View Full Version : Mod - 1266 Interregnum
http://hstrial-tnorrish.homestead.com/Interregnum.html
This is the Final Release version which has been fully tested and balanced by myself and others including: Dan at Monosculpt, Rosacrux, Lancer6969, Sir Robin and The Blind King of Bohemia.
Some features:
-Playable Golden Horde (with Homeland GGs, etc)
-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
-New Factions are replacements (so no battle crashes): Lithuania, Teutonic Knights, Bavaria, Hapsburgs, Bohemia, Angevin King of Naples and Sicily.
-Rebels and un-owned provinces are greatly beefed up (but not as much as the Testing version).
Installation (just unRAR and copy my folder into your Medieval - Total War folder, or use the self extracting EXE).
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.
Some post-testing changes: reduced rebellions to playable levels, restructured the late period unit line up, added muskets, saracen handguns, etc. edited projectile.txt and the regownertable.
----------------Edit by drone-------------------
AtomicGamer download link here (http://www.atomicgamer.com/files/30163/interregnum-zip#)
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I'M PISSED
I just lost the first game in a long time. Playing as the Lithuanians. Admittedly, i lowered their starting money down to 1000, but still..
I was killed off by internal rebellions. Damn Catholics kept sending priests, and i kept getting serious revolts. At least I only had an hour into it. Gonna have to get assasins quick this time.
OK, time to start again.
Good job.
Emp. Conralius
06-07-2003, 22:31
Grell,
Could you e-mail the exe. file.
Here:
BBenham169@aol.com
Portuguese Rebel
06-07-2003, 23:18
Quote[/b] (Grell @ June 07 2003,06:50)]-Playable Golden Horde (with Homeland GGs, etc)
How did you do this? Set the homelands i mean... You used the regowner::"custome file" command right? You went through th regowner_table file? Can you give us some hints on it? I would appreciate some knowlage on this, as will others http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
I edited the regowner table, but I am VERY far from an expert. And I must admit that the fine folks at CA where responsible for the Golden Horde Homeland GGs, all of the minor factions are now assigned Homeland GGs including the Pope (which I have made major in my games) Swiss, etc. The thing is I used Italy for Lithuania, so its homeland GGs looked very perculiar, so all I did was search the regtable for every FN_ITALIAN entry and replace it with FN_REBELS, I would loved to have been able to assign Lithuania as a homland GG but this was a bit beyond me - how did you manage to figure out which entries corrosponded to Portugaul? PS If you send me some .bmp or .jpeg of Portuguese flags I would be happy to make up a set of .bifs and .tga s for you.
Emp. Conralius
06-08-2003, 17:15
LOL I cant seem to get this thing installed.
Could some1 give me the play-by-play ofhow to get this mod installed?
Portuguese Rebel
06-08-2003, 21:23
Like ECS taught me, each region has 16 pairs of information. The first part is a faction id that sets wich faction should own the province at a given time, the second information is a number wich tells the engine how many points are there to be awarded to the faction holding its homeland. The order of the 16 pairs is given by the position of the region in the startpos file. An example:
in the startpos file you have
DeclareLandRegion:: "ID_SCOTLAND"
DeclareLandRegion:: "ID_NORTH_UMBRIA"
These are the first two regions.
In the regowner_table file you may have, if you would like:
FN_ENGLISH,1,FN_ENGLISH,1,FN_ENGLISH,1,FN_ENGLISH,1,FN_ENGLISH,1,FN_ENGLISH,1,FN_ENGLISH,1
,FN_ENGLISH,1,FN_ENGLISH,1,FN_ENGLISH,1,FN_ENGLISH,1,FN_ENGLISH,1,FN_ENGLISH,1,FN_ENGLISH,
1,FN_ENGLISH,1,FN_ENGLISH,1,FN_ENGLISH,1,FN_FRENCH,4,FN_FRENCH,4,FN_FRENCH,4,FN_FRENCH,4,F
N_FRENCH,4,FN_FRENCH,4,FN_FRENCH,4,FN_FRENCH,4,FN_FRENCH,4,FN_FRENCH,4,FN_FRENCH,4,FN_FREN
CH,4,FN_FRENCH,4,FN_FRENCH,4,FN_FRENCH,4,FN_FRENCH,4,
This would mean that:
- Scotland would be a english homeland for the entire timeframe and that a victory point would be awarded to the english faction in each year checkpoint (the years when this happens is not moddable).
- North Umbria would be a french homeland for the entire timeframe and that 4 victory points would be awarded to the french for keeping the province. (i know this doesn't make much historical sense, but it is only to show that we can now set wichever homeland we want.
The only downside is that you have to count sixteen pairs for each region. For me i had to find portugal and aragon, so i found aragon first (real easy since it is the only province with sixteen FN_aragonese pairs), then i counted up from there, instead of counting all the way from the top of the file. You see, Aragon is real close to Portugal in the startpos file:
DeclareLandRegion:: "ID_PORTUGAL"
Boy, this is a tough campaign. I've been playing Lithuanians. I'm about 50 turns into the game. I've only managed to capture Finland so far. I tried for Lithuania, but got creamed. I didn't want to attack, but was in a negative cash flow becuase of heirs coming of age. I have been fighting plenty - probably 20 rebellions so far. A good (hard) thing about this campaign is that the Rebels have fleets. One of the things really holding me back is i've had to spend a LOT on attacking those rebel fleets.
It appears that the AI factions are having it pretty rough to. The Mongols (whom i feared the most) are being overrun with catholic priests, and have been kept occupied with their own rebellions. The English are on the way to being the most powerful.
Very, Very nice campaign. I'd suggest Lithuanians or Teutonic Knights. Poland or Hungry or the small german states should be good to.
Rosacrux
06-09-2003, 07:28
Oh,yes, it's a tough one... even the almighty Byzantines are tough to play in this campaign... as for the Lithuanians... here is something I've noticed: They are Pagans but they have access to Orthodox priests... though, no matter how many patriarchs I build, they won't get converted to Orthodox... what's the catch?
Also, the rebel fleets are a major factor not to attack rebel provinces. If you do and you don't have a huge navy (and concentrated too) you are toast...
In my games the only muslim faction surviving a bit are the Turks, when the ex-Elmos and the Fatimids get creamed very soon (even with the upped crusade requirements/price).
The Fatimids keep coming back though, and fairly strong.
The strongest in my campaigns are French and English... maybe something should be done about them? dunno....
To win as Lithuanian is completely impossible, but all christian factions (save the Russsians) have a chance to win. Even Poland, if you can get Pomerania soon and ally with the strong neighbours.
The Teutonic knights seem extremely fun to play. If they manage to get on the sea early, they are a true winner, due to their good unit line-up.
But they have to squash Lithuania soon, and presumably get Sweden too in the early stages.
Overall a very good campaign. I have lowered another notch the rebel factors, because the constant rebelling was getting on my nerves, but that's the only change I made.
I should have noted i modded the Lithuanians to Orthodox, prior to starting this round. I tried them as Pagan, and well... no way. I like a challenge, but pagans can't compete agianst the major relegions in the long term. I used relegion to convert most of the nearby Mongol territories. After a couple of rebellions, i was able to launch an attack. Like the one against Finland Lithuania, it was a desperate thing. A rebellion trapped all of the Mongol royalty in a province, and i wiped them out. The faction is gone. Now i need to scarf up one or two of thier provinces before they reemverge.
The rebellions on the latest version are the standard ones from the regular CA campaigns. I've left them alone to see how it goes. So far, most factions are doing OK. England got scary big, but has now lost half it's homeland to rebellions. This seems pretty accurate historically. It was damn hard for empires to get that big during the middle ages, at least for very long. I'm curious about what CA did to make larger empires unwieldy. Has anyone else noticed this in the new version?
Lancer6969
06-09-2003, 15:47
Hey Grell, just wanted to tell you that your mod rules, and I have been playing it souly.
Thanks to all who have made comments - keep them coming any ffedback will help my on my next (more ambitious mod) set in 950 titled Carolingian Decline. This time around I am adding in 10 new factions (all Pagan and Jewish Khazars to hopefully get around the CTD battle problem). All Factions will have appropriae Homeland GGs (now that I can edit the regowner table easily enough). Also looking at a nifty way of factions like the Magyars concerting to Christianity. Still a lot of work to be done but looking very good so far
insolent1
06-13-2003, 10:45
Hi Grell,
Great mod, I really like the lithuanians & nice work on their unit lineup. I've played as the Lithuanians & Turks both campaigns where a good challenge. JHI are too heavily armoured now, I think they have a base of 7or8 compared to 5 in normal campaign(amkes them a bit too powerful & useless in the desert), ghulam bodyguards require a royal estate to build them but muslim factions can't build royal estate. In both campaigns after about 150 years the rebels had 1 fleet left it was 7-10 ships with a 5-6 star commander & it just sat in the english channel sinking all the AI's ships that where at war with the rebels. The Hapsburgs seem to be the best german state. The weirdest thing of all is no is launching crusades at me http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Well... when playing the turks and having a shitload of Jennis, i did like this.
I attacked the Byzzis with my heavy stuff(JHI) and i easly won that one, but then it was a pain in the ass to attack the egyptians in the desser with JHI so i just traind reg. jennis with bows, and shot down the egyptian easly so that my heavy vac could run them over.
So let the JHI go north, then JI to the south... http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
but i must say that the English now allways swarm over the map like the horde, but the Horde, just sits there and sometime attacks trebizond.
Another thing is that the comp. some how starts two Jihads(Crusades at the same time? kinda anoying...
