View Full Version : Medmod IV v3.02 beta
Yelping Godzilla
08-20-2003, 14:59
I hope Wes doesn't mind me starting this new thread, but I thought comments regarding 3.01 and 3.02 should be seperated. So this thread is for anything relating to the updated beta.
First thing I noticed is that the changes to Heerban, Karls and Byzantine infantry (the new hoplitai) don't seem to be implemented. The byzantines can still build the old hoplitai but not the new (byz inf), the Vikings can't seem to build Karls and the HRE can build Karls (used to be Heerban).
Did I just misunderstand what was going to be changed when altering the names.txt?
EEUURAAH.
Lancer6969
08-20-2003, 15:27
I thought this was a release post. Darn
Yelping Godzilla
08-20-2003, 16:23
It is released. Check his website.
EEUURAAH?
Lancer6969
08-20-2003, 16:40
I know, how many releases will there be before the final one is released?
Or is this the final one??
Yelping Godzilla
08-20-2003, 17:13
Whoah there amigo. Why not try reading WesW's posts in the other thread?
You can't expect a final V3 for a while yet. There's a huge amount of playtesting to be done, the descriptions to be finished, unit graphics to be fiddled with and so on and most importantly the minor factions to be added. The minor factions are probably going to take the most time up, since they will require all kinds of work.
In short: No, this isn't the final release. It's just a beta update. It fixes some things and changes some things. If you want to help speed the progress of Wes' mod, playtest this beta version and report problems/issues/suggestions.
EEUURAAH.
Lancer6969
08-20-2003, 19:37
OH So this beta doesn't even include the minor factions??? Ahhh, ok thanks. I would read his other thread, but it just so happens that I am here reading this thread instead. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Ok thanks.
I forgot to put the new units text in the update. Sorry.
I'm currently uploading the units text by itself, along with a new version of the full beta. I didn't zip it, so it comes up as a webpage. I didn't really expect that, but just select all and paste it into a new text file, and name it the same as the posted file, and paste it over the old file. If you don't get the confirmation message about replacing files, then you named it wrong.
There is a little good news in that I did quite a bit of work in the units text last night.
I implemented the Muslim Hordes increases to the Muslim unit sizes. I restricted Merc Gallows to northern Europe. I reduced the building requirements for the Italian's spear units. I think this may be why they keep getting wiped out. I also implemented the changes to the Bashtina and Husars. I changed the textures for the Bashtina, so that unit will look funny until the next update, but the game won't crash or anything.
hey Wesw... i can get the damn thing to work. I even manually installed every file since nothing ells worked.
I even dubbled checked all the files so they where in the correct folder... but when i start the game nothing is changed, when i should choose camp map only the orignials appeare
what is wrong here?
/mattias de gothia
ShadesPanther
08-21-2003, 19:05
Yeah it happens to me too which is quite sad even with the 3.01 startpos in http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Yelping Godzilla
08-21-2003, 20:07
Yeah, the updated units text seems to be causing this to happen. I think you might have to put up a fully working 3.02 for everyone to reinstall Wes. I'm going to send you an updated descriptions file in case you decide to do this - you can then include it.
Not sure how much description work I'm going to be able to do over the next couple of weeks. I was hoping to get it pretty much finished, but life has thrown a few problems my way that might slow me down a little. Hopefully not though :]
EEUURAAH.
Yelping Godzilla
08-22-2003, 15:57
Ok - The mod is running absolutely fine for me now. I redownloaded the 3.02 full zip and installed it again.
Other than that announcement, just one question - What are you doing with the Bashtina Wes? Keeping them in but making them less/more powerful?
When I spoke before about the Hungarian heavy cav lineup I completely forgot that they get Hungarian nobles, which I believe are feudal knight quality - very similar to the proposed Vlastela. I'll have to check out their cav game more thouroughly, I guess. I've yet to do the Hungarian nobles description though, so I'm not sure how accurate they are, whether they existed at all as a unit etc
EDIT:
Here's the new description for the Hungarian nobles
["HungarianNobles_desc"]
{"The migration of the Magyar and Onogur from the steppe was born of catastrophic military defeat and resulted in social collapse almost as dramatic. Modeled on Western, Christian lines, these descendants of the ruling Onogur are the new landed warrior class; in battle they may be considered lesser copies of Western nobles or knights, lacking their traditional status."}
Based on their historical background and the general feel of the Hungarian armies, I think they should have reduced feudal knight stats, making them weaker than destriders, knechte etc
From my experience playing as Hungary from early, the Szekely are absolutely key. They allowed me to destroy several numerically superior HRE armies, massing fire on one unit after another, killing generals and then crashing into the flanks. They're suitably expensive however and I can rarely afford as many of them as I'd like.
EEUURAAH.
Lance misunderstood me. I said to post 3.02 comments here, and 3.01 issues in the other thread.
I have spent all day working on graphics, textures and that damned early text bug. I had forgotten that I had replaced Kerns with Irish Dartmen in the mod. I must have searched for at least two hours...
Anyway, I did a lot of work the last night and day, and everything I want to do right now before we get into the minor factions is done. Apolyton is down again at the moment, and my ISP was off-line earlier, so I don't know what's happening on the NET today. I have a new, 3.03 beta ready to post whenever Apolyton gets up again.
sprucemoose
08-22-2003, 21:07
excellent:
ive been trying to d/load all night,i may as well wait now.
keep up the sterling work
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
08-23-2003, 05:01
Misunderstood what?? http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
I dunno
sprucemoose
08-23-2003, 09:58
grrrr,i still cant get it to work
i d/loaded the full version of 3.02,do i still need the unit text file??
ShadesPanther
08-23-2003, 11:40
SpruceMoose the 3.02 doesnt work but the new 3.03 has fixed that and a few other things so get that instead http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
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