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WesW
10-02-2003, 17:01
The Public Release of the Medmod IV v3 is now posted at my website.

My computer has been getting progressively more unstable the last couple of weeks, so I will try and get caught up on the forums later. Right now, I am just posting the Main Readme.
I had just been making the readmes and documentations good enough to get by as the beta progressed, so it took longer than I had anticipated to get everything in shape for the public release, plus put in a few new finishing touches.
If you use skipcredits.txt, please disable it the first time you run the game after installation. One of the new tidbits that took longer than it should have....

There are three Word documents for the mod, including the Main Readme, which covers my goals for the mod, and lays out the general features, concepts and changes to the game, as well as how to use the various docs and spreadsheets which come with the mod.

The faction descriptions doc is the expanded, updated and polished version of the v3 mod descriptions text.

The Units Notes is just that; covering new unit abilities and characteristics, and those things that deserve repeating from the Main Readme and faction descriptions texts. It also contains the Projectile stats chart, which details my changes to that file, plus the list of which units have the regular and compound bows.

Finally, the v3 stats spreadsheet contains a wealth of necessary info for players, and some additional sheets which other mod-makers may be interested in.
I just realized that I forgot to paste in the units text with the latest changes, but those only involved some changes to region bonuses.
I added a buildings page to the file, and expanded the unit names page to include all the unit descriptions composed and/or altered for the mod.
BTW, if any mod-makers out there are using EditPlus2, and you should be, I have a great stx file that colorizes most all of the text patterns and functions that you run across in the files.

Everything mentioned in my latest posts in the 3.09 thread have been implemented, as well as a few other tweaks, of course. This includes the Swedish faction in all three eras, with Nordic units. I think everything but the name of the faction in the faction selection screen has been switched to Swede as well.
The last time I read the forums, about Tuesday I think, I could read everything but I could not submit replies for some reason, so I have been keeping up fairly well with the latest posts.
Try and note whether or not Muslim factions are still producing princesses. I "think" I found that bug, but I can't confirm it.
There are probably one or two bugs or inconsistencies left buried in the mod, but I finally got all the campaigns to load, and I don't "think" there are any textures conflicts left.
One thing I noticed when setting up Custom Battles- the units displayed their original names in the review panel, but then they showed up correctly on the battlefield.
Also, for the last week or two the game has been hanging up on exit, requiring me to do a hard reboot, I think it's called. I minimized the game once, and under the Task Manager Processes it listed the game as using all of the CPU. The first thing I remember with the game was it CTD'ing when I pushed Esc to save a game. I have not saved any games since to see if that is still occurring. The game seems to run fine until you try and exit it. Let me know if any of you experience this.
The next thing I am going to post is a list of my computer problems in the Apothecary, if any of you want to see if you know what's going on, as these are not the only problems I have been having lately.

So, here is the readme:

Main Readme for the Medieval Mod IV for Total War: Viking Expansion
V 3.10: Total Immersion
By Wes Whitaker (email address, webpage) Note: Please place the words “Medmod” or “Medieval” in the subject line of emails to insure arrival.

My aim with this mod, as it has been with my other Medieval mods for Call-to-Power I and II and Civilization III (which I never released), is to correct any errors which may have slipped by the designers, even out those settings and stats which seem unbalanced, and to add the things which I believe will increase players’ enjoyment of the game.
These modifications are the results of over a year spent playing the game, listening to player posts in the mod threads, and scanning the forums to see what people were saying about the game, both good and bad. When I started the Proposed Unit Lineup thread back in June, I said that this version of the mod would be the major overhaul that characterized the previous Medieval Modification Packs. I privately wondered if that could really be true, since I didn't have access to the types of AI and other files that were open in the Call-to-Power games. Well, I think that this current version of the mod comes very close, and that the next version, which will have the new factions, will be the icing on the cake. I have been quite pleased and impressed with how the basic faction priority settings have so solidly altered AI performance in terms of what it builds. I guess this is a testament to the core code that CA put together.
I thought, way back last year, that here in MTW was finally a game that could challenge even a veteran player for a very long time. All it needed was, essentially, more play-testing and experimentation. This mod goes way beyond that in some areas, but at its core it is a comprehensive fine-tuning of the basic game, with both minor and major concept expansions and developments where necessary to help with the game's relatively few short-comings and provide a much greater variety of playing styles.
My first goal with this version of the mod is to make the game more challenging once you enter the conquest phase. This is done by restricting the provinces where factions can produce units. The areas where factions can recruit their units are called Homelands, and reflect the theory that empires are built upon the native soldiers from where the faction originated, rather than draftees from newly conquered areas. Practically all units, with the exception of Peasants, artillery and some missile units, are restricted to certain provinces, and even these units are restricted to certain factions.
In order to restrict the units to certain provinces, I have added almost seventy new units to the game, and drafted more than thirty additional units from the Viking Campaign for use in the standard campaigns. These additional units allowed the implementation of my second goal, which was to expand upon the original CA design of giving each religion unique characteristics and unit traits. Thus I have worked to give each Christian faction unique characteristics and unit traits.
A secondary aim in the goal of faction uniqueness was to add much more historical realism to the game, and I am very proud with what has been accomplished, thanks mainly to the members and visitors of the TotalWar.org forums. Many of them have contributed their knowledge to the development of the unit lineup, and some like Dan and Mael have spent considerable time and effort researching and passing on to me their information on this era in history. I am continually astounded by the depth of knowledge held by many of the members of the forums, and this added realism is why I entitled this version of the mod Total Immersion, because I believe that you can now become engrossed in the feel and atmosphere of the Medieval period to a level I have never felt outside of role-playing games.
In addition, work continued on the basic task of improving AI performance and enhancing gameplay. Several new concepts were developed to facilitate this, and these are covered below.

