I will post it in the forum. So you tell me, please.~:)

I didn't receive it, but try again with the word Medmod in the subject line. I would rather receive it by email than by forum post.

For everyone- the Christmas season has already arrived in the games department, with a whole slew of new games on the shelves. Myself, I have been playing Dungeon Seige II and this little-known title called Civilization IV.
With the Late campaign practically done, and all the innovations and concepts implemented successfully, I think now would be a good time to relax a while and enjoy something new before delving into the files again. In addition, proceeding into the other two campaigns will necessitate the creation of specific files for each campaign, which means that everytime I add something new, like Bel's work, I will have to do it three times.
Creating a beta for the other two campaigns may not take more than a week or so of hard work, but after six months solid I am just burned out on modding right now. Too, the work inself will be tedius drudgery- the kind of stuff you tend to put off as long as possible. Therefore, I am going to take a few weeks before churning out those other two campaigns.
In the meantime, hopefully contributors like Bel will continue to send in work to finish fleshing out the mod in the heroes category. I haven't seen Bel's latest contribution, but as of now all of Eastern Europe, except Poland, is in dire need of help, and even the HRE could use some help, due to its size and the way it's always attacked on multiple fronts.

I will still check in on the thread, and I still fully expect to have the mod completely done for Christmas, but if there is a new game you have been wanting to try out, now would be a good time for a break.

Kull
11-15-2005, 04:54
....I will still check in on the thread, and I still fully expect to have the mod completely done for Christmas, but if there is a new game you have been wanting to try out, now would be a good time for a break.

Enjoy your break, but some of us will continue to slog through 4.06 in search of bugs and other oddities.....and speaking of oddities:

Playing as Outremer you start the game with 2 Pavise Crossbowmen, and the facilities to build new ones. However, the game does not recognise the starting 2 units as PCs! They look identical to newly built ones in every way, but if you try to upgrade them, the game refuses and says you don't have the facilities necessary to perform the upgrade. VERY strange.

Belisario
11-19-2005, 20:09
Wes
I've send you a new e-mail with my latest job for the Almoravid, Almohad and Marinid factions and I've written the word Medmod in the subject line. Let's see if I can find some information for the Eastern factions, but the principal problem is the language barrier.
Now I'm enjoying the soccer match of the year: Real Madrid vs. F.C. Barcelona, Hala Madrid!! For the moment 0-0 in the scoreboard.

Belisario
11-20-2005, 12:28
I'm very sad, the F.C. Barcelona defeated Real Madrid by three goals to zero ~:mecry:
I surrender to the good soccer: Ronaldinho is an amazing player.
On the other hand, this night I've find good historical information for the Hungarians. I will send you a new job soon.

bozkirsovalyesi
11-22-2005, 20:44
well bibliography:
............................................................

http://www.middleages-totalwar.com/

http://www.stratcommandcenter.com/forums/index.php?showtopic=2479&st=520

The Wizard
11-25-2005, 22:17
Edit: Never mind. Read Wes's post a page back and was enlightened. ;)

WesW
11-30-2005, 23:48
I still haven't received your email, Bel. I sent you a PM last week with my personal address, so that you don't have to go through Apolyton. If sending it directly to me doesn't work, post it here, though I get attachments all the time from my relatives with no problems.

Kull, I know what is causing the unit problem you described. There are two entries for Pavise Crossbows in the units text, with different homelands and available factions for each. The one available to Outremer is the second of the two, but apparently the game designates all starting units as belonging to the first entry, which means that you can't upgrade them as the Outremer.

I spent this afternoon working on the Early campaign. I got through all the technical stuff in the campaign text. I still need to do the primary work of allocating provinces, buildings and units, then I'll have to modify the other text files. I'll try and post sometime by the end of the week and let you know how far I've gotten.

WesW
12-08-2005, 01:17
I have been feeling pretty rough since last Friday, and have not been able to work on the mod any. I will let you know when I make any more significant progress.

Eternal Champion
12-08-2005, 17:06
Hope you feel better soon. ~:thumb:

Microwavegerbil
12-10-2005, 06:36
Yeah me too, I am eagerly awaiting the next release. Been using this mod since the vanilla TW version and it's only gotten better. The staggering amount of changes from the normal game make this by far the most fun and interesting mod to get into.

axel
12-12-2005, 13:05
hi all i wos wondering are there any screenshots of this mod i want to play this mod and wot year dose this mod going ????:san_grin:

Ellesthyan
12-14-2005, 17:19
Holy mother of heaven! I haven't checked these forums for too long, as version 4 has arrived! My life is complete :san_grin: :san_cheesy:

ToranagaSama
12-15-2005, 07:53
@Ellesthyan
Well, while your life may be complete, v4 is still beta, though largely complete and playable in the Late era ONLY! I believe Wes has begun work on the Early, but it'll be a while yet.

It's a damn good mod, better than EVERYTHING else, including anything with Rome in the title!

@axel, I don't think anyone's put up any screenshots or a MM site other than Wes'. The beta version 4 begins in the Late era, forget the exact date, but roughly in the mid 1300s.

What are you looking to find in screenshots?

Microwavegerbil
12-15-2005, 08:40
Indeed it is, I can't wait to see all of the early era units for each faction. V4 of this mod is THE best late period experience I've ever had with the game, and I have no doubt the full release will do the same for early and high.

axel
12-15-2005, 13:16
hi Toragasama i would like to have an inpression of this mod wot units are in it and wot country s there are in this mod so i now wot this mod is about i would like to see somme screenshots if its possible would be nice:san_cheesy: :san_cheesy:

Microwavegerbil
12-16-2005, 18:23
The mod comes with very informative readmes.

http://wes.apolyton.net/4.00_Intro_Readme.htm

http://wes.apolyton.net/Faction_Descriptions.htm

http://wes.apolyton.net/Unit_notes.htm

http://wes.apolyton.net/Non-unit_notes.htm

WesW
12-17-2005, 16:10
Yeah, I have put well over a hundred hours over the years into those readmes, so I'll be pissed if everyone doesn't make good use of them.
I have been shocked at the lack of documentation available for the other major mods I have checked out, which I guess is why people are used to screenshots. About all you usually find for mods is a post in the mod thread with a succinct list of changes made, and nothing about why the author chose to make those changes, much less an overall summation on how the changes will affect and/or improve gameplay. I'm sure the creators have ideas of what they are trying to achieve, but how will you be able to measure your success and get feedback from other players if you never articulate your aims and objectives?
Anyway, do check out the readmes which come with the mod. The versions posted on the webpage are somewhat out-of-date now, but they will be accurate over 95% of the time. Other than the beautiful faction graphics made by Big John, the mod is all about gameplay, so to learn about it, you have to spend some time reading, then load it up and have some fun, though be warned that you will find AI performance has been improved at least one level over the vanilla game.

I have gotten in a couple of afternoons this past week on the campaign text for the Early campaign. All that's left to do is allot the starting units, then convert the other texts over from their Late versions, which I hope won't take very long. Barring any odd bug occurances, I should have the campaign out sometime this week.

WesW
12-21-2005, 21:52
The Medieval Mod IV v4.07 beta, the Early campaign, is now posted at my webpage, and it does look beautiful if I do say so myself. Thanks go out to Big John for that.

You may notice some graphics bugs in various places, and the Glorious Achievements Homelands have not been fully updated from the Late campaign, but there should not be anything there that would affect gameplay.
I was not able to integrate Bel's latest Heroes work, yet, nor update the various Readmes, but I am about to leave to visit my parents, and I may be gone for up to 10 days, so I have been working hard to get the mod out in time for your Christmas holidays, when I know many of you will have some extra time for playing.

If you have been considering making a contribution to my PayPal account, know that you can use credit cards or online bank account transfers in addition to transfers from other PayPal accounts. If you could drop me a $20, it would certainly be appreciated.

Merry Christmas, and I will be checking the thread should any problems surface.

Microwavegerbil
12-22-2005, 02:48
Oh wow I've been looking forward to this! Gotta find some time to play that before Christmas and I'll let ya know how it goes. :san_grin:

Microwavegerbil
12-23-2005, 04:00
Got some good playing in today, and haven't really noticed anything too bad. A few name errors here and there, but other than that it's been really smooth. I was surprised with the decision to have both the Almoravids and the Almohads in at the same time. The factions color changes are startling, but sharp and easy to tell apart so they've won my affection already. Might want to consider changing Serbia though, their color is VERY similar to Aragon's.

In my game as the Turks, the Almohads and Spanish quickly sandwiched the Almoravids but I'm curious to see how things turn out in more campaigns. I found the Turks to be much easier than in vanilla as well, since I was able to hold the Byz at bay without war since I own Nicaea and crush Egypt before taking Trebizond. I'm not sure how I feel about the changes to Turcoman Horse, I'll have to try some other factions to compare their cost effectiveness and building requirements.

Just wanted to drop a quick update now, since I'm not sure if I'll be able to play much more until a while after Christmas. Thanks for the hard work and pushing this out before Christmas, I and I'm sure many others really appreciate it.

Belisario
12-25-2005, 13:42
WesW, thanks for your Christmas present!
I'm working in a new Heroes work about the Hungarians. I hope you include my latest works (Moorish factions and Serbians) in the next version. :san_smiley:

axel
12-26-2005, 11:34
hi all ok i did read the links above but i am still not shure how to do it cane somme one explane how to put this wonderfull mod on my MTW wot do i do first step by step cane somme one please help me i am new at this ??

Microwavegerbil
12-27-2005, 05:26
Install this to your Total War folder, unless you didn't install Medieval to the default folder it should already have the appropraite path selected.
http://wes.apolyton.net/Medmod_IV_v4_Maptex.exe

Then install this
http://wes.apolyton.net/Medmod_IV_v4.07.exe

Also you'll probably wanna read through the readme's on WesW's site ( I conveniently linked them a few posts up as well).

Let me know if you have any problems.

axel
12-27-2005, 10:23
ok will do mate thx:san_wink:

Lord Ovaat
12-29-2005, 20:53
Well, Wes, I hadn't expected to see any additions until after the holidays, but thanks. Have played three early campaigns while hiding from friends and relatives. Those people need to get a life; Christmas comes every year, but good mods are rare. ~D

So, I've gotten my butt kicked twice as the Celts; no money and easy access by just about anyone with a boat. They probably need a couple of boats to start, I may try that later. Playing now as the Sicilians. Campaign is pretty well wrapped-up, but it took until about 1255 to do it.

I haven't seen any faction that is "overpowered", including the Mongols when they come in. The Byz seem pretty tough, but that may just be this campaign; I hadn't noticed them thrashing folks before this. Only glitches I've encountered are with some heros (Malcolm of the Scots keeps getting the "can not translate" message) and the faction assignments are out of cinque, leaving marriage proposals from the King of Scotland for a Portugese princess. Don't know if he had that OK'd with the Portugese king or not. Also, the access numbers with IAN are different, further indicating a discrepancy in order. NO CTD's at all. Not even slow "thinking". Good job. I'll let you know if anything weird happens, which reminds me. I did have an unusual re-emergence in Aquitane after taking it from the English. French, Spanish, and Aragonese all at one time, with thousands of troops for each. I decided to abandon the provence. :tongueg: But I can't figure anything you would have modded could account for that. BTW, all of the re-emergences and rebellions I've encountered are really good. Good type and mix of troops. No catapult only groups, lol.

Rowan11088
12-30-2005, 18:18
Well this mod finally dragged me back to this forum :) I haven't played the Early campaign yet, since I'm kinda hoping to wait until everything's finished, but I just updated from 3.14 to 4.07 yesterday and began a Late campaign as the Poles, and got my butt handed to me within just a few turns. Kind of a pleasure actually, as the difficulty has definitely been kicked up a notch. Watch out for those back-stabbing Hungarians everyone, and thanks a ton Wes for the great mod! Hope to see it finalized soon, so I can be more in my element in the High Period (guns are scary).

sprucemoose
01-02-2006, 17:24
the moose is rubbing his hands together!!!

ive been waiting like an expectant father for the early edition

top drawer Wes

ill give it a whirl tonight(ill not tell the better half!).

:laugh4: :laugh4: :laugh4:

Big_John
01-03-2006, 03:26
cool, nice job wes! do i still owe you some graphics? khelvan duped me into wroking with EB (that's my story and i'm sticking to it!), but i can probably do a couple of very small things if you still need something. hey, 'bama won and auburn lost.. you must be happy. ~:)

bouis
01-09-2006, 14:47
Hey!

Got 4.07 and played a couple early campaigns (hard difficulty) as France over the holidays -- great mod, lot of fun, MTW is really "where it's at" for gameplay -- but in both my games the Byzantines totally dominated. By 1170 they'd have an empire from Spain all the way to Ukraine, led by 10-star generals, supported by total naval dominance and archers who can stand up to French knights... it's a nice challenge but not really suited to my gameplay style. The Egyptians and Turks seem to be consistently underpowered in my games -- they really need a few more provinces.

England also insisted on a suicidal attack on me five turns in both times, and were quickly overrun by the Celts, who, even after victory, don't seem interested in ports or ships.

But, yeah, it is a lot of fun. I may try again on medium difficulty.

WesW
01-12-2006, 04:40
Hi, everyone. I just got back from my parents' yesterday. I checked the thread a couple of weeks ago to see if any CTD's or such had popped up, but this is the first time since then. It's nice to see that gameplay seems to be pretty well balanced.
Myself, I like it that one or more AI factions can grow in size and power as the game progresses, to keep up with the human player. You just don't want it to be the same faction every game. A key alliance or victory early in the game can propel a faction to power, especially with naval powers in the Mediterranean, so try several games before becoming convinced that any one faction is over-powered. It's actually typical for posters to make contradictory statements on the power of a given faction, such as the Byz or Venetians.

Myself, I have been playing Age of Empires III, enjoying the campaign, but it doesn't have the replayability of MTW, so I may be coming back to the fold soon. I had enjoyed most all of the changes in Civ IV until it became evident that the unit settings weren't all that well designed, especially the faction advantages. Combat is so rudimentary, even compared to Call-to-Power II, that it's hard to get into very much, and babysitting settlers gets old after a while. However, it was nice to see Locutus, Dale and some of the other guys I worked with on the CtP mods get mentioned in the Civ IV manual for their help on its beta.

John, there weren't any graphics for the Pechnegs in the shields\colours. I think some of the other factions may need some adjustments for this folder as well. IIRC, these graphics only show up in the custom battle menu, so they aren't critical, but it would be nice to have them to finish out the mod.

Well, continue to enjoy the mod, and in the next few weeks I'll add in the new work that Bel has sent in, and anything else that still needs to be added or adjusted, as well as the High campaign.

Cruelsader
01-14-2006, 13:28
Great mod! I you have put a lot of thought and effort in it and it shows. :2thumbsup:

My 2cents to the development of this excellent mod: I've played the early campaign with Almoravid and Portugal and tried to play with Pechenegs. I played only for 10-20 turns. Issues so far:

1) CTD with Pechenegs. When I clicked on their captial province I was told that the art for Pagan Shrine is missing. In buildings list there is blak question mark instead of a picture. For the first few times I could continue play after the error message but on the fourth or fifth time the game CTD.

2) A gameplay issue: when you attack AI with overwhelming numbers and AI forces are too big to fit comfortable in the castle the AI usually retreats out of the province. Very prudent although it makes taking provinces with castles a lot easier. Unfortunately AI always tries to retreat out of the province even when there is no other province left. Every time I attacked the last province of a faction AI decided to retreat out of the province instead of fighting or/and retreating to the castle. Since there was no other province left I captured the AI force - end of a faction. This makes the game far too easy and castles far less useful for the AI. If I remeber correctly the AI in Vanilla does not retreat from the last province.

3) Minor issues: some errors in leader names, sometimes a wrong shield art in battle preview, eg Turks moon for Spain (or maybe Aragon).

ToranagaSama
01-14-2006, 14:07
Hey!

Got 4.07 and played a couple early campaigns (hard difficulty) as France over the holidays -- great mod, lot of fun, MTW is really "where it's at" for gameplay -- but in both my games the Byzantines totally dominated. By 1170 they'd have an empire from Spain all the way to Ukraine, led by 10-star generals, supported by total naval dominance and archers who can stand up to French knights... it's a nice challenge but not really suited to my gameplay style. The Egyptians and Turks seem to be consistently underpowered in my games -- they really need a few more provinces.

Curious, what is your "gameplay style"?


But, yeah, it is a lot of fun. I may try again on medium difficulty.

You might want to try the earlier version 3.14. I strongly suggest anyone knew to the mod try it before v.4 beta.


Combat is so rudimentary, even compared to Call-to-Power II, that it's hard to get into very much, and babysitting settlers gets old after a while.

Totally agree. Mr. Mierer needs to get on the bandwagon, and really give CA a run for their money.

Lord Ovaat
01-14-2006, 20:48
Speaking of the Byz, I did notice in the campaign I played with them that generals pop out like gerbils. I managed to have at least one 8 or 9 star in each province bordering another faction, and each stack seemed to have multiple generals ranking from 7 to 4. It was absurd. But.....and this is important...I can't think of anything Wes might have changed that would have affected this type of general production. And, no, I wasn't playing "easy", lol. Most of the time with other factions, I'm thrilled to see a two-star turn out of production. Then again, he's usually a three-toed, inbred, senile, pervert. Oh, well. Like the girl said about her boyfriend, "Hmmm. Two arms, two legs, a head. Yeah. I can work with that."

cutepuppy
01-15-2006, 09:35
Speaking of the Byz, I did notice in the campaign I played with them that generals pop out like gerbils. I managed to have at least one 8 or 9 star in each province bordering another faction, and each stack seemed to have multiple generals ranking from 7 to 4. It was absurd. But.....and this is important...I can't think of anything Wes might have changed that would have affected this type of general production. And, no, I wasn't playing "easy", lol. Most of the time with other factions, I'm thrilled to see a two-star turn out of production. Then again, he's usually a three-toed, inbred, senile, pervert. Oh, well. Like the girl said about her boyfriend, "Hmmm. Two arms, two legs, a head. Yeah. I can work with that."

The byzantines start with a high influence emperor with a lot of command stars. When that is the case, his offspring will have a lot of stars too. It is quite normal to see that. It also works for other factions (like spanish and almohad in vanilla mtw-vi). Or if you manage to gain a lot of influence and command stars as any given king (even the egyptian or germans can produce kick-ass heirs).

Lord Ovaat
01-15-2006, 17:29
Cutepuppy, you're correct about the heir potential. Most factions will start with a leader with decent command stars, and their heirs have potential to come in just below them--usually. That's why I never bother "grooming" a "next-in-line" heir for command. I'll work on the others, who usually have better potential anyway, because there's a good chance they can become "regulars" when the king kicks it. What I was actually commenting on was the number of extremely high ranking generals being produced simply by recruiting them. It was excessive, and I've never seen it that bad before playing the Byz. But I still think it was a hard-coded fluke, not a MOD glitch.

katar
01-16-2006, 17:20
many thanks for the new mod, it`s given MTW a whole new lease of life. :2thumbsup:

bouis
01-17-2006, 01:39
Curious, what is your "gameplay style"?

I like to sit back in Europe, playing defensively and only expanding historically. Maybe I'll launch the occassional "punitive expedition" every now and then, but I live to crusade. That's why I love to play France.


You might want to try the earlier version 3.14. I strongly suggest anyone knew to the mod try it before v.4 beta.

Any particular reason? Does it have an early campaign?


Oh, one other thing I noticed is that in all the games I've played I only saw one AI faction launch a crusade -- England, in a late-era game. I wonder if there's some way to tweak that.

Lord Ovaat
01-17-2006, 15:23
Bouis, TS suggested 3.14 because it's the same basic mod, but it's not a beta. It's complete, and plays well in all periods. The newer version, 4, is still a beta, with only the early and late eras available, with an occassional glitch. It introduces some different factions and game-play changes.

WesW
01-21-2006, 04:50
The Byzantine generals are probably the result of special hardcoding. Originally, Byz units were all priced like mercenaries, meaning very expensive. To compensate, the Byz were given bonuses to their generals, especially the royal line. However, this didn't work out very well under AI control, especially given the old problem with the Sea of Marmara and financing. Therefore, I reduced the cost of Byz units to normal way back in the early editions of the mod. I haven't seen any reports of this making the Byz over-strengthed.
OTOH, I do know that there can be quite a bit of difference between the starting strengths of generals from game to game.

Crusades can be made more numerous by reducing their cost in the units text. The setup now is geared more towards their use by the human rather than AI players, since the AI doesn't use them all that effectively anyway. Too, historically there were only a couple of Crusades per era, so imo their frequent occurance in the original game was not in keeping with history.

There is indeed a bug in regards to the Pech. You can correct it by opening the Early text, in MTW\campmap\startpos, and altering line 2445 to read:
SetReligion:: FN_PECHENEG REL_PAGAN

The Pech are erroneously set to REL_CATHOLIC.

Davidian
01-22-2006, 11:26
Hi Wes


I downloaded your mod yesterday and installed it but i got a critical error

I installed M:tw then the 1.1 patch then 2.01 then your mod v4.07

then i tried starting it then i got this error

https://img18.imageshack.us/img18/9274/weswerror9zo.jpg

Please help

David

Lord Ovaat
01-22-2006, 19:58
Do you have VI installed, also?

Davidian
01-22-2006, 20:32
Yes

I found out that its not only with this mod it seems. The problem lie's with the 2.01 patch has anyone else had this?

Weebeast
01-23-2006, 04:05
I just dl'ed earlier and started early camp as Fatimids. You, modders, never stop to amaze me. I'm kinda trying to adapt though as I had been playing XL for a long time.

By the way, some kings' names are "roman numeral" in early era. Seljuks get a lot of princesses although I'm not sure whether it's a bug or not. The pre-battle shields are out of order (well, Seljuks have Castilians' for sure).

Davidian
01-28-2006, 11:04
Hi wes

I really like your mod only one thing annoys me it is IMPOSSIBLE to play the russians in a late campaign. The second turn the golden horde attacks me with every thing they have(and the have allot) and even if you beat that(wich i did) the next round they just come back with even more!

I was thinking maybe its a good idea to give the russians muscovy back or reduce the numbers of the horde but keep them aggresive but i dont know how to do this all.

david

Paul Peru
01-28-2006, 17:35
I'm on my second 4.07 early campaign, hard, playing Almohads. My units were getting seriously outclassed, with knights, pavisiers etc. all around. Go Numidian spearmen! I got some better units by launching Jihads. I also sent 2 armies chasing and razing around Europe. Keeps the opposition down, and provides Jihad targets wherever I like.

I'm in 1205 now, and finally I'm getting some decent units:2thumbsup:

I've got all of the Iberian peninsula, and everything from there to Edessa/Anatolia +Thrace, Sicilia++
The Byzantines have twice been mighty and expansive, and twice collapsed due to lack of heirs. I've been allied to them both times. The other arab factions went quickly though I did not fight them, I took Morocco and the Iberian peninsula from the Spanish and helped the Byz wipe out the Seljuks after the Fatimids were gone.

My first campaign as Swedes was quickly boring for some reason. Everyone was at peace except HRE/Poland and me kicking Denmark's behind.

Minor issue: The Pechenegs are sometimes referred to as Outremer states (or something like that) + pre battle shields are mixed up a bit.

Nice mod:2thumbsup: :2thumbsup: :2thumbsup:

WesW
02-04-2006, 01:48
I may give Muscovy back to the Novgorods when I make the High campaign for the next update. There have been multiple reports that it's impossible to hold off the Horde, though I wonder why they tend to always attack the Nov when there are so many other potential targets around.
Other than this and the technical issues, I guess everyone is happy with the basic gameplay and balancing. I haven't heard any follow-up complaints in that regard.
I am still playing AoE III, and enjoying it a lot, so I'm not in any hurry to put together an update unless there are some serious issues with the current version. I'll get to it eventually, though.
In other news, I got in my copy of PC Gamer a couple of days ago, with its cover story on Medieval: Total War 2, so I hope everyone is giddy with delight over that. Now I need to figure out how to get in on the beta.:help:

katar
02-05-2006, 14:12
cool, i`m really looking forward to playing it from begining to end when the Hight period gets released. :2thumbsup:

Gtafanboy
02-19-2006, 13:21
WesW(I hope thats right...) I have to say, you have the best mod here. I hate the Napoleonic one. XL got boring because it changed EVERYTHING. Byraztine was the only other kinda interesting one. I think your mod is the best because it doesn't change EVERYTHING like XL or BKB does. They get boring because yeah, they give you more factions, but they are depressingly boring factions. You don't give as many new factions or troops or provinces, but you fix everything that the devs didn't do right, not destroy everything they DID do right. Thank you for this mod. I do hope you do NOT do this for Rome. Rome doesn't deserve your guidence.

