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  1. #1

    Default DUX: a VI MP enhancement mod



    DUX: a VI MP enhancement mod
    Created by [VDM]Alexandros_R & [VDM]BuuKenshin

    OVERVIEW

    The DUX mod is a relatively small project by me (Alexandros) and BuuKenshin of clan VDM,
    whose initial concept had been just to provide a set of stats for the very successful BKB Supermod. No major gameplay or stat changes were planned, only a relatively playable format for a multiplayer setting, as the initial prices were presenting a big obstacle to balance.
    Gradually interest for VI MP diminished, while mods such as the Samurai Wars one, were more than adequate to provide a different and quite more interesting than “vanilla” VI game. Unfortunately (well, at least from one point of view), the 1.2 RTW patch rekindled some (short-lived) interest for some VI players, so a further setback was noted, one that brought mod games in the VI lobby to 0, ofcourse with the remarkable exception of NTW.
    As gameplay and armies were becoming once more repetitive (as far as normal10-15k games go),the CWC “Knights of Honour” tournament rules were conceived and became the norm among the group of 50-60 regular VI players, with occasional 10k games still making an appearance. Still, many players (and among them yours truly) while admitting that they offered more balance and promoted more varied armies, the rules were promoting the same heavy cavalry overuse, esp. in team games, and exploits could be found, ofcourse to a lesser extent than in VI. It also proved hard to provide some kind of intuitive gameplay, due to deceiving prices.
    Not having any other ambition than to save my opponents from the time-consuming of randomly building an interesting army by using even remotely useful units, we started formulating the DUX mod, using a variety of ideas and personal observations made by playing a host of other mods during those last 2 years, namely the “Community Mod”, “La Reconquista”, our own [VDM]Ein’s “V202”, the “Samurai Wars” and combining them with the huge amount of work put in the SuperMod’s technical area. Most solutions provided to real or perceived issues of VI do use many already known and recognisable patterns.
    Recognising the difficulty of getting players to play any mod, this one was made in order to be used by the same people who could actually enjoy games around or a bit lower than 7k VI, with the relatively limited amount of players active working as a positive factor for distribution purposes.


    MOD FEATURES

    -More Balanced Gameplay : By using the “zero upgrades” approach and prices being increments of 100, a much greater number of units could be balanced and denote clearly a distinct “rock-paper-scissors” system, with a few subcategories among them, serving specialised battle tasks. As ChivalricKnights(AT5–DEF5–MRL8–CH9) cost 1200 and can rout a FeudalMenAtArms(AT3-DEF4-MRL5-CH3) costing 600 unit head-on in little time if allowed a clear charge -if not instantly-, one will be forced to invest either in equally expensive cav to stop the CK, or substitute that FMAA with 500 florins FeudalSergeants or 700 fl. ChivalricSergeants, both fuly capable of stopping a charge by one of the strongest cavalry units in the mod. It is of value here to note that most VI units keep their original stats, at least in CH,AT,DEF. Morale though is a very important gameplay factor, therefore much thought was given at the formula that would offer a more intense feeling in combat than 10k but not very unpredictable and hard to learn. So normal combat units have around 5-6 morale, with lower quality ones or just those suited specifically for harassing or skirmishing getting down even to 3. Spears right now do have comparable morale with swords so in a straighforward attack with FMAA or CMAA against a solid spear line of good,steady ( worth 700+ florins) units, there are high chances that ,unless an external factor comes into play, the spears will keep the swords occupied for a long time with high casualties for both sides. But usually if swords are used in wedge or manage to envelop at least one side, the spears won’t be holding for long. A boost to heavy cavalry charges is another incentive not to depend too much on one type of arm and will also cater to the tastes of those who believed that charges were too weak in VI: just wait till you see the results of a charge from the elite crusader cavalry.

    -More Options : 13 new factions and a complete lifting to the old ones. BKB’s work allows us to offer a breathtaking amount of new units (over 70), all used to provide the player with more customisation options and allow room for an amazing number of army combinations.

    -Simpler Army-building Process : What you see is what you get; even if you choose units without knowing their exact stats , you will stand a chance against any enemy, simply because you don’t need to memorise the standard armies and each unit’s required upgrades, or fear any type of rush armies. If you play prudently, chances are that you’ll be rewarded, as mistakes allowed in 10k VI will be punished to a greater extent, due to the new morale scale.

    -A Reasonable Amount of Historical Accuracy : The mod covers approximately the period between 1180 and 1320. Efforts were made to maintain a realistic army selection for each faction, without sacrifising possibly interesting gameplay additions. Some units have less historical backing than others, but a certain degree of abstractions was necessary, as the game engine can’t offer things like multiple melee or missile weapons, area fire, parthian shots etc. Still we believe that the factions in the DUX mod are diverse and unique in many ways, letting the player field a believable army, without an excessive number of “elite” units.

    -Lots of Tweaks : The vast number of small changes can't be detailed here, although it’s imperative to highlight the inclusion of concepts like:
    a)“mercenary/rare units” (as in the additional 100 florins a faction can pay in order to have a few premium, usually mercenary, units that enhance its fighting style- eg the Byzantines have a pool of elite steppe units ,and even western knights, that can be employed with an extra cost)
    b)the 3 “A”s : Ammo/Accuracy/Armour differentiation (the quality of missile units is represented by the number of ammo,their accuracy level and armour/shield, removing unbalancing factors like the longbow’s extra range)
    c) Speed tweaking (slow infantry units no longer crawl behind the others when walking, fast light cavalry gets a small boost to their charging speed in order to help them fullfil their HA chasing duties etc)
    d)Reduced defence stats for the basic missile units versus cavalry, so as to promote a more intense skirmishing phase, but not sufficient to give an edge to rush armies.
    e)Different sizes for the same unit types (Golden Horde specific, allows 60-men Horse Archers and Mongol Horse Archers Units to be fielded)
    …and many others!

    -Regular Updates : After a number of games, we might consider some changes for balance purposes, and player feedback will guide any future finetuning.

    -No second VI-install needed : By installing the Dux mod, the Generic Mod Enabler by JoneSoft contained within allows you to switch from VI mode to Dux mode easily and safely. If you wish to uninstall the Dux mod, simply delete the MODS folder inside the main MTW/VI folder (usually C:\Program Files\Total War\Medieval - Total War).

    - A custom music pack to be downloaded seperately, created by Silent-Faust

    Please remember that the mod is created for play at a certain amount of florins per player, namely 10.000.


    Additional information and the credits are to be found in the README file!

    Many thanks to TosaInu for kindly accepting to host the mod!

    Also to Adherbal for finding us an extra host (and maybe being willing to host the music pack when it gets some set-up instructions;))

    Last but not least, we should not forget to mention Phoinix_Mas' contributions to the mod, like the logo and the new unit graphics. We are glad to have you onboard:)

    LOG
    5/3/06: Version 0.4 released


    LINKS
    ---New Version (0.4)
    http://mizus.com/dux

    ---Older Versions
    http://www.mizus.com/Files/k0rgs8gVt...Dux0.2beta.zip
    http://www.thegregersens.com/TempFiles/Dux0.2beta.zip
    http://tosainu.demon.nl/files/files/...Dux0.2beta.zip
    http://rapidshare.de/files/9381119/Dux0.2beta.zip.html
    http://www.3ddownloads.com/totalwar/...Dux0.2beta.zip

    MUSIC
    http://mizus.com/duxmusic

    SITE
    http://dux.atspace.com/index.html (Under Construction)

    FORUM
    http://p209.ezboard.com/fclanofvalidusduxmundusfrm21

    Currently organising this one as well: http://dux.forumfree.org/index.php?&act=idx

    http:\\mizus.com\infodux
    Last edited by L'Impresario; 04-25-2006 at 12:36.
    [VDM]Alexandros
    -------------------------------------------
    DUX: a VI MP enhancement mod
    -Version 0.4 is out
    -Comments/Technical Problems are welcome here
    -New forum on upcoming DUX tourney and new site (under construction).

  2. #2

    Default Re: DUX: a VI MP enhancement mod

    For all those who have recently downloaded this mod !

    Myself, Alex and many others will be meeting this evening from around 8pm GMT onwards to play a few games of Dux, please feel free to come and join us! You wont be dissapointed ;)

    Buu
    [VDM]BuuKenshin


  3. #3
    Senior Member Senior Member Tomisama's Avatar
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    Illinois
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    Default Re: DUX: a VI MP enhancement mod

    All Hail The Mighty DUX

    This sounds like the rebirth VI, and that me thinks is a Grand Idea

    Thanks in advance Alex and Buu. Hats off to ye both
    HONOUR IS VICTORY - GO WITH HONOUR - KEEP THE CODE

    http://steamcommunity.com/profiles/76561198003816474

  4. #4

    Default Re: DUX: a VI MP enhancement mod

    Thanks a lot Tomisama, we hope as well that this mod will be embraced by all those who faithfully stay in VI and also anyone who just wanted an incentive or an excuse to return.
    These last weeks had been quite hectic, but it seems it has been worth it:)
    [VDM]Alexandros
    -------------------------------------------
    DUX: a VI MP enhancement mod
    -Version 0.4 is out
    -Comments/Technical Problems are welcome here
    -New forum on upcoming DUX tourney and new site (under construction).

  5. #5

    Default Re: DUX: a VI MP enhancement mod

    I'm highly sceptical about the mod myself and anyways until the end of the CWC I will prioritise the normal game. After that I might give it a shot.
    Friendship, Fun & Honour!

    "The Prussian army always attacks."
    -Frederick the Great

  6. #6

    Default Re: DUX: a VI MP enhancement mod

    Your loss, Fossilducky
    [VDM]Alexandros
    -------------------------------------------
    DUX: a VI MP enhancement mod
    -Version 0.4 is out
    -Comments/Technical Problems are welcome here
    -New forum on upcoming DUX tourney and new site (under construction).

  7. #7
    Senior Member Senior Member Tomisama's Avatar
    Join Date
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    Location
    Illinois
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    2,835

    Default Re: DUX: a VI MP enhancement mod

    Quote Originally Posted by 1pain1Duck
    I'm highly sceptical about the mod myself and anyways until the end of the CWC I will prioritise the normal game. After that I might give it a shot.
    With Aggony so close to the title of Early Era Champions in the Knights of Valour Competition, not wanting to loose focus on playing with the current CWC rules is perfectly understandable.

    But would like to put forward that there is less difference “functionally” between playing the DUX mod and playing with the KoV valour rules, than there is between playing the KoV rules and playing vanilla VI.

    So if you are currently playing both of those, I don’t think that DUX will compromise your game in any way
    Last edited by Tomisama; 12-24-2005 at 16:02.
    HONOUR IS VICTORY - GO WITH HONOUR - KEEP THE CODE

    http://steamcommunity.com/profiles/76561198003816474

  8. #8
    Lanza Longa Member _mas_'s Avatar
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    Trieste-Italia
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    Default Re: DUX: a VI MP enhancement mod

    Hi Alex, Buu and all Vik players,

    I have some idea about Dux mod.
    We can modify/add unit graphic, and add/correct historical units for many factions.
    But one only condition is necessary for this great work:Dux mod must be "Foyer mod".............if many guys play Dux mod the work on it is justified ,otherwise not.
    I hope you understand me and sorry for my bad english :(


    Happy new year



    Phoinix_Mas
    Last edited by _mas_; 12-30-2005 at 18:50.

  9. #9

    Default Re: DUX: a VI MP enhancement mod

    Yes I know what you mean Mas, and in VI there aren't many people anyway, but that's why it's somewhat easier to inform people about the mod, and we get questions about it in the lobby everyday. The more people get informed the easier it all becomes, esp. with the older players that have beared with 10k and 15k florins gameplay for too long and are willing to adopt a more active posture towards how much better the game could be made.
    As long as players seek something new and can be imaginative, the initial problems of waiting for the last guy to come for that 4v4 will find remedy.
    A good thing is that we have at least 20-25 people already with the mod and I' ve noticed that this whole effort makes us come closer to many people we didn't know that well previously.
    The mod afterall doesn't require a second install, and one can simply remove it or keep it deactivated if one doesn't find it a good gaming platform, for whatever reasons that may be.

    Furthermore, I had mentioned previously that historical accuracy is always considered, but, above all, it is to be brought in juxtaposition with gameplay. But input is kindly requested, even though ideas about completely new unit graphics are hard to realise, due to the very strenuous VI unit creation process.

    Felice anno nuovo anche a te:)
    Last edited by L'Impresario; 12-30-2005 at 19:46.
    [VDM]Alexandros
    -------------------------------------------
    DUX: a VI MP enhancement mod
    -Version 0.4 is out
    -Comments/Technical Problems are welcome here
    -New forum on upcoming DUX tourney and new site (under construction).

  10. #10
    Honour Member Boudicea's Avatar
    Join Date
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    Southern England
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    Default Re: DUX: a VI MP enhancement mod

    Hi there Buu, I have finally found it! YAY!
    It's the taking part that counts.

  11. #11

    Default Re: DUX: a VI MP enhancement mod

    Hello Crow, good to have you with us:)
    I guess Buu won't be able to post here for a week or so, skiing vacation are awful indeed:p
    [VDM]Alexandros
    -------------------------------------------
    DUX: a VI MP enhancement mod
    -Version 0.4 is out
    -Comments/Technical Problems are welcome here
    -New forum on upcoming DUX tourney and new site (under construction).

  12. #12

    Default Re: DUX: a VI MP enhancement mod

    sounds very impressive and a lot of hard work

  13. #13
    Lanza Longa Member _mas_'s Avatar
    Join Date
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    Trieste-Italia
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    Default Re: DUX: a VI MP enhancement mod

    Bubba are you alive?

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