Acknowledgements:
Mael Knapp, a.k.a. Yelping Godzilla, was an invaluable source of both ideas and historical information, and he wrote most all of the unit descriptions created for the mod. I encourage you to take note of these if you have any interest what-so-ever in history, as they are as good or better than any ever written for the Medieval series, and those of you familiar with previous Medmods know how high a praise this is. I have included these descriptions in the mod’s spreadsheet alongside the new and altered unit names for the mod.
First of all, thanks go out to Lord Crazy, Barocca and the other guys who offered help on the .org forums, and to forum members such as Gaelstrum, Red Harvest, Pablo Sanchez and especially A_B, who offered key suggestions to solving certain problems, and provided extensive feedback in the development of the mod.

Installation:
For those of you downloading the mod from my site, it is contained in a self-extraction utility, so all you need do is save it, click on it, and follow the instructions. And please take the few seconds required to read them, as they may save both of us considerable time later.
If you downloaded the mod through the Org, or 3-D, then the self-extraction utility will be contained in a Winzip file. Simply unzip the mod into a temporary folder, and follow the instructions above. That’s it. 

Expressions of appreciation:
The posts and emails I receive lauding the quality of the mod, and expressing gratitude for all the work which goes into both making it and presenting it to the public mean a great deal to me, and are one of the things that I remember most fondly from my experiences these last four-plus years. Several players like yourself have expressed a desire to go even further, and accompany their words with monetary gifts of appreciation. If you agree with them that my work is worthy of such praise, and would like to contribute yourself, please know that it will be both graciously and humbly received. Humbly, because there is no greater praise than that which comes from those with the greatest knowledge and experience, and that is you, the players.
Funds may be sent to my PayPal account online, or to my home address:

Wes Whitaker
983 Co. Rd. 415
Killen, Al. 35645


Color Scheme:
General changes, text references and acknowledgements, file references, Catholic, Orthodox, Muslim, Christian, buildings, ships, spearmen, infantry, cavalry, missiles, agents.

Charts and Readmes:
This file, along with the spreadsheet and some other interesting texts, is placed in your Charts and Readmes folder, which is located in your Medieval – Total War folder.
Presenting the enormous additions and alterations made over the course of the development of the mod, in a way that is convenient, intuitive and sufficiently detailed, has been one of the hardest tasks which I have faced with this version. What I decided upon was a two-pronged approach, which would allow you to view unit information in either a relative or an absolute method.
The absolute method was accomplished by the inclusion of an exact copy of the units text file, which was pasted into the Units text page of the v3 stats spreadsheet. This file contains all relevant, and some non-relevant, information about every unit in the game. This page should be used as the primary source of information on the exact costs and building requirements for all units. This page is meant to be used in conjunction with the Unit names sheet, which lists the File name, Game or Screen name, and description of all new or re-named units in the game. Units not listed here are assumed to use their original Screen name, and have an identical File name.
What I do when starting a game is to order the units by faction, using the methods described in the Working with the Units text section below, and use a notepad and pencil to construct a list of the primary units for my faction, noting building requirements, region bonuses, where present, and any additional data that I find relevant such as excellent speed or armour-piercing ability. This additional data may also be obtained from the relative method described next.
The faction descriptions text contains a description of the general characteristics of every faction in the game, and a detailed list of all unique units available to each faction, along with any additional notes of interest. You will probably want to view this text next, after finishing this readme, followed by the Homelands and Mercs sheet, which lists the Homelands for every faction and notes those provinces where Inns may be constructed.
The Unit stats sheet of the spreadsheet contains the standard, or known, units that are referred to in the faction descriptions text when describing all of the new or altered units in the mod, and is meant to be used in conjunction with that text. And as there are over one-hundred such units, you can see how important this page can be to understanding unit capabilities. Note that the referrals are based upon the Medmod statistics of these known units, which may be substantially different from those found in the original game. I would recommend that you do as I have done and print out the first two pages of the Unit stats sheet, as shown in the Excel Print Preview option. I refer to these pages as needed when evaluating how my faction’s units compare relative to those of the AI. In addition, I highly recommend that you take time to read the red-tabbed comments that I have sprinkled throughout the page for your benefit, especially the ones near the top of the first column, which explain the color schemes used in that column. They often go into detail explaining individual changes that I made, and with the greatly expanded use of era restrictions for this version of the mod, are almost essential to avoiding confusion.
Note: At the time of the initial public release, this page of the spreadsheet had been generally, but not meticulously, updated and thus should not be seen as an exact guide to unit abilities. In particular, building requirements may frequently be out-of-date. Also the cost formula crafted for the spreadsheet was inexact in some circumstances, and I varied from it as I saw fit when setting unit costs. Thus it too should only be used as a guide. Remember to refer to the Units text sheet when you need exact info.
The building spreadsheet is by AFlorin, which I also obtained from the .org site, and is modified in a similar manner to the unit stats sheet, with the yellow background signifying values which have been changed.

Working with the Units text sheet:
The Units Text page, which is a direct paste of the game's units text, can be used for many things. The column headers for this page explain what info each column contains.
You may want to order the units by faction, column AC for example, to see a list of a faction's unique units, or you can look up any of the other info contained in the game's units text. This includes price ( C), upkeep (D), turns to build (E), number of men per unit (H), region bonuses (M), general stats, including movement Speed, Charge, Attack, Defense and Morale (W), era and provincial restrictions (T & AD), special abilities such as armour-piercing, supporting ranks and bonuses versus cavalry units (AI to AQ), and dismounting info (AU & AV).


New concept: Homelands. A dozen or so provinces that share the same ethnicity as a given faction, usually encompassing the faction's territory and some surrounding provinces. Note that two or more factions may claim the same province, where their peoples intermingle. This can often lead to conflict between the factions. A list of the Homelands for each faction is available in the Homelands and Mercs page of the v3 stats spreadsheet.

For non-Homeland provinces, you may be able to build basic units like spearmen and archers, generic bolt or gunpowder units, artillery, ships, or any special attack unit such as spies and assassins. Specifics may be found in the Unit notes text.