The Blind King of Bohemia
02-19-2006, 15:18
Hmm its good to see you tried to bash as many mods as possible there, well done!:juggle2:

Gtafanboy
02-19-2006, 15:55
Hmm its good to see you tried to bash as many mods as possible there, well done!:juggle2:
The only one I'm saying is bad is the Napoleon one. I won't get into it here, but I just really don't like it. I'm not saying your mod is bad, I just like WesW's better. Actually, if you show me how to make more then 3 MTW installs, I can have all of them.

Gtafanboy
02-19-2006, 15:56
Hmm its good to see you tried to bash as many mods as possible there, well done!:juggle2:
Oh, I reread my paragraph and I am bashing, sorry about that :( .

WesW
02-25-2006, 01:24
WesW(I hope thats right...) I have to say, you have the best mod here.... You... fix everything that the devs didn't do right, not destroy everything they DID do right. Thank you for this mod. I do hope you do NOT do this for Rome. Rome doesn't deserve your guidence.

Yeah, WesW is fine. Or just Wes.
When I decide to mod a game, I like to play it until I am pretty proficient; good enough to start spotting the things the AI doesn't do well, or that seem unbalanced or broken. I also rely on what other players are saying on the forums. Then I start small, working on balancing and fixing the existing game, with specific reasons for every change made.
Only after that do I start looking at expanding the game, and then I consult other players heavily, and make sure to have a definite plan for each stage before beginning work.
I also put an emphasis on documentation and readmes, both for myself and the people who are thinking about using the mod.
All of this means that I may not be the first guy to come out with a mod, but it helps ensure the quality of the finished product.

As for Rome, I played it for a while early last year, but it just didn't captivate me like Medieval did/does. I consulted for the EB guys for a little while, but eventually decided to come back and finish the mod for this game.
After this mod, the next project I plan on doing is for Medieval 2. Hopefully CA will have the kinks worked out on all the new Rome stuff, much as Rome did for the new Medieval features. The thing which turned me off for Rome was that they messed up the battles. There were also some other sloppily-implemented features and things which were fine in Medieval, but which ended up broken in Rome. I just hope that CA doesn't add a bunch of new stuff for Med 2 that messes it all up. The plan to add the Americas to the game made me cringe, for example.

Lord Ovaat
02-25-2006, 20:39
Wes, like you, I found RTW to be a let-down after MTW. Sad, really, because the engine was so good. While there were a lot of glitches in the battles, I also found the overall campaign gameplay to be, well, simply annoying. After about two months of fighting it--and modding it--and battle the never ending string of rebels, I uninstalled. Bought BI, but haven't even played it. Can't bring myself to start a campaign. Yeah, this is all OT, but we need to keep the thread from falling off the front page, lol.

While waiting for you to finish MedMod, I've been fooling around with NTW and Imperial Glory. Now, IG's battles are really arcade--no ammo limit, no fatigue, no pause & command, no skirmishing, etc., BUT, the campaign has some really good features that absolutely should be included in all of these games. An alliance is an alliance. You can NOT attack a faction you are allied with, but they only last 12 turns, which is good. Trade is better thought-out. You can improve relations with other factions, trade with them, etc. It's more realistic in a lot of ways. Oh well, maybe we'll live long enough to see some company put it all together in a single game. Nah. Then there'd be nothing to look forward to or whine about.

Belisario
03-02-2006, 21:25
Cheer up Wes, the final version of the Medmod is coming up soon. I haven't spent much time with the game lately. But I'll try to finish a new work about the Eastern Slav factions, i.e., Novgorod, Kiev, etc. Believe me, this is a very complicated history!

WesW
03-04-2006, 02:44
Cheer up Wes, the final version of the Medmod is coming up soon. I haven't spent much time with the game lately. But I'll try to finish a new work about the Eastern Slav factions, i.e., Novgorod, Kiev, etc. Believe me, this is a very complicated history!
Well, there's no rush on the factions. I am still having a ball with AoE III.
Re the Slavs, from what I know it's indeed very complicated, and the surviving historical info is very sketchy. Anything you can put together would be a major accomplishment.

axel
03-04-2006, 08:53
hi mate this AoE III, or medmod wot is where cane i find info about this and are you making a update for your mod aswell wes???

Aenlic
04-05-2006, 09:23
Wes,

Don't know if you're still working on this or not. If so, I've found a few small errors in the early campaign.

The Pecheneg sometimes show up as the Outremer States in various event windows. It looks as if they weren't changed out in the Medmod_early_faction_specific.txt file in the sections for factions_special_xyz and factions_special_caps-xyz. I also noticed that they are missing from the Clan districts sections of the Medmod_default_region_specific.txt file as well.

For some reason, which I can't quite track down, the pre-battle shields are off, with the wrong flag showing for the enemy faction.

Something appears wrong with the leader names for the Celtics, with the old King !!! name !!! problem.

Kiev starts with a port and a shipyard, even though it is now landlocked. I think these were probably meant for Levidia (the old Brandenburg).

There appears to be a bug somewhere which allows both the Western and Muslim peasants to be created once the requisite buildings are built by any faction.

Trade seems to be working wonderfully; and the sea-faring states like the Venetians, Sicilians and Genoese are particularly vicious once they get rolling.

A few factions could use a boost to their starting units, to keep them from being destroyed AI to AI to early. The Danes are particularly susceptible to an early exit or getting locked onto Gotland via the Swedes' stronger starting position. The Celtics seem to get wiped fairly quickly by the English, and could probably use another ship. The Serbs are just hopelessly outmatched by everyone else around them and are always the first faction eliminated by the AI.

I think the Lithuanians would benefit from having their homeland provinces switched from being the same as the Poles to being the same as the Teutonic Order.

That's all for now. Hope you're still working on it off and on, in between AoEIII sessions. ;)

Cruelsader
05-02-2006, 15:26
Great mod! However, Wes, if you ever come back to the mod there is one issue which considerably weakens the AI. The problem is that when a province is invaded by a clearly superior force (AI or human) the defenidng AI tends to retreat out of the province even when it has a large castle and strong force in a nearby province. This behavior greatly reduces the usefulness of castles for AI and since taking the castle has the consequence of pillage, it also reduces the AI's effectivness in producing quality troops. Worse still, sometimes the AI retreats out of the province even if it was its last province in the beginning of the turn. This makes it easy to take out factions. I have no idea what causes the problem or whether it can be fixed.

Other than that I am really enjoying the mod. There are some minor issues (like the wrong shields in prebattle screen, invalid leader names and pecheneg being substitued with outremer states) but these do not reduce the efectiveness of AI. Great work, Wes!

Cruelsader
05-05-2006, 23:07
Unfortunately, another important issue. The crusade path seems to not work correctly. I played with English in late era and had taken Egypt with crusade. I launched another crusade to a province bordering Egypt. As the first move I had to land the crusade on one of the Iberian provinces. Then the crusading army became stuck: I could not advance it any further because there no "legal move" for it.

Deus ret.
05-17-2006, 19:39
hi WesW,

first of all, great mod. I very much appreciate the reworking of the units and the homeland system which starts to kick in fully once you're about to streamroll in vanilla. awesome work!

just the inevitable questions, of course. what about the high period, for once? it seems that the map is thoroughly bugged, with russian, egyptian and sea territories occupying parts of france and the like. I mainly ask because 'high' is my favourite era to start in....could as well start an 'early' game and more or less refrain from expanding but that won't be the same.

besides, congrats for splitting the baltic sea into several minor areas. that was definitely necessary! you just could have drawn some borders between these areas, or is it just my screen that won't display them?

Aurelian
05-24-2006, 16:49
Hi Wes & Company,

Just started playing your mod a couple of days ago, and I wanted to give you some kudos for the good work.

I'll probably make a more substantive comment after I've gotten a few games under my belt, but I've been very happy with the gaming experience so far. I started a campaign as the Poles in Early, and I've really enjoyed the unit types and map changes. Very different feel. I'll jump into an HRE game next so I can fight as many opposing armies as possible.

After playing MTW for the last few years, it's great that mods are still coming out that can keep me interested.

BTW, it would be a shame if a final version of this mod didn't come out at some point. It's too good. Maybe the community can help fix some of the little glitches here and there.

Thanks for the great mod.

Aurelian
05-24-2006, 16:51
Hi Wes & Company,

Just started playing your mod a couple of days ago, and I wanted to give you some kudos for the good work.

