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View Full Version : The Medieval Mod IV v2.03 for VI



WesW
06-29-2003, 21:58
The full Readme, detailing all the mod's changes, is posted at my webpage, and is included with the download.

Here I have only covered the changes since the 2.02 version.

For the regualr campaigns:
I am quite happy with the Muster Field changes in the VCamp, so I have implemented them into the regular campaigns. The Muster Field requires a Keep there.

For the Viking Campaign:
I have added a Stockade to every province, based upon DOC's findings. I hope this gets the AI to improving things, and that we see better AI armies in the latter stages of the game.

I went back and set Basic Farms back to a very low priority. I found that the AI was maxing out land improvments in all provinces, which was not a good thing, imo.
Since poor provinces start out with nothing or a Forest Clearing, this move should get them to build a Forest Clearing in all provinces that don't have it, which is a good move both financially and for horse units, and then move on to other types of things.
Fertile provinces generally start out with Basic Farms, so they should continue to develop those provinces, rather than do nothing, which was the general case with the CA settings.


So, two minor and one major (Stockades added) change. The Muster Field should further end the production of Peasants by the AI, while the two VCamp changes could have large affects; we'll have to play and see.

ToranagaSama
07-04-2003, 12:07
Just a note, the ClickTeam install routine at the end, advises that you have successfully installed 2.02 rather than 2.03. Ahhhhh http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif Didn't take notice prior to the end.

BTW, haven't had much time for play lately, but a couple weeks ago, I was finally able to d/l 2.02 and gave it several hours of play. Just want to give a thanks and thumbs up

BDC
07-04-2003, 18:56
Seems to improve it again. http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif

ShadesPanther
07-04-2003, 22:38
I really like the way you can play this mod sp and also play mp without swapping files. Plus i can mod the sp as much as i like and dont have to worry about losing it when i play mp

WesW
07-05-2003, 04:03
Thanks for the kudos, guys. I always appreciate those.

One embarrassing find last night: It turns out that I did not add a Merchant to Jutland in the 2.02 version. I forgot to change its land region from 42 to 43 when I copied it over. Thus, I am kinda at a loss to explain the Viking's increased aggressiveness since then, though an unexplained improvement is better than no improvement at all. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Anyway, I have fixed the Merchant and added the Peasants and Thralls to the Viking's starting provinces. I guess I am a couple dozen turns into the game, and I when I checked them out, the Vikings had kept the Peasants in Jutland for that province's garrison as I had hoped. However, they had Huscarles and several units of Armoured Spearmen in Hortaland for their garrison.
I also added a Pagan Shrine and a Sacrificial Shrine to Jutland and Hortaland, respectively, to help with loyalty, but I still noticed that Hortaland's was only 150 or so even with that and several hundred troops stationed there.

I just checked the startpos file, and these regions are not rebellious, so I am a little confused as to why they are so low, unless maybe it is because the king had been cut off.
Btw, the POP category is actually the rebellion category, just as in the 1.1 version, for you modders lurking around.

One thing I did notice, it that there was only one prince stationed there, which means that the AI is now commiting them to battle.

Also, the AI is really upgrading its provinces now.

DOC, is this what you meant in the other thread: that the AI wasn't upgrading *any* provinces outside the capitals, or was it just the bonus provinces?

Also, Shades, you should continue to be able to play both SP and MP, at least with the NoUnits version. When I make the Full version, I will use the same campaign names as in the NoUnits version, so people don't have multiple MM lists cluttering up the selection screen. However, I will continue to update the NoUnits version whenever I make changes that would improve that part of the game.