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Tyberius
02-08-2008, 19:07
Finally I have finished the Tyberius 1.0 graphic enhancement patch for MTW - VI - XL mod, and now I make it available for the guild to download.
I hope you'll enjoy it.:2thumbsup:
I will receive any feedback about it, in order to improve it or solve some issues and problems you may discover, so playtest it and tell me how do you like it or not.

The features of this patch are as follows:

1.- Total MTW unit graphics change (I think for better)
- new weapons texture for all units
- new shield texture for all units
- new items position for some units
- new graphics for flying arrows and javelins
- size of some units changed
- includes omar pacha's ultimate icons
- some units's stats changed

2.- 41 new units
1.-Berber Lancers
2.-CumanHorseArchers
3.-Seljuk Lancers
4.-Seljuk Horse Archers
5.-Berber Warriors
6.-Berber Archers
7.-Andalucian Cavalry
8.-Italian mercenary Cavalry
9.-Espadachines
10.-Hebredian Warriors
11.-Saxon Warriors
12.-Gochos
13.-Balcanic Warriors
14.-Croatian Lighthorse
15.-Swiss Guard
16.-Steppe Warriors
17.-Byzantine Kontarioi
18.-Byzantine Skutatoi
19.-Milicia Concejil
20.-Breton Militia
21.-Kievan Lancers
22.-Volga Bulgar Warriors
23.-African Warriors
24.-African Skirmishers
25.-Karelian Warriors
26.-Lowland Clansmen
27.-Norse Archers
28.- Psiloi
29.-Baltic Warriors
30.-Basque Warriors
31.-Carpathian Warriors
32.-English North Militia
33.-Mounted Squires
34.-Regular Bowmen
35.-Elite Bedouin Camel Warriors
36.-Khwarazmian Swordsmen
37.-Pecheng Cavalry
38.-Slav Horsemen
39.-Scottish men at arms
40.-Scottish Pikemen
41.-Milanese Mercenary Crossbowmen


3.- Partial Campmap graphic change
- new flags, shields, and colour for some factions.
- added some portraits
- slightly changed maptex


4.-minor changes
- added muster field to build peasants, (if you don't want them, don't build the muster field)
- added princesses to all factions
- Elementary buildings are built faster

Links: Tyberius Patch 1.0 (http://www.atomicgamer.com/file.php?id=67114)

Viking Deadpage Coords (http://www.atomicgamer.com/file.php?id=67394)



Notes:

1.- This patch must be installed over a copy of MTW XL mod
2.-Any preexistent XL campaign will be messed up after this patch installation, but new campaigns will work perfectly
3.- Vanilla MTW or VI campaigns should work fine with the exception of the lack of some dead bodies on the battlefield.


Credits:

Special thanks to Viking Horde for giving me the permission to share this unofficial patch for his official great mod

Thanks to:
Blind King of Bohemia and his excelent Supermod for inspiring several of the new units I've included (and some of them outrageously copied).

Omar Pacha which excelent icons I have adopted for my own copy of MTW XL
and included on my patch too.

Feel free to make use and abuse of all icons, flags, shields or anything you could find useful for your own mod developing.

Cheers to all:
Tyberius

Belisario
02-08-2008, 20:12
Amazing release! Muchas gracias Tyberius!
I am desiring to arrive at home to install it. :2thumbsup:

Tyberius
02-09-2008, 05:10
Here are some screens of my new units, just to encourage you to download it xD


African Skirmishers: very fast javelinmen
https://img91.imageshack.us/img91/7181/africanskcopyqp7.th.png (https://img91.imageshack.us/my.php?image=africanskcopyqp7.png)

African Warriors: Something like slav warriors but with some anti-cav capability although not as good as regular spearmen
https://img91.imageshack.us/img91/3152/africanwcopyvd1.th.png (https://img91.imageshack.us/my.php?image=africanwcopyvd1.png)

Andalucian Cavalry: Trained by spanish and almohad factions, sort of spanish jinettes with better melee.
https://img91.imageshack.us/img91/7740/andaluciancopykq2.th.png (https://img91.imageshack.us/my.php?image=andaluciancopykq2.png)

Avar Nobles: new shields to diferentiate from cuman heavy cav.
https://img91.imageshack.us/img91/6236/avarnoblescopypo3.th.png (https://img91.imageshack.us/my.php?image=avarnoblescopypo3.png)

Balkan Warriors: Cheap and discrete melee unit, available to byzantine, serbs, hungarian, and turkish factions when conquering some Balkan provinces.
https://img91.imageshack.us/img91/5954/balkancopysd7.th.png (https://img91.imageshack.us/my.php?image=balkancopysd7.png)

Berber Archers: filling the role of superior bowmen for the almohads
https://img91.imageshack.us/img91/8572/berberarcherscopyti8.th.png (https://img91.imageshack.us/my.php?image=berberarcherscopyti8.png)

Berber Lancers: Strong and fast medium cavalry
https://img91.imageshack.us/img91/2711/berberlancerscopybf5.th.png (https://img91.imageshack.us/my.php?image=berberlancerscopybf5.png)

Carpathian Warriors: ferocious men from the carpathos, trained on carpathia and wallachia by all factions
https://img91.imageshack.us/img91/5803/carpathiancopyiv4.th.png (https://img91.imageshack.us/my.php?image=carpathiancopyiv4.png)

Milicia Concejil: Disciplined spearmen, only available for the spanish in castile
https://img91.imageshack.us/img91/2391/concejilcopypy9.th.png (https://img91.imageshack.us/my.php?image=concejilcopypy9.png)

Cuman Horse Archers: Most players asked for them, the piece that completes the cuman power.
https://img91.imageshack.us/img91/6113/cumanlihorsecopymo3.th.png (https://img91.imageshack.us/my.php?image=cumanlihorsecopymo3.png)

Elite Bedouin Camel Warriors: Powerful unit, nemesis of western Knights, available on egypt and surrounding areas.
https://img91.imageshack.us/img91/5057/elitecamelcopyja8.th.png (https://img91.imageshack.us/my.php?image=elitecamelcopyja8.png)

Gochos: Savage men from the portuguese mountains.
https://img91.imageshack.us/img91/2032/gochocopyts9.th.png (https://img91.imageshack.us/my.php?image=gochocopyts9.png)

Kievan Lancers: Ultimate east european noble heavy cavalry, like boyars with the punch of a western knights lance, although not that armoured.
https://img91.imageshack.us/img91/6341/kievancopypn7.th.png (https://img91.imageshack.us/my.php?image=kievancopypn7.png)

Norse archers: equal to plain archers except that they have viking morale and axes to defend themselves.
https://img91.imageshack.us/img91/6956/norsecopyuy9.th.png (https://img91.imageshack.us/my.php?image=norsecopyuy9.png)

Saxon Warriors: almost like viking landsmenn, trained only in Saxony, all factions.
https://img91.imageshack.us/img91/2946/saxoncopyqi6.th.png (https://img91.imageshack.us/my.php?image=saxoncopyqi6.png)

Seljuk Horse Archers: I was doubtful to include this, Do the turkish need another horse archer unit?, maybe not, but I did it anyway, just for variety and flavor, slightly better melee and morale than turcoman horse.
https://img91.imageshack.us/img91/5461/seljukhorsecopyqv9.th.png (https://img91.imageshack.us/my.php?image=seljukhorsecopyqv9.png)

