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Thread: Tyberius Patch 1.0 for MTW - VI - XL 3.0

  1. #1
    Member Member Tyberius's Avatar
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    Default Tyberius Patch 1.0 for MTW - VI - XL 3.0

    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.
    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

    Viking Deadpage Coords



    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
    Last edited by Tyberius; 02-24-2008 at 04:47.

  2. #2

    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Amazing release! Muchas gracias Tyberius!
    I am desiring to arrive at home to install it.

  3. #3
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Here are some screens of my new units, just to encourage you to download it xD


    African Skirmishers: very fast javelinmen


    African Warriors: Something like slav warriors but with some anti-cav capability although not as good as regular spearmen


    Andalucian Cavalry: Trained by spanish and almohad factions, sort of spanish jinettes with better melee.


    Avar Nobles: new shields to diferentiate from cuman heavy cav.


    Balkan Warriors: Cheap and discrete melee unit, available to byzantine, serbs, hungarian, and turkish factions when conquering some Balkan provinces.


    Berber Archers: filling the role of superior bowmen for the almohads


    Berber Lancers: Strong and fast medium cavalry


    Carpathian Warriors: ferocious men from the carpathos, trained on carpathia and wallachia by all factions


    Milicia Concejil: Disciplined spearmen, only available for the spanish in castile


    Cuman Horse Archers: Most players asked for them, the piece that completes the cuman power.


    Elite Bedouin Camel Warriors: Powerful unit, nemesis of western Knights, available on egypt and surrounding areas.


    Gochos: Savage men from the portuguese mountains.


    Kievan Lancers: Ultimate east european noble heavy cavalry, like boyars with the punch of a western knights lance, although not that armoured.


    Norse archers: equal to plain archers except that they have viking morale and axes to defend themselves.


    Saxon Warriors: almost like viking landsmenn, trained only in Saxony, all factions.


    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.


    Seljuk lancers: again, is not enough with Ghulam Cavalry, Armenian Heavy Cavalry and Kharazmian Cavalry? try them.


    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.



    And the old units:



    New dismounted Faris, available to be trained too.


    Early Ghulam Bodyguards with faction recolourable shields and black spears.


    High Ghulams, same updates.


    Arbalesters, now with arbalettes/arbalest, bigger than crossbows.


    Different pavises for arbalesters and crossbowmen.


    New shields and swords for the Viking Karls


    The same for Landsmenn


    Added Berserkers


    Vikings with Viking shields and new axes


    Viking Raider Cav.


    Even the humble urban militiamen fights better now that they have fearsome looking bardiches. (stats unchanged)


    Militia sergeants's new poleaxes.


    Early Royal Knights, with real Knight lances and faction coloured shields.


    Murabitin horsemen now played by burncav texture and new spears.


    Saharan Cavalry wielding Scimitars.


    Billmen's new billhacks.


    Swiss pikemen and their fearsome Pikes.


    Plain Spearmen are not that plain now!


    Kerns Shooting.


    Hobilars


    Muwahid Foot Soldiers with the shields like in their info pic.


    Murabitin Infantry also with their own shield.


    Wallachian Mercenary Cav. at full speed.


    Remember Saracen Swordsmen?, new Copper shields and scimitars. now named Khwarazmian Swordsmen


    Charging Backed up by the ghulams.


    The Polish heralic eagle on Polish Retainer's shields


    New maces.


    Italian Infantry: proudly Italian.


    Teutonic Knights, black lances, as historians tell.


    Chivalric Knights, with Chivalric lances and Chivalric faction recolourable Shields.


    High Royal Knights, IMHO one of the most beautiful units in the game.
    Last edited by Tyberius; 04-24-2008 at 21:20.

  4. #4
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

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

    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

  5. #5

    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    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.

  6. #6
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Belisario
    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.

  7. #7
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    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).

    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?

    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

  8. #8
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Raz
    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).

    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?

    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...........
    Last edited by Tyberius; 02-10-2008 at 03:21.

  9. #9
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    <_<
    Err. In English perhaps? Sorry, I'm not that crash-hot on unit animations.
    Oh right, I understand.
    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

  10. #10
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Raz
    <_<
    Err. In English perhaps? Sorry, I'm not that crash-hot on unit animations.
    Oh right, I understand.
    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..







    Last edited by Tyberius; 02-10-2008 at 06:03.

  11. #11
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    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.
    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.

    Also, a question. I thought you were going to add a pennon onto the lances? Or couldn't you get around to it?
    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

  12. #12
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Raz
    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.
    that looks like a pretty good and doable idea


    Quote Originally Posted by Raz
    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

  13. #13
    Crusading historian Member cegorach's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Hmmm.... Maybe I will steal something too.

    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...n_Commonwealth

    this one





    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.
    Last edited by cegorach; 02-10-2008 at 10:22.

  14. #14
    Member Member Aldgilles's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Hi Tyberius, thanks very much for all the work you've done!

    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.
    And thats as far as my computer savvy goes...
    Wij Friezen buigen alleen voor God!
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  15. #15
    Nur-ad-Din Forum Administrator TosaInu's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Hello,

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

    Fixed the exe suffix, no queue.
    Ja mata

    TosaInu

  16. #16
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Aldgilles
    Hi Tyberius, thanks very much for all the work you've done!



    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.
    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?

    maybe you might like another patch that does'nt change too much the campaign itself, only the graphics?
    Last edited by Tyberius; 02-11-2008 at 02:25.

  17. #17

    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Thanks Tiberius! A perfect mod even more... perfecterererer.
    Eras Total Conquest, your Eras TW for Kingdoms.

  18. #18

    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Tyberius
    fixed .txt suffix to the original file

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

    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.
    Eras Total Conquest, your Eras TW for Kingdoms.

  19. #19
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Wladyslaw IV
    Please! Change whatever you want! Graphics are secondary nature.
    Maybe I should start to work on my own mod....

  20. #20
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by cegorach
    Hmmm.... Maybe I will steal something too.

    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...n_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..

  21. #21

    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Tyberius
    Maybe I should start to work on my own mod....

    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

    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.
    Eras Total Conquest, your Eras TW for Kingdoms.

  22. #22
    Crusading historian Member cegorach's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Tyberius
    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..

    I must admitt that some shiwlds and weapons look amazing.

    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

    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. :)
    Last edited by cegorach; 02-11-2008 at 10:25.

  23. #23
    Member Member Aldgilles's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    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!
    Wij Friezen buigen alleen voor God!
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  24. #24
    Member Member axel's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    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

  25. #25

    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    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!

  26. #26
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Heidrek
    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 , maybe in a week or two.

  27. #27

    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Tyberius
    Uff, that would be a lot of work, and I don't have that much time now because of my job , 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.
    Eras Total Conquest, your Eras TW for Kingdoms.

  28. #28

    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    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.

  29. #29
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    Quote Originally Posted by Heidrek
    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.

  30. #30
    Assassins Guild Member The Outsider's Avatar
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    Default Re: Tyberius Patch 1.0 for MTW - VI - XL 3.0

    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!

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