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caravel
10-01-2006, 21:28
MTW/VI Pocket Mod (Current release: TBA)


The MTW Pocket Mod v1.0.6b-beta (http://www.totalwar.org) has been released. Please install this version over the previous version. If you have never installed any previous version then you need only install this version.


IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.

Fixed crews appearing on the battlefield without siege equipment.

This release is savegame compatible with v1.0.6

Many changes have been made to this version so there are likely to be a few bugs. These need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:

Summary

The MTW/VI Pocket Mod is basically a no frills mod for the main 1087 - 1453 Medieval campaign for MTW. It includes many realism and gameplay fixes but is neither a pure historical accuracy mod, nor a realism mod. The aim of the mod is to improve gameplay, realism and historical accuracy while keeping the mod itself as small as possible. It's features are constantly evolving and improving and are most notably:

Homelands for many units to prevent them being trained outside their historical ethnic regions
Various unit stat changes to improve game balance and reduce the number of redundant units
Many units reassigned or restricted to certain factions
New units, only where needed
Renaming of many units to more historically accurate names
New Harem building for the Muslim Factions to replace Taverns and Brothels
Harem woman agent, the equivalent of a Muslim princess
Revised and optimised technology tree with new buildings added and redundant ones removed where necessary
Tweaked farming, trade and mining to give more income to the AI factions and provide a greater challenge
Cheaper ships and ports that are quicker to build
Fully functional Sahara Province
Removed land bridge across the English Channel between Wessex and Flanders, added land bridge between Sweden and Finland
Many more tweaks and enhancements


Member Contribution

Member contribution is welcomed. We are always looking for information as to how to improve the mod. If you see an error or something that needs changing or adding, we would like to know about it. Bear in mind that the Pocket Mod's aim is to be as small as possible to download, and to change as little cosmetically as possible, while improving gameplay, realism and historical accuracy as much as possible.

Complete log of all changes

Units - Foot Missile / Skirmisher

Crossbows:

Eras: All Periods
Trainable by: All Factions
Valour bonus: Milan


Arbalests:

Eras: High/Late Era
Trainable by: Catholic and Orthodox
Valour bonus: Milan


Pavise Crossbows:

Eras: Late Era
Trainable by: Catholic (excluding Danes, Hungarians and Poles)
Valour bonus: Milan


Pavise Arbalests:

Eras: Late Era
Trainable by: Catholic (excluding Danes, Hungarians and Poles)
Valour bonus: Milan


Nizaris:

Renamed: "Nizari Foot Soldiers"
Valour bonus: Removed, Syria.
Trainable in: Syria
Trainable by: Turks, Egyptians
Dependency change: "{ BOWYER2, GRAND_MOSQUE, RIBAT }"
Armed with compound bows


Hashishin:

Renamed: "Nizari Fedayeen"
Trainable in: Syria
Trainable by: Turks, Egyptians
Invisibility: Removed
Armed with compound bows


Futuwwas:

Valour bonus: Syria
Trainable by: Turks, Egyptians
Dependency change: "{BOWYER3, RIBAT}"
Armed with compound bows


Janissary Archers:

Valour bonus: None
Eras: Late
Armed with compound bows


Janissary Infantry:

Renamed: "Nefer Janissary"
Valour bonus: None
Eras: Late
Armed with compound bows


Trebizond Archers:

Renamed: "Psiloi"
Valour Bonus: No change (Trebizond)
Armed with compound bows
Changed appearance in battle


Bulgarian Brigands

Valour Bonus: No change (Bulgaria)
Armed with compound bows


Turcoman Foot Soldiers

Valour Bonus: No change (Anatolia)
Armed with compound bows
Dependency Change: { BOWYER }


Ottoman Infantry

Renamed: "Zirhli Nefer"
Valour Bonus: No change (Rum)
Armed with compound bows
Stat change: +1 support cost, +50 raising cost, +1 melee, +3 defense, +2 valour, Disciplined.
Dependency Change: "{ BOWYER3, SWORDSMITH3 }"


Desert Archers

Valour Bonus: Cyrenacia
Armed with compound bows
Stat change: +1 defence, +2 morale.


Units - Javelinmen

Nubian Spearmen:

Armed with Javelins
Trainable by: Egyptians
Trainable in: Cyrenacia, Egypt, Sinai

Murabitin Infantry:

Renamed: "Al-Murabitun Infantry"
Valour bonus: Morocco


Units - Cavalry

Alan Mercenary Cavalry:

Valour bonus: None
Trainable in: Georgia and Khazar
Trainable by: Byzantines, Golden Horde and Russians/Novgorod.
Dependency Change: HORSE_BREEDER3


Steppe Cavalry:

Valour bonus: Volga Bulgaria


Horse Archers (steppe):

Renamed: "Steppe Horse Archers"
Unit size: 60, scalable
Valour bonus: Volga Bulgaria
Trainable in: Muscovy, Volga Bulgaria, Khazar, Pereyaslavl, Chernigov, Ryazan, Kiev
Trainable by: Turks, Byzantine, Hungarian, Russian, Novgorod, Golden Horde.
Split to two units - see below


Horse Archers (arabic):

Renamed: "Desert Horse Archers"
Unit size: 60, scalable
Valour bonus: None
Trainable in: Morocco, Algeria, Tunisia, Sahara, Cyrenacia, Egypt, Sinai, Arabia, Edessa, Antioch, Tripoli, Palestine, Syria.
Trainable by: ALMOHAD, EGYPTIAN, TURKISH.
Split to two units - see above


Mongol Horse Archers:

Valour Bonus: Khazar


Feudal Knights, Chivalric Knights, Lancers, Gothic Knights and Royal Knights:

FK Renamed: Knights

RK: Valour bonus: None
FK: Valour bonus: Normandy
CK: Valour bonus: Tolouse, Ile de France
L: Valour bonus: Castile
GK: Valour bonus: None

Trainable by: All catholic factions
Unit Size FK/CK/L/GK: Scalable 40 man units
Unit Size RK: Scalable 20 man units

RK: All Periods
FK: Early
CK: High
L: Late

Dependency changes:

RK: ROYAL_PALACE, ARMOURER, HORSE_BREEDER
FK: ROYAL_COURT, ARMOURER2, HORSE_BREEDER2
CK: ROYAL_COURT2, ARMOURER3, HORSE_BREEDER3
L: ROYAL_COURT3, SPEARMAKER4, HORSE_BREEDER4, ARMOURER4
GK: ARMOURER4, HORSE_BREEDER4, ROYAL_COURT4

The RK units can be upgraded into the next unit after each era change as before.

More in depth explanation of Royal Knights, Feudal Knights, Chivalric Knights, Lancers and Gothic Knights here:

In a nutshell here are the advantages of RK's and the changes made to the other Knights:

1) As before, a smaller unit size than Feudal Knights, Chivalric Knights and Lancers or bodyguard units like Kataphraktoi, Boyars and Mongol Heavy Cavalry. So you're not paying dearly in support costs every time an heir matures, though you are paying more than you were previously, when the units were 20 man non scalable (up to a maximum of double the cost on huge unit size). This still means lower support costs. Kataphraktoi, Boyars and Mongol Heavy Cavalry will also be modded to 20 man scalable units to reduce their support costs. Sipahis of the Porte and Ghulam Bodyguards will be modded as scalable to increase their units sizes in line with the others. This balances out the bodyguard units for all factions considerably more than they were before.

2) They are a larger unit size than the old bodyguard units, so they're better equipped to fight and protect your heirs and king, they're actually usable on the larger unit sizes unlike the others that were only usable on the smallest.

3) Unlike Feudal Knights, Chivalric Knights, Lancers and Gothic Knights. Royal Knights become obsolete with every era change, but unlike the former, they can simply be upgraded by retraining the unit after the era change has occurred.

4) The Royal Knights unit size is not full size, as with Kataphraktoi so you're not paying dearly in support costs every time an heir matures, though you are paying more than you were previously, when the units were 20 man non scalable (up to a maximum of double the cost on huge unit size). (To be looked at in more detail)

5) The Feudal Knights and Chivalric Knights can now be built earlier than usual because the tech levels for Royal Courts have been dropped 1 level. Previously the player would often find her/himself in the next era before she/he'd teched up to Feudal Knights.

6) The Lancers are only available to the Spanish and Aragonese.

7) The Gothic Knights are only available to the Italians and HRE.


Royal Knights:

See Feudal Knights.


Chivalric Knights:

See Feudal Knights.


Lancers:

See Feudal Knights.


Gothic Knights

Stat Change: +2 charge (6), +2 melee (6), run speed 16, charge speed 18
See Feudal Knights.


Bedouin Camels:

Valour bonus: Arabia
Dismount type: Arab Infantry.


Viking Raider Cavalry:

Renamed: "Norse Raider Cavalry"
Eras: Early
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway


Armenian Heavy Cavalry:

Trainable by: Byzantines, Turks
Trainable in: No change (Rum, Lesser Armenia, Armenia)
Dismount type: Armoured Spearmen


Spanish Jinetes:

Trainable by: Spanish, Aragonese
Trainable in: Iberian provinces


Saharan Cavalry

Valour bonus: Sahara


Turcoman Horse:

Unit size: 60, scalable


Ghulam cavalry:

Stat change: +1 armour, +1 defense, disciplined.


Ghulam Bodyguards:

Unit size: 20, scalable


Sipahis of the Porte:

Renamed: "Kapikulu Sipahis"
Unit size: 20, scalable
Stat changes: Charge +2
Dismount type: Ottoman Infantry


Ottoman Sipahi:

Renamed: "Timarli Sipahis"
Raising cost: 300 florins
Stat changes: Elite, Disciplined, Charge +2, Melee +1, Morale +2
Armed with bows
Dismount type: Ottoman Infantry


Boyars:

Unit size: 20, scalable


Mongol Heavy Cavalry:

Unit size: 20, scalable


Kataphraktoi:

Unit size: 20, scalable
Stat change: Run speed +4, charge speed +2


*****Temporary section*****

Kontaratoi:**

Eras: All
Cost: 350
Charge: 3
Melee: -1
Defence: 3
Armour: 3
Morale: 2
Trainable by: Byzantine
Dependencies: SPEARMAKER3
Normal discipline type (not impetuous).


Kataphraktoi Toxotai - Horse Breeders' Guild and Bowyers' Guild
Pronoiarioi Kavallarioi - Horse Breeders' Guild and Spearmakers' Guild
Pronoiarioi Kavallarioi Toxotai - Horse Breeders' Guild and Bowyers' Guild and Swordsmith
Pronoiarioi Stratiotai - Spearmakers' Workshop and Horse Breeder

*****Temporary section*****


Khwarazmian cavalry:

Trainable by: Mongols, Turks
Stat change: +1 melee (4), disciplined, run speed 16, charge speed 18


Szekely

Valour bonus: Carpathia


Polish Retainers

Valour bonus: Poland


Lithuanian Cavalry

Valour bonus: Lithuania
Dependency change: HORSE_BREEDER3, ARMOURER2


Mounted (Feudal) Sergeants

Eras: Early


Militia Cavalry**

Eras: High and Late
Trainable by: Catholics
Dependencies: ARMOURER, HORSE_BREEDER2, TOWN_WATCH3
Stat changes: As Feudal Knights, cheaper, not elite, 1 point less armour, 1 point less defense, normal discipline type (not impetuous).
Dismount type: Chivalric Sergeants


Teutonic Sergeants

Trainable by: HRE
Trainable in: Prussia, Palestine and Lesser Armenia
Dependency change: "{CHAPTER_HOUSE, ARMOURER2, HORSE_BREEDER3}"


Order Knights
Trainable in:

Hospitallers: Palestine, Rhodes, Cyrus, Malta.
Templars: Syria, Palestine.
Knights of Santiago: Leon, Castile.
Teutonic Knights: Prussia, Palestine, Lesser Armenia
Dependency change: "{CHAPTER_HOUSE, ARMOURER3, HORSE_BREEDER3, SPEARMAKER3}"


Units - Infantry

Arab Infantry:

Valour bonus: Arabia
Stat Change: +2 point of defense, -1 point melee
Unit size: 100
Ruler advantage: Egyptian (they can train them more cheaply)
Dependency Change: TOWN_WATCH
Trainable in: Egypt, Sinai, Arabia, Antioch, Syria, Tripoli, Palestine, Edessa


Abyssinian Guards:

Trainable in: Egypt, Arabia


Ghazi Infantry

Trainable by: Turks, Egyptians


Saracen Infantry

Renamed: "Anatolian Infantry"
Eras: High/Late
Trainable by: Turks
Trainable in: Asia minor


Viking Carls:

Unit Removed.