Seljuk lancers: again, is not enough with Ghulam Cavalry, Armenian Heavy Cavalry and Kharazmian Cavalry? try them.
https://img91.imageshack.us/img91/817/seljuklancerscopynt2.th.png (https://img91.imageshack.us/my.php?image=seljuklancerscopynt2.png)

Mounted Squires: A jack of all trades, Good melee, decent morale, the only western mounted archer unit besides the turcopoles, but they use shortbows instead of compound bows and have only an ammo of 12.
https://img91.imageshack.us/img91/9852/squirescopykg5.th.png (https://img91.imageshack.us/my.php?image=squirescopykg5.png)


And the old units:



New dismounted Faris, available to be trained too.
https://img91.imageshack.us/img91/4910/farisfootdl5.th.png (https://img91.imageshack.us/my.php?image=farisfootdl5.png)

Early Ghulam Bodyguards with faction recolourable shields and black spears.
https://img91.imageshack.us/img91/682/ghulamknearlyxh0.th.png (https://img91.imageshack.us/my.php?image=ghulamknearlyxh0.png)

High Ghulams, same updates.
https://img91.imageshack.us/img91/7137/ghulamknhighnq1.th.png (https://img91.imageshack.us/my.php?image=ghulamknhighnq1.png)

Arbalesters, now with arbalettes/arbalest, bigger than crossbows.
https://img91.imageshack.us/img91/5220/arbqf7.th.png (https://img91.imageshack.us/my.php?image=arbqf7.png)

Different pavises for arbalesters and crossbowmen.
https://img91.imageshack.us/img91/3674/pavisearbus7.th.png (https://img91.imageshack.us/my.php?image=pavisearbus7.png)

New shields and swords for the Viking Karls
https://img91.imageshack.us/img91/6780/karlstj7.th.png (https://img91.imageshack.us/my.php?image=karlstj7.png)

The same for Landsmenn
https://img91.imageshack.us/img91/4084/landsmennol1.th.png (https://img91.imageshack.us/my.php?image=landsmennol1.png)

Added Berserkers
https://img91.imageshack.us/img91/8237/berserkir9.th.png (https://img91.imageshack.us/my.php?image=berserkir9.png)

Vikings with Viking shields and new axes
https://img91.imageshack.us/img91/9932/vikingsyf9.th.png (https://img91.imageshack.us/my.php?image=vikingsyf9.png)

Viking Raider Cav.
https://img91.imageshack.us/img91/5921/vikingraiderdi5.th.png (https://img91.imageshack.us/my.php?image=vikingraiderdi5.png)

Even the humble urban militiamen fights better now that they have fearsome looking bardiches. (stats unchanged)
https://img248.imageshack.us/img248/3150/urbanqy2.th.png (https://img248.imageshack.us/my.php?image=urbanqy2.png)

Militia sergeants's new poleaxes.
https://img248.imageshack.us/img248/7373/militiasgtuh0.th.png (https://img248.imageshack.us/my.php?image=militiasgtuh0.png)

Early Royal Knights, with real Knight lances and faction coloured shields.
https://img248.imageshack.us/img248/7026/earlyroyaldc3.th.png (https://img248.imageshack.us/my.php?image=earlyroyaldc3.png)

Murabitin horsemen now played by burncav texture and new spears.
https://img248.imageshack.us/img248/8885/murabitincavxt7.th.png (https://img248.imageshack.us/my.php?image=murabitincavxt7.png)

Saharan Cavalry wielding Scimitars.
https://img248.imageshack.us/img248/7237/saharanif6.th.png (https://img248.imageshack.us/my.php?image=saharanif6.png)

Billmen's new billhacks.
https://img248.imageshack.us/img248/7098/billwb4.th.png (https://img248.imageshack.us/my.php?image=billwb4.png)

Swiss pikemen and their fearsome Pikes.
https://img248.imageshack.us/img248/3015/swissp2ud7.th.png (https://img248.imageshack.us/my.php?image=swissp2ud7.png)

Plain Spearmen are not that plain now!
https://img248.imageshack.us/img248/420/roundsspearmengh8.th.png (https://img248.imageshack.us/my.php?image=roundsspearmengh8.png)

Kerns Shooting.
https://img248.imageshack.us/img248/2366/kernhb3.th.png (https://img248.imageshack.us/my.php?image=kernhb3.png)

Hobilars
https://img248.imageshack.us/img248/1498/hobilarrx8.th.png (https://img248.imageshack.us/my.php?image=hobilarrx8.png)

Muwahid Foot Soldiers with the shields like in their info pic.
https://img248.imageshack.us/img248/1899/muwahidpu0.th.png (https://img248.imageshack.us/my.php?image=muwahidpu0.png)

Murabitin Infantry also with their own shield.
https://img248.imageshack.us/img248/9078/murabitincy0.th.png (https://img248.imageshack.us/my.php?image=murabitincy0.png)

Wallachian Mercenary Cav. at full speed.
https://img248.imageshack.us/img248/1839/walachianuh5.th.png (https://img248.imageshack.us/my.php?image=walachianuh5.png)

Remember Saracen Swordsmen?, new Copper shields and scimitars. now named Khwarazmian Swordsmen
https://img248.imageshack.us/img248/6552/saracensw1go2.th.png (https://img248.imageshack.us/my.php?image=saracensw1go2.png)

Charging Backed up by the ghulams.
https://img248.imageshack.us/img248/3303/saracensw2nv2.th.png (https://img248.imageshack.us/my.php?image=saracensw2nv2.png)

The Polish heralic eagle on Polish Retainer's shields
https://img248.imageshack.us/img248/2217/retainersar9.th.png (https://img248.imageshack.us/my.php?image=retainersar9.png)

New maces.
https://img248.imageshack.us/img248/5103/gothicknds1.th.png (https://img248.imageshack.us/my.php?image=gothicknds1.png)

Italian Infantry: proudly Italian.
https://img248.imageshack.us/img248/9053/italianqy0.th.png (https://img248.imageshack.us/my.php?image=italianqy0.png)

Teutonic Knights, black lances, as historians tell.
https://img248.imageshack.us/img248/682/teutonicfo8.th.png (https://img248.imageshack.us/my.php?image=teutonicfo8.png)

Chivalric Knights, with Chivalric lances and Chivalric faction recolourable Shields.
https://img248.imageshack.us/img248/8641/chivalricgerfa2.th.png (https://img248.imageshack.us/my.php?image=chivalricgerfa2.png)

High Royal Knights, IMHO one of the most beautiful units in the game.
https://img248.imageshack.us/img248/7093/spanishvsgermansj0.th.png (https://img248.imageshack.us/my.php?image=spanishvsgermansj0.png)

Raz
02-09-2008, 09:12
YAY! I love you Tyberius (not literally). I haven't even tried to download it - I just saw the title and said, "YAY".

:jumping:

Belisario
02-09-2008, 20:05
I've found a bug with Seljuk Lancers when I tried to play a custom battle. This unit hasn't defined the ActionsPage txt file and the weapon/shield txts files. I've corrected it and now custom battle works fine.

Tyberius
02-09-2008, 20:52
I've found a bug with Seljuk Lancers when I tried to play a custom battle. This unit hasn't defined the ActionsPage txt file and the weapon/shield txts files. I've corrected it and now custom battle works fine.Sorry, I sort of missed that unit. It uses shield7 and weapon7, item positions same as high ghulam bodyguards, actions page same as High ghulam bodyguards, now corrected in the patch.

