Log in

View Full Version : First basic mods done...



NewJeffCT
09-04-2003, 18:34
Well, I made my first mods recently to MTW (I do not have VI yet). I just want to ask what people think of for their reasonableness. They are all pretty simple, and this was my first shot at it.

First off, I increased the ammo for all missile units. I figure it should be pretty easy to fit in an extra quiver of arrows or crossbow bolts, on horseback especially. Basic archers got an additional 20, anything requiring a bowyer’s guild got an additional 24, while anything requiring a master bowyer got an additional 28.

To increase trade, I halved the build cost for all ships and also halved the build time – rounding down. So, most ships are only 1 year builds. I also halved the cost and build time of ports and shipwrights. This seemed to work pretty well for me, as other factions now seem to produce a lot more ships. Sometimes, they would get stacked up in one or two areas, but they do spread them out sometimes. I have noticed more factions with large scale/high cost buildings.

I also made the Golden Horde tougher. I guess I am lucky, but I seemed to do very well against them in the past. So, I increased their unit sizes: Heavy Cavalry to 50, Horse Archers to 60 and Mongol Warriors to 80. For the unit stats, I also increased the cavalry speed by 1 or 2 each, and most of the combat bonuses by 1. My impression of the GH historically is that they were almost unstoppable until the freak accident (drinking binge?) that killed their leader. I wanted to reflect this in their stats.

What do you think?

Eastside Character
09-05-2003, 14:45
As for the Golden Horde - their strength was more their tactics than the quality of their warriors, so I don't think improving units statistics makes GH more historically accurate ,but giving them bigger units is IMHO a very good step. Also it would be a good idea to rearrange their tech tree a bit so they will be able to train GH Horse Archers, GH Heavies and GH Warriors BEFORE they are defeated by a cunning human player http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif .A low support cost would also help (as GH armies consist mostly of cavalry units).

NewJeffCT
09-05-2003, 20:07
Actually, I did that as well - Mongol Heavy Cav, I think normally requires a Master Horse Breeder and either Master Armourer or Master Spearmaker? I lowered the support costs and downgraded the requirements to Guild level... Mongol Horse Archers were similarly downgraded from Horse Guild and Bowyer's Guild (again, not sure) to Horse breeder and bowyer's workshop.

Needless to say, the Mongol Empire is now stretching from Rum, Edessa & Georgia, up through Khazar, and west through to Novgorad, Lithuania, Poland and Kiev.

I was able to beat them off my first encounter in Livonia, but it was much tougher than usual - my normal anti-Horde tactic is to set up a line of 4 Pavise Arbalesters with Chiv Sargents behind them and some chiv knights on the wings. However, instead of being mowed down by my arbs and running away before they even reach my line like previously, they just kept coming and slaughtered my arbs and the horse archers managed to snake in behind my chiv sargents and pretty soon like 14 of my 16 units were running away. Luckily, I was able to rally a few - enough for my reinforcements to regroup near the edge of the board and win the day. I think I had only 33 of my 240 pavise arbs left at the end of the battle... they don't retreat well if routing.

Eastside Character
09-08-2003, 17:54
just one question - what is the name of your mod?

NewJeffCT
09-08-2003, 18:53
I didn't upload any mod - I don't really know how, and I don't even know what the difference is between a "mod" and just editing the text files. The only thing I did was modify some of the stats/requirements and build times in the text files that come with MTW.

I was happy, though. Even though I had a lot of trouble with the Horde this time around, at least they didn't keep running away after a few volleys of my pavise arbs like they did before. Sure, almost my whole initial 16 unit army routed off the board or was annihilated, but I was able to regroup and win some hard fought battles.

Dhepee
09-12-2003, 14:42
Allegedly if you mod the unit bonus for a province so that the bonus goes to a more powerful unit that province will build itself up more, so that it can produce that unit. I've been playing with it some.