Vikings:

Renamed: "Drangar"
Valour bonus: No change
Eras: Early/High
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway


Viking Thralls:

Renamed: "Carls"
Eras: Early/High
Stat Change: These are now the same as vanilla spearmen except they have 7 charge and are unformed. They are also cheaper to support than Vanilla Spears.
Discipline type: UNCONTROLLED
Dependency change: SPEARMAKER
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway


Viking Landsmenn:

Renamed: "Tegnar"
Valour bonus: Denmark
Eras: Early
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway


Viking Huscarles:

Renamed: "Huscarles"
Eras: Early
Trainable by: Danes
Dependency change: ROYAL_COURT, SWORDSMITH2, ARMOURER2
Unit size: 20, scalable
Trainable in: Denmark, Sweden, Norway


Slav Warriors:

Valour bonus: Serbia


Armoured Spearmen:

Trainable by: All orthodox factions that don't have access to Feudal/Chivalric Sergeants (Byzantine, Russians/Novgorod) and some catholics that do, which are unchanged.


Ghazi infantry:

Trainable by: Turks, Egyptians
Valour bonus: Palestine


Muwahid Foot Soldiers:

Renamed: "Al-Muwahhidun Infantry"
Unit size: 100
Valour bonus: Algeria
Trainable by: Almohads


Almohad Urban Militia

Renamed: "Andalusian Infantry"
Trainable in: Iberia
Dependency change: SWORDSMITH2, ARMOURER2


Janissary Heavy Infantry:

Renamed "Zirhli Nefer Janissary"
Valour bonus: None
Eras: Late


Pikemen

Valour bonus: Flanders. (Tyrolia bonus for Pikemen removed).
Stat changes: +2 defense
Dependency change: TOWN_WATCH4, SPEARMAKER3


Woodsmen

Valour bonus: Finland (Lithuania removed)


Spearmen (Square Shield)

Now also trainable by the Moorish and Egyptian factions (mainly as a garrison unit to replace muslim peasants)


Peasants/Muslim Peasants

Unit removed. (revolts/crusades/jihads only)


Feudal Men at Arms

Renamed: "Men At Arms"
Era: Early


Feudal Sergeants

Renamed: "Sergeants"
Era: Early


(Urban) Militia Sergeants*

Renamed: "Militia Guards"
Era: All Periods


Urban Militia*

Era: All Periods
Trainable by: Catholic/Orthodox/Moorish

*Note: Infantry Militia units may be renamed and adjusted in the next release.


Units - Agents

Inquisitor/Grand Inquisitor:

Valour bonus: Removed, Castile (to get rid of the 'super inquisitors' problem)


Assassins:

Valour bonus: Removed, Syria. (such an exploit that it gets boring after a while)


Imams:

Valour bonus: Arabia


Harem Women**

Era: All Periods
Trainable by: Muslim
Dependency: HAREM4


Jihad

Takes 4 years to build
Dependency change: Grand mosque (not ribat)


Crusade

Takes 6 years to build
Cost: 1200 florins


**new units


Shipping


-Import Tax at 50%

-Trade goods values at 50%

-No valour bonuses for all ships (portugal, wessex, Venice, Tunisia, Aragon, Denmark etc) because the AI can't exploit them.

-Gungalley modded deep sea for Byzantines, Italians, Papacy, Sicilians, who currently lack this type of ship.

-All things sea based cheaper and quicker to build:

Port: Cost 400 florins, 2 years

Shipyards: Cost 200, 400, 600, 800 florins, time to build 2, 4, 6, 8 years

Coastal vessels: Cost half price, 1 years to build

Deep sea vessels: Cost half price, 2 or 3 years to build


Farming

All farming upgrades now cost 50% less.


Taverns, Brothels and Harems

The Taverns and Brothels now work as they do in the VI campaign with the exception of the Harem which is effectively a muslim version of the tavern and brothel combined. The first Tavern/Brothel/Harem buildings now depend on the Fort, the upgrades depend on the Keep, Castle and Citadel. The Tavern and Brothel tech trees are now independent of each other. It is no longer necessary to first build the Tavern in order to build the Brothel.


Inns

The Inns will be unavailable, as the AI cannot make use of mercenary units at all. Existing Inns are removed from the startpos files (the early/high/late starting position files).


Military Academy

This structure will now depend only on the fortress. This will positively affect the Turks, allowing Janissary units to be produced in multiple provinces that have teched up to a military academy. Homeland restrictions will apply.


Town Watches*

Upgrades will be unavailable for those that don't need them (Byzantine, Egyptians and Turks). The Turks and Egyptians cannot upgrade to the final militia building anyway to make use of the +1 valour bonus (for Urban Militia), though it is unlikely that anyone would want to even if they could. Only the first building delivers a provincial happiness bonus so that is irrelevant also. The dependencies have changed in that the last two Town Watch buildings now depend on the Castle and Citadel instead of the Citadel and Fortress.


Royal Palace

Now depends on the Keep instead of the Fort. Takes 4 years to complete.


Royal Courts

Will be unavailable to the Othodox factions whom of which make no use of them. Will no longer depend on the Royal Palace.


Iron Mine

Uses the Iron resource found in many provinces for mining. Iron has been added to some extra provinces.


Metalsmith+

Dependency Change: IRON_MINE
The last Metalsmith upgrade depends on the Iron Mine Complex


Forester+

Uses the forest resource found in many provinces to provide income. Forest has been added to many provinces.


Era Starting Positions

Some units and buildings removed from the starting position files, most notably Peasants and Inns. Sicilian Barque ships corrected to Dromons. Round Shield Spearmen and Spearmen mix up corrected.

Georgia and Armenia removed from Byzantine control for all eras. Provinces now rebel.

Byzantine Units removed from Lesser Armenia and Georgia - all eras

Non Byzantine Units placed in Lesser Armenia and Georgia - all eras

Early

Georgia

1 unit of Alan Mercenary Cavalry
2 units of Spearmen
1 unit of Archers

Lesser Armenia

1 unit of Armenian Heavy Cavalry
1 unit of Urban Militia
1 unit of Archers
1 unit of Armoured Spearmen


High

Georgia

2 units of Alan Mercenary Cavalry
1 unit of Armoured Spearmen
2 units of Archers

Lesser Armenia

2 units of Armenian Heavy Cavalry
1 unit of Horse Archers
2 units of Archers
1 unit of Armoured Spearmen


Late

Georgia

2 units of Alan Mercenary Cavalry
1 unit of Khwarazmian Cavalry
1 unit of Horse Archers

Lesser Armenia

2 units of Armenian Heavy Cavalry
2 units of Horse Archers
2 units of Crossbowmen
1 unit of Armoured Spearmen


Landbridges

Removed: Flanders/Wessex, Sicily/Naples, Cordoba/Morocco, Granada/Morocco, Sardinia/Corsica.
Added: Sweden/Finland.


Faction Names

The Spanish renamed to the Castilian Leonese

The Almohads renamed to the Almoravids, Almohads and Marinids for the early, high and late eras respectively[/B]

The Turks renamed as Seljukid Empire, Seljuk Sultanate of Rum and Ottoman Empire for the early/high and late eras respectively

The Egyptians renamed as Fatimid Caliphate, Ayyubid Sultanate and Mamluk Empire for the early, high and late eras respectively

Other faction names to remain exactly as they are.


Generic Homelands

"Russia"

"ID_FINLAND, ID_NOVGOROD, ID_MUSCOVY, ID_LIVONIA, ID_SMOLENSK, ID_RYAZAN, ID_CHERNIGOV, ID_LITHUANIA, ID_PEREYASLAVL, ID_VOLGA_BULGARIA, ID_KHAZAR, ID_KIEV,ID_CRIMEA"


Western, Central and Eastern Europe - Mainly Catholic Factions

"ID_SCOTLAND, ID_NORTH_UMBRIA, ID_MERCIA, ID_WALES, ID_WESSEX, ID_IRELAND, ID_NORWAY, ID_SWEDEN, ID_DENMARK, ID_VOLHYNIA, ID_PRUSSIA, ID_MOLDAVIA, ID_CARPATHIA, ID_WALLACHIA, ID_BULGARIA, ID_HUNGARY, ID_POLAND, ID_POMERANIA, ID_BRANDENBURG, ID_SILESIA, ID_BOHEMIA, ID_SAXONY, ID_FREISLAND, ID_FLANDERS, ID_NORMANDY, ID_BRITTANY, ID_FRANCONIA, ID_LORRAINE, ID_CHAMPAGNE, ID_ILE_DE_FRANCE, ID_ANJOU, ID_AQUITAINE, ID_TOULOUSE, ID_PROVENCE, ID_BURGUNDY, ID_SWABIA, ID_BAVARIA, ID_SWITZERLAND, ID_TYROLIA, ID_AUSTRIA, ID_CROATIA, ID_SERBIA, ID_CORSICA, ID_SARDINIA, ID_GENOA, ID_MILAN, ID_VENICE, ID_TUSCANY, ID_PAPAL_STATES, ID_ROME, ID_NAPLES, ID_MALTA, ID_SICILY"


Iberia - The Castilian Leonese and Moorish factions

"ID_GRANADA, ID_CORDOBA, ID_PORTUGAL, ID_LEON, ID_CASTILE, ID_VALENCIA, ID_NAVARRE, ID_ARAGON"


Balkans, Greece, AsiaMinor - Byzantines and Turks

"ID_GREECE, ID_CONSTANTINOPLE, ID_CRETE, ID_RHODES, ID_GEORGIA, ID_ARMENIA, ID_RUM, ID_LESSER_ARMENIA, ID_EDESSA, ID_TREBIZOND, ID_NICAEA, ID_ANATOLIA, ID_CYPRUS"


Egypt, Arabia, the Holy Land, the Mahgreb and Syria - Mainly Muslim factions

"ID_ANTIOCH, ID_SYRIA, ID_TRIPOLI, ID_JERUSALEM, ID_ARABIA, ID_SINAI, ID_EGYPT, ID_LIBYA, ID_AFRICA, ID_TUNISIA, ID_ALGERIA, ID_MOROCCO"


More Specific Homelands

Almohad/Almoravid/Marinid (Moors/Berbers): "ID_MOROCCO, ID_ALGERIA, ID_TUNISIA, ID_AFRICA, ID_LIBYA"

Iberian/Nasrid/Andalusian: "ID_LEON, ID_CASTILE, ID_ARAGON, ID_CORDOBA, ID_GRANADA, ID_NAVARRE, ID_VALENCIA, ID_PORTUGAL"

Arab: "ID_EDESSA, ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_SYRIA, ID_ARABIA, ID_SINAI, ID_EGYPT, ID_MOROCCO, ID_ALGERIA, ID_TUNISIA, ID_AFRICA, ID_LIBYA"

Fatimid/Ayyubid/Mamluk: "ID_EDESSA, ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_SYRIA, ID_ARABIA, ID_SINAI, ID_EGYPT, ID_LIBYA"

Seljuk: "ID_TREBIZOND, ID_ANATOLIA, ID_RUM, ID_LESSER_ARMENIA, ID_ARMENIA, ID_EDESSA, ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_SYRIA, ID_ARABIA"

Ottoman: "ID_GREECE, ID_BULGARIA, ID_CONSTANTINOPLE, ID_NICAEA, ID_TREBIZOND, ID_ANATOLIA, ID_RUM, ID_LESSER_ARMENIA, ID_ARMENIA, ID_GEORGIA, ID_EDESSA, ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_SYRIA, ID_ARABIA, ID_SINAI, ID_EGYPT"

Byzantine: "ID_GREECE, ID_BULGARIA, ID_CONSTANTINOPLE, ID_NICAEA, ID_TREBIZOND, ID_ANATOLIA, ID_RUM, ID_LESSER_ARMENIA, ID_ARMENIA, ID_GEORGIA"

Italian: "ID_MILAN, ID_GENOA, ID_VENICE, ID_TUSCANY, ID_PAPAL_STATES, ID_ROME"

Norse: "ID_DENMARK, ID_SWEDEN, ID_NORWAY"

Holy Land Syria and Arabia: "ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_EDESSA, ID_SYRIA, ID_ARABIA"


Extra Provinces

Sahara


Notes:

Era restrictions for some other units may enhance historical accuracy and gameplay.