Raz
02-10-2008, 01:46
Yes, I got that too, but I fixed it myself - I was too tired to do anything fancy so I just gave them the lance only (weapon 8). :grin:

Also, I'm not sure if it's my install or what, but the Teutonic Knights (and possibly others using the same actions for the lance) have a strange way of using their lances. Can someone else try out Teutonic Knights?

On mine, their lances float to their right through magic powers, and when they march they drift up and down. Also, when they charge, they hold their lance backwards. Is this just a buggy location of the lance? Or is that they are actually magic? :inquisitive:

https://img110.imageshack.us/img110/9531/simple2jh2.th.jpg (https://img110.imageshack.us/my.php?image=simple2jh2.jpg) https://img183.imageshack.us/img183/8303/simple1ia6.th.jpg (https://img183.imageshack.us/my.php?image=simple1ia6.jpg)

Tyberius
02-10-2008, 03:07
Yes, I got that too, but I fixed it myself - I was too tired to do anything fancy so I just gave them the lance only (weapon 8). :grin:

Also, I'm not sure if it's my install or what, but the Teutonic Knights (and possibly others using the same actions for the lance) have a strange way of using their lances. Can someone else try out Teutonic Knights?

On mine, their lances float to their right through magic powers, and when they march they drift up and down. Also, when they charge, they hold their lance backwards. Is this just a buggy location of the lance? Or is that they are actually magic? :inquisitive:

https://img110.imageshack.us/img110/9531/simple2jh2.th.jpg (https://img110.imageshack.us/my.php?image=simple2jh2.jpg) https://img183.imageshack.us/img183/8303/simple1ia6.th.jpg (https://img183.imageshack.us/my.php?image=simple1ia6.jpg)
:inquisitive: Got it too, it is due to a last hour change I've assigned the weapon items action or the teutonic foot knights instead of the mounted ones, just change the Teutonic Knights and XL Teutonic Knights item (weapon1) actions with the high royal Knights (weapon3) , I will fix the bug on the patch..........again...........:wall:

Raz
02-10-2008, 03:24
<_<
Err. In English perhaps? Sorry, I'm not that crash-hot on unit animations.
Oh right, I understand. :laugh4:

Tyberius
02-10-2008, 04:11
<_<
Err. In English perhaps? Sorry, I'm not that crash-hot on unit animations.
Oh right, I understand. :laugh4:

See.. I wrongly assigned a Sword movement to the teutonic Knights and XL Teutonic knights, so the solution is as follows:

go to Textures/men/items folder, search for weapon3 folder. In that folder should be another folder with the name "high Royal Knights". Copy all what is in that folder, then look inside the weapon1 folder, two folders with the name "TeutonicKnights" and "XLTeutonicKnights" then paste over the content of these two folders and replace all preexistent txt files, and voil&#225;.

you'll get this..

https://img211.imageshack.us/img211/5818/teutonic1by3.th.png (https://img211.imageshack.us/my.php?image=teutonic1by3.png)

https://img211.imageshack.us/img211/1929/teutonic2kn7.th.png (https://img211.imageshack.us/my.php?image=teutonic2kn7.png)

https://img211.imageshack.us/img211/8549/teutonic3ub0.th.png (https://img211.imageshack.us/my.php?image=teutonic3ub0.png)

:sweatdrop:

Raz
02-10-2008, 06:07
Heh, I did it the harder way. I thought you said to change the weapon they use (weapon 1) to the the weapon the Royal Knights use (weapon 3). Now I've got them using the multi-coloured lance instead. ~:joker:
I'll change it now.

Also, a suggestion. Maybe set it so that knights (and other units that had a lance and a sword) have 'two' weapons. That is, make it so they use a lance when marching, running, and especially charging, and during the fighting, they use a sword animation. :cool4:

Also, a question. I thought you were going to add a pennon onto the lances? Or couldn't you get around to it?

Tyberius
02-10-2008, 09:47
Also, a suggestion. Maybe set it so that knights (and other units that had a lance and a sword) have 'two' weapons. That is, make it so they use a lance when marching, running, and especially charging, and during the fighting, they use a sword animation. :cool4:that looks like a pretty good and doable idea :idea2:



Also, a question. I thought you were going to add a pennon onto the lances? Or couldn't you get around to it?that could be done, but i should change every texture frame where a lance is:dizzy2:

cegorach
02-10-2008, 10:11
Hmmm.... Maybe I will steal something too.:2thumbsup:

Good work Tiberius ! ONly the Polish eagle looks too modern (1922 design if not 1990...).

You might take this eagle instead - the one in top-left corner...

http://en.wikipedia.org/wiki/Coat_of_arms_of_the_Polish-Lithuanian_Commonwealth

this one

https://i23.photobucket.com/albums/b356/cegorach/AAR/108px-PB_Piast2_CoA.png



Here are some pieces you might want to improve or use directly.

Warwagons might be EXCEPTIONALLY useful to the Bohemians, Hungarians and Poles of course

https://i23.photobucket.com/albums/b356/cegorach/AAR/taborzaogaV3.jpg

https://i23.photobucket.com/albums/b356/cegorach/AAR/death2.jpg

https://i23.photobucket.com/albums/b356/cegorach/AAR/tarcza.jpg

https://i23.photobucket.com/albums/b356/cegorach/AAR/rac-kopie.jpg

https://i23.photobucket.com/albums/b356/cegorach/AAR/kopie2kolory.jpg

If you make a fluttering pennant ( the white and red especially) - I will surely use that too.

Aldgilles
02-10-2008, 14:59
Hi Tyberius, thanks very much for all the work you've done! :2thumbsup:


Got it too, it is due to a last hour change I've assigned the weapon items action or the teutonic foot knights instead of the mounted ones, just change the Teutonic Knights and XL Teutonic Knights item (weapon1) actions with the high royal Knights (weapon3) , I will fix the bug on the patch..........again...........

Could it be that when you uploaded the second patch you forgot to add the 'exe' suffix? I got the patch without it and had to manually add it. :lam:
And thats as far as my computer savvy goes...

TosaInu
02-10-2008, 18:39
Hello,

The patch can also be downloaded here: https://forums.totalwar.org/vb/local_links.php?linkid=641

Fixed the exe suffix, no queue.

Tyberius
02-11-2008, 00:14
Hi Tyberius, thanks very much for all the work you've done! :2thumbsup:



Could it be that when you uploaded the second patch you forgot to add the 'exe' suffix? I got the patch without it and had to manually add it. :lam:
And thats as far as my computer savvy goes... fixed .exe suffix to the original file

beside of the bugs, do you like the overall features? :sweatdrop:

maybe you might like another patch that does'nt change too much the campaign itself, only the graphics?

Wladyslaw IV
02-11-2008, 01:36
Thanks Tiberius! A perfect mod even more... perfecterererer. ~D

Wladyslaw IV
02-11-2008, 01:37
fixed .txt suffix to the original file

beside of the bugs, do you like the overall features? :sweatdrop:

maybe you might like another patch that does'nt change too much the campaign itself, only the graphics?



Please! Change whatever you want! Graphics are secondary nature.

Tyberius
02-11-2008, 02:28
Please! Change whatever you want! Graphics are secondary nature.
Maybe I should start to work on my own mod....:yes:

Tyberius
02-11-2008, 07:08
Hmmm.... Maybe I will steal something too.:2thumbsup:

Good work Tiberius ! ONly the Polish eagle looks too modern (1922 design if not 1990...).

