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View Full Version : Medmod IV v3.10 Public Release



WesW
10-02-2003, 22:01
This mod is the culmination of the work I started ten months ago. Please post questions regarding the mod in its Dungeon/Alchemist Lab thread. This is just an announcement for you guys thinking about trying it for the first time.
As always, it's at
my webpage (http://wes.apolyton.net) .

And just to answer one question I know will come up: If you don't like it, you only have to replace two files to go back to the original game. I can tell you how to get those two originals off your VI cd, or I'll email them to you, but I really don't think many people will want to go back to vanilla MTW after trying the mod.

Basileus
10-02-2003, 23:36
already have 2.04 installed can i install over that eh? http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

good work btw

hellenes
10-03-2003, 03:31
wes i tried to install ur mod and the game just ont even sart it opens a black screen and ctd i cant figure out wats the problem ive did it repeatedly on clean installed mtw-vi and both times it ctd HELP http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

Snowhobbit
10-03-2003, 10:16
This sounds lika a fun mod http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif, i'll try it out right now.

WesW
10-03-2003, 14:00
Quote[/b] (hellenes @ Oct. 02 2003,20:31)]wes i tried to install ur mod and the game just ont even sart it opens a black screen and ctd i cant figure out wats the problem ive did it repeatedly on clean installed mtw-vi and both times it ctd HELP http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

Do you have both parts of the mod?

If so, the only thing I can think of is a conflict with the mpeg-2 file that I used to replace the original TotalWar.mpg . The file is in Credits\Legals, inside the Medieval - Total War folder.

I just checked, and the original file is not available for copying off the VI cd, but I am pretty sure that you can simply delete the file without hurting anything.

If you want to skip all the intros, you can simply make a blank text file, named "skipcredits", and place it in the Medieval - Total War folder.

Let me know if neither of these solve the problem.

And yes, this mod can be pasted directly over any of my previous work.

Richard I Coeur de Lion
10-03-2003, 16:30
Wes,
I had the same problem as hellenes, your suggestion about placing a blank text file called skipcredits has worked though.

Congrats on producing yet another superb MOD.

Basileus
10-03-2003, 16:53
ok kool, i´ll do that then http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

thanks WesW

invalidopcode
10-10-2003, 00:40
"[begin dumb question]"

Where can I download the Medmod IV 3.10? I did not see any files on Wes' site that even referenced a 3.10. Can somebody be so kind as to point me to the right place.

And yes, I did read the install instructions - They mention a "The mod now uses a ClickTeam installer program, which I hope will make installation a snap.". Now where is that file?

"[end dumb question]"


Thanks

Daveybaby
10-10-2003, 12:10
I agree... that webby is a confusing mess.

Edit : I *think* you have to download 3 separate files, i.e.

Where it says this stuff:
Installation and descriptive Readme for the Medmod IV v3.11.
The Graphics portion of the Medmod IV v3.
CAUTION: This mod is only compatible with Viking Invasion.
The 3.11 texts for the Medmod IV v3.11.
NOTE: Requires the Graphics portion.

Like i said, a confusing mess. Not criticizing your no doubt excellent work, wes... but it aint exactly n00b friendly.

noodle
10-10-2003, 12:16
Add me to the list of lost too... where exactly is the 3.10 file? I see a VI Units.exe (I'm installing for VI) but no 3.10.

WesW
10-14-2003, 03:05
I set up my webpage so that the words in bold in the preceeding post are the links to the downloads. The readme is simply a posted copy that you can view through your web browser before downloading the mod.

I honestly don't see how you can call the page confusing, unless your only experience downloading things is from a commercial site where it has an entire page for each download, and a huge DOWNLOAD button. Of course, confused newbies like yourself may be why the commercial sites have started putting up the huge download buttons.
One of my pet projects with my work is being able to present it in a way that causes the least amount of confusion, so if there is anything you would change, let me know.
The page is designed to be convienient, so that you only have to view the one page to get whatever it is you are looking for. I have mods for multiple games, so it has specific sections for each game. The download links are colored differently than the normal text, and should light up when you move your cursor over it. That is the way webpages are normally set up, at least the private ones. I chose the words Graphics and Texts as the links because they can be used permanently for this mod, no matter how many versions of it are put out. Once you get the mod one time, you can go back to the exact same place on the page from then on, and the mod will always be right there.

Kristaps
10-14-2003, 05:41
A DISAPPOINTED ALMOHAD...

