Caravel mod v3.3
Updated version
Dear user,
thank you for your interest in the Caravel mod.
The mod was made for Medieval Total War/VI version 2.1, english edition.
It modifies the early campaign of the main game, with the aim to make the vanilla gameplay shine.
It was made and playtested with the following settings in mind and its strongly suggested you play it thus:
1. Add after the -ian extension, the -loyalty:130 and the -green_generals shortcuts to your MTW exe shortut.
2. Choose to play either between huge (120man sword unit/200man spear/80man horse ) or normal
(60man sword unit/100man spear/40man horse ) unit settings. Once you have set the unit settings to your choice,
then choose the equivalent campaign ie "CRVL (huge)" or "CRVL (normal)" from the campaign choice menu.
My personal suggestion is huge, but default works just as well.
The campaign economics have been custom calibrated to the unit setting you choose, so make sure you have picked
the right one for your unit settings!
3. Choose hard or expert difficulty.
4. Turn off the clock in battles from the Game options menu.
In order to play the mod, you'll need to target the .rar archive that contains the Mod, to extract itself to
wherever your Main MTW game folder is.
The location of the main MTW game folder varies according to edition.
If you have the original game edition with the VI expansion patched to v2.1, then your game will be in:
C\Program Files\Total War\Medieval Total War
If you have the Gold edition, that includes combined the main game and the VI expansion and installs through DVD rom,
then make sure the game version is patched to v2.1 (for some gold editions you need to download and install the v2.1 exe
patch); for that the game will be in:
C\Program Files\The Creative Assembly\Medieval Total War
If you have installed the game in a custom location, then target The Caravel Mod.rar to extract itself there.
You will be prompted if you want the files replaced (with those of the Mod), choose "Yes to all"
In case you have any question, suggestion or anything else you wish to say about the mod, you are more than welcome to
do so in the relevant thread in www.totalwar.org, at the Engineer's guild found in the MTW modification subsection,
found at the Medieval Total war section of the forums.
I hope you enjoy the mod, as much as i do ;)
Regards
gollum |
|
|
|
|
DarkAge
Batch file to fix unit animations and graphics: DarkAge_unit_fixv2.zip
This full campaign utilizes the Viking map, but takes the action back to the 5th century AD, when Saxon invaders had begun to threaten post-Roman Britain. Play as the Romano-British and witness the emergence of Arthur, or play as the pagan Saxons and lay waste to the isles. Factions include:
Irish
Scots
Picts
Strathclyders
Votadini
Men of Rheged
Angles
Men of Gwynedd
Welsh
Romano British
Dumnonians
Saxons
Jutes
Additional changes to the game include:
-new river crossings, from Mierce to Dere and from Wrocen Saetan to Dere
-new units, such as the mighty Hearthweru, the nimble Teulu, and the stealthy Cornish Bandits
-no Watchtowers or Border Forts - agents become crucial for defending against assassination and spying out your enemy's forces
-campaign spanning the years between 430 and 597 AD
-Arthur ("Artorius") appears as a fearsome general of the Romano-British in the late 400s
-new victory conditions: IMPORTANT: only 25 regions count for victory - no longer necessary to conquer the entire map. The victory regions are as follows:
Dal Riada
Fib
Cyil
Lothene
Cumbri
Elmete
Beornice
Pec Saetan
Dere
Wrocen Saetan
Mierce
Lindissi
Pouis
Hwicce
Middel Seaxe
MIddel Engle
East Engle
Defnas
Sumorsaete
West Seaxe
East Seaxe
Dornsaete
Suth Seaxe
Cantware
Brega
Essentially, to win you must conquer all of "England" except the tip of Cornwall (Cerniu) and Reget, up to the two "Scottish" regions of Dal Riada and Fib. In "Wales" you must conquer Pouis. In Ireland you must conquer Brega.
Please feel free to PM me, CountMRVHS, with questions or comments about the mod. Any feedback is appreciated! |
|
|
|
|
(VG)VictoriousGeneral_NewCampaign_VI
|
|
Forge_of_destiny.zip
Other files:
Forge_of_destiny_II.zip 2-14-03
forge_of_destiny_III_viking_invasion.zip 12-16-03
Forge of Destiny: 1087 Early Era
Full Strategic Campaign
Start position file
Designer information:
User name - Darwin
General Description:
This is a start posistion file intended for use as a Medieval: Total War full strategic campaign.
The intent of the campaign is to develop a balanced, boardgame style of play. As such, each faction begins with one territory, a small number of starting buildings, and a small army.
Installation:
Place the "Forge.txt" file into the directory below:
C:\Program Files\Total War\Medieval - Total War\campmap\startpos
Version information:
1.00
Detailed information on changes:
-Activated Burgundy as a faction
-Adjusted all active minor factions (except the Papacy) to playable major factions
-All factions begin with a one territory, a fort, royal palace, and town watch
-All factions begin with six units of Urban Militia, three units of peasantry, and one heavy cavalry unit
-Christian factions begin with one princess.
-All factions begin with one emissary.
Future goals and thoughts:
-Any constructive feedback is welcome and appreciated.
-I encountered an bug where the Sicilian princesses remained in play even after reaching rather old ages. I believe a resulting crash was due to this phenomenon. More testing is needed, feedback welcome. Keep an eye on this if playing as Sicily. Not encountered with any other factions.
- I added the heavy cavalry units to 'catch' any skillful generals a faction may begin with. I've never liked generals with poor morale. I'm still pondering the unit size.
-I'm considering moving the start date back from 1087 AD to something earlier.
-I plan to experiment with faction behaviors to make certain factions more aggressive. Especially the Danes. Feedback welcome.
-I plan to adjust the rebel buildings and armies eventually.
-Have fun.
|
|
|
|
|
Antalis_Storm over Europe.zip
This is a new campagne for Medieval-Total-War.
It is about the Mongols, who storm Europe.
It plays around 1200.
Be one of the great nations, like the Germans, the Russions and many others.
You can also play as Aragon, Swiss, The Pop, Hungaria and as the Mongols.
It is quite difficult.
Installation: Put the txt-file: "StormoverEurope.txt" into your campmap\startpos - folder.
Hope you enjoy it.
|
|
|
|
|
Sperka1100 Early Campaign Mod 0v1.1.zip
Files that are included in this mod:
*This README file: README!!!.txt
*The actual mod: 1100c.e. v1.0.txt
*The map I based a lot of the regions on: 1100big.jpg
Introduction:
This mod changes a lot of things in the Starting Position of the Campaign game in Medieval: Total War.
It is intended to add a more historically correct start to the game and balance out the various factions
so that they don't die out so quickly.
If this mod somehow breaks crashes or does anything negative to your game or computer I am not to be held be responsible
YOU HAVE BEEN WARNED!!!
This SHOULD be compatible with any other mods that edit or add buildings/units into the game and it should also work with Multiplayer.
Installation:
Place the text file:"1100c.e. v1.0.txt" into
C:\Program Files\Total War\Medieval - Total War\campmap\startpos or where ever you installed the game.
Removal:
Delete the text file:"1100c.e. v1.0.txt", it will be in this folder if you installed it properly:
C:\Program Files\Total War\Medieval - Total War\campmap\startpos
Changes:
* Almost all the provinces start out with buildings, the capitals and important sections for each faction have been bumped up
tech wise.
* There are more units all over the map, this includes all the factions and rebel provinces. Most are basic low technology
troops but there are also a few higher technology troops around.
* All provinces have been made more rebellious so that it doesn't take a small garrison to subdue them but a considerable
force until they get used to you. I won't tell you which because I hope these provinces catch you off gaurd.
* The weaker factions (French, Novograds, Turks, Aragonese) have all been made stronger by giving them provinces that they controlled
during this period and by giving them even more additional troops. This also stops them from dieing out so quickly which results in
less full stack super armies reappearing.
* All the provinces have had their farm income increased by 50-100 florins more. Some provinces have been given improved farmland
or increased farmworth to let the poorer factions have some money coming.
* The play styles of most of the differnt factions have been changed so that they play smarter, or at least appear to.
* The Spanish and Aragonese have been strengthed so that they and the Almohads are locked in sort of a deadlock of a war. This
results no to very few occasions when hordes of Elmoheads(Almohads) and Spaniards control 2/3sof the map.
* Wessex and Flanders aren't connected anymore. England is now an Island.
* Corsica and Sardina aren't connected anymore. They are now seperate Islands.
* Morroco isn't connected to Corbada and Granada anymore.
*France now controls Antioch, Edessa, Tripoli, Palenstine. This was done because no one including players and AI can ever manage
to launch a crusade for the "Holy Land" by the time the should have been taken. Also because this is the year 1100 when the
crusades finally finished.
* There are changes that aren't mentioned in here that I have either forgotten about or just don't feel like listing.
Notes:
* I have tried my best to give the HRE and the French and all others the provinces that they controlled Historically at this
time. Due to the limits of the game I can't completely replicate the historical settings. For example northern Italy was actually
under control of the Holy Roman empire, but because I wanted the Italians to have something in Italy I gave them Genoa because
a few years after the start of this campaign Genoa conquered Corsica and Sardinia which in the game are Italian provinces already.
* Rome was given the HRE, The Papal States are still under Papal control. Historically the control was the other way around but
because the Sicilians and HRE always vie for Rome wether papal or not I wanted to prevent a few unnessary excommunications.
* The territory of the Turks is also slightly inaccurate, the Byzantines historically controlled the Southern parts of Anatolia
Lesser Armenia and Nicea while the Turks controlled all of the Inland area. This is represented as best I could but is still
unsatisfactory to me.
* All of the English possesions in France except Normandy have been either made rebel or French, the English boundaries aren't
supposed to have that much of France until the Hundread Years War.
* Because the Almohads didn't control Libya and Tunisia in real life they are now rebel. This also allows the Egyptians to
expand without upsetting too many people.
|
|
|
|
|
Dancho_Moya.zip
This is the most medieval of MEDIEVAL: TOTAL WAR mods. Every province on the map is highly rebellious, and most of them are ridiculously, stupidly rebellious. The only way to survive is to play a conservative, careful game and hope for some luck.
This mod does create a more realistic, historical game than the original version- in my humble opinion. No super-power can blitzkrieg across the map of Europe (not without creating some giant rebellions). So the game tends to follow historical lines. You can get a crusade to Antioch at the start of the game-- if you're quick. Each crusader faction starts with a church so they can build a chapter house and send a crusade south right away. Antioch and Tripoli are remarkably un-rebellious. So once you get a crusade to those places, you stand a chance to create crusader states.
Some factions are VERY difficult (like the Holy Roman Empire). If you want a real challenge, play them.
To install:
Just unzip the file MOYA.TXT to the C:\Program Files\Total War\Medieval - Total War\campmap\startpos folder (or a different folder if you installed it differently!)
Enjoy! Just try playing as the Italians, Danes or Germans-- you will really want to pull your hair out! At least, you'll understand why Barbarossa jumped in that river!
Dan Dunn (Dancho)
|
|
|
|
|
MTW_julien_year1454_limit_fix.zip
MTW savegame year 1453 timelimit skip fix by julien.
This fixes the year recorded on your savegame file jump up to
the year 1454, thus enables you to play far beyond 1453.
It is COMPATIBLE with all the previous mods that changes
units, agents, faction mods EXCEPT mods which modifies starting date.
Note: This tiny fix DOES NOT change a bit of main game files, but ONLY
changes one of your savegame file.
by using this fix, your king and heirs will get more age accordingly.
(for example, let's assume that your king is 45 years old and
the year is 1353, if you fix this savegame then the king will become
an age of 146 as the year will be 1454. he will die next year)
So use it when the game NEAR the time limit(1453).
Even if you didn't manually save the game progress until 1454, you can still use
the last autosave, as autosave option is set to on by default.
Make a back up copy of your savegame file in case you accidently applied
the wrong save file.
File Contents:
Early_Era_Patch.txt : fixes early era(1087) started game
High_Era_Patch.txt : fixes High Era(1205) started game
Late_Era_Patch.txt : fixes Late Era(1321) started game
Readme_Kor.txt : readme file in Korean
Readme_Eng.txt : the readme file in English you're seeing
Patchit.exe : patch utility
readme.txt : the patch utility readme file and script usage
example1.txt : (you don't need these files using this fix)
example2.txt : but I included as the patchit packed)
Use it at your own risk!
Here are the simple steps to follow:
1) Check out what era you have chosen when you STARTED the game.(EARLY,HIGH,LATE)
this is needed because this game records years based on how many turns have passed since you
started the game.
NOTE: Even if you can't remember the starting period, Patch will check it out and won't fix
if you choose the wrong period so don't worry and just try the correct ERA file.
Just rename your savegame file to the period that you have STARTED(not current game year)
(if you don't remember the savegame file names, you can usually find them in
"C:\Program Files\Total War\Medieval - Total War\SaveGames\")
for example: if your savegame name is "The English 1453.cpg", and it started from
the High ERA(1205), then the file name should be be:
"The English 1453.cpg" -> "HIGH.cpg"
2) Launch included Patchit.exe and load the appropriate time script file from where you
have extracted files and test script. if you get an error message, it indicates either one of:
a> your savegame file name isn't correct. your savegame name and loaded script file must be
of an same era.
b> even if your savegame name IS correct, the savegame did not start from the era you think.
try another era.
This may seem a bit complicated but I've put an double-checking method so that you can make sure
you get the right file patched.
3) if the message shows the patch is successful then apply the patch
4) Make sure you close the patchit.exe before you launch MTW.
otherwise MTW would crash while loading saved game.
5) Enjoy the game!(you can change the savegame filename once after you have done fix.)
This tiny fix was created by:
Jun Hyung Kim a.k.a Julien Kaniizumi at Clan Berserk(Yas Terazawa)
using Patchit 2.0 by Robin Keir.
Julien at Totalwar.org
|
|
|
|
|
Sperka_Campaign_Mod_1087.zip
Files that are in this mod:
*This README file.
*The actual mod 1087c.e. v1.0.txt
Introduction:
This mod changes a lot of things in the Starting Position of the Campaign game in Medieval: Total War.
It is intended to add a more historically correct start to the game and balance out the various factions
so that they don't die out so quickly.
This mod was done completely by me and tested only by me, therefore the game is made for me. So if this seems too easy
or hard for you it is because it was made to my taste of how the gameplay should be. DON'T EXPECT TOO MUCH.
If this mod somehow breaks crashes or does anything negative to your game or computer I am not to be held be responsible
YOU HAVE BEEN WARNED!!!
This SHOULD be compatible with any other mods that edit or add buildings/units into the game.
Installation:
Simply place the text file:"1087c.e. v1.0.txt" into C:\Program Files\Total War\Medieval - Total War\campmap\startpos or where
ever you installed the game.
Removal:
Simply delete the text file:"1087c.e. v1.0.txt", then delete any saved games you made using this mod as well.
Contact:
If you have questions, comments, bugs, or suggestions please e-mail me at: Luftwaffle@mad.scientist.com
Here is a description of what has been changed in the game.
* Almost all the provinces start out with buildings, the capitals and important sections for each faction have been bumped
to higher technology buildings.
* There are more units all over the map, this includes all the factions and rebel provinces. Most are basic low technology
troops but there are also a few higher technology troops around.
*Certain provinces have been made more rebelious so that it doesn't take a small garrison to subdue them but a considerable
force until they get used to you. I won't tell you which because I hope these provinces catch you off gaurd.
*The weaker factions (French, Almohads,Turks,etc) have all been made stronger by giving them provinces that they controlled
during this period or by giving them additional troops. This also stops them from dieing out so quickly which results in
less full stack super armies reappearing.
*All the provinces have had their farm income increased by 50-100 florins more.
*The playing style of the Danish has changed and they now expand and build a navy opposed to sitting in Denmark until they
are overrun. A few other factions have had their play styles also changed but the result is minor.
*The Spanish and Aragonese have been strengthed so that they and the Almohads are locked in sort of a deadlock of a war. This
results no to very few occasions when hordes of Elmoheads(Almohads) and Spaniards control the entire map.
Things I have noticed:
The Byzantines and Egyptians tend to overrun the Turks but this takes a while to occur.
The Egyptians have on two occasions become powerful like the "Elmohead" hordes. It is usually stopped in the Balkans though.
|
|
|
|
|
Paladin 1092Early_08_09.zip
Version 9-8
I've been trying to modify the game so that it can be closer to being historically accurate,
so I did a search on the internet and found this map of Europe in 1092 A.D.
http://www.croatianmall.com/lupic/be...es/a1092eu.gif
I modified the Early Period to correspond with the information on the above map.
This new Early Period is the most accurate map in MTW.
Following are the changes I made:
- Hungary, Novgorod, Sicilian, and Aragonese factions are now playable.
- Change date to 1092 A.D.
- The Turkish Faction has been given: Nicea, Trebizond, Rum, Georgia, Anatolia, Edessa, Armenia,
Syria, Antioch, Tripoli, and Palestine.
- Added Fort in Nicaea.
- The Turkish Faction has the following troops in the respective provinces:
ANATOLIA - Horse Archers 40
ANATOLIA - Spearmen 100
NICAEA - Horse Archers 40
NICAEA - Spearmen 100
TREBIZOND - Spearmen 100
GEORGIA - Horse Archers 40
GEORGIA - Spearmen 100
- "Lesser Armenia" is rebel controlled with the following units:
Horse Archers 40
Spearmen 100
- Changed Libya (Cyrenacia) and Tunisia to rebel (Hammadids-Zirrids) controlled.
- Added the following units to Algeria:
Berber Camel 40
Desert Archers 60
Berber Camel 40
- Added Horse Guild, Cathedral, Monastery, Reliquary, Royal Palace, and Merchant
to Constantinople. (Historically, St. Sofia had been around for hundreds of years
and was the greatest cathedral of its' age. Not including it would be a huge breach of historical fact.)
- Upgraded Citadel to Fortress in Constantinople.
- Added the following units to Constantinople:
Spearmen 100
Spearmen 100
ByzantineInfantry 100
ByzantineInfantry 100
ByzantineInfantry 100
ByzantineInfantry 100
NapthaThrowers 12
NapthaThrowers 12
TrebizondArchers 60
TrebizondArchers 60
AlanMercenaryCavalry 40
Kataphraktoi 80
FireGalley 1
FireGalley 1 (The Byzantines had an extensive fleet which is not represented in the original "Early Period."
- Changed control of Crimea to Byzantines.
- Added Spearmen 100 to Crimea
- Added a port and castle to Crimea.
- Changed control of Serbia to Byzantines.
- Added the following units to Serbia:
Spearmen 100
ByzantineInfantry 100
- Added castles to Crete, Rhodes, Cyprus, and Malta.
(Historically, all four had castles and Malta's castle was very strong.)
- Changed Portugal to Almohad ownership. (Historically, the Almohads controlled 3/4 of Portugal.
However, Portugal is Catholic religion and culture.)
- Added the following units to Portugal:
Desert Archers 60
Berber Camel 40
- Added castle to Trebizond. (Historically, the Byzantines held on to the castle while the Turks
held the province. There's no way that I know of to split up control so I opted to include a
castle but give nominal control of the province to the Turks.)
- Changed Burgundy and Provence to Burgundinian (rebel) control. (Historically, Burgundy
was a seperate nation for many years and wasn't consumed by the HRE until the mid-1200's)
- Added troops originally in Burgundy and Provence into Swabia and Tyrolia, respectively.
- Added a port in Wessex and Normandy (Both provinces had ports by that time.)
- Changed control of Anjou and Aquitaine to French control. (Again, historically, the French
had control of these areas by 1092)
- Added Archers 60 and Spearmen 100 to Aquitaine.
- Added Peasants 100 and Archers 60 to Anjou.
- "Improved Farmland" and "Horse Farmer" for Wessex.
- Moved all English units previously in Anjou and Aquitaine into Normandy.
- Increased income of Normandy to 430
- Increased income of Wessex to 450
- Increased income of Mercia to 320
- Increased income of Northumbria to 290
- Changed control of "The Papal States" province to Italy while Rome remains in the Papist hands.
- Papist leader is moved to Rome.
- Moved units from "The Papal States" to Rome.
- Put Naples under Sicilian Rule.
- Add Spearmen 100 to Naples.
- Added (1) Galley to Venice.
** My thanks to Nicephorus Phocas for his help on the Byzantine parts of this project. **
Interesting historical note on Italy: There was no Italy until the 1800's. The faction
referred to as Italy in the game is historically merely a geographical region and nothing more. The area
was controlled by a number of City-States with no central authority.
During the 11th century an elaborate pattern of communal government began to evolve under the leadership
of a burgher class grown wealthy in trade, banking, and such industries as woolen textiles.
Many cities--especially FLORENCE, GENOA, PISA, MILAN, and VENICE--became powerful and independent
City-States. Resisting the efforts of both the old landed nobles and the emperors to control them,
these COMMUNES hastened the end of feudalism in northern Italy and spawned deeply rooted identification
with the city as opposed to the larger region or country. The cities were often troubled by violent and
divisive rivalries among their citizens, the most famous being the papal-imperial struggle--between
the GUELPHS AND GHIBELLINES, the supporters respectively of the popes and the emperors.
So, really, Italy should not be a power at all but instead should be broken up into a number of City-States.
I fought the temptation to make the Italian player a one province empire with Venice as the sole playable
province and then Genoa, Tuscany, Milan, Corsica, Sardinia, and the Papal States province, as all rebels.
But since that would obviously make playing the Italian player almost impossible, I left the Italian states
as one empire. But if anyone would like me to split them up, please let me know.
Please check this early campaign out and post your comments. Thank you.
Name: John Theo aka Paladin & centaurman
Version 10-24
Paladin_1092Early_24_10.zip
I've been trying to modify the game so that it can be closer to being historically accurate,
so I did a search on the internet and found this map of Europe in 1092 A.D.
http://www.croatianmall.com/lupic/be...es/a1092eu.gif
I modified the Early Period to correspond with the information on the above map.
This new Early Period is the most accurate map in MTW.
Install directions:
Simply place the "Early1092.txt" file into your C:\Program Files\Total War\Medieval - Total War\campmap\startpos
directory and then place the other two files, "crusader_build_prod13.txt" and "crusaders_unit_prod11.txt" into
C:\Program Files\Total War\Medieval - Total War. When you get to the campaign selction window in the game,
look for the "Early" campaign with most of Asia Minor under the control of the Turks or most of France under
the control of the French. That's the one you need to select so you can play the 1092 game. That's it. Enjoy.
Following are the changes I made:
- No more spies. (Spies used as tools for rebellions are far too powerful and unhistorical. If you want to see
what's going on in other parts of the map, use the cheat code by typing in everything between the quotes,
".matteosartori." That will bring up what's going on all over the map. IMHO, it's a more enjoyable way to
play the game. NOTE: Sometimes one or two of your ships will disappear while using this cheat. Just type
in the same cheat code and it will restore your ships so that you can see them again.)
- Hungary, Novgorod, Sicilian, and Aragonese factions are now playable.
- Changed start date to 1092 A.D.
- The Turkish Faction has been given: Nicea, Trebizond, Rum, Georgia, Anatolia, Edessa, Armenia,
Syria, Antioch, Tripoli, and Palestine.
- Added Fort in Nicaea.
- The Turkish Faction has the following troops in the respective provinces:
ANATOLIA - Horse Archers 40
ANATOLIA - Spearmen 100
NICAEA - Horse Archers 40
NICAEA - Spearmen 100
TREBIZOND - Spearmen 100
GEORGIA - Horse Archers 40
GEORGIA - Spearmen 100
- "Lesser Armenia" is rebel controlled with the following units:
Horse Archers 40
Spearmen 100
- Changed Libya (Cyrenacia) and Tunisia to rebel (Hammadids-Zirrids) controlled.
- Added the following units to Algeria:
Berber Camel 40
Desert Archers 60
Berber Camel 40
- Added Horse Guild, Cathedral, Monastery, Reliquary, Royal Palace, and Merchant
to Constantinople. (Historically, St. Sofia had been around for hundreds of years
and was the greatest cathedral of its' age. Not including it would be a huge breach of historical fact.)
- Upgraded Citadel to Fortress in Constantinople.
- Added the following units to Constantinople:
Spearmen 100
Spearmen 100
ByzantineInfantry 100
ByzantineInfantry 100
ByzantineInfantry 100
ByzantineInfantry 100
NapthaThrowers 12
NapthaThrowers 12
TrebizondArchers 60
TrebizondArchers 60
AlanMercenaryCavalry 40
Kataphraktoi 80
FireGalley 1
FireGalley 1 (The Byzantines had an extensive fleet which is not represented in the original "Early Period."
- Changed control of Crimea to Byzantines.
- Added Spearmen 100 to Crimea
- Added a port and castle to Crimea.
- Changed control of Serbia to Byzantines.
- Added the following units to Serbia:
Spearmen 100
ByzantineInfantry 100
- Added 20 Florins to production of Greece.
- Added castles to Crete, Rhodes, Cyprus, and Malta.
(Historically, all four had castles and Malta's castle was very strong.)
- Added castle8 to Antioch. (In 1097, The Crusaders found a huge castle so big that they didn't have
enough troops to surround the entire city. Also, the seige could easily have dragged on for a year.)
- Added castle8 to Jerusalem.
- Changed Portugal to Almohad ownership. (Historically, the Almohads controlled 3/4 of Portugal.
However, Portugal is Catholic religion and culture.)
- Added the following units to Portugal:
Desert Archers 60
Berber Camel 40
- Added castle to Trebizond. (Historically, the Byzantines held on to the castle while the Turks
held the province. There's no way that I know of to split up control so I opted to include a
castle but give nominal control of the province to the Turks.)
- Changed Burgundy and Provence to Burgundinian (rebel) control. (Historically, Burgundy
was a seperate nation for many years and wasn't consumed by the HRE until the mid-1200's)
- Added troops originally in Burgundy and Provence into Swabia and Tyrolia, respectively.
- Added a port in Wessex and Normandy (Both provinces had ports by that time.)
- Upgraded Fort to Castle in Wessex.
- Added a Shipwright in Wessex.
- Removed neighbor link between Wessex and Flanders. (It is far too easy for the French to move
troops to England when historically the French only were able to mount raiding parties of the
English coastline. So in the game, if the French want to invade England, first, they will have
to build a fleet and fight it out with the English on the sea then on land.)
- Changed control of Anjou and Aquitaine to French control. (Again, historically, the French
had control of these areas by 1092)
- Added Archers 60 and Spearmen 100 to Aquitaine.
- Added Peasants 100 and Archers 60 to Anjou.
- Added Chapter House to Ile de France so that Crusades can begin as historically launched.
- Changed Castle in Ile de France to Castle8
- "Improved Farmland" and "Horse Farmer" for Wessex.
- Moved all English units previously in Anjou and Aquitaine into Normandy.
- Added (2) Archers 60, Peasants 100, Spearmen 100, and a Barque to Wessex.
- Increased income of Normandy to 430
- Increased income of Wessex to 450
- Increased income of Mercia to 320
- Increased income of Northumbria to 290
- Changed control of "The Papal States" province to Italy while Rome remains in the Papist hands.
- Papist leader is moved to Rome.
- Moved units from "The Papal States" to Rome.
- Put Naples under Sicilian Rule.
- Add Spearmen 100 to Naples.
- Added (1) Galley to Venice.
Additionally, following are the changes in order to make it so that in the "Age of Feudalism",
factions have the ability to actually build Feudal Knights right away as is historically correct.