You might take this eagle instead - the one in top-left corner...

http://en.wikipedia.org/wiki/Coat_of_arms_of_the_Polish-Lithuanian_Commonwealth




Here are some pieces you might want to improve or use directly.

Warwagons might be EXCEPTIONALLY useful to the Bohemians, Hungarians and Poles of course



If you make a fluttering pennant ( the white and red especially) - I will surely use that too.
I am flattered, you can steal whatever you want, I will use your eagle for the polish honor.
I like very much your War Wagons (i have PMTW as one of my favorite mods) but I should re-make the patch in order to use them, Maybe in a future real mod.

for the pennants, I have to make 12 different ones in sequenced positions, so it will change in every frame and it will look like fluttering. the challenge is to draw a realistic movement sequence. I've tried before with good results, but didn't like the movement, so I didn't used it.

maybe I should give it another try..:yes:

Wladyslaw IV
02-11-2008, 08:36
Maybe I should start to work on my own mod....:yes:


But I always liked XL... ~:( Just continue this under XL's name, or at least keep all the features of XL you like in your future mod :yes:

I'm sure Viking Horde will allow you to continue work of XL, so long as he gets the credits for up to version 3.0.

I only was able to try this out for a few hours last night, but so far, loving it. Great work man. :smash:

cegorach
02-11-2008, 10:07
I am flattered, you can steal whatever you want, I will use your eagle for the polish honor.
I like very much your War Wagons (i have PMTW as one of my favorite mods) but I should re-make the patch in order to use them, Maybe in a future real mod.

for the pennants, I have to make 12 different ones in sequenced positions, so it will change in every frame and it will look like fluttering. the challenge is to draw a realistic movement sequence. I've tried before with good results, but didn't like the movement, so I didn't used it.

maybe I should give it another try..:yes:


I must admitt that some shiwlds and weapons look amazing.:2thumbsup:

I will for sure include some of those.


Maybe you will be interested in trying the beta of 2.0 - which will be available to testers any day now (lst minute error delayed the release for now).

As you know only very few weapons and shields (probably less than 5 of each) are used in the mod and almost none of those require any changes, but I would be greateful if you found some time to improve some of them:yes:

I can give you alink and time to the end of this month - any changes would be welcome.

I could do most of this work myself, but certain results could be... disastrous, I was never good at positioning of the weaponry and I fear things like the massive landsknecht two handed swords could end up like... something strange...

I could ignore that with some weapons, but not here, for sure....






About the wagons - you can still use those two SPARE slots (PLATESURCOAT, MONGHKAV which aren't in use in the XL for sure. :)

Aldgilles
02-11-2008, 11:48
beside of the bugs, do you like the overall features?

Absolutely!!! It looks great and it's almost a new mod, with all those new troops. I'm currently playing a campaign as the Danes and they look really great! :2thumbsup: :applause: :applause::applause: :applause: :applause: :charge:

axel
02-11-2008, 19:00
Hi Tyberius

Ras dont have time to make his mod the three kingdoms, and he askes if maybe somme one else will make his mod maybe it somme you cane finnisch it for him, he could send the material wot he have made to you ??
or a middle earth mod ? just an idea
i love wot you done with the units mate you should make your own mod but then this is my opinion :2thumbsup: :2thumbsup:

Heidrek
02-11-2008, 23:38
Hey, great to see an add on for the XL mod - already great but now even better!

any chance of a guide to the changes in this mod? Who gets the new units, their stats, and the stat changes to existing units?

That'd help heaps!

Tyberius
02-12-2008, 07:22
Hey, great to see an add on for the XL mod - already great but now even better!

any chance of a guide to the changes in this mod? Who gets the new units, their stats, and the stat changes to existing units?

That'd help heaps!Uff, that would be a lot of work, and I don't have that much time now because of my job :whip: , maybe in a week or two.

Wladyslaw IV
02-12-2008, 12:38
Uff, that would be a lot of work, and I don't have that much time now because of my job :whip: , maybe in a week or two.


Don't worry man. What you've done so far is remarkable. Had the world perished tommorow, at least Tyberius patch 1.0 is out today, sort of thing.


I like the AI switches. Much more active.

Heidrek
02-13-2008, 01:30
Truely, the patch looks great. It'd be cool to have a guide to the changes, but it's far from essential. If you get the time it'd be great, but if not it's no biggie.

Tyberius
02-13-2008, 14:30
Truely, the patch looks great. It'd be cool to have a guide to the changes, but it's far from essential. If you get the time it'd be great, but if not it's no biggie.Ok, I'll try.

The Outsider
02-13-2008, 20:36
Hi tyberius this is the first time that i heard of the xl mod so i downloaded both the mod and your patch than i loaded them under the medieval total war folder now i can play the custom battles but for the campaign when i choose a faction to start after the loading screen the game crushes and it turns back to windows i unistalled everything and reloaded them the same problem any ideas? any help? p.s. by the way as far as i see units r great excellent job mate!

Baron von Manteuffel
02-14-2008, 06:08
Hi tyberius this is the first time that i heard of the xl mod so i downloaded both the mod and your patch than i loaded them under the medieval total war folder now i can play the custom battles but for the campaign when i choose a faction to start after the loading screen the game crushes and it turns back to windows i unistalled everything and reloaded them the same problem any ideas? any help? p.s. by the way as far as i see units r great excellent job mate!
You have the mod and patch installed to MTW - Viking Invasion? If so, are you using one of the high end video cards with the latest drivers? MTW - Viking Invasion is getting a little old now, and some video settings may be too much for the game to handle. :lam:

Tyberius
02-16-2008, 02:24
Truely, the patch looks great. It'd be cool to have a guide to the changes, but it's far from essential. If you get the time it'd be great, but if not it's no biggie.Ok, what do you want to be in that guide?

axel
02-17-2008, 23:35
Hi Tyberius,

I found a lot of flags and banners on the internet wot you cane use for units, if you like to have them send me your email in a pm.
I did send them also to YourLordandConqueror for the dark age mod :2thumbsup:

Greetings Axel

Achilleslastand
02-19-2008, 09:38
See.. I wrongly assigned a Sword movement to the teutonic Knights and XL Teutonic knights, so the solution is as follows:

go to Textures/men/items folder, search for weapon3 folder. In that folder should be another folder with the name "high Royal Knights". Copy all what is in that folder, then look inside the weapon1 folder, two folders with the name "TeutonicKnights" and "XLTeutonicKnights" then paste over the content of these two folders and replace all preexistent txt files, and voilá.

you'll get this..

https://img211.imageshack.us/img211/5818/teutonic1by3.th.png (https://img211.imageshack.us/my.php?image=teutonic1by3.png)

https://img211.imageshack.us/img211/1929/teutonic2kn7.th.png (https://img211.imageshack.us/my.php?image=teutonic2kn7.png)

https://img211.imageshack.us/img211/8549/teutonic3ub0.th.png (https://img211.imageshack.us/my.php?image=teutonic3ub0.png)

:sweatdrop:
Outstanding i am very impressed.....you made something already great even better.........in laymans terms can someone please explain how to do this wpns switch for the Teutonic Knights?

Tyberius
02-21-2008, 19:21
Outstanding i am very impressed.....you made something already great even better.........in laymans terms can someone please explain how to do this wpns switch for the Teutonic Knights?You can download the patch again and re-install it, because that error is corrected now.

