View Full Version : Creative Assembly CA: Will the Danes get some VI units?
Just wondering if the Danes in the usual MTW campaigns will get access to some of the special Viking units created for the VI add-on? The current "Viking" unit is a little generic and it would be nice for the Danes to have a few more unique units if possible. (I guess we can mod this anyway.)
Heraclius
03-07-2003, 00:06
I don't think so. After all by the starting point of the game I think the Danes had settled down a bit and lost some of their Viking ways. I don't think the same was true for the other Scandinavian kingdoms though.
I'm not sure about that. I think the "early" period is kind of the swan song of the Vikings, but they were still around. The Medieval Minature Rules set (DBM) gives a single army list for the Vikings from 790-1280, with the familiar Huscarls, Berserkers and Hird. After that period, the Danes start to look like the generic Catholic MTW armies.
Heraclius
03-07-2003, 01:58
you're probably right, Simon. I don't know much about the Vikings which is why I really can't wait for VI to come out. When is the release date for it anyway?
eat cold steel
03-07-2003, 11:17
2nd of May.
Yes some viking units are avaliable in Early, but not all.
Hoped VI was going to be released sooner http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
Oh well, just have to wait a little longer http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Thanks, ECS, sounds good. I don't want all the Viking units (eg not the mythical super-powerful ones) but berserkers and maybe another would be nice.
Brutal DLX
03-07-2003, 13:06
I suppose it doesn't really matter if they are in or not, as soon as you got the expansion you can probably make any unit available by modding the txt files...
Wellington
03-07-2003, 15:17
Quote[/b] (Brutal DLX @ Mar. 07 2003,06:06)]I suppose it doesn't really matter if they are in or not, as soon as you got the expansion you can probably make any unit available by modding the txt files...
... and changing the unit images
There appears to be at least one new unit in VI (Welsh?) that are topless Brilliant
I'm already planning (along with other no doubt) to use this unit as a basis for a few new units (Celt's/Gauls/Germanic Tribes) for a Roman period mod.
ECS, more importantly are the Danes going to be able to pose a threat in the main MTW campaign in VI (not the new mini campaign)? If they're left to their own devices in native MTW the Danes always go bankrupt as their King produces tons of heirs which have crippling support costs and Denmark is a poor province.
In fact, through many experimentations the only way i could get the Danes to function properly as a faction in native MTW was by doubling the province of Denmark's annual income and giving them certain improvements to help them on their way to achieving a trade network.
What's your thoughts on this ECS?
Cheers as always.
Kristaps
03-13-2003, 18:14
maybe giving the Danes a developed longboat fleet to start with in MTW would help a bit. i guess, if you do that, a merchant in Denmark is due as well.
Kristaps
03-13-2003, 18:22
Quote[/b] (+DOC+ @ Mar. 07 2003,08:34)]ECS, more importantly are the Danes going to be able to pose a threat in the main MTW campaign in VI (not the new mini campaign)? If they're left to their own devices in native MTW the Danes always go bankrupt as their King produces tons of heirs which have crippling support costs and Denmark is a poor province.
In fact, through many experimentations the only way i could get the Danes to function properly as a faction in native MTW was by doubling the province of Denmark's annual income and giving them certain improvements to help them on their way to achieving a trade network.
What's your thoughts on this ECS?
Cheers as always.
It appears that after the patch the smaller factions like Danes have little hope for expansion due to enormous rebellions in the nearby territories (Sweden and Norway are quite rebellion-prone after being taken over).
I understand that the adjustment to the rebellion size was introduced to create a challenge to the human player: however, rebellions of the present scale are practically unmanagable for the AI factions (especially for the proverty stricken Danish faction: an army of heirs is no match for a balanced Norvegian rebel army numbering in thousands and featuring Italian Light Infantry, Hobilars, Vikings, Archers, and gzillions of peasants...)
Maybe it is possible to mod the engine to scale the rebellions as a function of whether it is the human player or the AI controlling the territory?
desdichado
03-14-2003, 00:14
You want the AI Danes to be successful - get WesW medmod. In my current campaign they are firmly ensconsed in former german territory. Big army stacks too http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Heraclius
03-14-2003, 00:30
Quote[/b] (desdichado @ Mar. 13 2003,17:14)]You want the AI Danes to be successful - get WesW medmod. In my current campaign they are firmly ensconsed in former german territory. Big army stacks too http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
ditto for me. The year is 1143 with the Wesmod and the Danes have set up a healthy "little" Scandinavian/Baltic/German Empire
Emp. Conralius
03-16-2003, 05:02
ECS, we at the Guild all appreciate what your doing for us. But, coulf you elaborate more on ho Boiling Oil wil work?
eat cold steel
03-17-2003, 11:07
> are the Danes going to be able to pose a threat in the main MTW campaign.
Yes, the improved fleet AI will help the Danes generate a healthy income which is the main reason why they don't so so well previously, you'll also find the Italians doing better too.
> Boiling Oil
This is another "automated castle defence" added to all castle with a gate house. It is deadly to units that are trying to bash the gate open, making siege engines critical in castle assaults.
Prodigal
03-17-2003, 14:47
@ ECS, I appreciate this is kind of an open question, but you mentioned "improved fleet AI" & I was wondering if you're able to expand on that at all? Any more sea battle options? Or is the SP campaign going to employ more intelligent tactics with shipping?
eat cold steel
03-17-2003, 16:19
A lot of the balancing and AI behaviour is done on the spread sheet, you can make the AI do lots of different stuff simply by fiddling with the unit_prod.txt - as WesW will assert.
The trade route problem is mainly due to the fact that the difference between coastal ships and deep sea ship were not taken into account when calculating shortest path. Some of you may notice the AI putting many of its ships in North Atlantic - it would have been an important sea zone for trade if only Atlantic ocean wasn't a deep sea region.
Emp. Conralius
03-18-2003, 01:18
Quote[/b] (eat cold steel @ Mar. 17 2003,04:07)]> are the Danes going to be able to pose a threat in the main MTW campaign.
Yes, the improved fleet AI will help the Danes generate a healthy income which is the main reason why they don't so so well previously, you'll also find the Italians doing better too.
> Boiling Oil
This is another "automated castle defence" added to all castle with a gate house. It is deadly to units that are trying to bash the gate open, making siege engines critical in castle assaults.
Sounds promising ECS. True Dark Age combat How will flaming arrows work? If I may be so bold.
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