Almost all units are subject to homelands.

The trade import tax percentage is now 50% for all eras.


Required:

Contributers!

More input, more ideas for homelands, especially for catholic factions.

Any required name/stat changes for units


Comments

Trade goods values, trading percentages, homelands and some other details still to be finalised. Landridge to Ireland to be decided upon.

The town watch will be removed as a prerequisite for the spearmaker and bowyer if required.

Martok
12-18-2006, 09:56
Note: I split this off from the original New valour bonus regions (https://forums.totalwar.org/vb/showthread.php?t=69416) thread. Given that it spurred Caravel to try his hand at making a mod for MTW/VI, I decided it was probably a good idea to give the project its own thread. (Unfortunately, however, I was for some reason unable to move any of the rest of the thread over here to join it. :inquisitive:) Carry on!

caravel
12-21-2006, 22:41
The MTW Pocket Mod v1.0-beta (http://www.totalwar.org) has now been released.

IMPORTANT: This is a beta version, and is not guaranteed to be fault free. We, the Pocket Mod "team", need some beta testers to give this thing a trial run and see how it is shaping up.

Errors need to be reported ASAP. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. ~;)

I am about to modify the summary to include a description of the mod, which as yet we don't have.

:2thumbsup:

Martok
12-21-2006, 23:51
Sweet, man! Can't wait to download it when I get home. :2thumbsup:

naut
12-22-2006, 00:07
Nice! (and small too).

marcusbrutus
12-22-2006, 00:28
Looks really good. I'm off to play. Bye.

naut
12-22-2006, 09:23
Bug Report.

Yeoman Cavalry is missing files, these files are by folder:

ActionPage,
YeomanCavalry.txt
(contains the coordinates of movement sprites)

MAILHCAV,
YeomanCavalry_W.txt
(contains the weapon number relating to both the "Items" folder and the weapon number in the "Weapons.txt" found in the "MAILHCAV" folder)
YeomanCavalry_S.txt
(contains the shield number relating to both the "Items" folder and the shield number in the "Shields.txt" found in the "MAILHCAV" folder)

Items,
Missing folders for the appropriate weapons# and shields# folders
(contains the coordinates of sprites)

naut
12-22-2006, 09:30
Nevermind.

caravel
12-22-2006, 09:38
Those files have been left out in error. I'll add those later thanks! (I knew there was something!) :2thumbsup:

There will probably be a few more problems. The Harem woman's info pic file looking a bit greenish I know about. That is a temporary file until I can get a new one sorted. There is at present only one portrait for the unit also.

I'm at work now, hopefully finishing early if Mr Scrooge is feeling benevolent, so it will be a few hours before the update is out.

Tony Furze
12-22-2006, 10:07
Im with you, Caravel, 100%. I ve downloaded the "PocketMod" and I ll be loading it up.

naut
12-22-2006, 11:34
England starts with Square Spearmen, but can only train Round Spearmen.

caravel
12-22-2006, 11:58
During which era and in which province? I thought I'd already excorcised those little devils from the startpos files! :smash:

naut
12-22-2006, 12:00
Early, in Anjou and Normandy.

EDIT: Just a suggestion, can you make Lithuanian Cavalry a) easier to produce or b) better in general. They are pretty useless as is.

caravel
12-22-2006, 12:09
Early, in Anjou and Normandy.
I think I know why they're there. When I went on the initial peasant replacing spree I may have overlooked them or thought "french, square". Those will be fixed.

EDIT: Just a suggestion, can you make Lithuanian Cavalry a) easier to produce or b) better in general. They are pretty useless as is.
Lithuanian Cavalry are one of those units that I never bother with, such as Swabian Swordsmen. I'll get onto them once I've fixed those other problems. Good thinking. :2thumbsup:

caravel
12-22-2006, 21:54
The MTW Pocket Mod v1.0.1-beta (http://www.totalwar.org) has been released. Please install this version over the previous version.

IMPORTANT: This is a beta version, and is not guaranteed to be fault free.

1) Fixed square shield spearmen in Anjou and Normandy
2) Militia Cavalry (http://mysite.orange.co.uk/caravel/MilitiaCav.jpg) now actually work

Errors need to be reported ASAP. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. ~;)

The summary has also been updated.

Thanks! :2thumbsup:

Tony Furze
12-23-2006, 12:54
Can you give some details about installation?

I thought I d installed it (MTW VI Gold Edition patched up to 2.1) but nothing has actually happened to the game. EG no fully functional Sahara region.

In the Program Files theres a folder labelled Total War in the Creative Assembly file.

naut
12-23-2006, 13:25
Same thing happened to me. Install it into C:\Program Files\ and it will be installed in the right place.

Tony Furze
12-23-2006, 13:57
Worked it out. I had to copy and paste each of the files from the mod into the Creative Assembly folder. Now its working OK.

Thanks, Rythmic.

Already noticed harem s i the Al Mohad campaign, and Sahara is now operational.

Thanks, Caravel.

caravel
12-24-2006, 01:44
I've just been playing through part of an an early/hard/french campaign up till about 1150. A few things I've noticed so far:

Problems:
The valour bonus regions for Toulouse and Castile are missing.
There are alot of Royal Knight units hanging around in the high startpos file especially. These need to be found and changed back to Knights ("FeudalKnights").
Iron mine building influence may need changing to encourage it to be built as a prerequisite to the metalsmith

Observations:
The AI is building the Foresters and their upgrades and deriving some considerable income from them.
Shipping appears to be working better. I was struggling against Byzantine fleets which just kept reappearing. The ability to train a 1 year ship makes all the difference.
Siege equipment needs looking at. It is stupid that a lump of wood that shoots rocks should take so long to build. I'm favouring 1 year training periods for all siege equipment, except gunpowder pieces which would take 2 years.
Some more of the elite units such as JHI should take longer to train. There is no way you'd have these types of units ready for action in 1 year.

Tony Furze
12-24-2006, 08:56
Been playing The Byz now and forgot how much fun they can be in Early.

Playing Normal setting.

The changes are all helpful: ships and ports taking less time really adds a certain dynamism to the game, reducing that feeling of lag while waiting for construction.

Also reducing building unit capability is a good thing-this was a strength in the Med Mod. Something about it really hones your tactical awareness at campaign level.

The Kata unit seemed changed-did you reduce their number? They were much more manouevrable, taking away their tanklike overpower.

No probelms so far...remember Im just playing as a normal Joe with little technical experience; however the feel of the mod is good.

caravel
12-25-2006, 16:45
The changes are all helpful: ships and ports taking less time really adds a certain dynamism to the game, reducing that feeling of lag while waiting for construction.
I know what you mean. I got rather sick of waiting for ship building. Also every game ended up with my ships in every sea and the AI having no ships at all.

Also reducing building unit capability is a good thing-this was a strength in the Med Mod. Something about it really hones your tactical awareness at campaign level.
:2thumbsup:

The Kata unit seemed changed-did you reduce their number? They were much more manouevrable, taking away their tanklike overpower.
Their number is reduced, but I'm still having problems with those Kataphraktoi princes. In the last campaign the Byz were expanding in all directions. The addition of the armoured spearmen has made up for the smaller Kataphraktoi units. Also it is not those units themselves that are the real power, it is the valour those 7/8/9 star generals give to their armies.

No probelms so far...remember Im just playing as a normal Joe with little technical experience; however the feel of the mod is good.
The mod will almost certainly need further changes. Any and all suggestions are welcome. Let me know how your campaigns are going.
:2thumbsup:

Tony Furze
12-25-2006, 18:03
Continuing...

Nice to see the new Viking names in the VI campaign-adds a certain flavour.

Im tussling with the Sicilians in the Byz campaign.The ship battles are quite frenetic now-good, though.

The Sicilians keep swapping from Neutral to Aggressive, attacking my navy then Neutral just when Im prepared to attack one of their islands.Then back to aggressive in the blink of an eye.

caravel
12-29-2006, 22:17
Continuing...

Nice to see the new Viking names in the VI campaign-adds a certain flavour.

Im tussling with the Sicilians in the Byz campaign.The ship battles are quite frenetic now-good, though.

The Sicilians keep swapping from Neutral to Aggressive, attacking my navy then Neutral just when Im prepared to attack one of their islands.Then back to aggressive in the blink of an eye.

Well through a combination of a dodgy graphics card, a rotten cold and all of the christmas hullabaloo, I've not played much MTW for a few days. The last campaign I was on, the French, was going superbly despite degenerating into an all out war against the Byzantine and all of the the Muslim factions (that was down to a crusade that went on a kind of "tour"). At that point it crashed and i hadn't saved for a while so I gave up. It seems to be worknig ok, so far though. Hopefully there'll be more feedback next year.

:2thumbsup:

naut
12-31-2006, 03:08
Nothing major, the Harem Woman needs a blurb for her Assassination thing. Its found in the Events.txt file, simply copy the princess blurb and rename the identifier as Harem Women and it should work.

https://img216.imageshack.us/img216/2702/untitledez8.png

Also the first Harem building needs a little work to remove the black spots, nothing major at all.

caravel
12-31-2006, 16:29
The MTW Pocket Mod v1.0.2-beta has been released. Please install this version over the previous version.

IMPORTANT: This is a beta version, and is not guaranteed to be fault free.

1) Fixed Royal Knight units appearing in place of Knights in all periods.
2) Lithuanian Cavalry now only require an Armourer's Workshop and Horsebreeder's Guild. Stat changes will be experimented with in a later release.
3) Black spots should be removed from Harem buildings.
4) The Harem Woman assassination text should be fixed.
5) Valour bonues for Castile and Toulouse fixed. The Toulouse bonus for Chivalric Knights has been paired with Ile de France. This needs testing. The Toulouse bonus doesn't appear on the map but it is there. If it fails to work it will be removed.
6) The directory structure has been altered. You should now copy the installer to the "total war" folder, or the root folder if the "total war" folder does not exist and extract it there. The installer will overwrite files in the "Medieval - Total War" folder. If you've called the folder something else, this won't occur. In this case you should extract first and copy the files later.

Errors need to be reported ASAP. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released.

caravel
01-11-2007, 00:30
The MTW Pocket Mod v1.0.3-beta has been released. Please install this version over the previous version.

IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.

1) Trade goods values halved
2) Crossbow and Arbalest units reassigned (see summary for details)
3) Nubian Spearmen now have throwing spears (javelins) and are only trainable by the Fatimids, Ayyubids and Mamluks in Cyrenacia, Egypt and Sinai.
4) Al-Muwahhidun Infantry are now a full spear unit (100 men on the normal unit size, 166 on the large unit size and 200 on the Huge unit size)
5) Byzantine Infantry reduced to normal sized sword infantry units (60 men on the normal unit size, 100 on the large unit size and 120 on the Huge unit size)
6) Abyssinian Guards only trainable in Egypt and Arabia.

Errors need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:

Geezer57
01-13-2007, 20:33
The MTW Pocket Mod v1.0.3-beta has been released.

Hmmmm, been trying to D/L this since I first saw the post - but the link isn't working for me. Anyone else having difficulties?

P.S. Link isn't working with Firefox 2.0.0.1, but D/L'd fine when I (choke!) used IE6 (gag!).

caravel
01-13-2007, 22:23
I'm not sure why you're having that problem. I don't use any browser except Firefox 2.0.0.1. Try right click and "save link as". :shrug:

caravel
01-14-2007, 16:19
The MTW Pocket Mod v1.0.4-beta has been released. Please install this version over the previous version.

IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.

1) Arab Infantry restricted to Egypt, Sinai, Arabia, Palestine, Syria, Tripoli, Antioch, Edessa.
2) Andalusian Infantry now require an Armourers' Workshop and Swordsmiths' Workshop.
3) Rhodes no longer under Byzantine Control during the high and late eras.
4) Rebel garissons in Trebizond and Greece increased during the high era.
5) Rebel garisson and infrastucture in Rhodes significantly boosted in the late era.
6) Installer fixed. To install, copy the installtion file to "C:\Total War\Medieval Total War\" and install to that location.

Errors need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:

caravel
01-19-2007, 01:22
The MTW Pocket Mod v1.0.5-beta has been released. Please install this version over the previous version.

IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.

1) Ottoman Sipahi stats improved as follows:

Training cost 300 florins
Elite
Disciplined
Armed with bows
Dismount to Ottoman Infantry
Charge +2 (6)
Melee +1 (3)
Defence +0 (3)
Armour +0 (4)
Honour +2 (4)

2) Sipahi of the Porte stats improved as follows:

Dismount to Ottoman Infantry
Charge +2 (6)
Melee +0 (3)
Defence +0 (6)
Armour +0 (7)
Honour +0 (6)

3) The Following Landbridges reconnected to prevent isolation and prevent all crusades being routed via Asia Minor:

Granada/Morocco
Cordoba/Morocco
Sardinia/Corsica
Sicily/Naples

4) Mix up of faction district names fixed. This appeared only in offers of marriage from the AI Minor factions (vanilla bug).

5) Marinids no longer control Algeria and Tunisia in the Late Era. This is considered Hafsid and Ziyanid land, in the campaign - rebel.

Errors need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:

Note: This will be the last release for a while. I am taking a break from this mode for a few weeks, or until I get some more inspiration.

Summary is not up to date.

Regards

Caravel

Martok
01-19-2007, 07:11
Sweet, Caravel. And just in time for the weekend, too! :2thumbsup: I'll let you know if I run into anything -- assuming I'm not too busy kicking the Byz' and Seljuks' rear ends, that is. ~D

axel
01-19-2007, 23:31
Hi mate
if i do a clean install of MTW and VI should i just install v1.0.5. or most i put all versions on first ????

caravel
01-20-2007, 14:49
You only need to install v1.0.5, not all of the others. You'll need a clean install of MTW/VI as well yes. Ensure that you install over that one and not your other one, to avoid overwriting MTW vanilla or any mods.

Nikpalj
01-30-2007, 17:26
Hi, guys. This mod sounds great! What version of MTW:VI do I need in order to try it out, 2.1?

caravel
01-30-2007, 17:45
The mod is for VI 2.01 only. That is the latest version. It doesn't support MTW v1.0/1.1.
:bow:

Nikpalj
02-03-2007, 22:20
Hi guys. I dont have much time for playing games anymore (only during weekend) and I find I can't make choose between xl, bkb or this mod... I've got a 10 gig har drive, can't have multiple copies of mtw installed, so the mod I play better be good!

Could somebody write up a few of the strong points of this mod in its current state of development... the best things about it, things that people like?

Tony Furze
02-05-2007, 06:43
"The MTW/VI Pocket Mod is basically a no frills mod for the main 1087 - 1453 Medieval campaign for MTW. It includes many realism and gameplay fixes but is neither a pure historical accuracy mod, nor a realism mod. The aim of the mod is to improve gameplay, realism and historical accuracy while keeping the mod itself as small as possible." -Caravel

That just about says it all,Nikpalj.

For the requirements you have, I should think the PocketMod is ideal.From what I ve seen from gameplay, this is a no-nonsense as well as "no frills" mod. As you can see its still under development (a fascinating read,by the way)so still rough at the edges.

caravel
02-05-2007, 14:20
Greetings Nikpalj. This mod is really not the same kind of thing as the BKB Super Mod, MedMod or the XL mod. Those mods are very impressive, fully featured with new factions, new units, and much more.

This mod is basically a unit stats, assignment and homelands mod. Many units have been reassigned and renamed. Homelands have been created for most units and some new units have been introduced. For more in depth info info read the summar, though it is not fully up to date, as I am waiting to release v1.0.6.

As Tony Furze has touched on, the mod is in an unfinished state. There is still a lot to be done, but it is still very playable. I am always looking for contributers, and as you can see, some very knowledgable people have already come onboard and are providing extremely valuable input and new ideas, without which this mod would not be half as good as it is now.

:bow:

caravel
02-14-2007, 22:18
The MTW Pocket Mod v1.0.6-beta has been released. Please install this version over the previous version.


IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.


Nizari Foot Soldiers, Nizari Fedayeen and Ghazi Infantry no longer trainable by the Moors.


Nubian Spearmen javelin animation fixed (Belisario)


Jihad takes 4 years to build and depends on the Grand Mosque


Nizari now also require a ribat to train "{ BOWYER2, GRAND_MOSQUE, RIBAT }"


Futuwwa now require a ribat instead of a swordsmith "{BOWYER3, RIBAT}"


Crusade now takes 6 years to build and costs 1200 florins


Teutonic Sergeants can now be trained in Prussia, Palestine and Lesser Armenia and depend on "{CHAPTER_HOUSE, ARMOURER2, HORSE_BREEDER3}"


All other order knights can now be trained in certain provinces and depend on "{CHAPTER_HOUSE, ARMOURER3, HORSE_BREEDER3, SPEARMAKER3}". Hospitallers in Palestine, Rhodes, Cyrus and Malta. Templars in Syria (Arwad) and Palestine. Kinghts of Santiago can be trained in Leon and Castile. Teutonic Knights can now be trained in Prussia, Palestine and Lesser Armenia


Order Knights and Foot Soldiers are more likely to appear in crusades


Jinetes only trainable by Spanish and Aragonese in Iberian provinces


Royal Court removed from muslim factions


Less chance of siege equipment appearing in jihads


More chance of Futuwwa, Nizari and Ghazi Infantry appearing in jihads


Western European Archer only trainable by catholics, russians and novgorod


Desert Archer trainable by (Moors, Turks and Egyptians) +2 morale (2), +1 melee (0), Valour bonus in Cyrenacia


Saharan Cavalry Valour bonus moved to Sahara


Turcoman foot now only depend on the Bowyers Workshop and not the Bowyers Guild


All cavalry can now dismount before battle


Early era Ghulam Bodyguards no longer look as much like feudal knights as they did (fixed in battle, temporary fix for the campaign map)


Late era Ghulam Bodyguards are no longer mounted on horses using western european gothic armour. They now use the Kataphraktoi/Sipahis of the Porte/Mongol Heavy Cavalry/Khwarazmian Cavalry, Llamelar type. (Belisario)


Byzantine Archers (Toxotai) renamed Psiloi and reclothed in the Bulgarian Brigand/Ottoman Infantry style


All catholic factions can now crusade


Khwarazmian Cavalry +1 melee (4), run speed 16, charge speed 18


Gothic Knights +2 charge (6), +2 melee (6), run speed 16, charge speed 18


Kataphraktoi run speed 16, charge speed 18


Saracen Infantry Renamed Anatolian Infantry trainable by the Turks only


Horse archers unit split into two units: Arab Horse Archers and Steppe Horse Archers.


Desert Horse Archers are recruited in any of the desert provinces on the map from Edessa, Syria and Antioch southwards, and westwards as far as Sahara and Morocco. They can be trained by the Turks, Almohads and Egyptians. Desert Horse Archers dismount to Desert Archers.


Steppe Horse Archers can be recruited in the same provinces as Steppe Cavalry and Steppe Heavy Cavalry. They can be trained by the Mongols, Russians, Novgorod, Byzantines, Turks and Hungarians. Steppe Horse Archers dismount to Archers.


Both units have visually changed with Desert Horse Archers looking the part, and Steppe Horse Archers looking much like Steppe Cavalry but with bows of course. The info pics now suit the units perfectly.


The Drangar, "Vikings" unit, now looks like a Vikings unit and not like peasants with axes.


New unit: Swedish Peasants (Innocentius), crossbowmen with a bit of woodsman, only trainable by catholics in sweden, high/late.


New unit: Skutatoi, byzantine, as chivalric sergeants -2 charge +2 morale


Ottoman Infantry renamed Zirhli Nefer and stats greatly improved, cost is increased. This is now the main Ottoman Infantry skirmisher unit for the late period. Dependencies: Bowyers' Guild and Swordsmiths' Guild.


Many Horse Archer units are now in larger unit sizes


Compound bows added to many "eastern" infantry/skirmisher units,


Many Turkish and Byzantine units have been given more historically accurate names, their statistics are otherwise unchanged.


A problem with The Mongol Khan's map piece has been fixed (a CA bug).

Many changes have been made to this version so there are likely to be a few bugs. These need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:

Summary is still not up to date. (needs a complete overhaul)

Regards, and many thanks to those that contributed. :bow:

Cambyses II

Martok
02-15-2007, 00:12
Sweet, Cambyses II!

Now if only my computer was still working so I could try it out.... ~:mecry:

naut
02-15-2007, 06:28
Downloading now. Excellent work.

Innocentius
02-15-2007, 16:53
Argh...I'll have to install another copy of my MTW first, but then I'll give it a try:yes:

Innocentius
02-15-2007, 18:25
Just had a first, quick go. This isn't a full review or anything, just a few things I found after about an hour of play. I only played what to see the new stuff that I found most interesting (new Byz-units and of course to try Swedish Peasants out), so these are just some quick comments about these:

Swedish Peasants can't fire (and have no picture in-game, no big problem though). SPs have the Pictish Crossbowmen picture, again, not a very big problem, but I still there's a lot of difference between the "barbarians" of the 9th century and the Swedish "peasants", who were almost equipped as properly as any other Scandinavian (or German).
Here are some pictures (made by Paul Dolnstein in the early 16th century) depicting Swedish peasant levies:
http://bjorn.foxtail.nu/ovriga_folk2.htm
http://bjorn.foxtail.nu/ovriga_folk1.htm
An interesting thing about the second picture is that the Swedish peasant (the one to the left) is wearing a kettlehat of a model used by the Danish army in the late 15th century. So apparently he (or his father, grandfather or whatever) took it during the Danish campaign towards Sweden in 1471.
Really, it's quite innacurate to refer to them as peasants, ad they made up the better part of Swedish armies during the entire medieval period.