Achilleslastand
02-22-2008, 06:58
You can download the patch again and re-install it, because that error is corrected now.
I downloaded and installed the patch on the 19 of feb.........is that the fixed version or do i need to d/l again?

zBarlow
02-22-2008, 13:56
hi. new to the forums and believe it or not new to the total war series! first i'd like to say i d/l both XL and and your patch and i'm very impressed. kudos to all who worked on these mods, they really are fantastic and i love them. adds much depth to the game.

BUT, i have one, tiny problem... once i installed your patch, now every single year my emperor's wife gives birth! not necessarily a bad thing, but im a realism buff, and im not sure how my emperor has time to wage all my wars i have since he is obviously VERY busy at home. while its humorous to be 20 years into my campaign and have 20 new princes and princesses, all going from 0-20 in increments of one, its not very realistic. from what i see it happens with all factions...

so my question is, is there a way i can fix this? maybe a value i can change to lessen the chance of pregnancy, because as i see it now, if there is such a value to change, mine must be set to 100% chance each turn...

thanks in advance and again great job.

zBarlow
02-22-2008, 17:43
sorry for double post but also is there a way i can fix no bodies showing up on VI campaign?

macsen rufus
02-22-2008, 18:36
Welcome to the Org zBarlow :bow:

Your heirs will never exceed 6 in number, so you needn't worry about bulk-buying babyfood :clown: In my experience my kings seem to find conquest bit of an aphrodisiac, as well. Of course, the early game has a few heirs written in, but usually only two or three max.

As for the VI missing dead bodies, there is a fix, and somewhere in the modding sub-forums (probably the Repository?) there is a thread dedicated to this very topic, but it does involve a bit of fiddling with some files.

EDIT: https://forums.totalwar.org/vb/showthread.php?t=29803

zBarlow
02-22-2008, 19:00
thanks for the link!

right now i have a total of 8 heirs. ages are 2,3,4,5,6,7,19,26. the 19 and 26 are original heirs. after my sixth born child it did stop. but still is there a way i can change it so i wont have a new heir auto born when i lose one or my king? i dont want to end up with a king who is say 25 and his heirs being in order 24,23,22,21, and 20 years of age.

zBarlow
02-22-2008, 19:37
quick question about the disapearing units since this thread is active. i tried doing what the thread said but i cant find those unit names in the file. i suppose because i have these mods installed? if i clean install, fix the file, and then install the mods again, will the problem be fixed? sorry for all these questions! i looked around but there is so much info on this site its hard to find the specific thing im asking about.

Tyberius
02-23-2008, 01:58
thanks for the link!

right now i have a total of 8 heirs. ages are 2,3,4,5,6,7,19,26. the 19 and 26 are original heirs. after my sixth born child it did stop. but still is there a way i can change it so i wont have a new heir auto born when i lose one or my king? i dont want to end up with a king who is say 25 and his heirs being in order 24,23,22,21, and 20 years of age.Having that many heirs is perfectly possible on the game.
When your 25 years old King assumes, the remaining heirs should be his brothers, so, it's perfectly normal that they have not so different age than the king.
Later, when your new king gets descendence, and his firstborn reach the age of 16 he will be the prioritary heir, and when your king dies, he will assume and the old King's brothers will no longer be heirs, instead they will be normal generals.

Tyberius
02-23-2008, 02:05
sorry for double post but also is there a way i can fix no bodies showing up on VI campaign?
For this problen I have one solution: To make a deadcoord page just for the VI campaign. but there is a problem: each time that you want to play a VI campaign you should replace the XL deadcoord page with the VI one, and vice versa if you want to play an XL campaign, you must have to replace the VI deadcoords page with the XL one.
If you want to I can make that file, and upload it so everyone could download it.

zBarlow
02-23-2008, 10:12
that would be great and much appreciated! these mods compliment the game so well and if i gotta switch files if i want to play the VI or othe campaigns, then so be it.

Tyberius
02-24-2008, 04:25
I downloaded and installed the patch on the 19 of feb.........is that the fixed version or do i need to d/l again?It's ok, the corrected patch was uploaded on Feb the 10th...

Tyberius
02-24-2008, 04:43
that would be great and much appreciated! these mods compliment the game so well and if i gotta switch files if i want to play the VI or othe campaigns, then so be it.Done!
the file is on the first post of this thread.
To make it work you have to open the Medieval - Total War/textures folder, make a backup of the file:"DEADPAGE COORDS.txt" and rename it "XL DEADPAGE COORDS.txt" then pick the new file: "Viking DEADPAGE COORDS.txt", make a backup of it, and rename it DEADPAGE COORDS.txt put it on the textures folder, and voilá you can play VI campaigns with dead bodies.

To revert this, go for your backup, rename the "XL DEADPAGE COORDS.txt" to "DEADPAGE COORDS.txt" and replace the viking file. now you can play xl campaigns.

notice that only a file named DEADPAGE COORDS.txt will work.

Raz
02-24-2008, 04:45
What are you going to do now?

zBarlow
02-24-2008, 06:31
thanks Tyberius!

zBarlow
02-24-2008, 09:49
i'm still having some trouble. now only archers show up dead on the field...

Tyberius
02-24-2008, 18:53
What are you going to do now?
Maybe work on a VI mod

i'm still having some trouble. now only archers show up dead on the field...I've got it too, give me a time to figure whats wrong.

Tyberius
02-29-2008, 22:53
This is a very strange thing... I just can't figure what's wrong with the deadpage, I have all the units present on VIKING prod txt. and in the same order....Can someone give me another idea of what could be wrong?

axel
03-21-2008, 00:22
Hi mate,
I am playing the Almoravids faction and wanted to attack the rebels in Bulgaria, but i got a pop up saying :cannot find file
textures/men/actionpage/seljuklancers.Txt
so i press ok and got a pop up again saying: Unknown error (0) (00000000)
so i press ok and the game whent on, only the units i put on Bulgaria to attack where back on my own land, so i attack again with the same units and this time the rebels surrender?
cane i fix the cannot find file
textures/men/actionpage/seljuklancers.Txt problem somme how?? or do you know wot this is?
:2thumbsup:

gregori99
03-24-2008, 16:12
Hi mate,
I am playing the Almoravids faction and wanted to attack the rebels in Bulgaria, but i got a pop up saying :cannot find file
textures/men/actionpage/seljuklancers.Txt
so i press ok and got a pop up again saying: Unknown error (0) (00000000)
so i press ok and the game whent on, only the units i put on Bulgaria to attack where back on my own land, so i attack again with the same units and this time the rebels surrender?
cane i fix the cannot find file
textures/men/actionpage/seljuklancers.Txt problem somme how?? or do you know wot this is?
:2thumbsup:

Axel, check the 5th or 6th post on page 1 of this thread. Either apply the fix suggested by Raz (and also the Teutonic Knights fix mentioned by Tyberius) or - my solution - re-download and reinstall the updated patch.

axel
03-24-2008, 22:59
ok mate will do :2thumbsup: thx

greatwhitehunter
03-31-2008, 22:04
Will there ever be a Tyberius Patch for the Viking Time period? A little more variety in units might be nice!

Scias
04-01-2008, 15:33
Will there ever be a Tyberius Patch for the Viking Time period? A little more variety in units might be nice!

Damn you really beat me to asking that one... Actually would be great if you did patch for that viking era too one of my favourite eras

greatwhitehunter
04-01-2008, 19:33
Yeah I've been reading Bernard Cornwell again and my interest in the Viking Invasion has been restored.

