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View Full Version : Testing New Mod - 100% Battle Crash Free



Grell
06-04-2003, 19:19
My latest Mod 1266 - Interregnum is ready for testing at:

http://hstrial-tnorrish.homestead.com/Interregnum.html

Although I have tesed it thoroughly myself I want some more imput before I upload it for general release.

Some features:

-Playable Golden Horde (with Homeland GGs, etc)
-Playable Teutonic Knights (with electable Grand Master, if no "hiers" goes to the strongest general in the most advanced province).
-Game ends in 1601 (Late Age in 1435).
-New Units, Agents and buildings from my First Crusade Mod plus Barracks (+1 Discipline) and Training Field (+3 Morale)
-Complete sets of FacShields for the new factions (Hires and Lores)
-Rebels and un-owned provinces are greatly beefed up.
-No battle crashes (because supeflous factions have been replaced, so using the 20 faction limit, until/if the new faction entry problem can be fixed).
-"New" Factions: Lithuania, Teutonic Knights, Bavaria, Hapsburgs, Bohemia, Angevin King of Naples and Sicily.

I thought that this was a good period to set a mod in, for the follwing reasons: The Angevin brother of King Loius of France was invited into Sicily by the Pope to rid him of the Hohenstaufen GHRE, while completely destoying all Hohenstaufen's and heirs Charles proved to be more of a menace than they ever where. It alsoe caused the Interregnum, which was the 20 odd year period when there was no German Emperor. The three main power-brokers (Wittelsbachs of Bavaria, King Ottocar of Bohemia and the Hapsburgs, originating from Switzerland) fought it out with Rudolf of Hapsburg coming out on top, but this was by no means a forgone conclusion. The Golden Horde has occupied most of Eastern Europe and The Teutonic Knights have been granted princely status by the Pope and hold much land in the Baltic. Edward I "Hammer of the Scots" was also emerging as one of the greatest English Generals at this time.

I like a challenge in all of my games and think that most Factions will not have an easy time, perhaps the rebels might be a bit too tough (but I like this as it slows down massive quick expansion). Any suggestions are welcome before I post this for general release. Apart from the historical blurbs and any unit / game balancing it is ready to go.

PS Any suggestions for 1500-1600 units I should add in would be appreciated

NagatsukaShumi
06-04-2003, 20:28
YOU ARE MY GOD LITHUANIA YES THANK YOU

*gets composure back*

Anyway, I will download this right away, I have wanted to play as my faves Lithuania for MONTHES

Jacque Schtrapp
06-04-2003, 20:53
Did you include a Read Me with instructions for the install? Will download later at home. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Grell
06-05-2003, 01:55
No readme, or historical blurb for the new factions (these will go in the final release version). Just UnRAR it to your desktop (or wherever) then copy in the contents of my Medieval - Total war folder to yours (selecting over-write all) I wouldnt recommend copying each file in one by one unless you are very bored http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

The Blind King of Bohemia
06-05-2003, 13:20
Thanks Grell, I didn't know you did the Norman Lords mod. I was just wondering, being as the castle flags are now seperate in VI, if you could do the same for the shields in your Norman Lords mod? I've used some of your flags from that mod (I used the white one with the snake for the Cumans for sure) so I'd really like the castle flags to complete them. If you could send me the separated castle flags I'd really appreciate it. Also, any other shields/flags/uniticons/castleflags would also be helpful. My e-mail address is:

shagrat60@hotmail.com

Also, I recently started work on a new mod, Edward's Bane. Set around 1270, its about Edwards struggle with mainly the Scots and the Welsh, but I also threw in the Irish and Danes for good measure. It used the normal cruader unit but the Viking build prod. I made the necessary changes and it loaded up fine. I started with no set buildings nor units, apart from the royal ones of course. However, it crashed after the first turn. I'm not sure where I went wrong. I didn't train or build anything also. Can anyone suggest where I went wrong?

Sir Robin
06-05-2003, 15:13
With a sick wife and baby, again, I have not had too much time to play.

Was still able to pull a few turns as the Teutonics and Byzantines.

I like it http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Well done all around. It adds alot when you can chart a new course thru history.

One suggestion though. It may not be historically accurate but each faction should have at least two provinces to start with.

As the Teutonics I took out Lithuania with a small crusade on the fifth turn.

The AI just seems to last long when they have at least two provinces to draw on.

Hopefully I will get the chance to play more this weekend.

Lancer6969
06-05-2003, 17:34
Grell, you rule, thanks for modding for us. I am going to download your mod as soon as I get home, you make this game better every day Tutonic Knights???? Thats awesome I have always wanted to play as them. Thanks again, and maybe you could hurry up with the final edition. http://www.totalwar.org/forum/non-cgi/emoticons/wacko.gif hehe. Good job http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

Rosacrux
06-05-2003, 19:15
Heya Grell I am playing your mod for allmost three hours now and here some observations:


I played the Byzantines (started twice and played 40-50 years respectively, only one battle I executed myself, no CTD, faired smoothly):

Bugs: only one
- CTD: I placed the Byz. heir to replenish his losses and when I (accidentaly) clicked on the icon of the cataphract unit in the queue, the game CTD.

- The game is a real bitch when you play the Byzantines. Extremely tough.

- The game is a real bitch in general because of the extremely high rebel factors in all provinces. I would suggest to lower them at least 2 notches down - the game is almost unplayable as is. The upped trade revenues do not compensate the loss of money caused by the extremely huge garissons needed to keep most provinces barely to "normal".

- The crusading nations bombard the arabs with literally a dozen crusades in the first 20 years (at least those passed through my territory, dunno about any others) - that's not good. The Muslims are totally unplayable with this scheme. Maybe up the requirements for crusades? Make them really expensive and slow to build (a la WesW?)? Dunno, it's up to you.

- Enriching the unit lineup seems a good thing to do in this mod. Some factions seem to be more of a need for decent late era units.

- Having Jewish and Pagan structures for the Christian nations doesn't seem to make much sense... besides to add a bit better control of the constant flow of revolts http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif Well, until one gets to the point to build 3-4 of those, at least half a dozen revolts have already occured.

I'll have some further remarks later, have to play with some of the new factions to give proper feedback http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

Overall, a mod with great potential. Good job Grell http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif

Grell
06-06-2003, 03:19
Thanks everyone for your feedback - expect a final release in the next couple of days.

Yes I got much to carried away with the rebellion levels, these have been lowered, I have also made it so that no faction begins the game with loyalty (too far) below 100%. The Golden Horde AI was shockingly whimpy, it would keep building sissy Slav warriors and Javlinmen and Woodsmen, so I made these "Cath,Orth,Mus" culture so all but G_Horde can build them, thus leaving them with their decent core Horde troops (Hordecore )and Steppe Units. Also pretty much doubled Horde starting troop numbers.

I will also up crusades a bit in costs and build legth, I edited troop composition of Crusades (ie. better) so they do actually succeed sometimes. But their frequency was a bit much. As Lithuania is Orth culture but Pagan relig, I made the Pagan Shrine Orth (thus giving access to Byz and Russia - I will prebvent them for having access though in the buildprod). Jew are available across the board with a Merchlvl2 (or is it 3) http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif This is a cosmetic/historical feature as Jews were present to a small degree across Europe, if you dont really like it just dont build them.

Historically this period was a case of the Byz Empire Strikes Back, with re-capturing Constantinople from the Latin Crusaders, but in-fighting saw them lose to the Turks pretty quickly.

I think the CTD in that case would have happened regardless of the mod ??

Thanks for your comments, I will post the new edited files in a small .zip so all those great testers out there dont have to download the whole 4 meg again. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif