View Full Version : MTW_Pagan Princess Mod
Jo_Beare
04-02-2003, 15:08
I have just finished my first working version. Download it at the following site.
http://groups.msn.com/jobeareMTW/Documents/Pagan%20Princess%20Mod.zip
Unzip it into your Total War directory file and it should over write all the appropriate files plus add a few.
WARNING This may and probaly will alter existing games. If you have a modded game already, backup your files. If you are playing the original MTW 1.1 and you would like to go back to that an additonal zip file will be released in the near future that will restore all over written files.
WARNING The pictures used for the pagan princesses might be considered offensive to some people. Although there is no nudity some people might consider it inappropriate or risque. If you consider yourself one of those people either don't download this or email me and I will make the appropriate changes.
Why this mod?
- Three additional factions for the early period. Lithuanians, Cumans, and Burgundians.
- More robust revolt system. Less likely to have the AI take castles without a revolt or an immediate assault.
- Enhanced economic system. Designed to aid the nations that are either poverty stricken or close to support level.
- More Heretics and Pagans,
- Less peasants but the peasants that are present have a little extra surpise.
- Stronger Crusades and Jihads.
Special thanks to anyone that I may have pilfered, stolen, theived, robbed, purloined, borrowed, pinched, pirated, plaigized, or usurped any of the files or ideas to make this mod. That includes the models of Playboy.
JoBeare
jobeare@msn.com
Hamburglar
04-03-2003, 02:32
I can't download it from that site. I even log in with my MSN account and I get a 404 error
Jo_Beare
04-03-2003, 14:58
Sorry about the bad link. I edited the above one at it should work now.
There is still some rough edges as far as descriptions and names that haven't been reworked. I would be happy if someone had some good ideas to share with me
Here is the readme.txt file that can be also found in the zip file.
This mod is based in the the original Early Version. There are numerous changes
including revamped units, economics, naval, building queue, and numerous other
changes.
Factions Major Changes
Added factions: The Lithuanians (Swiss), Cumans (Novgorod), and Burgundians.
The Lithuanians and Cumans were added to take up some of the void in the east.
The Cumans especially are in place to hem in the Byzantines. The Lithuanians
and Cumans are both pagan religion. Burgundians were added to break up the HRE
a little more.
Burgundy gets Burgundy and Province from the HRE. The Lithuanians get Lithuania
and Livonia and The Cumans get Walachia, Moldavia, and Khazar
The role of the Pope is greatly reduced. I made these changes to make the
Italians and Sicilians a little bit more fun to play. The connections between
Rome and the three provinces that surround it are cut. The Pope can not build
ships either. The Papal States starts as rebel controlled province. This
prevents the Pope with picking a fight with one of its neighbors. The other
factions do not seem very interested in attacking Rome either.
Faction Minor Changes:
Spain starts up with Portugal. Aragon gets Navarre. Almohad gets Valencia but
loses Cyrenacia. The Turks get Anatolia from the Byzantines and Arabia from the
Egyptians. Byzantine also loses Lesser Armenia to Orthodox rebels. Anjou goes
from the English to the French.
Changes with Castles:
The build queue doesn’t include any shortcuts from fort to keep to castle to
citadel to fortress. In the original build queue there wasn’t much of an
incentive to build a motte and bailey if the castle were going to be built up to
the keep level even though the keep would have the motte and bailey also. I
figured that most of the additions to castles were rather minor and piecemeal in
nature and not the ten or twenty year major renovations that the game seems to
promote. The first three levels are reduced in time to build and the cost is
free. The time and cost to get to the major levels (keep, castle, citadel,
fortress) is reduced by the amount of time and money it takes to build the
preceding two levels. The exception of this is that you can build a fortress
once the barbicon is built on the citadel because of the gunpowder requirements
to build the demi-culvern towers.
The troop holding capacity is also increased in order to lengthen the siege
times. Castles also have a negative influence on province happiness and
increases with the size of the castle. This will be explained further down
under revolts.
Religious Building:
The stone circle is given to the pagans as the equivalent to churches and
mosques. Churches, mosques, and stone circles have a +60 to the province for
its happiness modifier. All three are free to build and take one turn to build.
The effect on a provinces religion is also greatly slowed down.
Revolts
Revolt risk is either a 2 or 3 for all provinces. This makes the provinces
pretty unstable and the negative influence of the castle makes it worse. The
three religious buildings greatly negate plus some of the other buildings and
improvements will also increase the happiness. Bars, brothels, merchants, and
improved farmland will all increase the happiness rating of the province.
Unit changes:
Peasants - given one javelin. Surprising how this little change has altered the
game.
Kerns – changed to Javelin-men. Trainable by all Christian and pagan factions.
Varangian Guard – Trainable for the Danes and is also the Royal unit for the
Danes. Somewhat of a test more than anything. Looking for a heavy duty axe
unit for the Danes that are better than the normal Vikings and Woodsman.
Crusader Knights – Given a (-5) for peasant revolts so that they are picked up
along the way by crusades. Support is also greatly reduced so that once the
crusade captures the targeted province the owning nation doesn’t go broke by
supporting a bunch of expensive knights.
Siege Weapons – ballista’s damage is greatly reduced, catapult’s range is
reduced, trebuchets and mangonels are slowly turn able as well as having their
ranges tweaked.
Pikemen – trainable in the high period and the building requirements are 2nd
level town watch and spearmaker.
Crossbows –require Boyer3 and are trainable in all periods and require an
Armourer for a Pavise
Arbalesters – require Boyer4 and Armourer2 for the Pavise.
Alan Mercenary Cavalry – Trainable by Byzantines and Cumans and require a
Speramaker2 and Horse Breeder2.
Vikings – Trainable by HRE, English, French, Russians, Polish, and Lithuanians
as well as the Danes. Require a swordsmith.
Halberdiers - Require an armourer3 in addition to the town watch3.
Feudal MAA – Requires an armourer in addition to a swordsmith.
Chivalric MAA – Require an armourer2 in addition to the swordsmith2
Feudal Foot Knights – require an armourer2, swordsmith2, and a royal court2.
Saracen and Italian Light Infantry – both require spearmaker3 and armourer3
Almguhavars – trainable by Spain and Aragon and require spearmaker2
Royal Knight and Ghulam Guard- Default Size are 30 men.
Boyers, Sipahi of the Porte, and Kataphraktoi – default size is 40 and they are
no longer scalable.
Varangian Guard – default size is 60 and is not scalable.
Agent Changes:
Princesses – increase the number of pagans.
Spies and Assassins – Increase the number of Heretics in a province.
Bishops, Mullahs, Priest, and Druids increase zeal but do not change religion.
Naval Changes
Build times are cut down to one turn for most ships and the support cost is
reduced by a factor of three. The defense value of ships have been increased by
a factor of 5.
Economic Changes:
Inns, pubs, and brothels are free to build and also contribute to the income.
Improvements to farmland go up by 40%, 80%, 120%, 160%. There is no cost for
the first upgrade but takes 6 turns.
Tradable goods have been increased to either 3 or 4 for all of the land locked
provinces and reduced to 1 or 2 for all of the coastal provinces.
Known issues – for some reason the pagan nations do not know how to train a
reasonable amount of emissaries so I disabled emissaries from the pagan nations
or else that is all they seemed to build. The pagan nations do not seem to
train any druids on their own either.
JoBeare
Hamburglar
04-04-2003, 05:40
haha still doesn't work for me.... Could you email it? bry105@psu.edu
Jo_Beare
04-04-2003, 15:12
I uploaded the files plus the backup files into the upload directory here on the org. MSN sent me a message welcoming my MSN Group so the above link might not have been activated yet. When I go to work today I'll see if I can access it or not. Otherwise wait until its posted here on the org or e-mail me and I can send it out.
JoBeare
Lord Krazy
04-04-2003, 23:29
Quote[/b] ]WARNING The pictures used for the pagan princesses might be considered offensive to some people. Although there is no nudity some people might consider it inappropriate or risque. If you consider yourself one of those people either don't download this or email me and I will make the appropriate changes
Could you lower the neckline please it
seems to obscure the view. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
If you get any complaints,
just give them the old
"it's my culture don't oppress me" bit.
If she is over 18 and pagan should be no problem
http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Quote[/b] ]Known issues – for some reason the pagan nations do not know how to train a
reasonable amount of emissaries so I disabled emissaries from the pagan nations
or else that is all they seemed to build. The pagan nations do not seem to
train any druids on their own either.
She can have a downside. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Whats the set up you employed for pagan emissaries
in the first place?That should be doable but I'll
have to check.
That's if you want pagan emisseries that is.
LK http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.