Teutonic Knight
10-30-2002, 20:38
firstly I think a few things need to be changed in this little mod:
1:the English GA needs to be changed because their homelands still demands aquitane and anjou, also all the other faction have provinces in the "homelands" that now belong to other factions.
2:This isn't really a complaint but.... didn't you say i can now build foot knights?
I'm sorry am I wrong? If so is there any way to do that?
sorry me stupet...
where can i find this mod?
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http://members.truepath.com/sapphoo/horse.gif
Teutonic Knight
10-30-2002, 21:05
oh my! art thou a .com refugee! yes thou art!!
Teutonic Knight:
Quote firstly I think a few things need to be changed in this little mod:
1:the English GA needs to be changed because their homelands still demands aquitane and anjou, also all the other faction have provinces in the "homelands" that now belong to other factions.[/QUOTE]
That's OK because for centuries the English felt that all of France belonged to them so there's a natural desire to retake those provinces. In fact, they had only recently lost them so it would be expected as such that they would try and regain them. Same with the Byzantines and the other faction and their respective lands.
Quote 2:This isn't really a complaint but.... didn't you say i can now build foot knights?
I'm sorry am I wrong? If so is there any way to do that?[/QUOTE]
No, the issue was regarding Feudal Knights. The 1087 campaign made you wait many, many years before you could build Feudal Knights even though they should be available fairly early. The 1092 campaign corrects this problem.
Quote Originally posted by sapphoo:
sorry me stupet...
where can i find this mod?
[/QUOTE]
This mod is available at: http://home.pacbell.net/jpaladin/1092Early.zip
Please test it out and post your thoughts. Thank you.
Teutonic Knight
10-31-2002, 03:00
thanks alot Paladin
(we stupet ppl bows at yur feet)
Richard the Slayer
10-31-2002, 03:13
help out the frenchies and give back ant.
LordKhaine
10-31-2002, 04:20
Quote Originally posted by Teutonic Knight:
oh my! art thou a .com refugee! yes thou art!! [/QUOTE]
One of many http://www.totalwar.org/ubb/wink.gif
Quote Originally posted by Richard the Slayer:
help out the frenchies and give back ant.[/QUOTE]
??? What do you mean?
chunkynut
11-01-2002, 21:41
and the org now has a good file section with some mods 17 i think. and a couple of other nice things.
Just wanted you to know Paladin that 1092 is the only version I've been playing since I downloaded it.
I've only played as English and think the Frogs having Anjou and Aquitaine makes it more competitive.
Hope the Patch (sorry) doesn't effect this mod!
Teutonic Knight
11-01-2002, 22:32
does anyone else play the 1092mod? And Paladin could you bring up that little explanation thing and the download link again for people to see it?
I'm about 40+ turns into a Glorious Achievements 1092 Early campaign. Coincidentally I am playing as the English.
Giving Aquitaine and Anjou to the French does make the game much more competitive but keep in mind that in the 1092 Early mod England and France are no longer connected by those two 'land bridges'. Basically if the French want to eliminate the English they have to build a fleet in order to cross the Channel. Historically speaking this is much more accurate and really gives the English a fighting chance against early French expansionism. I've seen too many games where the AI controlled French eliminated the AI controlled English simply because they could rush overwhelming numbers across the Channel's two land bridges. Thanks to the 1092 Early mod England now has the luxury of building up a navy while subduing Wales, Scotland and Ireland without having to worry about the Frenchies constantly attacking Wessex.
Cid:
Quote Just wanted you to know Paladin that 1092 is the only version I've been playing since I downloaded it.[/QUOTE]
Great, thanks for that vote of confidence. http://www.totalwar.org/ubb/smile.gif
Quote I've only played as English and think the Frogs having Anjou and Aquitaine makes it more competitive.[/QUOTE]
Absolutely, and it's historical as well.
Quote Hope the Patch (sorry) doesn't effect this mod![/QUOTE]
It shouldn't.
Teutonic Knight:
Quote And Paladin could you bring up that little explanation thing and the download link again for people to see it?[/QUOTE]
Absolutely. Here it is:
You can get a copy of the 1092 Early Period here:
http://home.pacbell.net/jpaladin/1092Early.zip
Here are the changes in the 1092 campaign:
- No more spies. (Spies used as tools for rebellions are far too powerful and unhistorical. If you want to see what's going on in other parts of the map, use the cheat code by typing in everything between the quotes, ".matteosartori." That will bring up what's going on all over the map. IMHO, it's a more enjoyable way to play the game. NOTE: Sometimes one or two of your ships will disappear while using this cheat. Just type in the same cheat code and it will restore your ships so that you can see them again.)
