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View Full Version : The Medieval Mod IV v2.01: No Units+



WesW
06-03-2003, 09:39
The 2.01 version of the No Units version of the Medmod is now available at my webpage. Specific changes made are covered in the Viking Campaign section at the bottem of the Readme. I have also converted the webpage's Readme to htm format, for those who cannot view document files.

I have also corrected the three known bugs in the Standard campaigns:

Placement of Byz king in Anatolia; Sicilians not available in the Late era, and Swiss not available in the Late Era.

Here is the Viking Campaign section from the Readme:

Viking Campaign changes:
Not a lot here to report, but I believe that what I have done will bring some significant improvements to the campaign.
I basically raised the troop producing buildings to the same priority level that I did with the regular campaigns, and I also reduced the time to build Abbeys by 25%. I reduced both the time and cost to build Forest Clearings, and Basic Farms by 25%. I also raised their priorities, which were set very low. I don’t understand why CA had the costs and times as they were, and then appeared to have told the AI not to bother with them, rather than fix the settings.
I also gave the two Viking provinces Merchants to begin the game with. Hopefully this will get them going, as they never do well when controlled by the AI.
The only major changes I made were to Peasants and Muster Fields.
I made the Muster Field require a Stockade, and I set both it and the Peasant’s priority level close to zero. I also deleted all of the Muster Fields that were placed at the start of the game. I think this will go far in making Peasants relatively scarce in the game, at least for the AI factions.

+DOC+
06-03-2003, 13:09
Hi Wes,

Very nice, a lot of changes are well thought out, especially with regards to lessening the peasant impact by reducing the building probability of the Muster_Field. I too am also slightly perplexed as to the build values associated with the Improved_Farmland?

I would like to look at your files, only i can't download exes from work Therefore, what increases did you apply to the Improved_Farmland build values and what decreases to their time and cost? How does it play as a result?

A couple of other points... doesn't only one of the Viking provinces have tradable goods? Also, wouldn't giving the Vikings a starting Merchant make it too easy for a human should they play the Vikings?

Cheers

DOc

A_B
06-03-2003, 14:22
I think that if a person plays the Vikings (or any faction), and are good at the game, they should mod out half their starting buildings, all thier money, and most of thier units. Otherwise, the game isn't very challenging.

WesW
06-03-2003, 18:22
Correction posted:
The version I uploaded last night did not have two of the three bugs in the original campaigns fixed. (I had corrected them in my game files, but forgot to paste them over the old mod files.) If you have gotten the mod before this post was made, you need to get it again. I have not changed the mod's name, but if it installed right the first time, it will do so again.

Doc, I stated the percentage changes to the two land improvements in the Readme. As for the priority changes, I set the first 3 improvements to 150, and left the 40% improvement at 75.

I have not played a game yet to test its effects, but since these values are higher than those for buildings and early units, I suspect that the AI will be making a lot of land improvements early in the game, which will give them a big income boost right about the time they get some of the better units.

Both Viking provinces have trade items. As for the human, they could always destroy them if they wanted to. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Westland
06-04-2003, 17:57
WesW, although you haven´t changed anything to the unit file in your mod, I suggest you should change al least one thing. The Polish and Hungarians can start a crusade in your mod but they don´t have access to the crusader knights and the order foor soldiers. As a result both their crusades had about 40 to 50 units of religious fanatics.

BDC
06-04-2003, 18:19
I haven't noticed anything too obvious in the Viking campaign... Is this because all the modifications are subtle? (Have reinstalled it a few times just to be sure).

Kekvit Irae
06-04-2003, 20:49
Other than the Info_Pic PAGAN error when right clicking the Royal Court as the Mongols, I see no real problems

And it's good to see another Alabamian modder ^_^ You live just a short drive from me in Montgomery

Satyr
06-04-2003, 21:41
Thanks Wes I loaded this and started a new campaign as the Picts last night. The Mercians are huge as usual, but the Irish might win as they have established a trade route around both islands. Everyone is building great troops and I might lose. Good job, again.