Hello Wes, just wondered how Almohads, Egyptians and Turks are supposed to defend their conquered sea provinces in the new mod? Once you have eliminated the Atlantic Ocean and the Gulf of Cadiz (an approach I'd disagree with anyways: there was no historic reason preventing boats crossing these waters) there is no way muslim vessels can make it into the "northern seas". This would be OK if muslims would be able to build boats in their newly conquered territories (Leon and Castille, for example): however this is not the case (your mod allows building muslim boats only in the meditarranean sea area). This has two grave consequences: (1) the muslim factions cannot conquer the british isles (unless bribing is used); (2) they cannot use fleets to defend their sea provinces in the northern part of the map. The catholic factions do not appear to have similar disadvantage in the meditarranean.

p.s. anyways, how could one add back the Atlantic Ocean and the Gulf of Cadiz in your mod? Thanks.

p.s.s. figured that out: added the gulf of cadiz and the atlantic ocean back to the game. i'm happy now http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

ToranagaSama
10-14-2003, 06:20
Wes, the site is confusing.

The VAST majority of people fit precisely your description:


Quote[/b] ]I honestly don't see how you can call the page confusing, unless your only experience downloading things is from a commercial site where it has an entire page for each download, and a huge DOWNLOAD button. Of course, confused newbies like yourself may be why the commercial sites have started putting up the huge download buttons.

First, realize that most "gamers" are KIDS, under 15 I'd wager, and are inherently "newbies". Other "newbies" are people with "lives" who just want to play a game, not become computer nerds; others, many of them nerds, who may deal with a lot of "complicated" things during their day, and appreciate "simplicity" when they find it.

[Your last line could be viewed as a bit condescending, I' sure you didn't intend it in that way....]

Second, most TWers are NOT modders, and have absolutely NO clue as to the functioning of the software. Little clue of "Graphics" and "Texts", nor their relationship for the game. No reason one should simply to enjoy the game. So, simply fact that there is a Graphics and a Text file in itself can be confusing, especially when previous versions of the Medmod are respresented on your site differently. *I* and some others may comprehend why you split the download, but other will not and become confused.

A simple explanation of the purpose and relation of the Graphics and Text file within the game and that one needs both. In addition, a basic description of what folder to point the Installer toward, goes a long way.

---

My suggestions, an edit of your site with my comments in brackets:

[A bold header denoting MedMod 3.xx, separating and between 2.04/No Units and 3.xx, example:]

[ALL CAPS][Underline] [Medieval Mod for] Medieval: Viking Expansion[End Underline]

[Different Font][Initial Caps]MedMod v2.04

Installation and descriptive [Link]Readme[link] v2.04
[SPACE]
.Org Forum thread
[SPACE]
VI No Units exe for the 2.04 version of the Medmod IV.
[The above is confusing. Suggestion:
MedMod v2.04 (Includes All Original Units with No[end bold] Changes to Units)
[SPACE]
[Bracket, Italics]NOTE: This file is not compatible with M:TW v1.1.[End Bracket, End Italics]
[SPACE]

[The below is slightly confusing, in that it really doesn't have anything to do with the download of the "No Units Version". Unnecessary information can be confusing. Keep things simple and focused to the task at hand. I'd move this note to the end, above your "Attempt at humor...." This is of interest mostly to modders and those who like to "look under the hood", such as myself.]

NOTE: I have made an Excel file containing the stats of all the
new units in [MedMod v3.xx], plus the regular units seen in the Viking Campaign, in an easy to view and print-out page.[Bracket, End Italics]

[Link to Excel file]

[b][Different Font][Initial Caps]MedMod v[i]3.xx

[The above heading makes it easy for people to get to just what they came to your page for, without having to read the entire page (all that pertaining to the MedMod).

I commend you for the separation of the Graphics and Text files as a nod to the low bandwidth folks. Yet, a simple explanation will go a long way toward clarity. Suggestion:

---

Descriptive [Link]Readme[link] for the Medmod IV v3.xx.

Below are the TWO files needed to install Medmod v3.xx.

The [Italics]Graphics[End Ital] file contains all the new Units and changes to old units.
[SPACE]
The [Italics]Texts[End Ital] file contains the modifications that are the MedMod.

Installer (.exe):

Link to Graphics
Link to Texts

NOTE: Installation requires both files, above. Install to the: "Total War" folder.