Scias
04-03-2008, 19:52
Yeah I've been reading Bernard Cornwell again and my interest in the Viking Invasion has been restored.

Ha how ironic same here, but actually im a first time reader :P

Tyberius
04-11-2008, 02:52
Will there ever be a Tyberius Patch for the Viking Time period? A little more variety in units might be nice!
See, the named "patch for VI" wil be actually a Mod fot MTW-VI, and since that period of History is really dark, I'm studying it for the moment.

oz_wwjd
04-21-2008, 09:59
Not sure if this is intended or not,but the unit"Varangian guard" appears to require the building of the Master Spearmakers guild now,instead of the Spearmakers Guild.

Bill Westwater
04-21-2008, 17:10
This is an ineresting add-on to XL mod. One question i have though is this: which faction(s) are Kwarazmian swordsmen available to and what are the era and building requirements? Its just that in the custom battles they are available to the Cumans and the Volgar Bulgars, but in the campaign thay are not.

The Lizard Pope
04-22-2008, 07:39
I've just installed this, it looks excellent. Well done Tyberius!

DaVega
04-22-2008, 13:35
Yeah me too, i've downloaded it yesterday and I must say i'm really impressed! ;) Unfortunately i'm only able to play the battles, because of my new laptop. So when I try to play the campaign itself, it crashes to desktop when it's loading the campaign map :no: But anyway, great job! I love the even larger growing amount of units which are now available!

Does anyone know if there is another patch/mod for Medieval XL which includes even more units? I tried to create them myself, but I find it rather hard, so I decided not to create my own.. :embarassed:

Raz
04-22-2008, 13:47
I don't think there is another add-on for XL... unfortunately.
And I believe that after the new units in Tyberius' add-on there can't be anymore added. There is a maximum of 256 units and then you can have a few extras for ships and agents (and some others) but once you hit 256 you can't add anymore. =/

DaVega
04-22-2008, 20:56
Ok thanks Raz! :2thumbsup:

Tyberius
04-23-2008, 10:13
This is an ineresting add-on to XL mod. One question i have though is this: which faction(s) are Kwarazmian swordsmen available to and what are the era and building requirements? Its just that in the custom battles they are available to the Cumans and the Volgar Bulgars, but in the campaign thay are not.
In all three campaign, periods, the Khwarazmian swordsmen, as well as the Khwarazmian Cavalry, are available to the following factions: Egyptians, Golden Horde, Turkish, Cumans, and Volga Bulgars. but as a "double condition" they can be trained only on:Mesopotamia, Antioch, Arabia, Armenia, Edessa, Syria, Georgia, Jerusalem, and Tripoli.
The requirements for the Khwarazmian swordsmen are: Swordsmith, Armourer.

Almost all units in my add on have this "double conditioning" so maybe you've noticed that each "faction exclusive" unit are also "province exclusive" that is to add some realism to the game.

i.e. Korean spearmen/guardsmen/skirmishers, can be trained only by the Holden Horde faction, AND can be trained only on Muscovy/Volga-Bulgaria/Khazar/Georgia/Armenia/Mesopotamia (the bottom north-east Border provinces). to reflect the fact that they are not really trained there, rather they come from the far east.

i.e.2 Longbowmen can be trained by the english only. and only in the provinces that longbowmen historically were found: Wales, Northumbria, Mercia, Wessex, Normandy,and Brittany (there were longbowmen on other regions of europe such as on Aragon and Navarre, and French longbows also existed, but in small numbers, so They could have been other longbow unit, sadly I'm limited to 256 units, the number of the beast!)

I will gladly answer any questions you have.

Bill Westwater
04-23-2008, 16:47
Thanks for answering my question. One thing i am not sure of is the doubling up of units of similar type. For example, again with the Cumans, the Cuman horse archer is a good unit, better than the standard horse archer by far, but would you build them ahead of Steppe heavies? I doubt it. The same with steppe warriors, which are marginally cheaper (and worse) than Cuman warriors. Do these two types of unit differ significantly in geographical availability? With the Seljuks there seems to be even more choice between units of a similar type. For example Armenian HC, Ghulam Cav and now Seljuk Lancers are all available. I like the way you have geographically limited the new units that have been introduced, perhaps in a later version (assuming you will produce one) you could change the availability of some of existing troop types to avoid this 'doubling up'.

cegorach
04-23-2008, 19:06
They could have been other longbow unit, sadly I'm limited to 256 units, the number of the beast!)

I will gladly answer any questions you have.


Of course 256 combat units - dismounts, steeds, agents and ships can get past the 256th position.

If you have used all those places already try adding a 'mirror' to the longbows by setting another unit of longbows with different homeland,size and faction allowance.

I can explain how to do so if you want, but there is a thread about that somewhere in the modding zone of the forum and you might have read it already.

Again. It is possible to add a lot of more than 256 units per file.

Tyberius
04-23-2008, 19:24
Thanks for answering my question. One thing i am not sure of is the doubling up of units of similar type. For example, again with the Cumans, the Cuman horse archer is a good unit, better than the standard horse archer by far, but would you build them ahead of Steppe heavies? I doubt it. The same with steppe warriors, which are marginally cheaper (and worse) than Cuman warriors. Do these two types of unit differ significantly in geographical availability? With the Seljuks there seems to be even more choice between units of a similar type. For example Armenian HC, Ghulam Cav and now Seljuk Lancers are all available. I like the way you have geographically limited the new units that have been introduced, perhaps in a later version (assuming you will produce one) you could change the availability of some of existing troop types to avoid this 'doubling up'.
You mean that you could raise Seljuk lancers but not Ghulams or Armenians on the same province? or that having three types of a similar unit are redundant?
In the first case, Armenian Heavy Cav are well limited to Armenia, Rum and Lesser Armenia, but Ghulam Cav, can be trained on almost every muslim region, maybe I could limit the ghulams to the southern "arabic" regions , and leave the seljuk lancers to yhe northern ones, other than armenia, lesser armenia and rum, but maybe this would limit an egyptian expansion to the north, egtptians don't have another lance cavalry at disposal other than Khwarazmian cavalry.

for the cuman warriors/steppe Warriors duality well, Steppe warriors can be trained on all steppe regions by all three steppe factions aka cumans, volga-bulgars and the golden horde, and have less requirements (bowyer) than the cuman warriors (bowyer's workshop), that are trained on the southern steppe regions, plus moldavia,carpathia and wallachia.

Maybe I can give the Cuman Warriors better "swordsmen" stats, upgrade the requirements to (bowyer's workshop, Swordsmith) and raise the unit cost and manteinance as well as limit its homelands to lesser Khazar, levidia, crimea, moldavia and wallachia, But ALSO I must limit the other two cuman units (Cuman hv Cav and Cuman Horse Archers) to the same provinces.
Consequently I can leave all steppe units other than Alan Merc to be trained out of cuman territories.

You have to consider that Cuman Horse Archers have a completely different role than the Steppe Heavy Cavalry. Cuman horse Archers are considerably faster and are more skirmish/pursue oriented, while Steppe Hv. Cav. are melee cavalry with bows just as boyars.

In all cases if you (or anyone else) have an idea of how to distribute better all units you consider "redundant" I will take your advise gladly and make the changes pertinent to the 2.0 tyberius add on.

Cheers and thank you all for the feedback.

Tyberius
04-23-2008, 20:02
Of course 256 combat units - dismounts, steeds, agents and ships can get past the 256th position.

If you have used all those places already try adding a 'mirror' to the longbows by setting another unit of longbows with different homeland,size and faction allowance.

I can explain how to do so if you want, but there is a thread about that somewhere in the modding zone of the forum and you might have read it already.

Again. It is possible to add a lot of more than 256 units per file.

I Know, I Know...
but, if I want to introduce another longbow unit, I have to:

A.- move the original longbows unit to the first row ot the unit prod.txt file
and add other longbow unit i.e. "Aragonese Longbowmen" to the row 257 with availability on aragon and navarre by aragonese faction. (this could result a mess if just one space on the .txt file has been misplaced)

B.- copy all units before the longbows AND the longbows to row 257 and forth ,block production of the "undesired" units to NO_FACTION (if you want not to have two identic choices of highland clansmen on scotland) then change name to "aragonese longbowmen", province and faction to aragon and navarre.

In both cases, the new Aragonese Longbowmen will appear to be available on aragon and navarre by the aragonese faction, but once built, the "aragonese longbowmen" name will change to "longbowmen" and be a copy of the english ones with same stats.
Am I right?

Tristrem
04-24-2008, 02:39
Tyberius this looks great. My one gripe i always had with xl was the lack of new units compared to bkb supermod. I liked xl because the ability to have GA campaigns, something thats impossible with bkb's mod. However i was always drawn to bkb's mod because of the units, and the fact that i thought xl was more of just a better version of vanilla with a few units sprinkled in.

Now i will have one obvious choice, and i will play xl with this mod for months to come now. Thanks for your hard work. :2thumbsup:

oz_wwjd
04-24-2008, 05:51
Could you make the buildings a bit easier to techup,? Right now it feels too easy, I think that the higher-level units should require more of an effort.

cegorach
04-24-2008, 06:58
In both cases, the new Aragonese Longbowmen will appear to be available on aragon and navarre by the aragonese faction, but once built, the "aragonese longbowmen" name will change to "longbowmen" and be a copy of the english ones with same stats.
Am I right?


Yes:yes:

Raz
04-24-2008, 10:41
In both cases, the new Aragonese Longbowmen will appear to be available on aragon and navarre by the aragonese faction, but once built, the "aragonese longbowmen" name will change to "longbowmen" and be a copy of the english ones with same stats.
Am I right?


Yes:yes:

But that isn't exactly useful, it doesn't really add much to the game for all that extra effort... :confused: They have the exact same stats and even the same name, but can be built by the Aragonese is all. IMO it's kinda... . . useless... :shame:

cegorach
04-24-2008, 12:59
But that isn't exactly useful, it doesn't really add much to the game for all that extra effort... :confused: They have the exact same stats and even the same name, but can be built by the Aragonese is all. IMO it's kinda... . . useless... :shame:


Not really. Of course it is better to have them as a 'twin' unit - with a different number of soldiers, cost, homeland etc. - they still will be able to merge with their 'brothers' after all.

Still it has some advantages - different faction allegiance, different number of soldiers, different buildings you need to have
+ the infopicture and the description in the recruitment window - so infact everything before the unit is ready to fight (and that still can work well for CB and MP purpose where there are no problems too) can be set in a different way.


I still need to check some additional options which can give even more uses, but for now that is all. I think it is quite enough already.

Bill Westwater
04-24-2008, 13:03
Tyberius, On the idea of redundant units, (where you have two or more units of roughly the same profile buildable in one province) i think your idea with the Seljuk lancers, Ghulam Cavalry and Armenian Cavalry is the best idea. With Cuman Warriors(CW) and Steppe Warriors(SW), because CW are basically the same as Golden Horde Warriors(GHW), changing their stats or build characteristcs would probably mean changing the GHW. Raising their upkeep to 30 or 40 is probably justified. Instead, it might be an idea to weaken the SW making them a light fast archer with little or no armour, costing around 200 but same upkeep.
With Cuman Horse Archers and Steppe Heavy Cavalry of course you are right about having differing functions and different build requirements. However, build requirements even for Steppe Heavies are fairly low. What you could do, of course, is make Steppe Heavies only buildable from high. This would make the Cumans at least less of a steamroller faction, and more of a lighter faster-moving force, at least in the early period. If you did this it would also make sense to make the Cumans bodyguard in early Avar Heavy Cavalry, but of course call them early Cuman heavy Cavalry or something, and confine their use to bodyguards. If i am not mistaken Avar Heavy Cavalry, though tough, are a bit weaker than CHC. I think this would give the faction more balance. Maybe this is too big a change, i'm not sure. Keep up the good work, this is an excellent mod/submod

Tyberius
04-24-2008, 21:05
With Cuman Horse Archers and Steppe Heavy Cavalry of course you are right about having differing functions and different build requirements. However, build requirements even for Steppe Heavies are fairly low. What you could do, of course, is make Steppe Heavies only buildable from high. This would make the Cumans at least less of a steamroller faction, and more of a lighter faster-moving force, at least in the early period. If you did this it would also make sense to make the Cumans bodyguard in early Avar Heavy Cavalry, but of course call them early Cuman heavy Cavalry or something, and confine their use to bodyguards. If i am not mistaken Avar Heavy Cavalry, though tough, are a bit weaker than CHC. I think this would give the faction more balance. Maybe this is too big a change, i'm not sure. Keep up the good work, this is an excellent mod/submodI have a better Idea: there's one spot left on my add on's unit prod .txt files:
See, I have made available to XL campaigns the VI mounted nobles (and the dismounted nobles) so, I can just replace the dismounted nobles wit a new unit and make mounted nobles to dismount into feudal sergeants or feudal men-at-arms or some other unit. So, what's the point: Cuman Royal Cavalryas bodyguard unit in early. Stats weaker than Boyars using the smailcav (steppe) texture and ehorse (scale barded ) armed with bows and swords. that would make the cumans show a skirmishing behavior though avar nobles and khazar royals will still be choices of heavy cavalry for the Cumans. then CHC will appear on high, and could be the new bodyguard unit or even maybe keep the royals! as for the steppe heavies I'm not sure to make them appear on high...maybe up the building requirements or limit more their homelands.

Any comments?

Bill Westwater
04-25-2008, 08:03
You mean have Cuman Royal Cav with bows and stuff as well as Avar nobles, as well as Cuman Heavies in high. Now that is a great idea, is there something similar in BKB mod? As for steppe heavies, that is tricky, if you up the building requirements it is probable that the AI will not build them at all, because the Cumans are usually short of cash.

Bill Westwater
04-25-2008, 14:44
The solution of having the Avar heavies as the Cuman heavy unit in early would also mean that nearby factions wouldn't be overrun by double valor Cuman heavy cav. I think for the high period perhaps it would be a good idea to keep CHC as the bodyguard unit(as well as the main Heavy cav.
As you said, the bodyguard unit will be something a bit weaker than Boyars, but still strong, you mean something about the same strength as Steppe heavy cavalry (sorry, just joking!) I suppose you could make them a bit different by making their bows more effective against armour, or or give them an anti-cav combat bonus. I think one or both of these would make them fight infantry at a distance.

Tyberius
05-01-2008, 00:38
Images of the Cuman Royal Cavalry, to be included as the cuman's bodyguard unit on the Early period. Cuman Heavy Cavalry will appear on High, and still will be the bodyguard unit on High and Late periods.

And Yes: Is just like the one on Bkb's mod.

https://img291.imageshack.us/img291/3586/cuman2copyer8.jpg


https://img291.imageshack.us/img291/9541/cuman1copyep8.jpg


https://img291.imageshack.us/img291/7584/cuman3copynr3.jpg

Slower than Boyars, little weaker charge, higher armour, better bows, same other stats

Raz
05-01-2008, 13:47
Hmm, those look like a neat addition, how's those fluttering flags coming along on those lances, BTW? :smug2:

Tyberius
05-01-2008, 20:55
Hmm, those look like a neat addition, how's those fluttering flags coming along on those lances, BTW? :smug2: I'm Working on it.. :)

Tyberius
05-02-2008, 21:26
Here's a first attempt:

The fluttering Flags (http://www.atomicgamer.com/file.php?id=69061)

Unzip files and copy and paste the folder into your MTW-VI-XL-TybPatch folder. Click "yes to all"

the unit favoured with the first fluttering lance pennons are the Lancers.

Make a custom battle in Late Involving Spanish, Aragonese or Portuguese factions, and include Lancers.

Tyberius
05-06-2008, 07:52
Someone tried yet?

(I mean the flags)

Yes: three posts in a row, I'm despaired

Raz
05-06-2008, 10:59
I would honestly try it, but I can't find my flashdrive to put it on my other PC! :gah2:

maso
05-06-2008, 20:07
sadly I'm limited to 256 units, the number of the beast!)


There are some obsolete units in the unit file in late era that could be reused. For example highland clansmen are only be built in early and high. There others like bodyguards, viking units. Although it would mean fiddling with the campaign files because Scotland start with a unit of highland clansmen in late era.

Enjoying the patch.

Gimli
05-12-2008, 00:06
XL has been my favorite mod since I started playing! I am very much looking forward to installing this and trying it out! thanks for all the work!:smash:

Raz
05-17-2008, 15:10
I managed to get around to testing the fluttering flags, Tyberius. Two things:
1) I haven't used the lancers in the campaigns beforehand, but playtesting the lancers made me realize how freaking massive the lances themselves are. Did you do this or what? Why are they so long? Is it historically accurate or what? Well, it's not like I'm a lance expert on these things. :sweatdrop:

2) When the lancers are charging (and/or marching quickly) the flags seem to be fluttering above the lance. Unless the horse was moving at an extreme speed, I don't think the flags would have enough lift from underneath it for it to be lifted up and above the lance - that is, shouldn't the flags be fluttering underneath the lance when the lancers are charging?

oz_wwjd
05-20-2008, 02:55
Tyberius just a quick question:I'm playing as the Teutonic Order on the Tiberius Mod for XL and I can't seem to get the gunsmith to appear in any of my provinces. Is the gunsmith unavalible to the Order,or has the build requirements been changed to get in,because I have a cannon foundry in several of my provinces,but it just won't appear,also had the same things happen with the Venetians and the Hosptiallers,reported in the forums,when I posted on a possible fix option.

seireikhaan
05-24-2008, 06:28
Hi Tyberius, I've finally gotten around to testing your patch more thoroughly, and I must first say, Great Job! I like nearly all of the changes you've made, with but one exception. I'd prefer to have kept the Dane's colors what they were, because now, I'm having great degrees of difficulty telling them apart from the Spanish on the campaign map, especially when the two are building navies and it looks to me like someone's got a heck of an uber-navy to contend with.:sweatdrop: That's my only real complaint, otherwise, its very good! :2thumbsup:

Tyberius
05-26-2008, 23:16
Hi Tyberius, I've finally gotten around to testing your patch more thoroughly, and I must first say, Great Job! I like nearly all of the changes you've made, with but one exception. I'd prefer to have kept the Dane's colors what they were, because now, I'm having great degrees of difficulty telling them apart from the Spanish on the campaign map, especially when the two are building navies and it looks to me like someone's got a heck of an uber-navy to contend with.:sweatdrop: That's my only real complaint, otherwise, its very good! :2thumbsup:I have inverted the colors for the danish faction since I have noticed that problem too. So in the tyberius mod 2.0 you will have the same relation Danish-Spanish as the original relation Danish-Polish colors. Almost the same but inverted.


Tyberius just a quick question:I'm playing as the Teutonic Order on the Tiberius Mod for XL and I can't seem to get the gunsmith to appear in any of my provinces. Is the gunsmith unavalible to the Order,or has the build requirements been changed to get in,because I have a cannon foundry in several of my provinces,but it just won't appear,also had the same things happen with the Venetians and the Hosptiallers,reported in the forums,when I posted on a possible fix option. A little Unnoticed error,Originally only the Egyptians were able to build the Gunsmith on castle 4 being able to train mamluk hadgunners and handgunners before any other faction. And all other factions started the chain with the Gunsmith's Workshop on castle 7, so I noticed that the Eggy's were able to build both buildings at the same time with the corresponding castle prerequisite, so I restored the chain unnoticing that I was denying the whole chain to all other factions, leaving the egyptians as the only faction capable to build it, I have corrected it to the original status giving the egyptians the mamluk advantage. but allowing the other factions to build the rest of the chain on Tyberius mod 2.0. Wich I will release it this week.

Gimli
06-03-2008, 02:39
I have been enjoying the patch a LOT and now you tell me there is a new version? NICE! :2thumbsup:

Kaidonni
06-07-2008, 13:50
Hey Tyberius, when might the 2.0 patch be out? I'm itching to play MTW, but I was holding off my AAR until you released the next patch...

greatwhitehunter
06-10-2008, 14:02
Is there any chance for a Tyberius Patch for the VI time period? I love what you've done with this one, maybe you could work your magic on VI?

Heidrek
06-17-2008, 23:46
Ok, what do you want to be in that guide?


Hey Tiberius, soory for the long delay in replying!

Basically I'd love a breakdown of which factions got which new units and which eras they are available in, and the new unit stats of course. I've installed your patcha nd it looks great, so I'd like to get full use of it by knowing what new units I can get with each faction etc.

Cheers,

Tyberius
06-23-2008, 00:45
I have been enjoying the patch a LOT and now you tell me there is a new version? NICE! :2thumbsup:
Hey Tyberius, when might the 2.0 patch be out? I'm itching to play MTW, but I was holding off my AAR until you released the next patch...
Yes, there's gonna be a 2.0 version just about to release very soon, It has a lot of new features, including a new unit training panel order (archers,spearmen,swordsmen,etc) ,a lot more realistic spear points,new faction flags/shields/colors,etc.etc.




Is there any chance for a Tyberius Patch for the VI time period? I love what you've done with this one, maybe you could work your magic on VI?I´m working on it, but it will be an entire new mod, fully compatible with xl/tyberius patch, so you will be able to play either.


Hey Tiberius, soory for the long delay in replying!

Basically I'd love a breakdown of which factions got which new units and which eras they are available in, and the new unit stats of course. I've installed your patcha nd it looks great, so I'd like to get full use of it by knowing what new units I can get with each faction etc.

Cheers,i have been delaying this file, cause of being redesigning some units, and calibrating the old ones. I think it will be an exel file to release along with tyberius mod 2.0 just be patient.

Cheers.

Raz
06-24-2008, 10:10
Glad to hear you're still working on it. Keep it up. :2thumbsup:

Age
06-26-2008, 00:28
Looks good I will have to get it when reinstall my game.