- Hungary, Novgorod, Sicilian, and Aragonese factions are now playable.
- Changed start date to 1092 A.D.
- The Turkish Faction has been given: Nicea, Trebizond, Rum, Georgia, Anatolia, Edessa, Armenia, Syria, Antioch, Tripoli, and Palestine.
- Added Fort in Nicaea.
- The Turkish Faction has the following troops in the respective provinces:
ANATOLIA - Horse Archers 40
ANATOLIA - Spearmen 100
NICAEA - Horse Archers 40
NICAEA - Spearmen 100
TREBIZOND - Spearmen 100
GEORGIA - Horse Archers 40
GEORGIA - Spearmen 100
- "Lesser Armenia" is rebel controlled with the following units:
Horse Archers 40
Spearmen 100
- Changed Libya (Cyrenacia) and Tunisia to rebel (Hammadids-Zirrids) controlled.
- Added the following units to Algeria:
Berber Camel 40
Desert Archers 60
Berber Camel 40
- Added Horse Guild, Cathedral, Monastery, Reliquary, Royal Palace, and Merchant to Constantinople. (Historically, St. Sofia had been around for hundreds of years and was the greatest cathedral of its' age. Not including it would be a huge breach of historical fact.)
- Upgraded Citadel to Fortress in Constantinople.
- Added the following units to Constantinople:
Spearmen 100
Spearmen 100
ByzantineInfantry 100
ByzantineInfantry 100
ByzantineInfantry 100
ByzantineInfantry 100
NapthaThrowers 12
NapthaThrowers 12
TrebizondArchers 60
TrebizondArchers 60
AlanMercenaryCavalry 40
Kataphraktoi 80
FireGalley 1
FireGalley 1 (The Byzantines had an extensive fleet which is not represented in the original "Early Period."
- Changed control of Crimea to Byzantines.
- Added Spearmen 100 to Crimea
- Added a port and castle to Crimea.
- Changed control of Serbia to Byzantines.
- Added the following units to Serbia:
Spearmen 100
ByzantineInfantry 100
- Added 20 Florins to production of Greece.
- Added castles to Crete, Rhodes, Cyprus, and Malta. (Historically, all four had castles and Malta's castle was very strong.)
- Added castle8 to Antioch. (In 1097, The Crusaders found a huge castle so big that they didn't have enough troops to surround the entire city. Also, the seige could easily have dragged on for a year.)
- Added castle8 to Jerusalem.
- Changed Portugal to Almohad ownership. (Historically, the Almohads controlled 3/4 of Portugal. However, Portugal is Catholic religion and culture.)
- Added the following units to Portugal:
Desert Archers 60
Berber Camel 40
- Added castle to Trebizond. (Historically, the Byzantines held on to the castle while the Turks held the province. There's no way that I know of to split up control so I opted to include a castle but give nominal control of the province to the Turks.)
- Changed Burgundy and Provence to Burgundinian (rebel) control. (Historically, Burgundy was a seperate nation for many years and wasn't consumed by the HRE until the mid-1200's)
- Added troops originally in Burgundy and Provence into Swabia and Tyrolia, respectively.
- Added a port in Wessex and Normandy (Both provinces had ports by that time.)
- Upgraded Fort to Castle in Wessex.
- Added a Shipwright in Wessex.
- Removed neighbor link between Wessex and Flanders. (It is far too easy for the French to move troops to England when historically the French only were able to mount raiding parties of the English coastline. So in the game, if the French want to invade England, first, they will have to build a fleet and fight it out with the English on the sea then on land.)
- Changed control of Anjou and Aquitaine to French control. (Again, historically, the French had control of these areas by 1092)
- Added Archers 60 and Spearmen 100 to Aquitaine.
- Added Peasants 100 and Archers 60 to Anjou.
- Added Chapter House to Ile de France so that Crusades can begin as historically launched.
- Changed Castle in Ile de France to Castle8
- "Improved Farmland" and "Horse Farmer" for Wessex.
- Moved all English units previously in Anjou and Aquitaine into Normandy.
- Added (2) Archers 60, Peasants 100, Spearmen 100, and a Barque to Wessex.
- Increased income of Normandy to 430
- Increased income of Wessex to 450
- Increased income of Mercia to 320
- Increased income of Northumbria to 290
- Changed control of "The Papal States" province to Italy while Rome remains in the Papist hands.
- Papist leader is moved to Rome.
- Moved units from "The Papal States" to Rome.
- Put Naples under Sicilian Rule.
- Add Spearmen 100 to Naples.
- Added (1) Galley to Venice.