So instead of having to wait for many years until you have the funds and have gone through the
process of constructing all the various buildings, the Feudal Knights are now ready to be used by
those factions that can build them:
- Added Castle, Armourers' Workshop, Royal Estate, and a Royal Palace to Poland.
- Added Castle, Armourers' Workshop, Royal Estate, Royal Palace, and a Spearmaker to Hungary.
- Added Horse Breeder, Armourers' Workshop, and Royal Estate to Rome.
- Added Castle, Royal Estate, Royal Palace, Armourers' Workshop, Spearmaker, and Horse Breeder to Sicily.
- Added Castle, Horse Breeder, Royal Estate, Armourers' Workshop, and Royal Palace to Bavaria.
- Added Castle, Horse Breeder, Armourers' Workshop, and Royal Estate to Venice.
- Added Castle, Horse Breeder, Spearmaker, Armourers' Workshop, and Royal Estate to Aragon.
- Added Castle, Horse Breeder, Royal Estate, and Armourers' Workshop to Castile.
- Added Castle, Horse Breeder, Royal Estate, Armourers' Workshop, and Spearmaker to Denmark.
- Added Royal Estate, and Armourers' Workshop to Wessex.
- Added Castle, Royal Estate, Horse Breeder, and Armourers' Workshop to Ile de France.
** My thanks to Nicephorus Phocas for his help on the Byzantine parts of this project. **
Interesting historical note on Italy: There was no Italy until the 1800's. The faction
referred to as Italy in the game is historically merely a geographical region and nothing more. The area
was controlled by a number of City-States with no central authority.
During the 11th century, an elaborate pattern of communal government began to evolve under the leadership
of a burgher class grown wealthy in trade, banking, and such industries as woolen textiles.
Many cities--especially FLORENCE, GENOA, PISA, MILAN, and VENICE--became powerful and independent
City-States. Resisting the efforts of both the old landed nobles and the emperors to control them,
these COMMUNES hastened the end of feudalism in northern Italy and spawned deeply rooted identification
with the city as opposed to the larger region or country. The cities were often troubled by violent and
divisive rivalries among their citizens, the most famous being the papal-imperial struggle--between
the GUELPHS AND GHIBELLINES, the supporters respectively of the popes and the emperors.
So, really, Italy should not be a power at all but instead should be broken up into a number of City-States.
I fought the temptation to make the Italian player a one province empire with Venice as the sole playable
province and then Genoa, Tuscany, Milan, Corsica, Sardinia, and the Papal States province, as all rebels.
But since that would obviously make playing the Italian player almost impossible, I left the Italian states
as one empire. But if anyone would like me to split them up, please let me know.
Please check this early campaign out and post your comments. Thank you.
Name: John Theo aka Paladin
|
|
|
|
|
poor_student_MTWfullVersionMongoPlay.zip
MTW campaigns by Poor Student. |
|
|
|
|
giskard_pagandawnv2.zip
Pagan Dawn V2 By Giskard.
Website: http://www.respawn.co.uk
Feedback forum: http://www.respawn.co.uk/forums/inde...64&act=SF&f=11
Introduction.
Pagan Dawn is a new single player campaign for Medieval Total War. Most of Europe is fragmented and chaotic.
The player must bring order to Europe or by playing the pagan nations turn Europe into a Pagan State.
Installation.
Installation and Removal is easy. Just copy the Pagandawn.txt file into your Medieval Total War\campmap\startpos
folder. To remove it, just delete that file.
To play Pagan Dawn.
Pagan dawn is accessable via the Single player menu by selecting "New Campaign" and best played as a Domination style game, the other method of play may also work.
The Campaign description will not automatically appear. To view it, you must first click on one of the original campaigns then click back on Pagan Dawn.
This simple action is enough to display the campaign briefing. The Briefing also contains tips for different races. The Race information on the next screen is totally out of date.
Future Versions.
I plan on expanding the Pagan Dawn campaign to use custom maps for important regions. This will help prevent some maps being used more than once in the campaign like they currently do in the original campaigns.
I will also be making changes based on the feedback I get from the players. Please post your feedback in the forum linked at the top of page.
Other Campaign Makers and Map Makers.
If your making a new campaign and would like me to answer some questions about Pagan Dawn to help you with your own campaign feel free to post your questions in the forum listed above.
If you have any tips for me I would love to help them too. I am learning this as I go along, so I am by no means an expert at this time.
Because I plan on using custom maps for certain regions I could use the help of other map makers in providing the maps to use.
I will be making some my self but there are a lot of maps that need to be made. For instance, each castle upgrade requires a new map for the same region.
I dont have details yet but it is next on my list of things to figure out.
I hope you enjoy this campaign.
Changes in this version:
Pagan Regions now come with attributes you can award to your generals what will help them better control
other pagan regions. This attributes come with the name of a famous person from that region during the period the game
covers (Roughly). Pagan Factions who own these regions start with these attributes. So conquering a region just to
get hold of a title is now well worth it.
The Golden Horde watched public opinion in the regions they owned and provided incentives to keep them
loyal. As such Golder hord generals now have a higher loyalty value.
Starting Cash is now completely different for each Faction. The amount each recieves is dictated by the difficulty the
player faces with that faction. This should even things out a bit but some AI factions hae had their cash slightly increased
to make them more forceful at the opening period of the game.
Hungry now gets titles for advanced buildings. This was over looked in the first version.
All Factions are now more aggressive.
giskard
Giskard_rebeldawnv1
Giskard_rebeldawnv1.zip
Rebel Dawn V1 By Giskard.
email: giskard@respawn.co.uk
Website: http://www.respawn.co.uk
Feedback forum: http://www.respawn.co.uk/forums/index.php
Introduction.
Rebel Dawn is a new single player campaign for Medieval Total War based heavily on my Pagan Dawn Campaign.
Most of Europe is fragmented and chaotic. The player must bring order to Europe or by playing the
pagan nations turn Europe into a Pagan State.
Installation.
Installation and Removal is easy. Just copy the rebeldawn.txt file into your Medieval Total War\campmap\startpos
folder. To remove it, just delete that file.
To play Rebel Dawn.
Rebel dawn is accessable via the Single player menu by selecting "New Campaign" and best played as a Domination style game, the other method of play may also work.
The Campaign description will not automatically appear. To view it, you must first click on one of the original campaigns then click back on Rebel Dawn.
This simple action is enough to display the campaign briefing. The Briefing also contains tips for different races. The Race information on the next screen is totally out of date.
Differences between Pagan Dawn V2 and Rebel Dawn V1
Rebel Dawn has the following changes over the original Pagan Dawn Version 2.
Kings Starting points are all stable and produce at least 750 in tax each year.
All other regions now have a rebelion value of at least 1, in some cases it is more.
All Advanced structures that also give titles give +3 loyalty.
All none rebel regions now have just enough troops to make those regions more or less stable
at the start of the game. There is still a chance of revolt though.
All regions now have at least 200 income per turn. Enough to support the starting troops in the worst cases.
Most have a lot more so they have not been changed.