Oh bugger that Royal Palace thingo was a big stuff up - I will correct this. Thanks for pointing this out, will also tone down JHI and rebel ships. Just tried multiplayer for the first time - very addictive. But cuts into my modding time http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
insolent1
06-13-2003, 12:09
Haven't played online since STW it does waste to much time & I hate watching the battles in stop motion(lag) http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
anywayz I think it might be a good idea to tone down the JHI in armour but leave the rebel ships its hilarious watchin the Rebels fleets destroy all the other factions fleets & it stops the AI factions grabbing distant provinces which can be a bad move in this rebellious mod. I also like teh way you toned down trade profit but yet gave most provinces trade goods & nice work with the historical generals the rebels get loads which make some nice bribes(names r showing up a bit weird with some of them) & before i finish 1 quick question at the start of teh campaigns its really expensive to bribe any of teh rebel generals but after about 30 or so turns the price drops dramatically & yet no change in the generals v&v's/armies/titles how did u do that?
Sir Robin
06-13-2003, 18:48
That whole bribery thing might be something VI added.
I am noticing that rebels are really expensive to start with but get alot cheaper after a couple of decades.
This is a great mod.
Dukezer0
06-13-2003, 20:03
Don't want to blow thy trumpet ( http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif ), but the lithuanians are definatly possible IMO.
True, the monetry and loyalty factors are hard, but i am 30 years in and nearly defeated the mongols (they have 4 provinces left. I did have a hand from the byzantines and the russians.
Just lithuanian spearmen for the steppe cav and lithuanian retainers for the mongol archers http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif .
BTW, http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif mod grell.
I do miss the kingdom of jerusalem though http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
Thanks for your comments - I dont think that the Lithuanians are impossible either, they just require a diff strategy from Max recruiting and building.
Is there much interest for me to "patch" this mod with full homeland Glory Goals for Teutonics, Lithuania etc. and fix the JHI and Royal Ghulum Bodyguard? If so I will take some time off my 950 AD mod.
insolent1
06-14-2003, 09:13
Don't bother Grell just keep up the work on your new mod http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif GA's are boring especially if they r just homelands
Thats what I thought. I think I make a better moder than Multi-player - usually get my ass kicked esp in Vikings http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Lancer6969
06-15-2003, 17:53
Hey Grell, is there anyway that you could make it so when you land on an Egyptian Province and you are Byzantine that you are able to train Egyptian Units??? Vice Versa
It could be done. Just remove any culture reqs in unitprod.txt and make all the appropriate units trainable by all factions and region specific. Just use the GnomeEditor.
insolent1
06-19-2003, 18:14
Just finished my second Hapsburg campaign & I have to say its the best campaign i've ever played. Excellent unit line, all those iron deposits & excellent starting position. I just wished my royal units where SAP http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
So some observations http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif
The military academy requiremnet for lancers is a bit much since I captured so many cathredal's, i couldn't bring myself to destroying all of them so I could build a cathredal in an iron province so I missed out on Lancers.
The Russians are always wiped out in first few turns same as the Polish & the Lithuainians. The teutonic order put up a bit of a fight against the Horde but get overwhelmed. So in both campaigns I had to set up the "Hapsburg Line" to hault the mongols across central Europe. The Bavarians have a real tough time aswell. The eyptians are everywhere in both campaigns ie Scotland & Navarre. The training field is a great addition as it gives same morale as a cathredal which makes the AI put up more of a fight. All the extra buildings are great additions to the game. Its great that the mongols got pagan shrines. The trade is much better now nearly every province is worth taking on the map either for units or for money.
anywayz great work & i look forward to your next mod
Thanks for your comments Insolent1, the homestead site where i have the mod posted is only a 30 day free trial. I cannot upload this mod to the .org site but if one of the moderators could download it an upload it I would really appreciate it.
insolent1
06-20-2003, 10:35
Is it a new mod Grell that u want to upload http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif Why can't u upload it? & if u want u can mail it to me & i will try & upload it for u? dogboy@iol.ie
No its this mod Interregnum i cant upload it to the .org as it wont accept .RAR or .EXE and winzip is crap as it destroys the folder structure. To get around this one of the kind moderators uploaded my last mod Final_Crusade. As moderators are able to upload any file.
My Carolingian mod set in 950 AD should be ready for testing soon.
insolent1
06-20-2003, 17:06
well let me know if u need some testing done http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Lancer6969
06-26-2003, 22:09
thanks for the help grell...
ShadesPanther
07-11-2003, 19:02
I would really like this unfortunatly the link doesnt work.
Could you give me a link or email it to me at panther__5@hotmail.com plz plz plz
After some time, the link to the mod is broken. Can anybody post a new link so i can get it (i broke the mod tweaking, touching, changing, etc.)
-Isapostolos-
08-03-2003, 20:57
could you e-mail me the file too please?
seannemans@hotmail.com
Thanks
ShadesPanther
08-03-2003, 21:20
ive asked for it mailed but apparantly its too big for the hotmail 2mb limit http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
Leet Eriksson
08-04-2003, 02:05
Argh gimme
faisal2002ae@yahoo.com
faisal2002ae@hotmail.com
whichever you like,cuz the link does not work.
ShadesPanther
08-04-2003, 14:40
he needs a moderator to upload it because uploading it the other way destroys winrar
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