I'll probably make a more substantive comment after I've gotten a few games under my belt, but I've been very happy with the gaming experience so far. I started a campaign as the Poles in Early, and I've really enjoyed the unit types and map changes. Very different feel. I'll jump into an HRE game next so I can fight as many opposing armies as possible.

After playing MTW for the last few years, it's great that mods are still coming out that can keep me interested.

BTW, it would be a shame if a final version of this mod didn't come out at some point. It's too good. Maybe the community can help fix some of the little glitches here and there.

Thanks for the great mod.

sprucemoose
05-29-2006, 11:05
super mod Wes,i hope your up for tinkering with MTW2,

i spotted a problem when playing england early mod but in the late/high period
it seems anyone in control of the tuetonic states can build their units?

also can you tell me what you removed to stop rebels building units,i want them to be able to build peasants

hope all is well at home Wes.

thanks

da moose

Morrigan
05-31-2006, 02:44
/edit: nevermind, got IV beta installed and working.

Morrigan
06-05-2006, 15:12
Some observations from my first game of this mod. Great mod btw, love it so far and was drawn to it mostly for the home province features.

- Playing as English in early era I get a lot of !!! name !!! "can't translate" errors showing up, not sure if there is a pattern.

- France's starting cavalry is devastating. Even with my cav dismounted and having 2x as many men as the french they still obliterate my armies, it's like their cav is indestructible. This might be due to my next point...

- England seems to start with some really crappy units and I can't figure out how to advance them to Feudal Men-at-Arms or some other significant cavalry-counter in a speedy manner. Does anyone have a tech tree written up for this mod? The changes to the tech tree are significant and I'm surprised to see no new tech tree document.

Keep up the great work Wes! I'm a new MTW player and really appreciate the steps you've taken to mod this game.

Aenlic
06-05-2006, 16:01
MedMod IV is sort of on hold, Morrigan. We haven't heard from WesW in a while. The v4 version of the mod is unfinished. I'm not certain it ever will be finished.

If you look back in this thread, you'll find a link to the previous - completed - version of MedMod, which is still available; although it isn't listed on Wes' site. Look for the link to the MedMod IV v3 text and graphics files. That version is complete, contains all the various readme and Excel files with the unit and building information and changes. It has fewer new factions and doesn't use a completely new strategic map; but it has all the wonderful MedMod qualities WesW modded, including the concept of homelands for building factions' units and changes to the way mercenaries and sea trade works.

Edit: I looked back and found the links for you.

On a clean, unmodded, version of MTW:VI patched to 2.01, install the graphics file first, then the second file. Both links are working. Good luck!

http://wes.apolyton.net/Medmod_IV_v3_Graphics.exe

http://wes.apolyton.net/Medmod_IV_3.14.exe

Deus ret.
06-06-2006, 14:13
- France's starting cavalry is devastating. Even with my cav dismounted and having 2x as many men as the french they still obliterate my armies, it's like their cav is indestructible. This might be due to my next point...

- England seems to start with some really crappy units and I can't figure out how to advance them to Feudal Men-at-Arms or some other significant cavalry-counter in a speedy manner.

really? when I played as the English in early, I was able to overrun the French within, say, 5 years. granted, the catapults available in Anjou are not the unit you need most when starting out, but there are some excellent knights recruitable in Normandy; besides, your island provinces are well capable of supplying a hefty war in France. Once you've captured Ile de France (preferably with the first strike) and have defeated one or two armies it's basically over for the French anyway, whereas your main provinces are out of their reach.

I made a quite similar observation when starting with the French. Despite having a 50:40 numerical advantage in the (family) knights, I had to struggle seriously not to be completely obliterated by those English bastards. Their +1 knights from Normandy indeed gave me some hell and when I was just about to re-establish the borders of 1087 those Aragonese goodfornaughts attacked....

play France or the HRE if you want a challenge.

Morrigan
06-15-2006, 02:01
I've put in many hours playing the English now, longbows are available to me as are Gascon Knights. France is long gone (I let them burn themselves out fighting HRE and then grabbed some choice provinces when they were weakest).

I'd say my biggest remaining point of difficulty with this mod is the lack of a tech tree diagram/chart. The home province changes are significant and those massive Excel spreadsheets are tedious to work with making it hard to determine what to build next in a given province.

Great mod though, the AI seems to be more competitive than plain vanilla MTW, even the small factions. I'm eager to try other factions after this current campaign is finished. I'm not sure I will win it as the Genoese are absolutely dominating the Med, stretching from Spain along the African coast up into the Russian steppes, plus owning almost every island in the Med as well as many rich italian and southern european provinces.

Wingman
07-08-2006, 09:51
Great mod. I like the extra challenge it provides. Excellent work! Now for my commentary:

I think the game can be improved by adding generic militia quality units that can be trained in non-homeland provinces. As things stand right now, I find that there is very little to motivate me to not burn fully developed cities like Paris or Constantinople to the ground for spending money. There is absolutely no benefit to keeping captured provinces high tech aside from the money making buildings, and even these can be comfortably put to the torch in some provinces. Also, holding a piece of land for 100 years and not being able to conscript anyone from it is a little silly.

Just my two cents. Many thanks!

Thorn Is
07-13-2006, 15:33
Hello
just downloaded the mod and I must say Im really enjoying it...

one question though
playing as the Cumans I noticed the voices and such are european in combat...
that in the obvious errors in the names in the Celts and Argonese factions...
was wondering if there is any plans by Wes, or someone else, to address some of these little problems via a patch? :inquisitive:

Thorn Is
07-13-2006, 16:47
oh and it wont let me look at the province of moldavia - instead i get this
"PAGAN_SHRINE has been declared as PAGAN, but its IMAGETYPE_ICONIC was requested from campmap\review_panal\building\CATHOLIC and was not present there or in the root directory"

Deus ret.
07-21-2006, 18:32
You can look at it, simply click away the error message. It's not a big issue even though it might be confusing.
BTW WesW is no longer active in this thread so you'll likely have to deal with this and other problems by yourself I'm afraid....

WesW
07-22-2006, 06:05
Hi everyone. I have been meaning to post for ages now, but various things have kept me from it. I tried out a new medicine this Spring, Lyrica, which really messed with my ability to concentrate and focus my thoughts. It got so bad that I couldn't compose coherent emails, and sometimes had trouble conversing verbally. Since I had built up the dosage gradually, I didn't realize how bad things had gotten until I got off of it. All I knew is that every time I thought about modding, things just "wouldn't work", I guess is the only way I know to describe it. I was still checking in on the thread every once in a while, but didn't know what to tell everyone.
Things have finally returned to normal the last month or two, but after all this time I just can't get enthused about the mod anymore, with the sequel coming out and all. The things which still need to be done in the mod are mainly debugging and other tedious things, and it's just hard to get into it when you're not playing the game anymore. My chronic pain condition just makes it that much harder.
I have kept all of the historical files and such that everyone sent in, even the ones which I didn't get around to implementing in the mod. When Medieval 2 comes out, I plan on being one of the first in line to get it, and then I will see about whether it will be worth it to convert this mod over to the new game.
Right now I am playing Civilization IV, and the updates they made this Spring finally solved enough of the annoyances to make it enjoyable. The expansion pack comes out on the 25th, and right now the only modding I plan to do is re-working the units, using a lot of the knowledge I picked up researching for this mod. What I plan to do should only take a single evening or so. The way my pain condition has worsened this year, something small is about all I can handle anymore. I don't like to talk about my condition much, but I just wanted you guys to know that leaving this mod unfinished is not something that I decided upon lightly.
So........ I guess this will end the official work on the mod. Everyone is of course welcome to continue discussing it. Thanks to everyone who contributed and participated in its development, and I hope you enjoy the two campaigns that were, well, "practically" finished. If you play Civ IV, check out Dale's Combat mod, as I would like to include my alterations in his work.
I'll probably start popping up in some of the Med 2 threads when that game gets closer to release, so I hope to see you around soon.

Deus ret.
07-25-2006, 12:06
All the best for you Wes, whatever you might be doing. Be it finished or not, you have left to us (at least to me) a great and seemingly neverending source of fun, indeed a new dimension in MTW :bow: see you around!

sprucemoose
07-29-2006, 08:47
cya around Wes,hope you get better enough to mod MTW2 :)

take care mate.

sprucemoose
08-26-2006, 10:27
anyone have a problem playing the french???

i have loads of CTD's and it just wont budge past 1205

any ideas chaps:help: :help: :help:

axel
10-20-2006, 23:11
i got a problem as well
---------------------------

---------------------------
PAGAN_SHRINE has been declared as PAGAN, but its IMAGETYPE_ICONIC was requested from campmap\review_panel\buildings\CATHOLIC\ and is not present there or in the root directory.
**** Using default image ****
---------------------------
OK
---------------------------
this is wot i got i dont now wot to do with it maybe somme one nows i hope:help:

axel
10-23-2006, 10:58
somme one???

axel
10-24-2006, 12:04
any one please !!!!

Shaun
10-27-2006, 23:15
To all those experiencing problems, you probably installed it on the wrong order, there are three sections that need to be installed. One needs to be installed before the other, the other part doesn't matter I think.

Now, that is where my problem lies. I installed them all, probably in the wrong order, but it still works apart from a few little things.

1)I get a CTD before every battle with Turks and every custom battle. I have not tried anyother battles.

2)There is no High campaign. Is there meant to be a high campaign? When I do select to do one there is only the original factions, and they are liberally spread over the map (Egypt has French holdings, Russia as well) and some regions are like the Sahara - you cant invade them and they appear transparent on the mini map.

3)I DLed all three files.
One is called - Medmod_IV_v4.07, there other - Medmod_IV_v4_Maptex, and lastly - Medmod_IV_v4_un-install. Which of these do I install first? Please help, I think this is the key to solving my problem. In the readme it is very poorly explained.


Critisms aside, this is quite simply the best MTW mod out there :2thumbsup:
There are loads of units, plenty of new proves in places that matter, infact everything seems just better. I love how Greece is split up into 3 provs, A generic Greece was to insulting to my history eyes, infact so was a huge prov called Naples, argh! Thank God that its not 2 proves. Also, the Byzantines have recieved a Major overhaul, they now get decent infantry. Every Catholic faction now has there own units as well, no longer Feudal and Chivalric units for all, they have regional names and different stats. Good work.

Lastly, someone please help me!

axel
10-28-2006, 21:52
Hi Shaun same here mate, there s no high period by my game as well i did ask this a time ago (seepage13) and this is wot somme one said :
Re: Medieval mod IV v4 beta: Path to Glory

--------------------------------------------------------------------------------

Install this to your Total War folder, unless you didn't install Medieval to the default folder it should already have the appropraite path selected.
http://wes.apolyton.net/Medmod_IV_v4_Maptex.exe

Then install this
http://wes.apolyton.net/Medmod_IV_v4.07.exe

Also you'll probably wanna read through the readme's on WesW's site ( I conveniently linked them a few posts up as well).

Let me know if you have any problems.

so i think myne is install t OK and i did all wot this good person said so i hope this will help you mate

Kavhan Isbul
11-01-2006, 19:12
I love this mod! However, I think that Wes simply did not finish the High campaign, and therefore it is not included. Which is too bad, but it is still a great mod and I actually find all the factions fun to play with.

There are a few bugs. For example, for some reason in Early the Pechenegs appear as catholic. Clicking on Moldova then gets an error message

PAGAN_SHRINE has been declared as PAGAN, but its IMAGETYPE_ICONIC was requested from campmap\review_panel\buildings\CATHOLIC\ and is not present there or in the root directory.
**** Using default image ****
displayed, which is pretty annoying even though the game does not crash to desktop. I simply went into the startmap early file and changed the Pecheneg religion to Pagan. I still get an error message if I build a Royal Estate with them, but then I only need to press the space bar once or twice and the game continues. I also think the Serbs are Catholic too, so I changed them to Orthodox.

axel
11-01-2006, 22:38
Hi Kavhan Isbul how did you change from catholic to pagan where did you change it in wot file and how??? cane you teach me ???

sprucemoose
11-06-2006, 17:34
you are correct,Wes never did the high period

still love this mod though,can wait for MTW2

also,in the late period of the early game,most of the russian area of the map can build tuetonic knights etc

Kavhan Isbul
11-07-2006, 02:28
you are correct,Wes never did the high period

still love this mod though,can wait for MTW2

also,in the late period of the early game,most of the russian area of the map can build tuetonic knights etc

Apparently this is also true for the High period, when everyone can build Teutonic Ordet units in the order's homelands, and I had a lot of fun building an army of Teutonic sergeants and Men at Arms (plus an occasional unit of Sword Brethern) with the Pechenegs. I think it is a bug, but with a huge stretch of imagination perhaps if the Pechenegs were to conquer these lands and destroy the HRE, they could recruit some Germanic mercenaries and even themselves adopt heavier armor in the North and West, where their cavalry starts to lose its advanatge due to heavily wooded terrain? Also, all the factions which can build Varjobbagy can build them even outside their homelands, in provinces with Slavic population - from Macedonia to Lithuania and Pomerania. And the Fatimids can build desert archers and nubian spearmen throughout Africa, even in Morocco, which is not a homeland. Makes perfect sense, and there seem to be additional such loopholes in the homelands system (everyone can build Claymores in Scotland), some intended and some not. And I love crusades and jihads for their unique units (not to mention Outremer units for these factions that can crusade).

Anyway, you can play the high period if you start from early, the game does not end in 1205 fortunately and you get all the high units.

Axel: go inside your Medieval Total War folder and I think there was a folder called campmap. Then check for text files named startmap early, high, and late. Go into the early one and scroll down until you get to the point where factions' religions are defined. You will see something like FN_Pechenegs religion=catholic. Simply change it to Pagan and save the file. You can also consider changing the Serbs to Orthodox, for the sake of historical accuracy (you do not want to get a warning from the Pope if you attack them with say the Sicilians).

buzzerb87
11-07-2006, 02:53
All,

I've been playing medmod as Kiev and cannot upgrade my royal court. I've got the prerequisite buildings but for some reason there is no option to build say a royal estate, etc. Any ideas what could be happening?

Thanks,
Ron

BlackHat
11-07-2006, 08:18
All,

I've been playing medmod as Kiev and cannot upgrade my royal court. I've got the prerequisite buildings but for some reason there is no option to build say a royal estate, etc. Any ideas what could be happening?

Thanks,
Ron


Correct, in the original game only some factions are able to build the upper level Royal buildings. Wes DID add a few more factions to the original list.
(Originally only 2 factions could build the Baronial Estate)

in Wes's mod: (for the old medmod1.85 for MTW)
Royal Estate and Baronial Courts can only be built by "Ara, Bur, Dan, Eng, Fren, Ger, Ita, Pap, Sic, Spa, Swi, Pol, Hun" and
Baronial Estates by "Ital, Ger, Dan, Pol, Hun"

I don't imagine there is much difference for this between the old 1.85 mod (which I use) and the V4 PtG mod (which your using)


IF you want to change this so you CAN build them you need to edit the "crusader_build_prod13.txt" file. and insert your faction to the list for the line starting with "3[tab]ROYAL_COURT[tab]......"

Near the end of the line you will see a listing of factions in Brackets {}
"{}, {FAC1, FAC2, FAC3}, {FAC1, FAC2}, {FAC2}" Just add your faction to the last 3 sections if you want to be able to build them. [or delete ALL faction names if you want EVERYONE to be able to build them. "{},{},{},{}"]

Later,

buzzerb87
11-07-2006, 12:55
BlackHat,

Thanks for the help. I tried to add the Kievians to the crusader_build_prod_13.txt file, but when I try to start MTW I get an unknown faction error for the Kievians. They are set as playable in the Early and Late eras. Do I need to set them as playable in the High era for this to work?

Thanks,
Ron

axel
11-07-2006, 13:34
thx mate ill give it a go tonight

buzzerb87
11-07-2006, 14:14
Well, I answered my own question. Setting the Kievans playable in High does not cause the game to crash on load. I still can't build the baronial estates, etc. Is there somewhere else that I need to change as well? I guess I could always mod the boyars and russian retainers such that they don't need the upper level buildings to train.

The reason I want to do this is that I've modified the start year in early to 1160. I wanted to fight the Horde and have them play much like the did historically. Moving the start date gives Europe less chance to build up to stop them. In the few times I've done this, the Horde is pretty much impossible to stop short of Poland. I think this gives the game a more true to history feel.

Ron

TosaInu
11-07-2006, 19:10
Hello WesW.