Additionally, following are the changes in order to make it so that in the "Age of Feudalism", factions have the ability to actually build Feudal Knights right away as is historically correct. So instead of having to wait for many years until you have the funds and have gone through the
process of constructing all the various buildings, the Feudal Knights are now ready to be used by those factions that can build them:
- Added Castle, Armourers' Workshop, Royal Estate, and a Royal Palace to Poland.
- Added Castle, Armourers' Workshop, Royal Estate, Royal Palace, and a Spearmaker to Hungary.
- Added Horse Breeder, Armourers' Workshop, and Royal Estate to Rome.
- Added Castle, Royal Estate, Royal Palace, Armourers' Workshop, Spearmaker, and Horse Breeder to Sicily.
- Added Castle, Horse Breeder, Royal Estate, Armourers' Workshop, and Royal Palace to Bavaria.
- Added Castle, Horse Breeder, Armourers' Workshop, and Royal Estate to Venice.
- Added Castle, Horse Breeder, Spearmaker, Armourers' Workshop, and Royal Estate to Aragon.
- Added Castle, Horse Breeder, Royal Estate, and Armourers' Workshop to Castile.
- Added Castle, Horse Breeder, Royal Estate, Armourers' Workshop, and Spearmaker to Denmark.
- Added Royal Estate, and Armourers' workshop to Wessex.
- Added Castle, Royal Estate, Horse Breeder, and Armourers' Workshop to Ile de France.
Interesting historical note on Italy: There was no Italy until the 1800's. The faction
referred to as Italy in the game is historically merely a geographical region and nothing more. The area was controlled by a number of City-States with no central authority.
During the 11th century an elaborate pattern of communal government began to evolve under the leadership of a burgher class grown wealthy in trade, banking, and such industries as woolen textiles.
Many cities--especially FLORENCE, GENOA, PISA, MILAN, and VENICE--became powerful and independent City-States. Resisting the efforts of both the old landed nobles and the emperors to control them, these COMMUNES hastened the end of feudalism in northern Italy and spawned deeply rooted identification with the city as opposed to the larger region or country. The cities were often troubled by violent and divisive rivalries among their citizens, the most famous being the papal-imperial struggle--between the GUELPHS AND GHIBELLINES, the supporters respectively of the popes and the emperors.
So, really, Italy should not be a power at all but instead should be broken up into a number of City-States.
I fought the temptation to make the Italian player a one province empire with Venice as the sole playable province and then Genoa, Tuscany, Milan, Corsica, Sardinia, and the Papal States province, as all rebels.
But since that would obviously make playing the Italian player almost impossible, I left the Italian states as one empire.
Once again I ask, please check this early campaign out and post your comments. Thank you.
Spino:
Quote Giving Aquitaine and Anjou to the French does make the game much more competitive but keep in mind that in the 1092 Early mod England and France are no longer connected by those two 'land bridges'. Basically if the French want to eliminate the English they have to build a fleet in order to cross the Channel. Historically speaking this is much more accurate and really gives the English a fighting chance against early French expansionism. I've seen too many games where the AI controlled French eliminated the AI controlled English simply because they could rush overwhelming numbers across the Channel's two land bridges. Thanks to the 1092 Early mod England now has the luxury of building up a navy while subduing Wales, Scotland and Ireland without having to worry about the Frenchies constantly attacking Wessex.[/QUOTE]
Exactly. Before the 1092 campaign, I used to play the 1087 campaign and I had never seen the English survive beyond 100 years or so because the French would stomp all over them by merely walking across the Channel and wipe them out. And if the French didn't get them, the Almohads would sail up and crush them.
Now, the English have the natural advantage of the sea which gives them the ability to build their forces and expand outward at their leisure. And to prevent from any surprise invasions, the English player merely builds a small fleet to blockade the islands. He can avoid continental intanglements which would no doubt draw down on his resources.
After building up his provinces, the English player can keep building up a fleet so that he can trade and build up his income.
The modifications allow the English player to develop as he did historically and improve even upon that.
Brown Wolf
11-09-2002, 04:40
Yeah I have seen the French Ai attack the English fairly quickly and then continue to take most of western Europe while my Danish empire goes bankrupt ( I think this new patch made it harder to play the Danish)
I'd like to watch the AI's fight it out in my next game - I know what you type in, but how do you type - how do you activate a console or something like it? Anyone? Thanks.
Grifman
Brown Wolf
11-10-2002, 08:20
Quote[/b] (Grifman @ Nov. 09 2002,15:42)]I'd like to watch the AI's fight it out in my next game - I know what you type in, but how do you type - how do you activate a console or something like it? Anyone? Thanks.
Grifman
Thats something new I have not heard of. Anyone know what he is talking about? http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif
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