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View Full Version : The Medieval Mod IV v2.04 for VI



WesW
07-17-2003, 09:17
I have just posted the final version of the No Units edition of the Medmod IV. This is the largest update, and contains what I hope are the final steps in getting the Viking Campaign up to par. Or at least I hope it is, because I am now full steam into version 3 of the mod.

I went back through the Readme from top to bottom in order to get it in tip-top shape before I leave off from here.

I found a couple of errors in the main section fo the Readme, and I also tweaked a couple of things for the main campaigns, namely adjusting the price and time to completion of some of the Tavern and Brothel upgrades. Nothing too major there. I also lowered the castle requirement for Brothels, and increased the time to build Border Forts to two turns, so look for those.
Finally, I don't know if I mentioned in the 2.03 thread, but I added Pagan Shrines and Sac. Altars to the standard campaign along with the Muster Field. I think this is a good, safe addition which should help the Mongols.

The vast majority of the work, however, was on the Viking Campaign; probably as much as the other editions combined.

I added Thralls and Peasants to the Viking provinces to try and free up their better units from garrison duty. I also added the Merchant to Jutland that I thought I had added earlier. http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif , along with a Shipbuilder to try and get the Vikings to replace their naval losses.
These changes all seem to be having a nice effect from my playtesting.

I cut the cost and build time of Courts of Law in half, since this is about a useless building, and only serves as a barrier to the Military Hall.

I also added all the required buildings needed to build bonus troops for those provinces that have them, except for Saxon Huscarles. The AI still wasn't developing these provinces, even with the Stockade. However, I did notice that the changes to farms made in 2.03 seemed to be working out quite well.

When I looked through the units text to see what buildings were necessary for the bonus units, I noticed that some units had more than one bonus province, namely Clansmen and Woodsmen. I have detailed this in the Readme.
I went ahead and gave Clwyd a bonus for Celtic Warriors, to try and help the Welsh out, and I added a bonus for Gallowglasses to Brega for the Irish.

Also for the Irish, I reduced the Kerns' ammo supply from 4 to 1, so hopefully the AI will use them for attack more often.
I also removed the Heavy Spear from the Bonnaughts, and moderated its stats. It now has 3 attack and -1 defense, plus the spear bonus.
I hope this makes Bonnaughts a more versatile unit, and makes an army of them, Gallowglasses and Dartmen/Kerns the fearsome force they were meant to be.

Finally, I stuck a copy of the ProjectileStats.txt that I have developed over time into the Charts folder. I have made some changes to Burning Oil which I think you will like, too. I chart detailing all the changes made to the file is appended to the bottom of the Readme, so you can decide whether or not you want to try it out.
I have also stuck a copy of the original text into the Charts folder in case you don't like it.

As I said, I plan on this being the final version of the No Units variation, and I hope it leaves the Viking Campaign in fine shape. I hope you enjoy this version of the mod, and I hope to see you involved in the discussions for the full version, which is shaping up to be a whopper.

Wes Whitaker

sprucemoose
07-17-2003, 16:36
Excelllllleeeennntttttt

i will install tonight

keep up the good work wes

http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif

Lancer6969
07-17-2003, 17:46
All except Saxon Huscarles??? Darn Good job Wes, looking forward to your new mod. You must really hate the Huscarles, no matter how often I recommended they be put in there, it wouldn't happen.. lol. http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif

Old Bald Guy
07-18-2003, 11:41
Wes,

I installed your mod, version 1.85, and loved the changes. However, I can't play it, because the battles lag so badly as to be impossible to fight. My machine is at the low end and badly needs upgrading, but MTW with VI runs fine, no real lags I've ever noticed. But your mod kills the bloody thing.

I'm doing something wrong, right? Please??? I really want to play with the MedMod. Would the latest version clear this up?

ps--There is no uninstall, so I had to uninstall MTW:VI, delete and reinstall, which is a rather long process.

Yelping Godzilla
07-18-2003, 11:57
1.84 isn't for the VI upgraded version.

You have to install it on a standard copy of medieval. It shouldn't make any difference on the running speed. Does vanilla medieval (patched but without VI) run smoothly for you?

EEUURAAH.

Kristaps
07-18-2003, 14:57
WesW, great job Thanks

However, here are a few things I've noticed that I'd like to discuss:

1) I noticed that Master Spear does not give the original valor +1 bonus to spear units. It rather gives +1 weapon to all units. Master Sword also gives +1 weapon to all units but does not stack with the Master Spear bonus. Neither Master Spear no Master Sword weapon bonus stacks with weaponsmith's bonuses. Just wondered if it's possible to mod the game so that Master Spear and Master Sword bonuses would stack? http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif

2) The extra provinces given to Turk's in the Early Period make them dominate the eastern part of the map very early on... Haven't seen Byzantines succeed at all... ;(

3) 10 year build time for crusades appears to be too long. The AI appears to ignore the crusading aspect of the game altogether now...

4) I love what you have done with the sea regions The AI now builds very good trade networks. If one disregards the fact that it still sends huge stacks of ships far away from home and just makes them sit somewhere draining the treasury...

5) Master Horse Breeder seems a bit useless now. +1 Discipline -- haven't seen the effect of that yet...

6) French appear a bit overpowered in the 10-or so mod games I played. Haven't seen English succeed yet...

Okies, that's it for now.

Cheers,
Kristaps

Yelping Godzilla
07-18-2003, 17:45
I don't think the master swordsmith/spearmaker buildings give the new bonus to all troops; just the troops that they produce. Haven't checked yet.

You're right that they don't appear to stack though.

EEUURAAH.

Old Bald Guy
07-18-2003, 22:00
Yes, MTW and VI run fine. No Units Mod was unplayable. A routine battle took almost thirty minutes for the retreating army of archers and militia to flee over the hill. Dunno what happened.

Maybe I'll try the latest mod this weekend.

Yelping Godzilla
07-18-2003, 22:38
Well if you still have that problem with the latest version, be sure to post again. Every time an issue is so much as approached, knowledge is gained.

EEUURAAH.

WesW
07-19-2003, 15:09
Quote[/b] (Old Bald Guy @ July 18 2003,15:00)]Yes, MTW and VI run fine. No Units Mod was unplayable. A routine battle took almost thirty minutes for the retreating army of archers and militia to flee over the hill. Dunno what happened.

Maybe I'll try the latest mod this weekend.

If this only happened in one battle, it may be a map problem. Sometimes units get stuck on the edge of forested or mountainous maps and can't find their way around the obstacle for a long time.
I have never heard of anyone else with a lag problem due to the mod, and the No Units mod doesn't change anything about Archers or Militia types. The only real change to units has been the addition of the Crusader units, and they date from way back in v1's history.

YG is right about the Master blds bonuses- they only affect units which require those bld types.

Kristaps, are your comments about the factions for this mod or the 1.85 mod? I think my webpage has a link to the 1.85 thread. We really need to keep the discussions separate so that other readers don't get confused.

Kristaps
07-21-2003, 19:27
Quote[/b] (WesW @ July 19 2003,09:09)]Kristaps, are your comments about the factions for this mod or the 1.85 mod? I think my webpage has a link to the 1.85 thread. We really need to keep the discussions separate so that other readers don't get confused.
My comments were about the mod for the Medieval Period of the Viking Expansion. I downloaded the lastest version: v 2.04.

Anyways, the game is much more enjoyable with your mod. Great job