Interesting side effects of this Mod.
The players own opening moves general determine if his own regions will revolt. I have found careful players
will generally maintain control of 99% of their starting regions. There is always a small chance of revolt even
for careful players. Reckless players may see all their regions revolt.
Good landlords may see the rebelious nature of the region work in their favour. I noticed after
the polish army invaded my region at the start of the game that the Rebels where allied to me. I
had raised their zeal just enough in the first few turns to allow this to happen. It could also
work against you when you invade other factions regions.
giskard
|
|
|
|
|
B_MTW_MinorFaction_Campaigns.zip
MTW full campaign.
Barocca v1.02
1.00 : 7 September 2002
BUG FIXES :
1.01
8/sep/02 : Changed Scilian Barques to Dromon
(reported by Wart)
Sciliy could not use the barques it starts the game with,
and any further ships built would be added to the unusable fleets!
1.02
8/sep/02 : Changed Scilian Dromon to Galley
(reported by vonManstein)
An error loading any faction other than Sicily
regarding cultural inability to build Dromons - (Sicily's unique unit)
===================================
You have in your Hot Little Hands,
1:- B's Minor Factions 16AD v1.01
2:- B's Minor Factions 1087 v1.01
READ EVERYTHING PLEASE
If you Find a Bug or something i've missed PLEASE
go here and report it in the Editing/Mods/Patches Forum,
https://forums.totalwar.org/vb
and I'll update as fast as your ideas come in, Just remeber i have to sleep sometimes :)
These mods enable player selection of the Early Era Minor Factions for MTW.
These mods are both fully compatible with EatColdSteels_No_Agents Mod!
There is one Drawback to beginning as a Minor Faction, resources - you don't have many. The Minor factions which are now selectable are Hungarian, Novgorod, Sicilian and Aragon.
Whichever Minor faction you choose will be tough, you will need to be agressive, ruthless and lucky. The Papacy is almost unplayable, and in the 16AD mod will likely fall early and thus be in exile - meaning you really don't want to have to assinate him, becuase you won't be able to find him!
This is a testing variant, completely unbalanced and some factions may well be unplayable. The Faction Selector will over/underlap the portrait, but the link is still selectable.
The 16AD mod :- This begins in 16AD, giving your 1400 years to conquer Europe, please not your King will die in the first year, fear not, that has been anticipated.
Change over to the Middle Era is 600 AD
Change over to the Late or High Era is 1000 AD
Simply place these files directly into the
..\Medieval\campmap\startpos\
folder,
Note :- to see the campaign description/background you will need to select the campaign, then select another campaign, then re-select your first choice,
This is a bug in the way MTW reads the campaign file,
There are currently no descriptions for the minor factions, you will however get a list of units available to that faction at the start of play.
An instructional Document will be made available at a later date!
(When we figure out what all the numbers really mean, especially the numbers listed beside faction leaders!)
This Insanity was Brought to you by Barocca
With the help of research by Sparky,
amd Inspiration by V'ger
barocca_x@hotmail.com - www.totalwar.org - forums - mod/patches forum
|
|
|
|
|
|
TheSultans_PlayablePopeV1.1.zip
Version 1.1a
new
The Sultans' Playable Pope v1.1
Hi, just put the Pope.txt file in your campmap/startpos folder and start a new campaign.
Key changes:
-Pope is now a playable faction
-Pope is assigned Malta, Cyprus and Crete as territories
-Rome given some tradable goods & resources - for some reason I thought wax was appropriate for all the churches!?
-Starts with a couple of Princesses, but heirs just automate after that
-Game starts off fairly easy but gets very hard later on
Enjoy ;)
The Sultan
PS. This is unofficial and unsupported - I just made it for fun, the next version will be more of a scenario.
|
|
|
|
|
|
Giskard_empirev2.zip
Website: http://www.respawn.co.uk
Feedback forum: http://www.respawn.co.uk/forums/index.php
Introduction.
Empire is a new 1000 year single player campaign for Medieval Total War. Starting in the 400's and
ending in the 1400's.
It features 6 superstates that will make their presence known and dominate the game as
well as several city states. The player can choose to play any one of the super powers
and a majority of the city states, Including but not limited to...
The Swiss
The BURGUNDIAN's
The Pope
The Swiss whilst small do get pikemen as their kings unit at the start of the game and this makes
very tough indeed. So they are considered an easy faction to play.
Tax is generally set higher than usual in Empire. The super powers need the income they
earn to defend them selves and launch attacks. City states are very rich provinces and
if conquered will increase your income by roughly 1000 per turn. They are also highly rebelious
and if a revolt occures your likely to face over 3000 rebels loyal to the former owners. All
other states are stable by default so if they revolt its due to other factors.
Your kings starting region also gives benefits to the player and should be defended at all costs
because it makes a very good target for factions looking for a good title and more income.
It will provide a higher than normal income as well as a good title to give to one of your generals.
It does not provide anything like the income the city states provide though but the title it offers
you is better.
How game plays out really depends on how badly you or the AI's ignore another superpower. If Europe
gets involved in a series of petty wars it is likely that the Russians or Egyptians will suddenly turn
up and conquer you. Like wise if the eastern nations get too involved in local affairs one of the western
factions may suddenly turn up. In either case it usually means that faction has conquered most of the regions
near by and your its next target. Shipping and trade will allow you to watch how factions grow so you can plan
a head.
The general size of any army in Empire is double that of the largest armies in the default campaign because
of the higher taxes. Withdrawing into a castle, bribery and other tactics are something you must consider if
you wish to win. A delay might give you enough time to raise an army and counter attack. Bewared though,
the AI will attempt to break a siege if it's army is big enough.
Installation.
Installation and Removal is easy. Just copy the empire.txt file into your Medieval Total War\campmap\startpos
folder. To remove it, just delete that file.
To play Empire.
Empire is accessable via the Single player menu by selecting "New Campaign" and best played as a Domination style game,
the other method of play may also work but are untested. The Campaign description will not automatically appear.
To view it, you must first click on one of the original campaigns then click back on Empire.
This simple action is enough to display the campaign briefing. The Briefing also contains tips for
different races. The Race information on the next screen is totally out of date.
giskard
|
|
|
|
|
|
Invisible Wizard_thepope.zip
MTW campaign
The Pope: I made this campaign mod because I wanted to play the Pope and it is not intended to be Historically accurate.
Basically I just made the Pope Faction playable and raised the base income for the two territorries they start out with. I also added Burgundy as a Faction (not playable) and took out sicily. I made much of the territory in and around Italy Rebel controlled to make it easier on the Papists, the Italians are now just Venice and will have a very hard time in the game but I gave them a lot of extra money in the beginning of the game. That about covers it.
Have fun! Invisible Wizard..
|
|
|
|
|
|
Full_version_pope_campaign.zip
MTW Campaign. Author unknown.
***Back up your original before replacing with these files!!!
Direction:
Back up your early.txt changes.txt and starpos.txt files.
1.)Put the Early.txt into this location C:/Medieval total war/campmap/startpos/Early.txt
2.)Put the changes.txt and the startpos.txt into this location C:/Medieval total war/Loc/Eng/changes.txt
I made it possible to play the golden horde and the pope in this custom mod. It acutaly works.
You can excomunicate simply by attacking a catholic faction and when they attack you they will be excomunicated. Also I changed the tittles given by the Pope to his faithful generals. The papal army
is set to crusader expansionist but i thought them to be wimps unless i jacked up the generals stats.
Have fun with it and enjoy...
|
|
|
|
|
|
King_David_Reconquista.zip
MTW by King David.
La Reconquista:
Instructions: Back all relevant files before installing anything into your game.
Place Reconquista and Pope file into: Progam files\TotalWar\MedievalTotalwar\Campmap
Place CustomGames file into Progam files\TotalWar\MedievalTotalwar\CustomGames
Place CrusaderUnit file into Progam files\TotalWar\MedievalTotalwar
This is what you get:
Early Era
La Reconquista is based on Spains' struggle with the moors in the early middle ages and beyond. I recomend playing on expert level. The spanish have been given spanish tittles and good prestige because after all, Spain grew to be a Vast Empire shortly after the Late era of the middle ages. Provinces get better income becuase i got annoyed at the original settings and it is fun to build great armies.
The Pope file is a playable Pope and Golden Horde Campaign
Almughavars are obtainable with an Armorer and spear3 in aragon.
The battle of najera is a custom Hystorical battle between The Black Prince Henry against the spanish and the french..
Enjoy
King David at your service
|
|
|
|
|
|
Grell_1275EuroCityStates.zip
MTW by Grell.
This mod has all of the official factions in it including the Burgundians and Swiss. It is set late in the High period, and has far too many changes to list. I used an Historical map in making it, but foremost in my mind was to create a challenging game (for any faction), now taking and holding neutral provinces is a bit (sometimes a LOT) harder. I think it results in a more challenging, realistic game with stategy and politics being more import, as opposed to conquering everything in sight.
Included is a smaller version of the map I used (the original is 3 MB).
Installation.
Just copy the 1275EuroCityStates.txt file into your Medieval Total War\campmap\startpos
folder. To remove it, just delete that file.
|
|
|
|
|
|
Giskard_hitechcampaign.zip
MTW by Giskard
The Hitech campaign is a very simple edit of the Late campaign.
I have simply changed the dates to allow players to enjoy the late
campaign for longer they might otherwise be able too. In this case from
the 10 century onwards.
Installion:
Copy the hitech.txt file to your Medieval Total War\campmap\startpos folder. Then Start the game
and the new campaign will appear. If the game is already loaded you will need to restart it to
see the new campaign.
To play.
In order to play the new campaign just go to the single player menu and select new campaign.
When you get to the select period you will see the Hitech period listed. Choose that one.
Do not worry about weird error thats showing, it just means the game cannot decide if its a
late or early period game. Getting rid of that error is on my to do list.
Future versions.
A lot depends on how well this works on other systems with other races. So experiment a bit
and let me know which race you used, what difficulty setting you used and how well the game
seemed to play compared to the original campaigns you have tried. Tell me of anything weird
that appears whilst playing the game.
If all goes well you can expect trading tweaks, custom maps for certain countries for use in
real time battles and many more improvements. In short theres a lot I can do to customise it
if everything works out well. I really do need your feedback to track down any problems
that a rise from tweaks I have already made before I can dive in and produce better campaigns.
I will be creating a new forum on my website called Medieval Total War so you can post your
ideas and feedback on future work I make for MTW. Feel free to drop by and use it.
Just paste the link at the top of this doc into your browsers URL box and then click on forums.
Theres a lot to learn about editing this game and lot of fun stuff to look forward to.
Giskard
|
|
|
|
|
|
Kraellin_K_s_no_land_bridges_1.zip
This is a simple mod that gets rid of ALL land bridges in Medieval: Total War, ver 1.1. i have no idea if this works for ver. 1.0. test at your own risk.
there are NO other changes to the files whatsoever. none. i didnt add any new buildings for any factions or take any away. no new units, no mod of units....NOTHING.
there are 3 files in this zip file. they are for the early, high and late periods. you need all 3 if you intend to start a campaign in any of the three eras.
you must first unzip this zip file to get the 3 files. i used winzip to pack it up. i would suggest using the same to unzip it. after unzipping the files, place all 3 in your medieval-total war\campmap\startpos\ folder. either remove the 3 files that are currently there, first, or simply overwrite the files that are there with these new ones.
MAKE SURE YOU MAKE A BACKUP OF THE ORIGINAL FILES FIRST AND STORE THEM SOME PLACE SAFE!
i make no warranty that these files will work on your system. i make no warranty that they wont blow your system up. i make no warranty that they'll even work. i only tested the english land bridge between flanders and wessex and the one between denmark and sweden and they both worked fine. these were only tested in the early period.
to reach me to complain or pat me on the back, log into www.totalwar.org and go to the forums there and pick 'The Dungeon' forum and post a message to 'Kraellin'. i normally check this forum every few days or so.
Craig (Kraellin)
|
|
|
|
|
AfricaMod.zip
MTW by Patrick.
Adds Africa to MTW.
Update for MTW 1.1:
Patrick_AfricaAddon1.1.zip
This is an update of AfricaMod. Unzip this one to
C:\Program Files\Medieval - Total War\Campmap\Startpos\
And then open up Medieval: Total War and select
any of the "With Africa" campaigns.
These files are based on the patched 1.1 versions
of Early, Hight, and Late, and add Africa to both
High and Late.
Say, you want to add Africa (the Sahara) to your campaign
mod? Well, just open any one of these files, and search
for "Africa", copy each of the lines to your file in
thier propper areas, noting that those in
"SetNeighbours", the first that would show up, would
need to be replaced.
Enjoy!
Patrick
|
|
|
|
|
|
El_Slapper_reb987.zip
|
|
|
16KingsMTWCampaign_v1.zip
*******************************************************************************************
User's Notes for "Sixteen Kings" Campaign for Medieval Total War
Notes and Campaign by R. Mark Colborn.
Famous Quote: "Beware the Wallachian vampire!" (Go ahead, play Hungary, "you know who" is there but under an assumed name.)
Campaign created in April 2003.
*******************************************************************************************
INSTRUCTIONS FOR USE
Copy the "SixteenKings_v1.txt" file into your Medieval - Total War\campmap\startpos directory.
The Campaign is now available for Single Player play using the "New Campaign" option.
There should be no risk in using this file. Naturally, I can't take responsibility for your
computer blowing up, but -- let's face it -- if that happens because you installed the campaign text file, it's probably because you tipped your chair over and fell on your tower.
Also, any confusion or loss from misunderstanding the actual Middle Ages is the responsibility of the user and the designer will have no liability for failed exam questions, guffaws at the water fountain, etc. No, the Burgundians never ruled Lithuania and no the Swiss did not drive the French out of Lorraine. No, the Brits did not campaign in Europe relying heavily on Celtic Gallowglass warriors, but do it anyway! (They're tough!!!) This is a game. What you see here did not actually happen. And no, Aragon did not rule Brittany in 1000AD!
(Why did I do this? Keep reading.)
*******************************************************************************************
DESCRIPTION
"Sixteen Kings" is a campaign which offers the player the choice of sixteen playable factions, all more or less balanced and all capable of victory. The kings are designed as "peers", meaning that each nation has approximately the same number of starting regions -- an average of five -- and well-stocked armies approximately equal in power. The campaign begins on an altered timeline, 1000AD as the High Middle Ages.
There are no other files -- this is a campaign only and does not alter your AI, description, building prerequisite, etc., files.
*******************************************************************************************
FEATURES:
* All factions included (except Papacy) are playable, sixteen in all. The game can be won with any faction.
* All factions start with an average of 5 developed regions so you can begin production of "combined arms" immediately.
* All factions include castle- to fortress-sized keeps, so less time is spent on building
these. Go right to work on what you want that region's specialty to be.
* Most factions include a healthy helping of our respective favorite troops: Order Knights, advanced troop types, Longbows and boats, hordes of Eastern Cav, tough Byzantine and Turkish troops, pikes, etc.
* Altered region economic values to permit larger standing armies. I always felt there should be
enough money generated from the regions so that you could field an army that was larger than eight
guys and their cooks. You can still break your bank in this campaign, primarily if you build without expanding, but you will experience an easier start and double the regional normal income.
Your start cash is enough to customize your regions and build a few soldiers, but you have to conquer to keep your economy strong.
* Manipulating the starting date and definition as "1000 AD - High" allows plenty of time to play with our favorite troops. In short, I wanted items like bills and longbows and needed to advance the timeframe to get them.
* In addition to MTW's normal ambiances, I have worked to focus every faction toward a different experience of play. Playing the Hungarians is very different from the Byzantines, or the Burgundian/Novgorod/Prussian, or the Russian Steppe lords, or the Danish vikings. No more grieving over puny vikings, although I hear MTW will address that with an expansion next month!
* Because MTW does not permit simultaneous play of Novgorod and Russia -- you can believe I was beating my head on the wall for a while till I figured this out -- I (mis)used the Burgundians to play the Novgorod territories, including favorites Lithuania and Prussia.
Why Burgundians? For no sensible reason except that they were available and I desperately wanted to put Prussians in play, anachronistic though it may be.
* Play as the stalwart Swiss! Historically, they were steady and dangerous but isolationist.
These guys are fun with special pikes and halberds and make for yet another MTW experience.
This campaign postulates development along similar technical lines, but much more
expansionistic tendencies, not to mention some previous victories vs their neighbors. You will know the pain of taking a bridge from these guys!
* This campaign works on both the v1.0 and v1.1 versions of MTW.
***********************************************************************************************
DESIGNER'S NOTES
As you may expect, my campaign reflects what I wanted to play with MTW. Although I am a history geek and appreciate the education available in the classic MTW campaigns, I also am a gamer and want the opportunity to play a version with all of the factions having:
* equal starting positions as in a board game
* the ability to build "combined arms" teams from the start
* starting assets that look a little more like a multi-century old kingdom.
* the opportunity to use those "fun" units -- pre-gunpowder, that is. (In other words, why be Brit without Longbows or Boats?)
In the normal campaigns, the player starts with almost no troops, boats or buildings, and time must be spent in working up to a normal starting condition. Who wants to wait 12 to 16 turns for the castle to be built? (If I wanted to start with a mud hut, I'd be playing "Empire Earth"!) Nah! I wanted to make it look like a nation from the start.
***********************************************************************************************
PREVIOUS CREDITS
I also created the "Seven Samurai" and "Warlords 1550" campaigns for Shogun Total War -- Warlord Edition.
In non-computer game contexts I authored the "Rolemaster Companion" for ICE's Rolemaster game, and significant portions of their books ROCO3, Lords of Middle Earth vol 1-3, and R Talsorian's book "Maximum Metal" for their Cyberpunk 2020 RPG.
I have a vampire novel in process. Look for it in a couple of years.
*******************************************************************************************
PEANUT-GALLERY REQUEST
Hey, Medieval Total War team, include a campaign editor for Pete's sake!!! You can see that with MTW and Shogun Total War, your community readily takes on new campaign design. We want it! Obviously!!! (Duh!) If you can include an editor for 3d maps, we know you can handle generating new text files!!! Come on! Please!
*******************************************************************************************
|
|
|
|
|
|
MTW-Viking-Invasion-Definite.zip
This is my new mod for MTW-Viking Invasion V2.0.For newbies with mods the instructions are the following:
Copy the files to main directory of the game (V2.0 only) to overwrite the original.(The "startpos" file copy it to "campmap" file.)
Before that make a back up of the original files if you ever want to re-play with default settings.
My last mod had a huge success and appreciation and hope this new mod will apply
for all you gamers.This is a list of what it includes (the most important):
-increased effectiveness of all artillery pcs by reducing the minimum degree of fire.
Now you can place your artillery uphill and watch them annihilate the troops downhill. Catapult-like artillery are left the same.Also increased their ammo.
-Made Ballista also more effective by making it possible to penetrate 2-3 troops per shot if the trajectory of the arrow allows it.
-Increased slightly the ammo of bows(from 28 to 32).Since now the bows are more effective than version 1.1 it is not correct to alter them anymore.
-increased ammo of javelins+Naptha throwers (from 4 to 6)
-Corrected bug(I think?) that allowed to buy late guns in the inn even though production is allowed only in late eras.(for example organ gun,arquebushiers,handgunners etc.)
-Increased armour of Kataphraktoi from 7 to 9 (like gothic Knights have)
-Made possible Viking special units to be produced also in high eras.
-The same for Avar nobles.
-The same for swabian knights.
-Made possible all crusade units (except fanatics) to be producable.The cost is high though.
-Made possible all dismounted horsemen to be also producable: (Feudal footknights,chivalric footknights,gothic footknights,Hospitaller footknights)
-Made possible sherwood foresters to be also producable with townguard4+bowyer4(in MERCIA only).
-Also for Khazaar royal cavalry with horsebreeder4(in KHAZAAR only).
-Also for early Varangian guard with spearmaker3(in KONSTANTINOPLE only).
-Made gunners a little more accurate.Also increased by 25 % the range of handgunners and slightly their lethality.
-Slightly lowered support cost of feudal knights,build cost of chivalric knights to balance the insertion of the crusade units.
-Slightly improved peasant combat ability.Just to worth their money.
*also there are the following enhancements
-Now the max possible income per province is increased by 30 %
-Trade income per product is also increased by 30 %
-Mine income output is increased 100% per mine
all a.m apply only to European campaign map.
-also improved peasants for Viking invasion map.Did not alter archers ammo for
viking invasion as most troops are unarmoured and this could make them too powerful.
The game plays (I think) much better now and I hope you also can test it.
My name is DARTH VADER in the forum.
|
|
|
|
|