New concepts: Restricted Inns and Buildable Mercenary units.
Inns can now be built only in provinces where the Mercenary "good" is found. These provinces will generally be in areas where ethnic Homelands overlap, and thus conflict is more likely, or in areas where special mercenary troops are available, such as in Ireland.
Each faction will generally have an Inn available at the start of the game. Thus, as your empire expands, you may be able to capture other designated provinces, build them up, and use them as further recruitment centers. However, this will take time and money.
Buildable mercenary units require all of the buildings that they would were they normal troops, in addition to the Inn.
Generic buildable mercenaries may be built by any faction, but take three turns to build.
Faction-specific buildable mercenaries are restricted just like native troops, and cost 25% more than normal. These troops are generally native to minor provinces or factions, and are hiring themselves out to the nearest, ethnically-compatible major faction.
Buildable mercenaries are a way of:
1)filling in the gaps certain factions have in their native troops, including Muslim factions
2)fielding balanced armies, or
3)just bulking up your forces; but all at a premium.

Note that Inns cost more to construct than before, since their potential effect is greater, especially for factions such as the Byzantines.

Generic buildable mercenary units: (faction-specific units are specified in the faction unit lists below):
Alan Merc Cav- All eras
Germanic Knights- Feudal Kns; High and Late eras
Swiss Mercenary Pikemen- Late era only; Catholic factions only

Expanded concept: Unique Bodyguards
The discovery that the game ignores any era restrictions on bodyguard units allowed the designation of faction-specific units for each faction. Bodyguards can be any regular troop, and now reflect the character of their faction just as the regular units. Bodyguard units are denoted in the faction descriptions text by the initials “BG”.

New concept: Standard and Compound bows. Many units from non-Catholic regions, primarily the open Steppes and the deserts of the Middle East and North Africa, used bows superior to those of Feudal Europe, and now this is properly reflected in the game.
Units possessing compound bows have more arrows, so that they are easy to spot in the unit lists, and a list of all individual units is listed in the Unit notes file, which also contains a detailed chart listing the exact differences between the bow types, as well as my other changes to the various projectile stats used in the game.

Starting positions:

Faction availability:
All factions are available for play, except the Papacy. In addition, a new faction, the Swedes, has been added to all three eras of the game, using the Novgorod text entries. At this time, not all text entries had been converted, so you may receive messages referring to the Novgorods instead of the Swedes. The Russians have been added to the Early era, and occupy Kiev, Crimea and Khazar for this first release of the mod. Also, I restored the Sicilians to the late era, since they still held Naples and Provence, so I felt that the change was warranted. In addition, I brought back the Burgundians in the late era, and gave them Flanders as well. This reflects the historical situation in the early part of the Hundred Years’ War, when France was weak and Burgundy had allied with England after failing to usurp the French throne. Numerous other changes to provincial ownership have been over the course of the mod’s development as well.
I have posted the maps I based my changes on at my webpage, which were obtained from the Euratlas.com website. I also studied maps from other sites, and found that oftentimes they did not agree when it came to issues such as independence versus a vassal state. Plus, the game does not, and really could not, show all of the historical provinces that existed at the various times covered by the game, so sometimes I had to decide what the most important part of the province seemed to be, and award ownership thusly. In addition, in some cases like Norway, I gave weak factions the benefit of the doubt in order to strengthen them and facilitate better gameplay.

Trade and provincial relationships:
I severed the link between Constantinople and Nicaea, to try and protect the Byzantines from the Turks, and also the link between Flanders and Wessex, since invading England from mainland Europe has always hinged upon control of the English Channel.
In addition, four seas have been eliminated from the game. Two of them, the Ionian and Marmara seas, were removed to help the AI keep trade connections to Venice and Constantinople, which are crucial to the survival of their owner’s factions. The other two, the Gulf of Cadiz and the Atlantic Ocean, were removed to split the map into northern and southern halves. This was done to keep factions from establishing over-sized trade networks that would skew the game's economic model.
I have made numerous changes and additions to starting infrastructure, trade goods, land values and mines in an effort to balance out the incomes of the various factions.
I gave every province a unit bonus, since I and many of you enjoy the strategic aspect that this brings to the game.
For provinces whose governorship bequeathed a general’s star, the AI would always grant them to its highest-ranking available general. This could, and often did, produce disastrous results in cases like Constantinople and Denmark, whose incomes were vital to the survivability of the faction. Thus, I have allotted general’s stars only to poor provinces. I think this has the added effect of making those provinces more valuable to control.

Building and General changes:
I added the Viking Campaign’s Muster Field to the standard campaigns, with the requirement of a Keep, and made it the requirement for Peasants. I then set both the Muster Field and Peasant’s priority levels close to zero. I think this will go far in making Peasants relatively scarce in the game, at least for the AI factions.
I added Pagan Shrines and Sacrificial Altars to the game, the same as the ones in the Viking Campaign. I hope that these will help the Mongols hold down provincial rebellions.
Happiness buildings: Watch Towers and Border Forts cost more, as do Churches and Monasteries. Border Forts take two turns to build, but Churches and Monasteries take less time.
Some Tavern and Brothel upgrades take less time to build, though they may cost more. I also lowered the castle requirements for Brothels.
Merchants now require a Port, Merchant Guilds now require a Shipwright, and Master Merchants require a Dockyard. This was done to keep the AIs from building higher-level merchants in provinces where they were probably not equitable.
The requirement of a Cannon Foundry for building a Shipbuilders Guild has been removed. I don’t know who stuck that in there at the last moment, but it sure caused plenty of confusion. Anyway, its deletion squares it with the building chart and gets rid of the War Galley incompatibility.
Palaces: The Marshals Palace requires a Fortress to build. I think the current setting is another error (Castle12 instead of Castle13). Also, since palaces are now unique, I have removed all but the castle type from the requirements list. This way, you may have more than one city eligible to build these improvements.
The Military Academy has different requirements, since the Turks would seem to need more than one of them, and the previous requirements were unique. Therefore, the requirements have been changed to a Royal Palace and Citadel for the Christians, and a Royal Palace, Castle and Ribat for the Muslims. Academies now instill discipline as well as valour for Janissary units. Note that Academies only benefit units that require them for construction.
Master-level buildings now give various bonuses rather than the standard valour increase. I tried to match the bonuses to the general deficiencies present in the troop classes produced by each structure. Please see the spreadsheet for specifics. I decided to make this change when I realized that many units would always get one, and sometimes more than one, valour increase due to their building requirements. This is perhaps why the defensive stats of the spear class, which would not automatically get such a bonus, rose at a faster rate than the offensive stats of the sword and mounted units.
Militia Barracks: County Militias require a Citadel, in addition to a Town Militia, instead of a Fortress.
In addition, Orthodox and Muslim factions now need Militia buildings for their units, just as the Catholics do.
Also, the Russians need Royal Courts for their heavy cavalry units, just like Catholic factions, since their society was at least as feudal as any in Europe.
Time and cost reductions: The time to build the troop producers, from Forts to Fortresses, has been reduced by 25%, and the costs and/or time of many other structures have been reduced as well. Please refer to the Building page of the Med mod spreadsheet for details.
Finally, the cost of improving Farmland by 80% has been reduced to 2,000. I use a 20 yr ROI (return on investment) as a guide, and it seems that the designers did too from the mine costs, and I never encountered a province while playing the game that met this criterion for the 80% improvement under normal circumstances.


Strategic Agents:
I only corrected a few errors with faction bonuses in this section, other than the change to the building requirements for Spies, which was explained in the Building’s section. The Poles were given a bonus for producing Orthodox Priests and Bishops; I felt that the Russians could make better use of it. I also switched the bonus for Inquisitors and Grand Inquisitors from the Aragonese to the Spanish. I am not sure if this was a bug, but it seemed to fit better.

Crusades and Jihads:
I have totally re-worked almost everything about Crusades, based upon the opinions of myself and others on the forums, and using the knowledge given by Eat Cold Steel in the 1.6 thread. Note that the Aragonese can no longer launch Crusades, nor can the other factions that I enabled for v1.85 of the mod (the Poles, Hungarians and Sicilians).
Gothic and Teutonic units are used by the HRE and the to-be-added Teutonic Order factions.
Gendarmes and Hospitaller units are used by the English, French, Italians and Spanish. Other units are used by all factions.
Chapter Houses are now unique. The pre-requisite for them, a Church, has been placed in provinces where I hope the AI builds its Houses, namely provinces other than their capitals. Since Crusades now take so much longer to build, it is not a good idea to create them in your capital. Some Houses have been placed on the map in certain historical provinces, mainly in the Late era.
Crusades themselves now cost 4000 florins, which is compensated for by the fact that fives times as many units are created by them. This means that a dozen or more units should be created by the Crusade for the human, and who knows how many for the AI.
A Crusade now takes ten years to build, both to spread out the high cost, and to insure that they will be few and far between.
Jihads now take five years and 2000 florins to build, and produce four times as many units as before.
Seven special Crusade versions of existing troops have been created, along with seven unique Jihad units, which are no longer available as regular units. I think that the best way to show the new units’ layout is through the charts below, which I hope are self-explanatory. One important thing to note, however, is that early units are not available in later eras, unless specified in the chart.
Note that Crusades and Jihads can have many more than sixteen units. If you notice an arrow on the left side of the review panel, then this is the case.

Unit type / Era Early High Late
Spearmen Feudal Sergeants Chivalric Sergeants Order Foot Soldiers
Swordsmen Feudal Foot Knights Chivalric Foot Knights Hospitaller/Gothic Ft. Kn.
Light Cavalry Mounted Sergeants Gendarmes/Teutonic Sgts. Gendarmes/Teutonic Sgts.
Heavy Cavalry Knights Templar Knights Templar Kn. Hospitaller/Teutonic Kn.


Unit type / Era Early High Late
Spearmen Muwahid Foot Muwahid Foot Muwahid Foot
Swordsmen Ghazi Infantry Ghazi/Dismounted Faris Dismounted Faris
Light Cavalry Faris Faris Faris
Heavy Cavalry Early Ghulam Guards High Ghulam Guards Late Ghulam Guards



Note that crusading factions have access to all the Crusader Kingdoms units. These units are available in Palestine, Tripoli, Antioch, Cyprus, Edessa, Syria and Lesser Armenia. The Crusader Kingdoms faction is not added yet, but the units are.

BDC
10-02-2003, 20:14
Bravo A mighty mod there, should extend the life of this game considerably. You have made a name for yourself

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

Brave of you giving out your home address too...

Jacque Schtrapp
10-02-2003, 20:39
Congratulations on a job well done. Your name has become synonymous with modding. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

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

[DnC]
10-03-2003, 06:42
Sounds nice so far, but I think I'm gonna keep playing 3.09 for a while untill I've finished my Turkish campaign. I think the new faction the Swedes might give a problem with my current campaign or am I incorrect? And maybe even other things for compatibility problems? I've just scrolled and hastely took a look at your post considering I have to go to work soon. I'll read it again when I'm done with work.

Anyways íf it does give a problem with savegames from an earlier version, then I'll just make another copy of mtw to check 3.10 out http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif I want to finish my Turkish campaign, because it's fun

Hobot
10-03-2003, 07:39
Woohoo, the long awaited final relase http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif Can I write this over on top of the 3.09 mod or should I reinstall MTW first?

Lazul
10-03-2003, 09:59
Great work WesW... as a swede i ofcourse started to play as swedes.

Hmm well exept from anoying thing of the king being a prince, all having russian namnes and having the russian shield its great to be swede :-D

Is it hard to mod it myself to make the namnes danish (scandinavian)?

WesW
10-03-2003, 12:02
"Brave of you giving out your home address too..."

Well, I hope modding games doesn't inspire murderous rages among the public. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Besides, if someone cares enough to come all the way out here to see me, I'll welcome him in for tea.

You can paste this over 3.09 without any problems, just remember that "everyone" needs to get both parts of the mod. You should never have to re-install the game to go from one version of my mods to another.

You can't continue 3.09 games after installing 3.10, but that's because I corrected the bug in '09 that had a double entry for the Czeladz Lancers.

I tried to go through the names file and switch the instances where Novgorod was used to the appropriate versions of Sweden. I forgot the personal names, but I can change those pretty easily by pasting the Danish ones over the Novgorod ones in names.txt. Or, you guys can do that yourselves very easily. Just look in Loc\Eng, and find the Danish and Novgorod forenames and surnames in the last half of the file.
I gave the Swedes there own color on the strategic map, just so they wouldn't get confused with any other faction. I don't know what the Swedes national colors were during this time, but I thought they were something close to red.
When I get into adding all the new factions, I will do a thorough naming job.

Btw, which factions don't use their historical colors on the strategic map? The French, for example, should be white and gold, shouldn't they?

I was just going over the last page of the 3.09 thread, and there are several things that I should address.

First of all, there is a bug with the Bulgarian Brigands, which Hobot pointed out. I gave them the Polish homeland provinces instead of the Hungarians.
You can search for "brigands" in the MM_full_unit_prod.txt, and paste this in over the provinces listed.
"ID_LITHUANIA,ID_SILESIA,ID_VOLHYNIA,ID_BULGARIA,ID_WALLACHIA,ID_CROATIA,ID_CARPATHIA,ID_H
UNGARY,ID_MOLDAVIA,ID_POLAND,ID_AUSTRIA,ID_SERBIA"

As far as the Brigands' strength, they have attack and defense of 2 and 2, but they are armour-piercing, so this would make them much stronger against heavily-armoured units like Gothic Kns. Still, I would think the Kns should have killed them pretty quickly unless the Brigands had a sizable defensive bonus due to terrain or height.

Once again A_B and I came to the same conclusion at about the same time regarding the Steppe regional units. You will notice in the Units notes, I believe, that they are now restricted to bordering factions.

DukeZero, I found the reason for the formation glitches. I tried to post regarding this about a week ago, but had another computer glitch and I guess the post didn't go through.
Anyway, the problem is that some of the VC-only units were not kept up-to-date in the standard campaign units text. ECS mentioned this once, but I guess when I pasted them into the mod's units text I used the entries from the standard campaign. The problem was that the Fyrdmen, and one or two others I found as well, did not have any formation info entered for them. This caused the game to revert to a default formation whenever this info was needed. I learned a lot about formations last weekend, like the fact that the file I had altered months ago wasn't even used by the game. http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif The Single Line formation has now been replaced by my own formation, which I haven't tested yet. I am finally going to start a game for the first time in over a week here soon, so I can guage how well my first serious attempt at modding this file works out.

Oh, and Duke, I checked and the Templars have "always" looked like Gendarmes.

I just read the reports of the Danes now being "over"-powered. This points out how important your starting position is. I think the addition of the Swedes should weaken them appropriately.
I also gave the French a new, unique bonus, which is covered in the faction descriptions text. Maybe this and the Feudal Sgts will do the trick for them.
My last game was as the English, and even without the Feudal Sgts, the French were consistently whipping me infantry vs. infantry. Watch out for the Militia Sgts. If you can't make effective use of your Longbows, you are in trouble, which is how I think it should be.
I don't know how the auto-resolve accounts for missile ability. If it doesn't factor in the abilities of Longbows appropriately, this could be why the English don't fare well as an AI. The English are also hard to build for due to provincial restrictions, and I really designed them for the human more-so than the AI, knowing the large number of people who like to play as the English.
I don't know what more to do for the HRE. They whipped up on the French pretty well in that last game of mine.
The Almohads and Egyptians also did well in the last few test games I ran.

Lazul
10-03-2003, 12:49
During this time the swedes had 3 "houses" that fought over the power... the Sverkers had red colors, the Eriks had blue and yellow and so did the "Folkkungarna"... the Eriks had "the three crowns" i think... and the "Folkkungarna" had a standing lion in yellow. The sverkers didnt win so red is out fo the picture so to speak.
The most correct would be, i think, A blue shield with in the upper left corner the three crowns and in the bottom right corner a standing lion. http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif

Well.. anyway... blue and is all good... but the dont use the current flag we swedes have now, it didnt exist back then.

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

[DnC]
10-03-2003, 14:03
Quote[/b] (WesW @ Oct. 03 2003,06:02)]You can't continue 3.09 games after installing 3.10, but that's because I corrected the bug in '09 that had a double entry for the Czeladz Lancers.
That's to bad, but it's actually worth it. I'm gonna forget my 3.09 Turkish campaign, although it was a really enjoyable campaign, and start anew (correct word or should I just use "again"?) with 3.10. I still had a bit of time to play it this morning and the Swedes for example are a nice welcome/addition. Another challenge to take on.

Anyways so far that I've played it it seems great

I'll try and see if I'll be able to give some feedback later on. But first I'm gonna play some MedMod 3.10 http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Your (argh, lost the right word I had in my mind http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif) modding and the others who helped you making this mod to enhance the gameplay of MTW are very much appreciated by me and many others aswell I think http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

Keep up the good work

Fortebraccio
10-03-2003, 14:39
I installed WesMod 3.10. I'd really like to know where unit names and descriptions are stored so I can manually translate them into a local descriptions.txt file....hope I can do it with Wordpad. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

BDC
10-03-2003, 16:46
Ok I think I have found a bug

Contana (sp) Militia chaps from Italy can't be built. You start off with a few but that's it, although you can build the cavalry version. Probably intentional...

Great job though anyway It's great.

Richard I Coeur de Lion
10-03-2003, 17:26
A couple more glitch's to add. I'm playing as the English & everytime I go to the Battlemap all of my troops are in single column, not good when the enemy is right near you on the map. Second point & I dunno whether this is the mod or not, but when I try to stretch out my formations using Alt & left drag it doesn't work the first time, but it will work the second time I attempt it.

Still a cracking mod though http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Fortebraccio
10-03-2003, 20:39
Umph, I managed to insert a translation in Loc\Ita\Changes.Txt... too bad now the game doesn't load. http://www.totalwar.org/forum/non-cgi/emoticons/pissed.gif

L`zard
10-04-2003, 04:39
BDC;

Had the same problem in the 3.09 rev, until I read the 'build requirements' (charts and readmes folder, inside the game folders) and saw that it took a townwatch2 to be able to get the job done.

If I'm just an idiot and you've already seen that, so sorry-nevermind, eh?

Actually, I'm sure there ARE a few bugs, tho I'm just starting a series of auto-run games to see how things go http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

[DnC]
10-04-2003, 12:23
There seems to be a name bug.
Saw this when the Swedes offered an alliance:

Code Sample Prince Vladimirroman_numerals##-1|| This label does not ...[/QUOTE]

Couldn't see the whole message due to the little menu being to small.

Edit: Now a few hours later and playing again.
And the Golden Horde arrived... with 13 stacks of peasants in my Turkish province Armenia http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
Is that supposed to happen? http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Never seen it before with the normal MTW.

Anyways this mod makes the game a LOT more challenging
I started again with the Turks (the campaign with the GH now on my doorstep, well actually they already made a step inwards) in High era on normal and find it very hard in comparance with the original game And that's a good thing

Cid
10-04-2003, 17:05
First, this is a brilliant mod Wes. It makes things much more challenging and more historically accurate and multilayered I think.

Secondly...ahem...I think I found a bug or two-
1\ First campaign as English couldn't build chapter houses for some reason. Was building churches all over the place and felt like Billy Graham but C.H's weren't available. Started a new campaign though and there they were

2\ "Fought" a battle as English greatly outnumbered by French and their/my backstabbing Aragonese allies. At the start, troops were piled on top of themselves. Since I was defending I was able to sort things out but perfidious French kept marching back and forth sideways as though drilling while my former best buddy ally Aragonese stayed well out of harms way and motionless atop a fairly large hill on the horizon (dogs that they are). Just waited it out and won by default. Saved the game if you'd like me to send it.

Thought I'd point the above out since this really is a great mod and it might be an easy fix...not that I'd have a clue.

Starting a new one now

[DnC]
10-04-2003, 17:37
Many times the units are indeed formed in long single lines/columns in the beginning of the battle. It hampers a bit when on the attack. But I remember seeing you already said something about that bug being there and that it'll be fixed soon.?

Anyways found another bug. In my Turkish campaign suddenly all my Princesses are nameless.

WesW
10-04-2003, 20:58
Yeah, I have a whole list developing of little bugs here and there.

The Contadina Inf. had High and Late eras specified instead of Early and High.

I found that the Szekely and Croatian Spearmen had the same provincial errors that the Bulgarian Brigands had.
You can use the fix I pasted in for these units as well, though I changed some of the provinces for the Szekely to more steppe provinces instead of Austria, Bohemia and Croatia.

The descriptions for the Rogatina Inf and Bondi were switched.

I noticed that the AIs were still building a lot of artillery in some situations, and found that the priorities for artillery were just like those for missile units- the exact opposite of what I think they should be.

Now that the four ship lines only have one ship per age, I upped the priorities for the High and Late age ships the same as I did for the Early age ships.

All the Muslim capitals had a Royal Court in the early age, which could cause problems if you clicked on the province.

I fixed the bug with the Novgorod king's name.

Thanks for the info on the Swedes. I found that faction names were used in a lot more placed than I thought they were, so I will try and convert some of those over for the patch, along with the hero and king names.

There were a couple more small things that I can't recall right now.

The game doesn't read unit names from the changes.txt for some reason, so I had to paste all the changes to the bottom of the names text. The game doesn't mind if you have double entries in the same file, and just displays the last one.

I saw a bunch of peasants when the Mongols invaded in my game, too. I can't find anything special in the units text. In my game, the Mongols invaded in four provinces, so maybe there is some code to select units from the pagan peasants list after so many units have been selected from the Mong list.

I noticed that when the Turks re-appeared in Georgia, they had all archers. I'm not sure what is going on there.

Re: Chapter Houses- I checked the code, and it looks fine. They are unique now, so you may have had one that you hadn't noticed. Or, you may have had the same oddity I experienced in my game. I was seiging Constantinople, and found that I couldn't build Chancellories, which are unique. I had put one in the build queue before the seige started, and when I removed it, it didn't show back up in the available buildings list. Since Constan had a Chancellory, I think that the game reads its buildings as being available to you even if you are only seiging the castle.

Forte, there are little changes sprinkled throughout the Eng files, like the entries for Mercenaries. If you want to have conststency, you need to paste the contents of the Eng folder into the Italian one, and then maybe get the rest of the english files somewhere and paste them over the rest of the files.
If no one knows where to get a copy of the Eng folder, I can post a zip of the original files, so you can use them, and paste the mod files over those.

The Muslims are still having princesses, so I'll have to look into that sometime. I stuck a pic for them into the mod just in case, so that you don't get a blank pic. There are no names for Muslim princesses, so that is why they don't show up.

I too have seen the formation glitch, though I don't know what is causing it yet. If you click on another formation, then mine, it sorts the units correctly. I don't know why the units are appearing all messed up.
I haven't been attacked in my game yet, so I haven't seen how the AI deals with it. It hasn't been a factor for them on defense.

Gregoshi
10-04-2003, 22:47
I've two problems from new patrons in the Entrance Hall regarding the 3.10 release.