Self-Install (Zipped files):

Link to Graphics
Link to Text

[End of Suggestions]


Whatever "format" you use, most importantly, it should be "consistent" It also, s/b clear, concise and directed toward your audience. Second, most important factor is KNOWING your audience. You're putting forth a PUBLIC release. The GENERAL "gaming" public is your audience. That public includes, children under 15 (Junior High Schoolers) through Post-Retirement age folks. Obviously, the skill and knowledge level WILL be EXTREMELY varied.

So remember, KISS. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Note: you should apply the same "format" to the: Medieval Mod for Medieval: Total War.

If, any of the above is incomprehensible, I could do up a document and send it to you.

You're a Legend dude, thanks again for the mod.

EDITED: For Typos

Xenophon
10-25-2003, 18:08
Quote[/b] (Kristaps @ Oct. 13 2003,23:41)]A DISAPPOINTED ALMOHAD...

Hello Wes, just wondered how Almohads, Egyptians and Turks are supposed to defend their conquered sea provinces in the new mod? Once you have eliminated the Atlantic Ocean and the Gulf of Cadiz (an approach I'd disagree with anyways: there was no historic reason preventing boats crossing these waters) there is no way muslim vessels can make it into the "northern seas". This would be OK if muslims would be able to build boats in their newly conquered territories (Leon and Castille, for example): however this is not the case (your mod allows building muslim boats only in the meditarranean sea area). This has two grave consequences: (1) the muslim factions cannot conquer the british isles (unless bribing is used); (2) they cannot use fleets to defend their sea provinces in the northern part of the map. The catholic factions do not appear to have similar disadvantage in the meditarranean.

p.s. anyways, how could one add back the Atlantic Ocean and the Gulf of Cadiz in your mod? Thanks.

p.s.s. figured that out: added the gulf of cadiz and the atlantic ocean back to the game. i'm happy now http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Got to agree here, if you are going for the total victory you are scuppered because you cant invade Britain (because the land link has been deleted) or expand your trading empire beyond Gibraltar. This really has more to do with the fact that many Mediteranean factions can only make Galleys. As historically accurate as this may be, if (as in my game) the Sicilians had taken over every province except the British ones then I suspect they may have worked out how to make boats that dont have oars http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif .

In any case I did the decent thing in this game and did what the Sicilians would have "really" done: I made lots of agents and caused revolutions while bribing any non-Royal armies. If you can lure the king onto the mainland and kill him then Britain will be yours without ever having sent a single combat unit there.

I think that Wes's mod is directed more at a) Heroic Accomplishments and b) Western European factions. If you notice the European factions have lots of nicely renamed an new units available whereas the Muslim units remain largely untouched.

Remember that Wes just does this for the love of the game rather than perfection. If thats the direction his intetest lie then fair enough. I have thought about contacting Wes to fill in the Muslim side of things but I do not have the time, patience (I cant deal with criticism&#33http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif or the dedication to do the MedMod justice so I am staying well out of this. I'm just enjoying the mod and keeping up with the Betas.

Good work though Wes, keep it up mate.

ShaiHulud
10-25-2003, 20:07
Hmm, A new WesMod.... Ah... a ReadMe, no download.... Ahah Graphics download.... Done.... Hmm, Text Download?...Done.... No other downloads....Okay (tap,tap, Click&#33http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif...dum-de-dum.... Yowsa Works fine

I don't see the problem but I recognize the complaint. A guy spent a year making a fantastic mod, gave it to us gratis, but, he didn't spoonfeed the download? Give the guy a break, or applause, even.

HopAlongBunny
10-25-2003, 20:45
Downloaded http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

Hope it works. I am really inept at installing these things http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Thanks WesW

The Wizard
10-25-2003, 21:45
I like MM v3.12... lots o' fun but it does change the name of all troops... I have this PBM campaign, and troops like pikemen are now Clipeati http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif

Xenophon
10-26-2003, 16:45
A good thing about MTW is that you can have multiple versions installed on the same disk. I have 4 different mods running on 4 different installs of the game.

It's easy just run the full install to get a "vanilla" version of MTW (but remember to put it in a different directory to your other installs). Then apply the mod to the new installation.

If you already have an unmodded version of MTW on your PC then all you have to do is copy the whole lot to a new directory.

The hard bit for non-geeks is creating a new shortcut on your desktop. Just right-click anywhere on your desktop, select Vreate Shortcut and then direct it to your new installation.

Fun with Windows...