The work on the Byzantines was excellent! A clear improvement of what used to be:2thumbsup: The shortened construction-time for ships is excellent too:yes:
One thing however surprised me: while playing as the Danes I had two rebellions in a row in Norway, both of them consisting of one lonely trebuchet. In the battle itself, there was no trebuchet however, and I was attacked by the 20-man crew instead.

Finally I just have a question: I have XL installed, and when I copied the MTW-folder all the XL files came with it (pretty obviously). This however means that there are a big chunks of the map that are treated as water*. For example Levidia, Lesser Khazar, Algarve and particularly Savoy and Greater Poland. It looks a bit odd to have a big piece of ocean in the middle of Burgundy. Stupid as I am when it comes to computers: how do I fix this?

*Only on the minimap in the upper left corner though. On the campaign map they are treated as...nothing.

caravel
02-15-2007, 23:02
Just had a first, quick go. This isn't a full review or anything, just a few things I found after about an hour of play. I only played what to see the new stuff that I found most interesting (new Byz-units and of course to try Swedish Peasants out), so these are just some quick comments about these:

Swedish Peasants can't fire (and have no picture in-game, no big problem though).
I'm not sure what you mean here? Is the info pic missing or is the unit invisible in battle? I've checked the distribution and all of the files for the unit and weapons textures and the actions files are in place. They're also working fine for me. I'll have to double check though.


SPs have the Pictish Crossbowmen picture, again, not a very big problem, but I still there's a lot of difference between the "barbarians" of the 9th century and the Swedish "peasants", who were almost equipped as properly as any other Scandinavian (or German).
Here are some pictures (made by Paul Dolnstein in the early 16th century) depicting Swedish peasant levies:
http://bjorn.foxtail.nu/ovriga_folk2.htm
http://bjorn.foxtail.nu/ovriga_folk1.htm
An interesting thing about the second picture is that the Swedish peasant (the one to the left) is wearing a kettlehat of a model used by the Danish army in the late 15th century. So apparently he (or his father, grandfather or whatever) took it during the Danish campaign towards Sweden in 1471.
Really, it's quite innacurate to refer to them as peasants, ad they made up the better part of Swedish armies during the entire medieval period.
Sorry about the use of the Pictish Crossbowmen info pic. I fully understand the difference, but there is no other info pic I can use at present. That one is a placeholder until I can find something more suitable. I am no artist myself so I will need to find something I can use (such as the funny image for the harem women). If you can find a better name, and write a description for their info pic, as well as actually finding an image for conversion into an info pic that would be great. :thumbsup:

The work on the Byzantines was excellent! A clear improvement of what used to be:2thumbsup: The shortened construction-time for ships is excellent too:yes:
One thing however surprised me: while playing as the Danes I had two rebellions in a row in Norway, both of them consisting of one lonely trebuchet. In the battle itself, there was no trebuchet however, and I was attacked by the 20-man crew instead.
I know, I'm still getting the trebuchets turning up as well. The answer is probably to prevent siege equipment appearing in any rebellions/loyalist revolts at all.

Finally I just have a question: I have XL installed, and when I copied the MTW-folder all the XL files came with it (pretty obviously). This however means that there are a big chunks of the map that are treated as water*. For example Levidia, Lesser Khazar, Algarve and particularly Savoy and Greater Poland. It looks a bit odd to have a big piece of ocean in the middle of Burgundy. Stupid as I am when it comes to computers: how do I fix this?

*Only on the minimap in the upper left corner though. On the campaign map they are treated as...nothing.
I'm afraid that you can't install this mod over the XL mod, this may explain why you were having the other problems also. It will conflict horribly and probably crash. You'll need to make a clean install of MTW/VI v2.01.

grinningman
02-21-2007, 01:20
Thanks so much for this mod! I started a game with version 1.05 and had a lot of fun. For me it's a big plus that it's small and doesn't add more provinces to the game. I really like watchtowers, and so don't mind if you decide to stop after 1.06 ~:)

caravel
02-25-2007, 14:16
The MTW Pocket Mod v1.0.6b-beta has been released. Please install this version over the previous version.


IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.

Fixed crews appearing on the battlefield without siege equipment.

This release is savegame compatible with v1.0.6

Many changes have been made to this version so there are likely to be a few bugs. These need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:

Note: I'm still waiting for confirmation of the swedish peasants bug. I can test this by reinstalling MTW but would prefer not to (I can't create a duplicate install because I don't have the hard disk space available).

Cambyses II

caravel
03-12-2007, 15:18
Could I have this dumped in the Alchemist's lab and locked please?

:bow:

Martok
03-14-2007, 22:17
I've stickied this to make sure people don't have to dig for this fine little mod. :balloon2:

You'll also notice I've closed this thread for the time being. The reason for that is that the Pocket Mod is considered to be pretty much complete, and there are no plans to add onto it at this time. The thread may be re-opened should Caravel decide to resume work on it and/or make changes, however. ~:)

ULC
04-17-2007, 01:44
I'm having trouble finding the pocketmod. Does anyone know were the link is?
Beyond that, I've heard the pocketmod is one of the most accurate mods out there, but what is it's excact features?

The Unknown Guy
04-17-2007, 01:56
err, the thread was moved...somewhere, by Martok. I dont know if I still have the original download link around.

I will post it if I find it, but I´d do a search for "Pocket Mod" in advanced google in the forums anway if I were you. I KNOW the thread is there, I just don´t know the exact location.

The Unknown Guy
04-17-2007, 02:11
found it: **REMOVED**

or https://forums.totalwar.org/vb/showthread.php?t=75388&page=7

ULC
04-17-2007, 02:19
Thanks UG.

caravel
04-17-2007, 10:57
This is the latest version: https://forums.totalwar.org/vb/showpost.php?p=1441469&postcount=206

I will be updating that thread soon as I'll be starting work on the mod again in the near future.

:bow:

naut
04-18-2007, 00:49
I will be updating that thread soon as I'll be starting work on the mod again in the near future.
Yey! :balloon3:

bamff
04-18-2007, 05:40
I will be updating that thread soon as I'll be starting work on the mod again in the near future.


Yey! :balloon3:

Double Yay!:applause:

naut
04-18-2007, 10:05
Double Yay!:applause:
:bow: I lurk now days, not much to add.

Martok
04-18-2007, 19:08
This is indeed good news, especially since I finally got my new PC this last weekend. I'm definitely looking forward to future updates. :jumping:

Omanes Alexandrapolites
05-08-2007, 19:25
Hi,
My apologies for this post, I'm sorry to interrupt the thread flow, yet I am having problems with the download links. Sadly, they seem to inform me that the site I have tried to access does not exist. May I ask if there is a work around, enabling one to download this great modification. Thanks very much, cheers!

Noir
05-08-2007, 19:51
I just tried the link in the first page of this thread and seems to be working fine Omanes.

Many Thanks

Noir

Omanes Alexandrapolites
05-08-2007, 20:12
Thanks Noir and sorry for the post. I was having these problems this morning, yet I didn't have time to comment, so I waited till tonight to say something. I'll learn to check the links again before posting next time. My sincere apologies.

BTW, sorry to inform you, but I am having problems with the older links for 1.0. I'm not too sure, yet, may I ask, do I need them to gain the latest version? Thanks.

Noir
05-08-2007, 20:21
I have installed the latest version directly in a clean MTW/VI 2.01v install, so you should be ok, like that Omanes - unless someone points out that we need the older version, but i dont think so.

Don't apologise all the time, as far as i am concenrned you are a great Orgah

Many Thanks

Noir

Omanes Alexandrapolites
05-08-2007, 20:51
Thanks Noir!

Omanes Alexandrapolites
05-15-2007, 07:49
Hi again,
I (think) this may be a bug with the PocketMod, so please excuse me if it's in the original Medieval, but, the Pope just decided to get married to one of my English princesses.

https://img168.imageshack.us/img168/9756/naughtypopeot3.gif

I dropped the Princess on a Papal "M:TW version of a Diplomat", I though that I'd dropped him on a, very low loyalty ringleader, general, but when I saw the screen about "offering marriage" and all that, I wanted to see what would come out of offering to marry the (Un)-holy father. Next turn, he, to my surprise, accepts my proposal.

Hope this helps, cheers!

caravel
05-15-2007, 08:13
That's a vanilla 'bug'. After a few years playing this game you'll see a lot of married Popes. Basically the Pope as with any faction leader can marry, but if you try to drag your princess over the Pope it won't work as it does with other faction leaders. You can still drag your princess over a Papal Emissary though, as you have discovered, and he may accept the proposal. The Pope will not produce heirs however.

Welcome aboard the Pocket Mod BTW, be aware that you are playing an older version (but the still the latest version) and that the mod is still in the development stage and constantly evolving. The only version you need to (and the only version you can) download is the latest version. This will always supersede previous versions. Feel free to stick around and contribute.

:bow:

Omanes Alexandrapolites
05-15-2007, 16:41
Thanks for the reply Cambyses, and sorry for wasting your valuable time.

caravel
05-15-2007, 16:54
Thanks for the reply Cambyses, and sorry for wasting your valuable time.
Not a waste of time at all, any and all observations/complaints/bug reports are valued.

:bow:

The Unknown Guy
05-16-2007, 12:51
I don't know if this is PM specific or general, but I´ve noticed problems with the names of Hungarian and Spanish generals (a "cannot insert name" or something like that message).

(That being said, I´ve not played in a while, as I have univ. exams on me soonish.)

caravel
05-16-2007, 13:00
I've fixed the Spanish generals' names already. I was experimenting with adding extra Spanish names at some point (very early in the mod's development) and hadn't undone some of the changes when I'd taken them out again. I've never changed the Hungarian names though, so I'm not sure what's causing that. A screenshot or the exact error message would be a help.

:bow:

The Unknown Guy
05-16-2007, 13:37
nevermind, I tried a custom game right now (with plenty of units for potential wrong name hits) and found no trouble. Besides, on my last games I've not found any trouble with hungarian names either.

It might trace back to v.1.05, in which I fancied that perhaps the Spanish names problem was due to accented names and surnames, and proceeded to remove the offenders from the list (acidentally removing similarily spelt Hungarian names and surnames), hence leaving both broken

caravel
05-16-2007, 13:41
The Spanish name problem was in v1.0 - v1.0.6b and is now fixed. It won't be in the next version.

The Badger
07-13-2007, 08:45
This is specifically regarding how you've handled the knights :)

I suggested something vaguely similar on a mtw2 mod forum a bit back- and it got derailed by the knights cant dismount/different troop type mechanic which i consider basiaclly a huge BUG of M2tw.

Anyway; I'm referring to how armor upgrades are done.
Now; let me preface by saying i have a lot of issue with knights or samurai being trained in 1 year; lol - blame risk and axis &allies? -
and i dislike that militia and peasant levies can become a standing army...

But what i ahd asked was; that by upgrading armor - and i liked how m2tw spelled out what each armor upgrade was-
you HOWEVER were changing what the troop type really WAS.
i mean you can CALL your light militia troops light infantry; but when you have them upgraded to; i dont recall; chainmail like i did - should they still MOVE like light infantry?
Because by josh; they ARENT light infantry now...

when they weapon upgrades; are they STILL using.. spears?

As i said i mentioned this elsewhere (mod db?) and it got mired and frankly i quit playing m2tw due to the 'bug' ( the ai is already..hmmmn.. when you WIN b/c the enemy CANT dismount and take a wall of archers devastating them;; it just kills the game for me.. a player can plan around that - annoyance - but the ai?).

ANYWAY - but i see you actually took some of the same idea -
iwas just curious if you had considered extending that principle - that NOT just for knights; but for troops in general;

the light - medium - heavy requires the facilities to produce FOR THE KINGS ARMIES ( i wont get into the discussion of how its NOT feudal in these games :wall: - hard to sell ) armor sufficient for that

weapons-making facilities appropriate to their armament...(rather than 'upgrades')

Please understand i'm NOT asking you to 'fix' your mod to how I'd do it -
i was just surprised to see someone take a similar tact (that armorers might bea UNIT TYPE requirement) - and wondered if you had considered applying that logic to other troop types?

Me; i can say i THOUGHT of it; and i admit i lost heart b/c i was told the 'bug' couldn't be fixed in m2tw - which is why next time i wanted medieval i reloaded VI and here i am :).
:balloon2:

Omanes Alexandrapolites
07-14-2007, 14:06
Hi The Badger,
I'm sorry to say that I'm not too sure on this matter, but I think, that Caravel will be revolutionising the concept of armouries and recruitment in his next version (1.0.7) to the way which you have described. However, as I have said, I'm not completely sure, so you may have to wait for Caravel to confirm it. I'm very sorry about my uncertainty.

The Badger
07-14-2007, 16:32
Thanks for the response; and sorry if the original post now that i re-read it again; is a bit meandering.

I think the oririnal STW idea of how you qualified for troops was fairly revolutionary; especially the idea of troops that had multiple requirements.

I see no reason for the idea to continue to develop; tho' I don't know hat i would call Caravel's fix or my suggested extension of its logic; really revolutionary...

Again; Its Not my intent to tell someone else WHAT to mod for me since I'm such a beginner; but rather to ask i it had been considered yet ( or done).

If i may say so; my opinion i sthat ALL troops should be thought of as multiple- axes of requirements ( of qualities)

Professionalism(peasant,proessional; noble);
Equipment; (which i suppose arms and armor - seperate breakdowns)
and then region is a factor for another thread.

anyway; i suppose that would mean we define each troop requiremnt by 3 axes...
Might be too complicated for most people's interest.:juggle2:

caravel
07-29-2007, 11:24
Thank you for all the input, and I am sorry that I've been largely absent over the last month or so. I've just started a new job and have a lot of other business to sort out also so I haven't been able to spend any time on the mod lately. Hopefully once things calm down a bit I should be able to get started again sometime around September/October time.

:bow:

Noir
07-29-2007, 13:35
Good to hear from you Caravel,

take care

Noir

Martok
07-31-2007, 00:11
Welcome back, mate. Good to see you again. ~:cheers:

naut
08-06-2007, 05:19
Good luck with the new job and the modding.

Omanes Alexandrapolites
08-07-2007, 11:56
Good luck Caravel and welcome back!

christof139
08-19-2007, 02:55
This is specifically regarding how you've handled the knights :)

I suggested something vaguely similar on a mtw2 mod forum a bit back- and it got derailed by the knights cant dismount/different troop type mechanic which i consider basiaclly a huge BUG of M2tw.

Anyway; I'm referring to how armor upgrades are done.
Now; let me preface by saying i have a lot of issue with knights or samurai being trained in 1 year; lol - blame risk and axis &allies? -
and i dislike that militia and peasant levies can become a standing army...

But what i ahd asked was; that by upgrading armor - and i liked how m2tw spelled out what each armor upgrade was-
you HOWEVER were changing what the troop type really WAS.
i mean you can CALL your light militia troops light infantry; but when you have them upgraded to; i dont recall; chainmail like i did - should they still MOVE like light infantry?
Because by josh; they ARENT light infantry now...

when they weapon upgrades; are they STILL using.. spears?

As i said i mentioned this elsewhere (mod db?) and it got mired and frankly i quit playing m2tw due to the 'bug' ( the ai is already..hmmmn.. when you WIN b/c the enemy CANT dismount and take a wall of archers devastating them;; it just kills the game for me.. a player can plan around that - annoyance - but the ai?).

ANYWAY - but i see you actually took some of the same idea -
iwas just curious if you had considered extending that principle - that NOT just for knights; but for troops in general;

the light - medium - heavy requires the facilities to produce FOR THE KINGS ARMIES ( i wont get into the discussion of how its NOT feudal in these games :wall: - hard to sell ) armor sufficient for that

weapons-making facilities appropriate to their armament...(rather than 'upgrades')

Please understand i'm NOT asking you to 'fix' your mod to how I'd do it -
i was just surprised to see someone take a similar tact (that armorers might bea UNIT TYPE requirement) - and wondered if you had considered applying that logic to other troop types?

Me; i can say i THOUGHT of it; and i admit i lost heart b/c i was told the 'bug' couldn't be fixed in m2tw - which is why next time i wanted medieval i reloaded VI and here i am :).
:balloon2:

Hi, I too still enjoy MTW and STW and also RTW-BI, and you Badger and Caravel are 110% correct about Armories being a requirement for certain troop types rather than providing simple upgrades to all troop types, and Armories includes blacksmiths of course.

Peasants and Militia with super upgraded weapons are ahistorical and actually a bit of a joke. I can see them being upgraded at a Blacksmith maybe once due to battlefield scavenging etc., but upgradeable to the max!!!

Nice to meet you all, thanx, Chris

caravel
08-19-2007, 11:15
Hi, I too still enjoy MTW and STW and also RTW-BI, and you Badger and Caravel are 110% correct about Armories being a requirement for certain troop types rather than providing simple upgrades to all troop types, and Armories includes blacksmiths of course.

Peasants and Militia with super upgraded weapons are ahistorical and actually a bit of a joke. I can see them being upgraded at a Blacksmith maybe once due to battlefield scavenging etc., but upgradeable to the max!!!

Nice to meet you all, thanx, Chris
Welcome christof139, upgrades are indeed ahistorical in MTW, but that is not a major issue. The main problem with upgrades is that they imbalance gameplay quite significantly. Upgrades are also illogical in that armour upgrades = worse in desert, which is clearly ridiculous. Newer armour would have been much more comfortable and lighter than older types of armour. Also weapons upgrades simply improve attack which is also ahistorical. If MTW had dynamics where lower quality weapons could break in combat then weapons upgrades would make sense, as things stand they make no sense at all.

:bow:

christof139
08-21-2007, 11:08
Welcome christof139, upgrades are indeed ahistorical in MTW, but that is not a major issue. The main problem with upgrades is that they imbalance gameplay quite significantly. Upgrades are also illogical in that armour upgrades = worse in desert, which is clearly ridiculous. Newer armour would have been much more comfortable and lighter than older types of armour. Also weapons upgrades simply improve attack which is also ahistorical. If MTW had dynamics where lower quality weapons could break in combat then weapons upgrades would make sense, as things stand they make no sense at all.

:bow:

Thanx for the welcome and hello, nice to meet you.

Yes, that is what we are getting at, they imbalance game play!!! Lower class units with super armor and weapons is very ahistorical.

As for the Desert regions and factions, well, due to the Crusades, Muslim armor did become heavier and more effective, and Cataphracts/Clibinari were in use in those areas long before the Crusades occurred.

Yeah, I know that weapons upgrades only upgrade attack value, and that attack can also be modded elsewhere and otherwise in the basic stats of troops, which lower attack stats value would be indicative of none or little or poor training, low morale, weapons of inferior and improvised make and nature respectively, etc.

So, the soultion is to do what you are/may be doing. A brilliant idea BTW!!!

A lot of file editing to limit what types of troops can be upgraded at armories I would think, as I haven't modded any files in a couple of years and would guess that is how to limit lower class troops from getting super arms and armor.

Super Peasants etc. are a drag.

Chris

naut
08-21-2007, 12:16
Bug: Novogrod start with Catholic Spearmen, not the Round-Shield ones. Already fixed it for myself, but others may not be able to.

The Unknown Guy
08-30-2007, 11:08
I've been experimenting with an altered tech tree with no armory, a militia line which trains mercenarish and city units, and a court line training "nobility/gendry" units. I also disconnected the spearmaker from the town watch line. It worked specially well at halting Byzantine monster empire building...

Frunk
09-23-2007, 13:52
Hello,
Just downloaded and installed the pocket mod and experienced a CTD, I thought it would be best if I report it to you guys.
Information you may need;

Playing as? Danes.
Period? Early.
Year? Exact year unknown - before 1100.
GA? Yes.
What happened? I took Sweeden, and the next year Finland (using the landbridge). 2 years after taking Finland, I decided to check whether or not the People of Novogrod had Finland as a homeland target (I now remember they don't, which is irrelevant, but I'm just covering my...). Anyway, I clicked on the GA thing, the window opened up, I found TPON and clicked to see their GA info - CTD.

Hope this helps.
Cheers, Frunk the Guest.

P.S. The mod is looking great, keep up the good work.

caravel
09-23-2007, 23:22
Welcome Frunk the Guest,

The version you are playing is a very old one. The latest unreleased version is very different to that. The Novgorod GA goals problem will always occur, it is a bug that cannot be fixed AFAIK. Unfortunately the next version of the PoM will not have GA mode.

caravel
04-12-2008, 15:26
The MTW Pocket Mod v1.0.7A-Alpha has been released.


IMPORTANT: This is an ALPHA version, and is totally untested and unfinished. Download and use only if you wish to participate in testing, balancing and refinement of the mod. I will not be working on the mod again for the foreseeable future so anyone that wishes to do so can continue to work on the mod, as the distribution contains all needed files.

The mod is available as is: Please do not contact me for support. If you post support questions in this thread I will not answer them.

This release is not savegame compatible with any previous versions

Many changes have been made to this version so there are likely to be a lot of bugs. These should be fixed by the player and can then be posted up here for the benefit of others.

Caravel

:bow:

TosaInu
04-14-2008, 23:02
Congratulations Caravel.

Another download link:
https://forums.totalwar.org/vb/local_links.php?linkid=1069

western2
04-14-2008, 23:32
Is there a simple reason why I can only see Early and Viking? Is this intended?

******************08/11/08******************************

High and Late vanilla startpos files are non compatible with the mod so they don't appear. The High and Later eras will be added in the future once the Early era is completely finished.

Raz
04-19-2008, 05:02
Ok, I've downloaded and installed the Pocket Mod successfully, this is my first time playing it so it should be a good surprise. Anyway I started a campaign (early) as the Byzantines and in my short lived campaign I've noticed a few things that you should know (maybe add them to a 'to do' list?):

Catholic archers have a plural name of Forester, shouldn't it be Foresters?
Muslim spearmen have no review panel/battle icon pic.
Island of Rhodes is not a separate province, was this done on purpose?
No production of Byzantine troops on Crete, well at least up to the point where I got up to...
The game CTD'd at year 1104/1105 I can't remember exactly, the last thing that happened was the sound of a scroll opening... missing text on an event, perhaps?