BlackHat
11-08-2006, 09:09
BlackHat,

Thanks for the help. I tried to add the Kievians to the crusader_build_prod_13.txt file, but when I try to start MTW I get an unknown faction error for the Kievians. They are set as playable in the Early and Late eras. Do I need to set them as playable in the High era for this to work?

Thanks,
Ron

Wheather the Kievians are playable or not in High eras should not matter for this.

If your getting unknown faction error, I would make sure 2 things.

First, That Kievians IS the name of the faction, (ie, its not the Novgorod renamed Kievians in the LOC files, in which case you would need to use the actual faction name Novgorod.) Find the faction name in the Startpos files (Early, Late or High, which ever era your playing)

Second, Make sure its spelled correctly and in upper case letters.

And finnaly be aware that this MIGHT not show up in current games being played. Some changes to the game files will show up in the current game, but I am not sure if this is one of them. It might also cause current games to crash. (I do a little tweeking to the game when I notice something I want to change.) Sometimes the saved games will crash the first time after a change, but will play on the second try.

(make sure you make a copy of the file and save the origional as a master, and work on the copy. If you cant get it to work or it causes crashes, delete the modified version and go back to using the origional.)

Later,

Icefrisco
02-06-2007, 20:52
what are the 12 new factions?

Deus ret.
02-28-2007, 22:57
When I modded the game files in order to finally correct some bugs outlined above (faction cultures/religions etc), I encountered something strange.

It all went well up to there, but while I was correcting the entries for homelands (because e.g. the Byzantines have no homelands in Late) I discovered that WesW, for whatever reason, has split the Byz in two, and uses "FN_BYZANTINE2" in the startpos/buildings/etc. files for Late instead of "FN_BYZANTINE" which declares the faction and all associated stuff in Early.

So I changed each and every entry in the Late units, buildings and startpos files etc. from "FN_BYZANTINE2" to "FN_BYZANTINE", and nothing else .... but now the Late period doesn't show up anymore in the campaign selection screen! Of course, I've made back-ups of all relevant files, so there won't be any trouble reverting back, but I'd definitely prefer to get the mod to work properly!

Can anyone comment on this? Similar experiences etc.? Or maybe even a hint...?

Kavhan Isbul
03-01-2007, 01:52
I no next to nothing about modding except fixing a few things in the MedMod (such as allowing the Cumans to build ships, which is what they were originally intended to be able to do and fixing the Serbs and the Pechenegs' religions), but I think that Wes might have declared a second Byzantine faction in order to be able to change their crests, which is different in Late than in Early. This is why perhaps you need to use FN_BYZANTINE2 in late, because otherwise the shields or whatever these are called will not work, thus rendering the whole Late campaign unplayable. I am sure someone with greater modding knowledge will be able to explain it far better than me.

Deus ret.
03-01-2007, 15:31
Thank you very much for the hint! I also altered the shields & colours along with the regowner_table and added some more office titles from buildings...works perfect! now, the Byz have just the same appearance colour-wise as in Early (yes their beautiful purple...), but at least now their homeland points count doesn't stop at 1321 :2thumbsup: thanks again!

amarok
03-02-2007, 00:26
How are you guys making the 'High' Era playable exactly (for 4.07)?

Could you post in detail the steps necessary?

(And by 'in detail' I mean so simple that even computer illiterates like myself can't mess it up :laugh4:)

Thanks!!!

I've been dying to play the High Era ever since this new version of this fantastic mod came out!!!

Kavhan Isbul
03-02-2007, 01:22
Amarok, so have we, but unless you do substantial modding, there is no way to make the High Era campaign work. It is a small mod in itself.

Deus ret.
03-02-2007, 11:33
I'm not that sure any more if enabling High would be that good an idea. The horde is already quite powerful in this mod, and with only 25 years of preparation they would be a complete blast. All the more in combination with the utter lack of polearms,* making it next to impossible to survive as Eastern faction. Even the nicest of bridges likely wouldn't help that much; besides, it's a much more rewarding thing to beat them without such (somewhat cheesy) circumstances....

*the billmen excepted, but the English are among the least likely to be attacked by the Khan's followers.

Kavhan Isbul
03-02-2007, 18:43
The Poles actually have Polish Militia, which is a billmen-like unit. But that is about it. The Italians have Popolo Infantry (again billmen), but none of the Italian factions is likely to get in contact witht he Horde. The Russian Rogatina Infantry, also available to the Cumans, is a poor spear unit, not nearly as efficient as a polearm unit.
However, the Mongols despite the valor bonus in Khazar are not undefeatable. With the Cumans I had a civil war arounf 1200, which left me with pretty much 25 years to prepare for the Mongols, while at the same time fighting the French who insisted on invading my Baltic provinces (hard to get a fleet there, especially as they have two 10-ship stacks with 4 stars leaders) and the Sicilians, who started a naval war, depraving me of pretty much any trading income (plus a few islands). The trick is to kill the Khan before any Mongol heirs have matured, and then bribe the Mongol rebels while they are sieging your castles. So it should not be impossible to do if starting in High, just very very tough, but hey, you are trying to rewrite history and defeat arguably the greatest invaders in the Middle Ages. In reality the Mongols swept through Eastern Europe, winning a series of battles against Cumans, Volga Bulgars, Russians, Poles, Germans, Bohemians and Hungarians, so they should be hard to stop. And this is precisely why I like the MedMod - it is Tough with a capital T, and therefore closer to reality.

seireikhaan
03-09-2007, 05:22
It was mentioned that there's a difference between regular bows, mongol bows, and compound bows. First of all, didn't the Mongols use compound bows? And what exactly are the differences between all the bows? Help would be appreciated.

Deus ret.
03-10-2007, 00:14
the best hint I can give you is to download & install the mod and view the readme files. I'm afraid the projectile table from the unit notes doesn't fit in here; just to provide a short overview:

1) shortbow - standard bow, high firing rate, mediocre range, lowest lethality of all missile weapons. used by almost all catholics and basic HA's.
2) compound bow - bow used by Muslims and English archers; same range as above, but smaller, more sophisticated missiles mean faster reload times and more ammo, plus a light armour piercing effect.
3)Mongol bow - bow used by all Mongol units, and Welsh longbowmen. good range, reasonable accuracy and a noticeable bonus vs. armour. not much worse than the longbow overall; usually guarantees that the horde is really nasty to fight, even more so in open terrain.
4)longbow - the bow of the English longbowmen which appear in Late and are quite formidable thanks to this waepon. superior range, high accuracy and the best bonus vs. armour for bows. however ammo is not really plentiful and rather high draw and reload times also are to be noted as downsides.

hope it helps.

Voivode of Romania
03-29-2007, 17:20
Is this mod worth downloading?

Also, is this mod playable if you only have the original MTW??

Galagros
03-29-2007, 17:23
Is this mod worth downloading?

Also, is this mod playable if you only have the original MTW??

Is it worth downloading? Well, that's a matter of opinion. I enjoy some other mods a little more, but I certainly think it is worth downloading. And yes, you can find Medieval mod IV v1.85 for Total War v1.1 available at http://wes.apolyton.net/.

I believe it has less features than it's newer versions for VI, but I'm positive it is more fun than regular old TW.

bozkirsovalyesi
08-24-2007, 02:31
I know small english - bad english but know many turks history - good turks history.




real name: benek = spot .......

but old tuks give "bad name" new born baby. protect for cause misfortune by the evil eye...

walachia and 2. bulgaria dinasty cuman ... ok.
but faction ve cultur rumanian and slav. these not cuman factions.


cumans (meaning)
turkish: kuman = blond or brown or pale
russian: polovtsi = blond or brown
germans: fallben = blond
armenian: xartes = blond

(many beautiful humans to be grumble... east and west bibliography)


kuman kings (han=king)

boluş.................... (fame: 1055)
sakal or iskal ...........(fame: 1061)
benek or bonyak .......(fame: 1090-1091)
togurhan ................(fame: 1090-1091)
sarıhan ..................(fame: 1090-1110)
altınoba ..................(fame: 1090_1110)
uzluk or osuluk .........(fame: 1094??)
küre.......................(fame: 1096)
atrak .....................(fame: 1118-1125 but to be before and thereafter is ???)
kobyak....................(fame: 1169-1180's ?)
konçak ...................(fame: 1169 or 1170 - after 1185 thereafter is 1190's to be ??)
yuriy .....................(fame: 1222) (konçak son... christian han) name not turkish
danil .....................(fame: 1222-1223) (kebek son ... christian han) name not turkish
kotyan ..................(fame: 1223)
bastı......................(fame: 1223) (christian..????)
borç ......................(fame: 1233)
köten or kotyan.........(fame: 1239-1241 but to be before)


kumans to be federation...

kuman federation:
1- middle asia group (north turkistan)
2- volga-ural group
3- donetz-don group
4- lower dnyepr group
5- tuna gorup


zone names:
dnyester - dnyepr distance = ETELKÖZ (hungar leader "Lebedi" names)
don-dnyeper distance = LEVEDİA (rivers distance)



kuman cityes:

notheast caucasia:
Belencer ( in dagıstan caucas mountain hillside)
Semender (in coast)
Derbent (in coast)

Kuban rives mouth ...
Tmutorokan ....(Taman Tarhan names), ,

Volga delta:
or Sarıgşın = "white city"
Han-balıg = "king city"

ural river coast:
Saksin .............(kumans kapital)

Don river coast:
Sarkel

crimea:
Sugdak



important kuman tribes name:

uzur
alpar
tolun
kıpçak
kanglı
yimek
uran
yuğur


kuman forenames:

Akbaş, Akkuş, Altınaba, Arslanaba, Asen, Aybeg, Balaban, Balık,
Barak, Bars, Basaraba, Baybars, Belçir, Berendey, Berkiş,
Bilik, Bolsun, Borçuk, Bozdogan, Buga, Buğa, Buldur, Bulmaz,
Çolpan, Dobrotiç, İlDeniz, İtaba, İtler, Kalavun, Kara,
Kazan, Kıtan, Kızıl, Kubasar, KutluArslan, Kutuz, Oldamur, Ötemiş,
Payandur, Sevinç, Şişman, Temirtaş, Tok, Toktemir, Toluntay,
Tomuzaba, Tuttarkan (Tutrakan)


bibliography: Laszlo Rasonyi "history in turks"


general tuks names: (turks for complete)
men names=erkek adları (blue)
women names=kız adları (red)
(*) marked names both men and women names.

http://www.tonyukuk.net/adlar.htm

fghjk

Bill Westwater
10-29-2007, 18:20
Could anybody give me some advice on some minor modifications to this mod? Playing in early a certain pattern emerges in play. The English attack the French and Celtics and beat them both witin 40 or 50 years. The Spanish Aragonese and Portugese attack the Almoravids, also beating them fairly quickly, while everyone hammers the HRE. As a result a lot of factions die out very quickly. What minor modifications would other users of this mod recommend to support THE weaker factions? It is a bit frustrating since the changes incorporated in this mod make battle more competitive than in any other MTW MODS. In fact, this is about my favourite mod, the only real bummer being the lack of a high era, which is the one i like to play most. Any chance of anyone developing a high era for this mod?

Innocentius
01-25-2008, 21:38
Is there a way to edit units in this mod? Opening the unit documents with the old Gnome Editor doesn't work.

I'm dying to get rid of those Inquisitors:juggle2:

Raz
01-26-2008, 04:58
You can open it in Excel but you will have to fiddle with the lengths of the columns so you can see the whole thing - You'll understand when you open it. =D
It's not as user-friendly as Gnome but does the job. :thumbsup:

Just make sure you save it as a tab-delimited text file and not as an excel spread-sheet.

Innocentius
01-27-2008, 23:34
Thanks:bow:

Does anybody know if there's a way to make the .txt-files for the MedMod available to edit in Gnome? I can't figure out why it won't read them.

cambovenzi
11-17-2008, 10:51
Is it worth downloading? Well, that's a matter of opinion. I enjoy some other mods a little more, but I certainly think it is worth downloading. And yes, you can find Medieval mod IV v1.85 for Total War v1.1 available at http://wes.apolyton.net/.

I believe it has less features than it's newer versions for VI, but I'm positive it is more fun than regular old TW.

i downloaded the mod for vanilla MTW(v1.85), and it doesnt seem to be working.
i did a fresh install, and it saved to the regular directory.
maybe im not doing something right?
help would be appreciated if anyone is still around for this.

Mark
04-07-2010, 21:11
So this MOD is complete?

Durango
04-07-2010, 23:44
Virtually complete, yes. As in "perfectly playable". But development did not really reach the stage where the mod was
to be properly tested and balanced. There are still some rough edges, and the occasional bug here and there.
Nothing game breaking though.

Great mod anyway. especially since the AI can build very sensible stacks of troops that almost always stands a
fighting chance against you. Personally, I have lost the most battles playing Medmod in comparison with vanilla
and other mods. Another good thing is the rebalancing of trade, and of course, the homelands system that
limits overly expansionist and bloated empires! Now, you must think about logistics and not just spam whatever
units you want from wherever you want.

Mark
04-08-2010, 15:27
That sounds good to me. Thanks Durango.

I like the concepts in this mod. I will try it today.

gollum
04-08-2010, 18:28
Its as Durango says Mark. The mod has some imbalances and a few bugs. However it can give out some really good times. Try the HRE in early or the Kievans in early. The golden horde is also made a very serious threat. The Italians are slightly overpowered due to their main spear units, the pavisiers.

Mark
04-08-2010, 18:44
For fun, I tried the Serbs. Yeah, I know, slim chance to none to survive.

I did notice the Ghazni Infantry of the Seljuk side describe them with axes and good against armor. Too bad the picture on the parchment description and the unit icon show a sword. Where was that artist from South America when this mod was being created?

Anyway, initial trial tells me the mod is attractive.

I now have three mods I have tried. "REDUX" "XL" "MEDMOD". I like them all.

Ok, I will try the Kievans.

Mark
04-08-2010, 20:42
Ok, I am playing the Kievans on Easy. Here are some observations:

1. In the province that the Kievans start with a castle and their King, there is no name on the strategic map. When I right-click for info it is labeled Kiev. The province below it is named Kiev on the strategic map and when I right-click it for info it is labeled Levidia.

2. I clicked on the King and castle in Moldavia and was told they are Pech. I invade and am told the region is claimed by the Outremer States.

I hope this is helpful and not something repeated. I do not recall seeing any of this reported before.

pronoiar
04-18-2010, 03:02
Ok, I am playing the Kievans on Easy. Here are some observations:

1. In the province that the Kievans start with a castle and their King, there is no name on the strategic map. When I right-click for info it is labeled Kiev. The province below it is named Kiev on the strategic map and when I right-click it for info it is labeled Levidia.

2. I clicked on the King and castle in Moldavia and was told they are Pech. I invade and am told the region is claimed by the Outremer States.

I hope this is helpful and not something repeated. I do not recall seeing any of this reported before.


Yes, medmod v4 is an excellent mod, but with many little bugs and misspellings left unfixed. It's my favorite mod actually, as I believe it still is the most challenging one. So I tried to fix most of these little bugs, and created some sort of "unofficial patch", mostly for personal use. You can give it a try if you wish. I'm by no means an experienced modder, but I don't think I've messed anything up.

Here it is: http://rapidshare.com/files/377128198/unofficial_medfix.rar
It only works for the EARLY campaign.
I fixed the messed up campaign minimap, the faction names, some bugged unit textures, corrected the religions for some factions (pechenegs lithuanians and serbians), added serbian names, fixed name errors for some kings, and probably other small things I don't even remenber.

Baron von Manteuffel
05-23-2011, 20:04
@ pronoiar - Are you planning on doing the same for the Late Campaign? I get a CTD anytime I use the battle map at Cordoba. Auto-resolve has worked fine so far in Cordoba but it's not as fun.

Cyprian2
05-24-2011, 04:45
Baron: have you managed to download pronoiar's first patch? I've noticed the link is dead, is all. Also, is it just Cordoba you're having trouble with? If it's a fairly localized problem, then Stazi seems to be the go-to guy for all things buggy these days. I'd suggest you PM him.

Baron von Manteuffel
05-24-2011, 10:07
Cyprian2 - I can't download the file either. Thank you for the info.

Imperiumiv
08-04-2011, 20:47
Could someone please upload this mod?

Stazi
08-04-2011, 23:10
Medmod_IV_v4_07_exe
(http://www.gamefront.com/files/17829632/Medmod_IV_v4_07_exe)
Medmod_IV_v4_Maptex_exe (http://www.gamefront.com/files/17829655/Medmod_IV_v4_Maptex_exe)