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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 |
Category
Full_Campaigns
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Gnome_UnitBuildProj_Editorv2.0.zip
GnomeEditorv2.0
Utility tool to safely and easily view and edit crusaders_unit_prod11.txt, crusader_build_prod13, and ProjectileStats.txt files.
This version of the editor superceeds the previous unitEditor, you can just delete the previous prog and install this.
installation:
unzip the GnomeEditorv2.0.zip to wherever you like, if you check 'use folder paths' it will create a folder, but you can put it any folder you want. The program requires no registration etc. to run.
The '.bak' files included contain the default data and can be replaced with a newer version of the original txt files if we ever get a patch past 1.1. To uninstall the editor just delete the exe.
As this is a vb program it requires the vb6 runtimes to be installed on your system, you might well already have them. The files needed are: Msvbvm60.dll and comctl32.dll.
Of course you use this at your own risk, and please backup your original files before you start over-writing them.
If you find a bug then feel free to drop me an email (attaching any botched file and/or some kind of description of the error).
Lord Gnome.
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GnomeEditorv2.0
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new in 2.0:
Set width of display columns. right-click on the field label (top row) and you can manually set the display width for each column of data. (All your settings are saved to an ini file, if you want to reset them all just delete the file.)
Integrated Build_prod13 and ProjectileStats editing. The program will auto-detect which file you are opening and open itself in the appropriate mode. (each mode has it's own set of ranges and display-widths.) You can launch multiple Editors at once, system resources permitting.
notes:
ProjectileStats has a chunk of comments at the beginning of the file, these are trimmed off when the data is read and pasted back on the front when it is written back to a file. Anything you add before the last ";" (right before the data) in this file will be treated as a comment.
The auto-detect works by reading the first few characters of the file (as the labels shouldn't change in the files), if the first few lines of labels are missing for any reason (like in a mods unit file with just some unit records in) you can switch off auto-detect and force it to load as a specific mtw file type.
Loading non appropriate files shouldn't do anything too drastic, I've tested it with some pretty whacky stuff but really huge files will take it a while to realise there's no data and get out of the loading sequence.
For some reason in win2000 I am able to run as many instances of gnomeEditor as I want, but in win98(only tested on first edition) my tiny little app has a massive memory overhead and you can only run a couple of instances of it before the system runs out of memory (All with the same hardware.). I don't know what's causing this but I apologise if you experience this problem. (The problem was present in the unitEditor too I just hadn't noticed.)
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changes made in 1.1:
[thx to kraellin for suggestions]
added button to hide the names column to give maximum possible width to display columns. (and tooltips to row nos with the units name on them.)
fields with too much text to display in one line expand automatically to display the whole text for editing.
the field currently selected is highlighted together with the row/col labels so you don't lose track of the cursor.
fixed a minor bug in range input, made the error reporting on invalid input for ranges more informative.
note: because the textboxes to enter data are now multiline (so they can expand the text) I have disabled the 'enter' button when editing values (as accidental carriage returns really screw both the visual display and the file formatting.) This is all well and good as long as you don't delete the c-r [it dosen't look like a c-r in the editor btw - it looks like an extra thick '|'.] in the middle of field #53 (don't ask, it makes CA's file format somewhat unique anyway.)... Just don't do it! If you do then you can still cut/paste the character back into this field from another unit's field #56. (the header for this field claims the data is no longer used... treat some of the info in the headers with a pinch of salt I reckon.)
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ver1.0b (crusader_unit_Editorv1.0b)
If like me you enjoy messing with the crusaders_unit_prod11.txt file you may find this program useful.
I adapted an old bit of vb code I had to do this because I was frustated by navigating the unit_prod11 file in wordpad, and try as I would I couldn't get excel to save the files in the right format. This editor isn't particularly pretty but it is at least functional.
Be warned though - the Editor does not do any error checking on the values you enter into the fields, it just reads/writes the string data to and from files in the correct format and makes it easier to navigate the data. It can cope with any number of units in the file (within reason, but far more than the game can probably cope with.), but I haven't included any functionality to add units to the file. Your best bet is to copy a units data to the end of the list (or wherever after data start) manually, save the file and then load/edit the new units data in the editor. I may add this function if I get into adding lots of new units myself. (you do know there is a massive ton of real work to add new units don't you? the data in prod11.txt is just the easy bit!) other functions that may never be added are: value checking, mdi, compareWithOtherFile function.
As this is a vb program it requires the vb6 runtimes to be installed on your system, you might well already have them. The files needed are: Msvbvm60.dll and comctl32.dll.
I have tested this program on win98 and win2000 and it seems to work fine, good luck with me/xp (it'll be nice if it works, but I have no idea.).
If you find a bug then feel free to drop me an email (attaching any botched file and/or some kind of description of the error).
This is a kind of beta, I think it should work okay but it has had exactly one tester on just two systems (and one of those is the development machine.) so who knows. If it doesn't work and you let me know I'll be sure to have a go at fixing it.
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Category
Tools
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CoG3_T9_France
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MTW VI 201 Patch
This is the official CA patch for MTW VI. This distribution doesn't use an installer and can also be used to patch custom installations. |
Category
Patches
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