Unfortunately that's how far I got into the game after feuding with the Seljuks for a few years. I did not have autosave on nor did I manually save it, I tried loading the last quicksave but it failed to load... thus there is no evidence that I had even played that campaign. :shame:
I'll post more when I get another chance to play a campaign. But I like the ideas the mod brings to the game... the unit rosters are very neat and tidy, and I like how you've cut up large provinces into smaller ones like Greece into Athens and Thessaly, etc. I can't wait for a fully finished version. :grin:

Edit: Oh I didn't even read that post, well... I hope you get back to the mod soon, Caravel... and I hope your idea of the Foreseeable Future is different from my idea... ~:joker:



******************08/11/08******************************

FIXED - Error in names.txt
FIXED - Missing files
Province was removed and replaced with the province of Antalya
FIXED - Cyprus and Crete missing as homelands from Byzantine units.
FIXED - CTD at 1105/1106 - Sufism event caused crash because Syria no longer existed. Mosul now renamed back to Syria internally - still appears as Mosul in game.

naut
04-20-2008, 11:44
Muslim spearmen have no review panel/battle icon pic.
Hmm, what's the description for them and/or what do they look like in battle, I might be able to cook something up since I'm doing that sorta stuff for my mod.

caravel
11-08-2008, 17:58
I am currently working on the next version of the MTW Pocket Mod. I hope to have a new release out by next year. If you have found any bugs in the previous Alpha version that have not been reported above (all now fixed) can you please continue to report them. I'm hoping to have an interim beta version out soon. This will have most of the glaring errors present in the last version fixed to make the campaign playable. Watch this space.

:bow:

Martok
11-08-2008, 20:22
Excellent. I'll try and do some "bug-hunting" this weekend. ~;)

naut
11-09-2008, 11:01
Awesome. :2thumbsup:

Martok
11-15-2008, 04:24
Heads-up on a bug report:


There's something going on with the Seljuks. In short, the game is sometimes locking up when I right-click on their army stacks, castles, and unit descriptions. It doesn't happen all the time, but it is a frequent occurrence.

So far, I can usually get out of the lock-up by hitting "Escape", but in at least one instance the game just CTD (it happened when I right-clicked on a weird-looking unit icon in the Sultan's army stack).

******************30/11/08******************************

Missing review panel .bif and actions page weapon and shield files - now resolved.

caravel
11-15-2008, 19:28
It's a missing review panel unit icon. Probably the muslim spearmen. That one has now been fixed (post #89). I need some way of getting the latest files to you so get in touch with me regarding this.

:bow:

Martok
11-15-2008, 19:59
PM sent. :bow:


Incidentally, I do think it was the Muslim spearmen that was part of the problem. I know at least one of the error messages mentioned them, anyway.

caravel
11-17-2008, 02:35
It's bound to be that, start the campaign as the Almoravis, click on Fes Castle itself. The game will hang, then hit enter (not escape). You should see the little question mark icon appear in the review panel. I've fixed that one now.

Martok
11-17-2008, 07:55
It's bound to be that, start the campaign as the Almoravis, click on Fes Castle itself. The game will hang, then hit enter (not escape). You should see the little question mark icon appear in the review panel. I've fixed that one now.
Sweet. ~:) By the way, was this bug fixed in the other places (Cordoba, Marrakech, Saragossa, etc.) as well then? Or do you have to go through and fix the issue separately, province-by-province?

caravel
11-17-2008, 12:48
It's a global fix. The icon is simply missing (well their weapon and shield were missing on the battle map as well but that's another matter :laugh4:). With the icon in place the unit functions as normal. This was all working on my own local version, I had simply missed some of the files out of the last release. This shouldn't happen in the future as I now have a more controlled way of doing things.

caravel
11-18-2008, 00:50
Just a quick note:

It is now more than one year since one of our main contributers and one that has been known to me since my days at the .com, excetchzebe (Noir) disappeared from the total war community without warning. If you are out there excetchzebe, good luck to you and I hope that life treats you well. Perhaps drop in one day to let us know how you are doing.

:medievalcheers:

Normal service will now resume.

:bow:

Martok
11-18-2008, 10:25
Noir: What Caravel said. Hope you're doing okay, man. :bow:



It's a global fix. The icon is simply missing (well their weapon and shield were missing on the battle map as well but that's another matter :laugh4:). With the icon in place the unit functions as normal. This was all working on my own local version, I had simply missed some of the files out of the last release. This shouldn't happen in the future as I now have a more controlled way of doing things.
Ah. Very good, then! I look forward to trying out the fixed/updated version. :2thumbsup:

caravel
11-19-2008, 00:00
Ah. Very good, then! I look forward to trying out the fixed/updated version. :2thumbsup:
Well I can make the build prod changes (stables, barracks, butts etc) or I can release an interim version "as is"? The problem is that the interim is in my opinion not very playable at present due to the gaps in the tech tree.

Martok
11-19-2008, 08:35
Well I can make the build prod changes (stables, barracks, butts etc) or I can release an interim version "as is"? The problem is that the interim is in my opinion not very playable at present due to the gaps in the tech tree.
Gah. Sorry, I wasn't implying I anticipated playing it right this instant -- I know you wanted to add/update the build prod changes and revamp the tech tree first. I'd agree we should do that before releasing the next version. :yes:

Wasn't trying to hint/pressure you, sorry. :oops:

caravel
11-20-2008, 00:27
Not to worry I didn't interpret it as such. I was just genuinely wondering whether I should release an interrim version, and I think I might do as soon as possible. I've done the barracks, butts, stables, musterfield and nomad camp now, so once i've sorted out the smiths buildings line we can move on to the unit dependencies.

Martok
11-20-2008, 01:34
Okay, gotcha. I'll be standing by, then.

caravel
11-29-2008, 13:24
Bug: Orthodox Highland Clansmen rebellion in Georgia...

Clansmen are restricted to Scotland, and catholic rebels only so they should not be appearing there. I'm thinking that they're appearing because they are unit no 1 in the build prod and as such a kind of "default unit"? I'll have to look into it...


******************30/11/08******************************

Added more cultural restrictions to most units and prevented orthodox from training clansmen. Tweaked the rebelling troop mixes for some of the other units also.

Martok
11-29-2008, 23:41
That's indeed odd. I've yet to run into anything like that myself. :inquisitive:

caravel
11-30-2008, 02:10
I was playing as the Turks and the clansmen revolt was in Georgia which was orthodox. The clansmen had the correct forenames and surnames for the region were orthodox but the units were all clansmen. Just try taking Georgia, keep taxes high and see what happens. I've checked everything I can think of and there are other units that could be rebelling in that province, so I'm not sure why clansmen are still appearing. They are unit number one and I think that if you don't assign a bodyguard unit for a faction they get clansmen as default, but I'm at a loss to why Georgia is getting clansmen as default rebelling troops.

I've tried setting clansmen to Orthodox and the result has been a Genoese Sailor rebellion...

Edit: I've imposed better cultural restrictions and tweaked the rebelling troops types again, so lets see how it goes.

caravel
11-30-2008, 13:56
The MTW Pocket Mod v1.0.8-Beta (http://www.mizus.com/files/files/MTW/Stats/MTW_PoM_1_0_8_Full_Beta.exe) has been released.

IMPORTANT: This is a BETA version, and is only partially tested. Download and use only if you wish to participate in testing, balancing and refinement of the mod.

Please report your bugs with full info and a screenshot if possible

This release is not savegame compatible with any previous versions.

Many changes have been made to this version so there are likely to be a lot of bugs. Please do not just fix bugs yourselves, post them up here so that I can apply the fixes and get a new release out so that everyone can benefit.

Caravel

:bow:

caravel
12-01-2008, 22:19
Bug: Georgia's port has not been relocated to compensate for the border changes with Trebizond (the port is in Trebizond!). The port will need moving.


******************03/12/08******************************

Fixed

caravel
12-03-2008, 23:10
Bug: Tripoli's port has not been relocated to compensate for the border changes with Jerusalem (the port is in Jerusalem). The port will need moving.


******************03/12/08******************************

Fixed

caravel
12-04-2008, 18:44
Crash: 1159/1160. Must be triggered to an even linked to a province name. I have run the vanilla game starting 1158 until 1162 and seen no events during that period. Doing the same with the PoM triggered the CTD, so it's not an issue with a savegame.

-Edit: "The Word of God" event which affects "Scandinavia". Probably caused by the removal of Finland...


******************04/12/08******************************

Fixed

caravel
12-07-2008, 20:09
Bug: Cordoba's port is totally out of position and ships built in Cordoba appear in the Gulf of Cadiz instead of the Straits of Gibraltar.


******************07/12/08******************************

Fixed


-Edit: To clarify somewhat; The position of the port of course has no bearing on where ships appear. There are two separate issues here. Both now fixed.

gollum
12-16-2008, 17:31
Hi,
a thing i noticed in unitprod.txt.

Al-muwahidun and billmen still tied to spearmeker that seems no longer used for infantry.

!it burnsus!

*****Fixed, also fixed for Nubian Spearmen and Gothic Sergeants*****

caravel
12-22-2008, 01:02
Link coming soon - watch this space...

gollum
12-22-2008, 04:03
Congratulations,
downloading now watching the link - lets see the beast in action...

!it burnsus!

Martok
12-22-2008, 18:37
Awesome! Can't wait. :2thumbsup:


[Martok begins periodically twitching uncontrollably.]

caravel
12-29-2008, 17:18
The MTW Pocket Mod v1.0.9-Beta (http://www.mizus.com/files/files/MTW/Stats/MTW_PoM_1_0_9_Full_Beta.exe) has been released.

IMPORTANT: This is a BETA version, and is only partially tested. Download and use only if you wish to participate in testing, balancing and refinement of the mod.

Please report your bugs with full info and a screenshot if possible

This release is not savegame compatible with any previous versions.

Many changes have been made to this version so there are likely to be a lot of bugs. Please do not just fix bugs yourselves, post them up here so that I can apply the fixes and get a new release out so that everyone can benefit.

Note: Some of the sea zones in this version interconnect differently so be aware.

Many thanks to (In no particular order): Rythmic, Martok, YLC, The Unknown Guy, western, Belisario, Noir, gollum, TosaInu, the .org and many more that I have forgotten to mention for their valued contributions.

Caravel

:bow:

Martok
12-29-2008, 18:38
E-e-e-excellent. :jumping:

gollum
12-30-2008, 07:26
Back in the trenches :download:

!it burnsus!

caravel
12-30-2008, 15:09
Bug reports for V1.0.9 here please.

Comments on or suggested changes to the map here. (https://forums.totalwar.org/vb/showthread.php?t=85821)

Comments on or suggested changes to the buildings, units and stats here (https://forums.totalwar.org/vb/showthread.php?t=85269)

General comments and suggestions here. (https://forums.totalwar.org/vb/showthread.php?t=75388)

:bow:

gollum
12-31-2008, 17:03
SUSPECTED BUG;

could move agents from ports in the North Seas (say Flanders) to Venice, yet could not do it the other way around. Effect only noted in Venice - Provence for example was ok - ie could move agents to Flanders.

!it burnsus!

caravel
12-31-2008, 18:11
Hmmm... I need to test this one. Movement of agents between ports only requires the ports themselves in the destination and target provinces and does not rely on land or sea region interconnectivity via the startpos file (SetNeighbours).

gollum
01-01-2009, 12:35
Actually was wrong - same effect from Provence too.

Med ports do not send agents to north sea/atlantic ports, need totravel by land then. Actually not so bad for gameplaywhatever may be causing it.

!it burnsus!

caravel
01-01-2009, 23:00
Makes sense. so the port hopping is just an illusion. Agents actually travel from port to port via coastal regions.

Turbosatan
01-11-2009, 15:02
Hi, long time lurker, first-time commenter. I've downloaded every versh of the mod since 1.06 (I think) & I'd just like to offer congratulations on the latest release, it's very very cool. Thank you for taking the time to mod this, it's really interesting to see your take on the game. If what follows seems idiotic or long-winded then apologies but I hope you will forgive me as I'm just trying to give my own impressions of the things I've found...

Right-o.

1) I don't know if this is a bug or a feature, but as the Byzantines I cannot make/retrain units of Dynatoi Oikenatoi (or whatever the bodyguard cataphracts are called) unless I have a royal palace; I believe that the only way I can obtain one of these is to raid the Seljuks & hope that the one in Rum doesn't fall down when I take the province. As the Byz I can make the royal court & that line but it no longer has a palace in it.

