View Full Version : Re: development of Medmod for VI
I received several emails just yesterday asking when I would be out with a VI version of the Medmod. I will try and put together a No Units version pretty soon, which will leave the stats alone for the non-Crusading units, but have everything else.
I was waiting for the Production Excel SS to be sent by ECS before getting into the units. Hopefully Barocca will get it posted here soon. I also want to see how the thread on restricting units plays out. I hoped to have had several more replies by tonight.
I have spent my time lately playing the VIking campaign, and working on investments through Ameritrade. I just have to get in the mood before starting the tediousness of examining and altering the text files. So, try and enjoy the game as is, and please post your observations of the game in Misplaced Aggie's thread over in the Main Hall.
im not bored with it. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
rory_20_uk
05-13-2003, 12:21
I'm not bored with it per se, but when I started to play it I quickly realised that I had forgotten how things had changed for the better, so I am eagerly anticipating the Wesmod for VI.
The Blind King of Bohemia
05-13-2003, 12:59
I've put the scots in early and now just putting the finishing touches to it,thanks to ECS and Lord of Storms info. The game is Great and i am really looking forward to all the mods that will no doubt come out in the not to distant future.
but it will be out this weekend, right?
Playing the new early campaign as Hungarians. The AI is definately garrisoning more. I'm interested to see how things pan out. An updated MedMod will definately have to take more into account than just the new units. Things have changed.
Have you thought about the Building modifications? Can you include six different types of forts, starting with the little wood fence and going through fortresses? If there could be six castle levels, that would be kinda fun, with less time between each castle. Same could apply for agriculture. Has anyone tried more than 4 levels of upgrades?
I'll add thoughts on units on the other thread.
Dan
Quote[/b] (A_B @ May 13 2003,11:50)]but it will be out this weekend, right?
Playing the new early campaign as Hungarians. The AI is definately garrisoning more. I'm interested to see how things pan out. An updated MedMod will definately have to take more into account than just the new units. Things have changed.
Have you thought about the Building modifications? Can you include six different types of forts, starting with the little wood fence and going through fortresses? If there could be six castle levels, that would be kinda fun, with less time between each castle. Same could apply for agriculture. Has anyone tried more than 4 levels of upgrades?
I'll add thoughts on units on the other thread.
Dan
This weekend, uh.....................right. (Maybe the no_units version).
The changes you have observed regarding the main game are precisely why I am not rushing into making the mod. I waited two months before I started working on the present mod, playing and reading what people were saying here.
What I need to do is get a good idea on all the changes, and their cumulative effects on the game. It has been taking most of my time since VI came out just to keep up with the forums, where I have been posting like crazy in addition to reading, including the .com site last night. This will slow down in a few days, but I also need to get some good experience playing the main game myself before diving into changing things.
Believe it or not, the less I see in need of modding, the happier I am, so I want to look at the game with a fresh perspective and not just go with what I did before.
ChaosLord
06-01-2003, 03:58
Bump Figured we've had some time now, i've started using the nounits version after going back to the regular M:TW campaign in VI. Wondering if you've had any thoughts or done any work on the next version? The unit restriction by region that was talked about sounded very interesting.
Here are some unit notes sent to Wes a couple days ago. They show the proposed Spear and Melee units. The 10 new faction mod had some units i want to look at a little closer to as well.
Units
General;
Most of the units mentioned here are factional home territory units. That is, specific to only one faction, and only buildable in one or two territories which form the core of an empire. These units will typically be comparable to Late Age generic units – Chiv. Sgts for example – but will be cheaper and have better morale on average. These units represent those recruited out of the factions core ‘tribe’. Generic units represent levies from conquered provinces. They will generally have poorer moral than they do currently.
Northern European (English, HRE, Danish) will have new Faction armored spear unit and sword (or Axe) unit, with the sword unit being the better of the two. They also have a great factional Heavy Cav. (local Nobles). They also have better bowman available.
Southern European (Spanish, French, Italian, Sicilian, Argonese) have great Faction spearmen, and an OK sword unit. They also have a great factional Heavy Cav. (local Nobles). They also have better crossbowmen available.
Orthodox (Russian & Nov/Kiev) have Rus Spearmen, but must rely on regional special units (woodsman and Slav Warriors) for melee & shock infantry. Their factional cavalry is more specialized (medium or bow armed)
Eastern European (Poland, Hungarian) are similar to Orthodox factions. They lack most special factional foot units. They do have more factional Cav. than others (medium and horse archers).
Byzantines have access to large quantities of special troops. However, they are more expensive than other factions, requiring Byzantium to control a large trade economy to survive.
Muslim factions have more disciplined armies in general, but with lower armor and fewer melee units. All units are Larger though (10-20%). They also have access to good desert units (camels and light cav.) Late Turkish units take on aspects of Byzantine units – professional, high quality, but expensive.
Faction Spear Units – Only available in home territory;
Spain, Argonese, France, and Italians have slight advantage with Spear units. These are an ‘Italian Light Infantry’ type unit from early age on, which is comparable to Chiv. Sgt. but a lot cheaper and with lower building requirements.
English, HRE, Danish, Russian (and Norman) can build armored spearmen in home territories, but cheaper and with lower building requirements than currently shown.
Kievians have Rus Spearmen, which are between Chiv. Sgt. & Armored Spear
Byzantines have their own Spear and armored spear units (to be properly named & given stats)
Almohads (and Zirids) have Muwahad Foot. Not as strong as Armored Spear, but fast & high morale/honor.
Muslim Infantry can be built in Muslim Territories. They are lightly armored and better trained than normal spear (roughly equivalent to Feudal Sgt.s)
All Muslims can build Saracen Inf. but only from Egypt to Tripoli (Effectively limited them to Egyptians)
Turks have some sort of solid spearman – Janissary Inf., but not as heavily armored or slow as Gothic Sgts.
Norwegian have better than average peasants (thralls-but increase their stats)
Anglo Saxons have Fydmen
Sword, Shock, Polearm Units;
N. Europeans have advantage here. South Europeans have OK faction unit. Almohads also have decent Faction unit. Muslim factions are at a big disadvantage here (offset by larger units in general). Eastern European Christian and Orthodox have to rely on local specialty (barbarian) units in Early, High, but have access to ‘Royal Guard’ Halbard units in Late (to fight Mongols). They don’t have access to regular Halbard units, which are limited to Western European Christian Territories.
Generic Christian Spear
Peasants
Spearmen
Round Shield Spearmen
Armoured Spearmen
Feudal Sergeants
Chivalric Sergeants
Pikemen
Gothic Sergeants
Generic Muslim Spear
Muslim Peasants
Spearmen
Nubian Spearmen
Muslim Spearmen
Saracen Infantry
Generic Orthodox and Pagon Spear
Peasants
Spearmen
Armored Spearmen
Pikemen
Generic Crusade Spear Order Foot soldiers
Faction Spear Unit
FN_PAPIST none
FN_SPANISH Spanish Infantry
FN_ARAGONESE Argonese Infantry
FN_SICILIAN Access to Armored Spearmen in home territory
FN_ITALIAN (VENETIANS) Italian Light Infantry
FN_FRENCH Frankish Infantry
FN_ENGLISH Access to Armored Spearmen in home territory
FN_GERMAN_HRE Access to Armored Spearmen in home territory
FN_SWISS Swiss Pikemen
Swiss Arm'd Pikemen
FN_BURGUNDIAN Access to Armored Spearmen in home territory
FN_DANISH Access to Armored Spearmen in home territory
FN_POLISH no special spear units
FN_HUNGARIAN no special spear units
FN_BYZANTINE Menavatoi
Skutaktoi
FN_RUSSIAN Rus Spearmen
FN_NOVGOROD Rus Spearmen
FN_ALMOHAD Muwahid Foot
FN_EGYPTIAN Good access to Saracen Inf. in High and Late
FN_TURKISH (OTTOMAN) Janissary Infantry
FN_NORMAN Rus Spearmen
FN_ NORWEGIAN Viking Thralls
FN_CUMAN no special spear units
FN_SCOTS ScottishPikemen
FN_IRISH use Bonnachts which are Javeline as well
FN_SELJIK_TURKS no special spear units
FN_GENOESE_ITALIAN Italian Light Infantry
FN_ANGLO_SAXON Fyrdmen
FN_ZIRIDS Zirid Foot
FN_AVARS no special spear units
FN_KHAZARS no special spear units
FN_TEUTONIC_ORDER Teutonic Sgts.
FN_KINGDOM_OF_JER. Access to Armored Spearmen in home territory
Also consider Faction Halbard unit for Late age for all factions. This can be called 'Palace Guard' or some such name.
Sir Robin
06-03-2003, 04:11
Yeah http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Wonderful and awesome http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif
Looking good http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif
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