First is from Kilgore:

-----
i've just installed the latest version of the medmod (for VI, installed over no units patch, also installed 'graphics' file) and i've run into a problem.

whenever i click on Cordoba i get a pop-up window about a problem with the graphic icon for the royal court there, saying its listed as a catholic/orthodox building and can't be found (perhaps can't be found in the muslim directory? something like that). it happens whenever i click on Cordoba, no matter how many times. the icon for the court is just a tiny question mark. sometimes the pop-up cause a crash to desktop.

so, what should i do? fresh install of everything?

great mods by the way Wes, looking forward to digging into this one.

also, while i'm thinking about it, is their any way to get around the crash when clicking on GAs for 'extra' faction(other than just not clicking on them of course http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif )?

thanks
-----

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

The second is from ticcan:

-----
I have installed 3.10 and game starts fine. I played as the spanish and after a few years i invade Valencia, press end year and when its finished thinking for the year i.e. Light has gone through all the faction icons, game crashes to desktop, restarted game, invade Valencia, crashes, restart invade Navarre, crashes, restart as England play a few years then invade Wales, crashes to desktop. So i can play it seems fine until i invade and then it crashes, any ideas?
-----

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

Both of these are posted in the same topic, which you can find here: Question about latest MedMod v3.10 Public Release (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=15;t=11522)

BDC
10-04-2003, 23:12
Also, the People of Novgorod seem to be Catholic now...

And, a lot of the names are slightly messed up (although you know about this I think). Like Kop'ya Infantry (sp) being called Rus Spearmen when you put them in the build menu queue.

WesW
10-05-2003, 05:16
Well, the People of Nov are now the Swedes. I entered them at the last minute for the people who wanted to play as them. I'll do a more thorough conversion for the patch.

The problem with Cordoba is known. The other Muslim factions also have the same problems in their capitals. It will be fixed as well. Just try and avoid clicking on those provinces while Muslims control them.
Or, since you want to play as a Muslim, just find and delete the line like this one for Cordoba, Egypt and Rum in the campmap\startpos MM_Early.txt.

MakeBuilding:: ID_ARAGON Royal_court

They will be around line 2700 and down. The provinces are listed alphabetically.

There isn't anything to do about the GA's either, other than just picking a regular faction to play as. I would like to fix this for the mod, but I would like to get some help as to what to do from a GA player, and no one has offered any help so far. I would like at least to change the provinces you get points for to match the Homelands.

Ticcan posted in the .com forums as well. Has anyone else had a similar crash? It may be the formation glitch, especially if you use large unit sizes.

I forgot to mention in the readmes that you can't play with Huge unit sizes, due to the oversized Muslim units. This could account for the Valencia crashes.

[DnC]
10-05-2003, 11:07
Just a bit of feedback on the Mongol Horse Archers and Mongol Warriors.

I've just fought a battle versus quite a number of these units and although having lower valour (and also no upgrades whatsoever) then my Armenian Heavy Cavalry and Ottoman Sipahi, they defended to well against my cavalry as if they were anti-cav units, well not THAT effectively, but still very good in prospect (right word?) to how I thought they would have been and are in the normal MTW. Unless this was the intention. This was on normal btw, just imagine how much havoc they would cause on Expert given the extra bonusses.

They seem just a bit to overpowered with all those good stats.

I'm gonna test the Golden Horde soon to see whether campaigning with them seems they are indeed to powerful due to atleast those two units.

Hobot
10-05-2003, 18:30
Yeah all of the games that I've played when I start near the mongols are insanely tough. I always play on expert btw. Anyhow they produce so damned many of their best-in-the-game troops that you basically have to get lucky and wait em out until you have something that can challenge their armies. My games as the Russians and Turks have all of a sudden become massively challenging...which I like. However the mongols while being the most difficult enemy are also the most annoying with their damned horse archery http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif Oh well...they're just about dead in my latest Late campaign as the Ruskies, so damn them hordes back to hell where they came from

A_B
10-05-2003, 20:47
Just started my first Public Release game last night (as the Italians). I must say that the balance seems much better with the Swedes in the game - the Danes are not the Powerhouse they used to be.

The Byzantines and Turks have been fighting forever, but it was touch and go for 20 years before the BYz finally seemed to get the upper hand.

Great Job.

ShadesPanther
10-05-2003, 21:43
the Rogianta sper and the viking equiliant (begins with b) descriptions are mixed up.

Very nice mod. The danes are not as strong now and I was the Ruskies and it is hard at the start building up and waiting for the hoarde and I must say the new units are very good for them as it used to be the same old army http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

L`zard
10-06-2003, 04:54
Sidebar:

Anyone? The difference between 'Welsh' and 'English' longbows? 3.1 yields bonus to 'English' longbows in Wessex, bonus to 'Welsh' longbows in Wales;

Wtf are the build req.s for 'English' l-bows?

Yah, looked at the 'unit txts', etc; Don't have an excel reader proggie (recommendations?, /me run xp-pro), so can't take advantage of all of Wes' notes.

Not to mention, I'm not a 'expert-level' player, http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Wes:

Several autoruns show the HRE getting thier butts whipped, forthwith on early,norm; and early,easy. 'Course this has been happening since 3.09 vis autoruns. The Swedes ARE slowing this down (depending on the gamestart) but they still just can't do dick by 1205.

Present game (Eng/mmhigh/norm) shows that the other AI factions are still going 'fight nite' for the HRE. HRE doesn't seem to be able to make any alliences, nor cease-fires once the expansion phase starts. Possibly, the HRE doesn't need to build so many ships, as HRE seems not to be using them to any great effect (trade OR invasion).

Just a thought, eh?

L`zard

PS: the checks in the mail as of the 8th, eh? Mondo good work here, dude

Lazul
10-06-2003, 21:31
one word: Bondi

haha, these guys kick ass http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

at first as a swede i had problem even fighting woodsmen, as landsmenn now are really bad at everything exept killing farmers... and the karls had trubble if they attack with the woodsmen on higher ground.
But with superior tactics I after a while held: Sweden, Norway, Denmark, Finland, Novgorod, Wessex, Pommenia, Flandern and Brittani (Thanx to the collaps od the giant French Empire).
But fighting the Poles gave lots of trubble... then the year turned 1205.. he he he... my bondi army then crushed the poles and I toke Prussia with only 100 losses against the polish 1000 losses http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

bondi owns http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

great mod btw http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif

Jeebus_Frist
10-06-2003, 21:56
I started a campaign as the English in the high era and allied with the French on the second turn of the game. The game is now in the year 1293 and I am still allied with the French under the original alliance http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif This has to be a bug, right? http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

So far the Mongols have rolled over everything east of Friesland in the north and Venice in the south. The Almohads control the whole of Africa and the Iberian peninsula, the Italians control most of south central europe, and I have the western Atlantic coast under control.

I have spent so much time reading units descriptions and adjusting to new capabilities on the battlefield that I often feel a fair amount of uncertainty and vulnerability when taking the field of battle. It is almost like playing a "new" game. If I keep having this much fun playing your mod, I may actually have to quit saying unkind things about Alabama. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

RabidMonkey
10-07-2003, 07:02
I love your Mod wes It adds a lot more flavour to MTW with all the different units for each faction rather than bog standard units like "fuedal knights". It also makes the game far more challenging, almost to challenging

The only thing is when i start a new campaign game the options are: The Vikings / Early Period / MM Early Period / High Period
Just wondering wether this is mant to be like this. It could be cos i got some of the early betas of 3.0 maybe? Anyway amazing mod that gives new life to MTW.

[DnC]
10-07-2003, 14:00
RabidMonkey, use the scrolldown bar when choosing which era you want to play in and you'll see that you can also choose MM High Period, Late Period and MM Late period.

RabidMonkey
10-08-2003, 01:10
Well I guess that was pretty stupid of me http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif Thanks [DnC]

L`zard
10-08-2003, 06:41
Lazul;

Which version are you 'playing'. Must be some part of 3.1 to make the swedes playable, eh?

L`zard

[DnC]
10-08-2003, 12:38
Quote[/b] (RabidMonkey @ Oct. 07 2003,19:10)]Well I guess that was pretty stupid of me http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif Thanks [DnC]
No problem, glad that I could help.
Anyways seeing as you normally don't have to use that bar in the normal MTW, it's easy to overlook something like that, did the same thing with NTW at first http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Duke John
10-08-2003, 12:53
Wes
Thanks for the mod It was a long time ago that I played a campaign, and with your mod it was very enjoyable experience.

Of course as a modder I fiddled somewhat with the files and I added some of my unit BIFs. Would it be perhaps an idea for you to include my BIFs with your installation files? I have no realistic plans to make a mod on my own besides the ME:TW mod. I could make the BIFs public but there are few members who actually know what to do with the files. I have made the following BIFs (actual screenshots (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=10725;st=0)):

Man-at-Arms: Polaxe, two-handed sword, halberd
http://chronicles.metw.net/wotr/unit_manatarms.jpg
Armoured infantry: Pike, halberd
http://chronicles.metw.net/wotr/unit_halfplate.jpg
Infantry: Pike, bill
http://chronicles.metw.net/wotr/unit_livery.jpg
Bowman: Sword, axe, buckler
http://chronicles.metw.net/wotr/unit_bowman.jpg

In the late area the shield disappered almost completely as body armour was getting more advanced and more mobility was required. This enabled the use of more weapons that required two hands to wield, such as the pike and polearms. The units that I made reflect this. I also made the livery more appropiate since I have never seen in historical books the footballshirts that the official MTW units wear.

Perhaps you see use of these units to make the advance to the late era more visible. Let me hear if you're interested, if you are then I "expect" that you only need the BIFs and animation files since you know perfectly how to edit the other text files after the tons of units you made for MEDMOD.

Cheers, Duke John

The Blind King of Bohemia
10-08-2003, 21:22
http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif Sorry just got to pick my jaw up off the floor http://www.totalwar.org/forum/non-cgi/emoticons/dizzy.gif

Those are amazing You have a PM

Norseman
10-08-2003, 23:15
Quote[/b] ]
I could make the BIFs public but there are few members who actually know what to do with the files.


Please do

In my opinion your BIFs look even better than those made by CA

It would be great to see them in future mods...
http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

WesW
10-09-2003, 04:43
I would suggest sending them in to the org and letting Barocca post them. The only updates I am going to make for a while are text tweaks and fixes. I would suggest you send in a zip with the action pages and everything that goes into the textures folder. If you have suggestions on appropriate campmap, etc. pics, include that in the readme, or you could include them as well.
I'll try and remember to take a look at them when I get into the next version of the mod. Right now I am trying, and failing, to slack off some and enjoy the present version.
The thing that I need right now in the bif department is additional weapons with existing cavalry bifs, like a crossbow and/or bow added to one of the knight bifs.

The Blind King of Bohemia
10-09-2003, 16:57
Unsure as to whether or not you got my PM Duke John. Could you please send me the bifs and the action pages? My e-mail address is:

sinclair670@hotmail.com

Thanks.

monkian
10-09-2003, 20:14
It doesn't seem to install properly for me- It installs itself in its own folder with my Total War game directory http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

Any help would be appreciated http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

ToranagaSama
10-10-2003, 07:00
Again, doing a fresh install of MTW, and wondering if there, any issues for 3.10/11 (shouldn't that be 3.1.1?) and the new MTW: Vikings Patch?

Monkian, if I understand you clearly, your problem is something like this, right:

x:\...\???\TotalWar\TotalWar\

The MedMod is being installed to the second TotalWar folder, correct?

Simple, just point your install to the folder indicated, in my example, with \???\

Got it?

Apparently, the install routine needs to create a TotalWar and will ONLY install to a TotalWar folder. So, if you point it toward an existing TotalWar folder the routine will simply create another one (subfolder) and install.

So you need to point it at the folder above the existing TotalWar folder, example:

c:\program files\TotalWar

You need to point the folder at "Program Files".

Luck

monkian
10-10-2003, 09:37
Cheers matey, I'll give it a go http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

*edit*

Total war is installed at C:\Program Files\Total War on my Pc.

If I point the installer at Program Files it creates a brand new folder called Medieval- Total War.

Have I completely misunderstood your explanation ?

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