If I'm missing something (still getting the hang of the tech tree, sorry) I apologise profusely, but for the life of me I can't see how to do this.

2) Also, when I play as a Catholic power, the Muslims (Fatimids especially) seem a bit overpowered. I think I understand why you have bulked the Fatimids up (to compensate for the early Byzantine Jedi generals, right?) but as the Catholics one-on-one untired units are only just beatable, which when combined with their horde-like numbers makes crusading desperately un-fun. Again, I appreciate the balance issues you must've had to get this how you like it, but maybe the Catholic units should be bumped a point or two as they are always outnumbered?

3) Kinda related to 2: do the Crusade orders of knights still appear in crusades? I've saved & reloaded before unleashing a crusade umpteen times, but can never get the knights to appear. Now only Fanatics & Order Foot appear in the line-up, in varying proportion. Was that intended or have I broken something?


Anyway, sorry to go on. Enough already, thank you for the work & I for one will be following your progress with interest.

caravel
01-11-2009, 17:37
Hi, long time lurker, first-time commenter. I've downloaded every versh of the mod since 1.06 (I think) & I'd just like to offer congratulations on the latest release, it's very very cool. Thank you for taking the time to mod this, it's really interesting to see your take on the game. If what follows seems idiotic or long-winded then apologies but I hope you will forgive me as I'm just trying to give my own impressions of the things I've found...

Right-o.
Welcome Turbosatan :bow:


1) I don't know if this is a bug or a feature, but as the Byzantines I cannot make/retrain units of Dynatoi Oikenatoi (or whatever the bodyguard cataphracts are called) unless I have a royal palace; I believe that the only way I can obtain one of these is to raid the Seljuks & hope that the one in Rum doesn't fall down when I take the province. As the Byz I can make the royal court & that line but it no longer has a palace in it.

If I'm missing something (still getting the hang of the tech tree, sorry) I apologise profusely, but for the life of me I can't see how to do this.
I've checked through the unit prod file and I cannot see an issue. I think what you're referring to is the Royal Palace's uniqueness. That is to say that it can only be built in one province, and this means that Bodyguard units can also only be (re)trained in that province - at a premium. The AI should also not train new bodyguard units but the facility is there for the player for retraining purposes. I actually favoured having no retraining facilities for bodyguard units at all (as was the case with STW), because the AI cannot retrain at all, but others thought it would be wise to give the player the retraining option. The increase in the cost of the bodyguard units also means that a king's ransom can be quite high, which could have a lot of pros and cons involved, anyway this is being trialled but whatever comes of it, the Royal Palace will remain unique.


2) Also, when I play as a Catholic power, the Muslims (Fatimids especially) seem a bit overpowered. I think I understand why you have bulked the Fatimids up (to compensate for the early Byzantine Jedi generals, right?) but as the Catholics one-on-one untired units are only just beatable, which when combined with their horde-like numbers makes crusading desperately un-fun. Again, I appreciate the balance issues you must've had to get this how you like it, but maybe the Catholic units should be bumped a point or two as they are always outnumbered?
It's not solely due the Byzantine that the Muslim factions have been given a boost, it's because previously they were prone to peasant spam and were easily dispatched. In Vanilla MTW the "Egyptians" only seemed to serve as "crusade targets". The Fatimids are not that different to the old Egyptians however. Arab Swordsmen are slightly improved and so are Desert Archers. The Fatimids also have access to Desert Horse Archers and Futuwwa. They tend to produce a lot of better quality units instead of just spamming peasants. In what ways are you finding them too difficult? To me one on one being only just beatable = balance, which is a good thing, or is that not what you were getting at?


3) Kinda related to 2: do the Crusade orders of knights still appear in crusades? I've saved & reloaded before unleashing a crusade umpteen times, but can never get the knights to appear. Now only Fanatics & Order Foot appear in the line-up, in varying proportion. Was that intended or have I broken something?
I'm glad you've pointed this one out. I have made Order Knights trainable in the Levant only and this is probably restricting them appearing in crusades that start from elsewhere. I will probably have to create duplicate units in order to get this to work correctly or I will have to choose one system or the other. Those Order Knights that appear in crusades will have to be one unit and those that are trained in the holy land will have to be another (possibly with less armour, to be better suited to the desert (historical basis would be good)).

Regards

Caravel

:bow:

Turbosatan
01-11-2009, 19:16
Thank you for your replies.

The palace issue: that explains that, then!

RE: crusades. You're right, I think I was smarting from having a crusade fail spectacularly. Apologies. Although I have noticed that almost everyone else's crusades fail now, I think because they only have Fanatics in them (with most one or two Order Foot). Unless zeal is enormous around the starting provinces, the crusades get to the Holy Land without really hoovering up enough elite troops to make a convincing stand at the sandy end. Just thought I'd point it out.

Order knights: Ah, I see... I was just letting you know, sort of thing. Glad it wasn't something broken.

One thing I will say, having had a good old play through today (ah, ignoring deadlines is fun, right? Right?) is that whoever gets hold of Moldavia goes javelinmen cra-zeee, to their detriment.

Anyway, thanks again & speak soon.

Best,

Turbosatan.

gollum
01-11-2009, 19:27
Regarding the bodyguards issue - the AI builds bodyguards by the dozen - its not as you say that they dont get built. The Fatimid and Byzantine AIs are the best examples of this.

If it was up to me i d make bodyguard units untrainable, this will bring out the strength of the heavy cavalry units of each faction instead of preferring the Bodyguard due to the cheap upkeep (which is good as it hepls with AI faction economics).

In this way also the player suffers just as much as the AI if he is not careful with his nobility.

I understand why somebody would want the option but it ends up as a hiindrance of some sort for the AI factions - the best would have been if all BGs were automatically replenishable as king BGs are.

King s ransom being high is good and it should actually be higher - my opinion.

Also consider setting up the Royal Palace of all factions in their *capital* province - the Byzantine AI say builts it in Rhodes or in Athens instead of the obvious choice of the big C and that isnt very helpful since the varangians are also reliable on the RP.

!it burnsus!

caravel
01-11-2009, 22:05
RE: crusades. You're right, I think I was smarting from having a crusade fail spectacularly. Apologies. Although I have noticed that almost everyone else's crusades fail now, I think because they only have Fanatics in them (with most one or two Order Foot). Unless zeal is enormous around the starting provinces, the crusades get to the Holy Land without really hoovering up enough elite troops to make a convincing stand at the sandy end. Just thought I'd point it out.

Order knights: Ah, I see... I was just letting you know, sort of thing. Glad it wasn't something broken.
Yes they need the changes I've mentioned earlier or restricting back to crusade only units again. I think the latter is the best approach as they're basically only near enough High Era Knight clones anyway.


One thing I will say, having had a good old play through today (ah, ignoring deadlines is fun, right? Right?) is that whoever gets hold of Moldavia goes javelinmen cra-zeee, to their detriment.
Yes, we're painfully aware of this problem. Javelins need restricting to certain factions and provinces.


Regarding the bodyguards issue - the AI builds bodyguards by the dozen - its not as you say that they dont get built. The Fatimid and Byzantine AIs are the best examples of this.

If it was up to me i d make bodyguard units untrainable, this will bring out the strength of the heavy cavalry units of each faction instead of preferring the Bodyguard due to the cheap upkeep (which is good as it hepls with AI faction economics).

In this way also the player suffers just as much as the AI if he is not careful with his nobility.
This means that the unit choices alone are not working. The AI sees the unit as costing a lot and having good stats and so pays up for it... wonderful...

Yes I will have to go back to my original plan of making bodyguard units non (re)trainable. I will keep the recruitment costs as is (to affect ransoms) but change the support costs to nil.


I understand why somebody would want the option but it ends up as a hiindrance of some sort for the AI factions - the best would have been if all BGs were automatically replenishable as king BGs are.
This is how CA should have done it... etc.

King s ransom being high is good and it should actually be higher - my opinion.
The problem with it being too high is that it could paralyse the AI entirely if they're forced to ransom back a king and/or heirs.

Also consider setting up the Royal Palace of all factions in their *capital* province - the Byzantine AI say builts it in Rhodes or in Athens instead of the obvious choice of the big C and that isnt very helpful since the varangians are also reliable on the RP.
Yes this was the original plan, not much of an excuse I know, but let's just say that I haven't got around to it yet. I discussed this probably over a year ago now about "forcing" the capital to ensure the new faction leader appears back within the homelands. I did think about using the land clearance for the palace and thereby making it indestructible, but I think the location of the palace does need some flexibility.

:bow:

gollum
01-12-2009, 00:08
The problem with it being too high is that it could paralyse the AI entirely if they're forced to ransom back a king and/or heirs.

Good point, keeping it as it is is fine then.



I did think about using the land clearance for the palace and thereby making it indestructible, but I think the location of the palace does need some flexibility.


I havent seen RPs get caught by the autopillage and i saw plenty of that occuring in 1.08 and 1.09beta. Both ways its good in my view as long as its not built somewhere completely innapropriately at the start of a campaign. For this reason i suggest that all factions start with it in their natural capitals and if caught in pillaging they can built it at will wherever they please.

!it burnsus!

caravel
02-28-2009, 23:10
Hmmm... the issue that gollum mentioned regarding agents not being able to travel via ports from the Atlantic to the Mediterranean is an odd one. I have also cut off the Eastern Med. region from the Western Med region, yet agents can travel between these areas. Like the Straits of Gibralltar "barrier", the Central Med. "barrier" alows ships through it, but only deep sea vessels. It makes no sense...

Anyway considering that I'm taking ships out I don't suppose I should worry about this? It may be better to simply link the sea regions up as before and then simply remove ships and shipwrights, add landbridges an take it from there.

-Edit: Even though it's unintentional, I still kind of like the idea of it... it makes sense to prevent agents travelling so far yet allowing them to pass between the eastern and western med. regions does make sense. I know gollum mentioned this earlier. Sorry that I wasn't paying attention gollum.

:bow:

-Edit: I'm now playing a Turks campaign. I will the play a French campaign and try to discern as to whether ships should go or not, or whether we can tweak ships to leave them in but not paralyse the AI.

caravel
03-01-2009, 01:46
SUSPECTED BUG;

could move agents from ports in the North Seas (say Flanders) to Venice, yet could not do it the other way around. Effect only noted in Venice - Provence for example was ok - ie could move agents to Flanders.

!it burnsus!

Hmmm... connectivity may only be one way in that region, need to check...


******************07/03/09******************************

Fixed.

Martok
03-01-2009, 08:54
Anyway considering that I'm taking ships out I don't suppose I should worry about this? It may be better to simply link the sea regions up as before and then simply remove ships and shipwrights, add landbridges an take it from there.
Well that's probably the easiest way, isn't it? Assuming that's the case, I'd say go for it -- no point in making it harder than you have to, especially if ships/shipwrights are being removed anyway.



-Edit: Even though it's unintentional, I still kind of like the idea of it... it makes sense to prevent agents travelling so far yet allowing them to pass between the eastern and western med. regions does make sense..

:bow:
Slightly OT, but *does* it make sense? I thought ships could travel that far in a year, even back then. Not so? :book:

Anyway, I think the more germane question is: How would splitting up the Med like that affect the AI? Would it suffer from agents not being able to travel as far, or it would it still be more or less okay? I'm cool with it either way, just so long as we're not hamstringing the computer opponents (or at least keeping it to a minimum).



-Edit: I'm now playing a Turks campaign. I will the play a French campaign and try to discern as to whether ships should go or not, or whether we can tweak ships to leave them in but not paralyse the AI.
:jumping: