Log in

View Full Version : The problem with most MODS



Turbo
12-31-2002, 18:15
One of the flaws I see with most of the MODS is that they try to be everything to everyone. Starting out the AI on roughly equal terms with the human player results in an unequal game no matter how good the AI logic is. There is always some flaw, some edge that a clever human can exploit. I love this game, and enjoy getting thrashed occasionally by the AI. Unfortunately the flaws of the game became apparent and playing MTW became a boring game of kick ass.

The advantage with MTW however is that you can edit those edges away by picking one faction as the human player, then MODDING the game accordingly. I constantly tweak my French MOD to it more challenging without resorting to "cheapass" early AI steamroller armies.

In my "MOD" for the French, I loaded the AI up on building discounts, faction/regional unit advantages, more land improvements, more buildings, etc. I did a lot of tweaking to the .txt files. For example: The Pope's income jumped significantly just by adding trade resources in Rome and the Papal States (interestly, the game doesn't have any in either province)and a level 2 merchant building. To help the AI with alliances, I added more emissaries/princesses for them at start, and removed the French emissary. Removing the Wessex-Flanders landbridge and adding 2 x barques, a shipyard and port in Wessex, a level 2 merchant building, made the English a serious threat. I added emissaries/princess to Dennmark and made Aragon a catholic trader (as it was historically). Both Dennmark and Aragon start with ports, 1 ship, and level 2 buildings, and an INN (Aragon uses the INN nicely). I found Novgorod getting hosed early, so I added more starting troops, and better oriented the AI logic towards cavalry. Regions around Novgorod were given unit build bonuses (steppe cavalry, horse archers, mounted sergents). Novgorod now expands nicely. The Poles are pretty hopeless, but they do a bit better on Isolationist. Spain seems to have an edge with the patch in their war with the Almohads, so I added a 2nd Townwatch 2 in Morocco and jacked up the AI build for Almohad urban militia. To balance out the naval trade (this is the biggest unbalancing feature in the game due to the terrible naval AI), the French are limited to more advanced and expensive ships. The AI is able to get an early lead on the naval aspect through the cheaper vessels. The agents are tiresome and unbalance the game, so the French can only build emissaries and the AI build logic for agents was reduced significantly. I also reduced the AI build for siege machines since the AI does not seem to use them well. All catholics even the Pope can occasionally launch a crusade. Units available as mercenaries were trimmed way back and there are fewer quality troops (no more INN rushing).

In my "MOD" I tried to retain some of the historical ambience of the period and of the game design. Instead of making units more faction oriented, I tried instead to make them more regional(province)oriented under the theory that conquering armies would likely recruit local forces. I kept religious restrictions as having Spanish building berber camels was too much for me. Having 3 exclusive Swiss units were too much for me, and I revised one to be a German Landsknecht. I also bumped up some of the rebellion factors for historically rebellious areas such as the Armenias, Swabia, Valencia, Navarre etc.

How does the game flow? In most of my games, the minor factions survive better. In my current one, Aragon actually expanded out in Iberia and captured Sardinia and briefly controlled Corsica. The Pope lost the Papal States in a vicious war with the Sicilians but holds Rome. My allies, the Byzantines are losing ground to the Turks (I have been sending crusades to help them -- they shall not fall&#33http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif. Spain and Almohad are deadlocked. Italy is landing in Africa but losing ground to the HRE in Italy. Provinces change hands frequently. Novgorod has conquered several far eastern provinces, Denmark is king of Scandinavia and briefly held Livonia through crusade, but are locked in a losing war with the HRE (Denmark is lost). The HRE seems to be fighting everyone and controls 2 Italian provinces. I am having a difficult time protecting the coastline from the English and fighting off HRE assaults into Flanders and Ile de France. The English are out of France but launch vicious naval assaults. ((BTW -- Adding more English/HRE emissaries seem to increase odds of these two allying)). I captured Naples by Crusade and survived a joint attack by the Italians and the Pope (the ingrate). My war with the English resulted in me getting excommunicated (I was retaking my own land&#33http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif and the Spanish launching a crusade against me. The Hungarians have expanded in the Balkans. The Poles control Pomerania and their starting provinces and are at peace with everyone. The eastern mediterraen is dominated by the Egyptians who have captured Rhodes and Crete. The Egyptians are consistently the most wealthy and have crushed every crusade thrown at them.

This is just an example that will hopefully inspire better MODDERS than me to make MODS that are tweaked for play against a certain faction. I think this is the direction that offers the best promise of making the game more challenging for those expert players among us.

barocca
01-01-2003, 00:09
Turbo,
where can we download your mod?

Cid
01-02-2003, 05:44
Some great ideas and I'm going to try them, especially with Aragon who never seem to do anything except hover until wiped out.

Maybe you or someone can help me out with 2 questions.

1\ I've been tinkering with the Danish, trying to make them Pagan and adding Sweden, Finland, Norway and Northumberland to their faction. I've changed the culture in all appropriate areas in the text file (I think) but continue to get "Tried to load invalid unit" message when it's halfway through loading. When I simply add the provinces and leave the Danish as Catholic it works fine. Any ideas?

2\ I'm completely lost as to build/unit prod files. Is there a thread or a guide you can point me to that would give me a clue? Giskard's guide doesn't address them.

Well, back to nursing my hangover.

Happy New Year

Lion King
01-02-2003, 06:40
Good job i am completely immune to hangovers, not even 4 litres of beer made my 1st of January bad. I would guess (repeat, guess&#33http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif that your problem is being caused by some unit that you start the game with but it isn’t available to pagan cultures (royal knights, maybe?). just make royal knights available to pagans or change the starting units for the Danes so they don’t start with royal knights.
Editing those txt files isn’t as bad as it might seem at a first glance. They are pretty self-explanatory, all you have to do is transfer it to excel for easier viewing/editing, mess about with a unit/building and see the effects (and very possible errors/crashes) it wil cause. there is a brief explanation of what each value does on the top of those text files, as i said before, put them in excel to make it easier and clearer.
i would write tutorials on what i know, but i am so bloody lazy i cant do it.

BTW, visit this Post (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=1492;st=25) for some info on the porjectilestats.txt file and the other stickies as well. Take your time; Patience is well rewarded if you want to be a modder.

PatrickNeil
01-02-2003, 07:01
Sound like a fresh idea, but I'll keep chugging on my everything to everyone mod.

I hate to get off topic, but this was one of my longest battles of Medieval Total War. Cid - One of the unit types is specialized to only the Catholic culture. One by one, remove the units (probably Emissary, Princess) from Denmark's lands untill it works. Then open "crusaders_unit_prod11.txt" and search for the name of the problem unit, follow the line until you find "CATHOLIC" or probably "CATHOLIC, ORTHODOX" and just add PAGAN in there. At which point, you can go back to the startpos file, and try your problem unit back in.

Sorry Turbo. Good ideas. Not enought time in this life.

Patrick

Cid
01-02-2003, 07:45
Thanks guys.

Forgot that Dane's leader starts with Royal Knights and didn't know (but should've) that Pagans don't have princesses/emissaries...although a Pagan princess sounds kind of hot.

I'll try you're suggestions when not seeing double.

SetStartingResource:: Tylenol

PatrickNeil
01-02-2003, 07:57
Hmm, shameless plug, if your interested, you can download my Pagan Civil Rights addon... actually, the updated one would be the Jewish Civil Rights addon. Check that out, pagans work beautifully with that.

Patrick

Cid
01-02-2003, 19:30
Remarkable what a little sleep does.

Will do Patrick.

Turbo, I tried some of your suggestions and Aragon is actually doing stuff I also ginned up the Danes (still as Catholic so far)by adding a port and increasing resourses/adding Finland, Sweden Norway and a port to their faction and by turn 10 they invaded Scotland, Mercia and Ireland- almost an historical Viking invasion Pillage, rape, bad table manners...the horror.

Gonna try and tackle those Crusader Prod files 2night.

Thanks

Turbo
01-21-2003, 03:37
Quote[/b] (Cid @ Jan. 02 2003,12:30)]Remarkable what a little sleep does.

Will do Patrick.

Turbo, I tried some of your suggestions and Aragon is actually doing stuff I also ginned up the Danes (still as Catholic so far)by adding a port and increasing resourses/adding Finland, Sweden Norway and a port to their faction and by turn 10 they invaded Scotland, Mercia and Ireland- almost an historical Viking invasion Pillage, rape, bad table manners...the horror.

Gonna try and tackle those Crusader Prod files 2night.

Thanks
A hint on how to spice up the Danes. Set them on Catholic expansionist and re-priotize the building priorities so that they have higher probabilities of going naval. In every game I have played, the Danes routinely expand out and take norway and sweden and ultimately mix it up with Novgorod.

Lord Of Storms
01-22-2003, 01:07
I just tried my first mod and I have to say this game is great, for those who have played often and have basically figured out the AI ,modding offers alot of options, I made my mod to suit some of my play habits, likes and dislikes being my first time it is not monumental but alot of fun for me. I am the Swiss gotta love those pikemen ,but as I learn more about modding the more fun it is sure to be ,I hope to share my mods when I get more adept at making changes. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif