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
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