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Teutonic Knight
11-06-2003, 17:05
Hey guys,
Just wanted to get the demographics of this audience as far as usage of Medmod is concerned. I downloaded it last week and it has really brought me back into the MTW fold. I had stopped playing entirely for 3 weeks until I downloaded this mod, and I must say it has fixed anything I have really every found lacking in this game...

(mods move this to the EH if you think it's apropriate, I just didn't think many of those new guys would be much into the Medmod...) http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif

CeeBod
11-06-2003, 17:14
Medmod sounds awesome, but I haven't gotten bored with the vanilla game yet - I don't have heaps of free time to play, and I tend to micromanage my empires to the extent that playing a single campaign takes me months anyway - so I may get around to switching to Medmod in about 2007...


2nd thoughts - I'll be playing RTW by then http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Take that as a "NO" vote btw - I posted, then voted, but it didn't seem to register, and now I get the message "You have already voted" http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif

Ser Clegane
11-06-2003, 17:19
After the patch for VI came out I installed the 3.12 MedMod

Quite an interesting new challenge (I still also play the vanilla MW:VI though)

L`zard
11-06-2003, 17:23
3.12 is well worth the install The AI factions play like they're on steroids http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Terrax
11-06-2003, 17:48
I always end up having a major battle for sea control with the mod. The Spanish and Sicilians always flood the med with ships. I always get my ass kicked in that 1st attack the AI launches (the last sneak attack I lost 24 ships in that turn). You can't win without sea control. The mod adds greatly to the naval aspect of the game. I highly reccomend it.

Beelzebub
11-06-2003, 17:48
MedMod is definitely how the game SHOULD have been when it came out. CA needs to hire Wes or something http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif . RTW definitely has higher standareds to meet now thanks to him.

Jacque Schtrapp
11-06-2003, 18:25
I'm all over it like white on a caucasian.

BDC
11-06-2003, 19:02
It's great. http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif

katar
11-06-2003, 19:51
couldn`t live without Medmod, it gives MTW a whole new lease of life. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

L`zard
11-06-2003, 20:27
And it's New and Improved

3.13 is out now, eh?

Get it Use it

Teutonic Knight
11-06-2003, 21:21
Quote[/b] (L`zard @ Nov. 06 2003,13:27)]And it's New and Improved

3.13 is out now, eh?

Get it Use it
huh? where http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif

Jacque Schtrapp
11-06-2003, 21:37
Quote[/b] (Teutonic Knight @ Nov. 06 2003,14:21)]huh? where http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif
MedMod v3.13 (http://wes.apolyton.net/)

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

Teutonic Knight
11-06-2003, 21:57
Medieval mod IV v3 for M:TW v2.01, the Viking Invasion

Installation and descriptive Readme for the Medmod IV v3.13: Total Immersion Download

Note: This mod is not compatible with M:TW v1.1. This version is also completely separate from v2.04.

Version three is divided into two parts, a Graphics portion and a Texts portion.
The Graphics portion is static, and need only be downloaded and installed once: Graphics Download
Note: The Graphics portion must be installed first.

The Text portion changes with each update of the mod, and may be installed over any previous text version: Texts Download for v3.13
NOTE: You do not need to re-install the Graphics portion before installing a text update.

If you would like to make a donation to my PayPal account to show your appreciation for my work, simply click on the picture below.


when was this released?

brent_james
11-06-2003, 22:01
I dont like it as I dislike the last version for MTW 1.1
I felt I could do a better job myself, to change what I wanted

From what I hear, the latest Medmod sounds like a lot of fun, but I dont have VI http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

Jacque Schtrapp
11-06-2003, 22:06
Quote[/b] (Teutonic Knight @ Nov. 06 2003,14:57)]
when was this released?
This thread (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=12564) from the Apothecary has the details. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Quokka
11-06-2003, 22:08
Absolutely love MedMod.

Thanks for the heads up about 3.13 Jacques

Monk
11-06-2003, 22:48
MedMod has got to be one of the best mods for MTW, (with the nap mod close behind http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif )

3.12 gave me one of the funnest campaigns i have ever played, and one of the longest stories i've wrote thus far about MTW. if 3.13 is even the slightest bit better, then I won't be able to get out much this week http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Kristaps
11-07-2003, 00:36
I have an install of the latest med-mod. And even though I absolutely love the tremendous work WesW has done: I prefer the non-unit version of the mod since it has optimized AI behavior/armies without much interference with the unit balance. Haven't played the new mod for long but a couple things I've noticed:

(1) in the Early, quite a few factions now have a version of ottoman infantry (strong melee archers): faction's i've noticed this with were Almos, Spaniards, and Portuguese rebels; this observation tempted me to glance into the unit stat roster and it appeared, the designer really went for 'equalizing' out the factions in their military potential. i personally would disagree with that approach.

(2) the muslim factions (Italians and Byzantines, as well) are at a serious sea-going-disadvantage since the link between the meditarranean and the atlantic has been severed and the boats of their factions can no longer be built outside the Meditarranean basin. This limitation effectively eliminates amphibious assaults on europe or, for that matter, sea-based defense of the newly conquered territories in Europe. Note that the catholic factions do not have the same disadvantage since their boats can be build in the meditarranean. Of course, the problem can be solved by allowing the muslims(also Italians and Byzantines) to build boats in all of Iberian peninsula including the northern provinces or by reestablishing the link between the ocean and the sea.

econ21
11-07-2003, 01:12
I really liked MedMod when I played solo a lot - much more challenging and achieved by clever changes, rather than crude cheats. However, joining in the PBM campaigns here at the org showed me the original game can also be great fun and I use it less nowadays.

The problem with other people's mods is that there is always some niggling change you might not agree with and somehow I find it harder to accept these than the arguably greater problems with the original version. For example, I dislike changing the units too much but even with the version of the "no units" medmod I use, crusades were radically different and to me seemed to upset the overall gameplay too much.

Also, I may be imagining it, but I am finding the original MTW has improved somewhat after VI and the patch with regard to some of the issues medmod deals with (esp. AI navy building and overall AI challenge).

Teutonic Knight
11-07-2003, 02:03
Quote[/b] (Simon Appleton @ Nov. 06 2003,18:12)]I really liked MedMod when I played solo a lot - much more challenging and achieved by clever changes, rather than crude cheats. However, joining in the PBM campaigns here at the org showed me the original game can also be great fun and I use it less nowadays.

The problem with other people's mods is that there is always some niggling change you might not agree with and somehow I find it harder to accept these than the arguably greater problems with the original version. For example, I dislike changing the units too much but even with the version of the "no units" medmod I use, crusades were radically different and to me seemed to upset the overall gameplay too much.

Also, I may be imagining it, but I am finding the original MTW has improved somewhat after VI and the patch with regard to some of the issues medmod deals with (esp. AI navy building and overall AI challenge).
An interesting perspective, though I disagree.

Tora
11-07-2003, 10:21
I installed 3.13 along with the VI patch therefore I'm not sure which has done what or has contributed to the revival of my previously waning appetite for the game.

On a pedantic, and probably unwarranted note, why is Neuschwanstein on the opening splash screen? (Mad King Ludwig, started 1860s, finished 1886 and all that.) http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif

Old Bald Guy
11-07-2003, 13:37
If it weren't for Wes, I probably wouldn't still be playing MTW. Every game is a different challenge, and baby is it hard to win. I couldn't disagree more with those who've said the changes aren't right on the money.

Like living in Chicago, if you get bored, it's your fault.

The Wizard
11-07-2003, 13:46
It's good that the Burgundians can now make Compagnies d'Ordonnance... it's not fun fighting those French fielding the bastards while you only have Voulgiers... t_T;

Brutal DLX
11-10-2003, 09:52
Never tried it, I don't have HD space at the moment to install two versions. And to be honest I'm content playing my GA games in 2.01. AI is doing ok.

Red Emperor the Invincible
11-10-2003, 16:23
withou V3.12 i wouldn't play MTW anymore. Try silician on conquest LATE or Byzantum LATE GA EXpert. Fun

Beelzebub
11-10-2003, 17:30
Yea I'm getting my ass kicked as the Byzantines in late/GA/expert and I like to think I'm a really good player (rarely ever lose battles, and not just cuz I stack my side or use lame cheese tactics). The Turks are pretty tough and will almost always attack you and then the hungarians joined in to double team me. I allied with the horde and the egyptians who were at war with my rivals (and numerous others) to try and get some relief but Egypt is getting whipped by turkey and the horde is getting ganged by about 4 others.

I made some progress in the north beating a large hungarian army and forcing them into their citadel with no real relief coming. But now I'm undermanned in the east and the turks have finally sent in an army to deal with me. All this time I'm really hurting for cash since those merc troops are expensive, I can't afford to really stop training troops and build some ships, and the 2 hungarian ships were playing old harry with my trade routes. Oh yea and Aragon just declared war on me, they have a moderatly sized navy which means all my ships are now grouping up for coastal defence to prevent them from landing an army at hellespoint. Hmm you know, I've always wanted to play France again http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

Wizard of Evil
11-11-2003, 14:19
I have started a thread in story/pbm - throne room, a pbm for med mod. Maybe some of you will be interested.

noramis
11-18-2003, 08:20
I'm using it as well ... and now that everyone's attention is rapt, how do you change swedish faction names to sound more ... Danish?

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

Monk
11-24-2003, 00:39
greetings noramis http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

after thinking your question over i took a look into the Dungeon (modder's forum) and i found a bit of info from LOS that will be usefull to you. He writes,




Quote[/b] ]to make your name changes is quite simple, choose the slot of an existing name you wish to change in Loc/ Eng/ Names file, you will see 2 entries
["Odinn"] and {"Odinn"}*Example only
Make your change in the second set of brackets only
["Odinn"] to {"Thor"}*Example only
so when the game starts it will read the Odinn as the label but will translate to the game as Thor, be sure not to upset the tabs/spaces or you will get tranlsation errors, and be sure to back up your files before changing.
Also in MTW VI you can add entirely new names via the Heroes file, see the file heading for details...LOS


The names of people are about half way down, look for the swedish names and follow the instructions above. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

TheSilverKnight
11-24-2003, 04:16
What's medmod?? http://www.totalwar.org/forum/non-cgi/emoticons/dizzy.gif

Teutonic Knight
11-25-2003, 22:08
Quote[/b] (TheSilverKnight @ Nov. 23 2003,21:16)]What's medmod?? http://www.totalwar.org/forum/non-cgi/emoticons/dizzy.gif
that's against the rules, you have to precede it by saying

HUUHHHH???

TheSilverKnight
11-26-2003, 03:11
Oh yeah...

HUUHHHH???

What's MedMod? http://www.totalwar.org/forum/non-cgi/emoticons/dizzy.gif

GranCactus
11-26-2003, 03:15
I'm still playing my first MedMod campaign, as the Sicilians, and I'm having sea troubles. Maybe I'm missing something, but there appears to be no way for me to get ships in the northern seas. This is a huge advantage for the more conventional Catholic factions, and I don't like it one bit. Other than that, this is the most fun I've had with MTW in a long time.

noramis
11-27-2003, 08:26
Quote[/b] ]The names of people are about half way down, look for the swedish names and follow the instructions above.

Hey, thanks for digging up that info ... but I searched the page, and found no swedish names to alter http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

Do you know exactly how this would work, because I know Wes changed some files around, etc.

Monk
12-01-2003, 03:56
Quote[/b] (noramis @ Nov. 27 2003,02:26)]
Quote[/b] ]The names of people are about half way down, look for the swedish names and follow the instructions above.

Hey, thanks for digging up that info ... but I searched the page, and found no swedish names to alter http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

Do you know exactly how this would work, because I know Wes changed some files around, etc.
yes you are right, though i just now noticed this. ( d'oh ) sorry for that.

Howver i noticed you are a junior Member now, you can post in the dungeon. here's a Link to the MM 3.14 thread, you can ask WesW your question there.

MedMod 3.14 discusion (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=12991;st=25)

if you don't have the latest version, which is 3.14, then check out WesW's site, he should have a link there.

L`zard
12-01-2003, 06:25
Quote[/b] (GranCactus @ Nov. 25 2003,18:15)]I'm still playing my first MedMod campaign, as the Sicilians, and I'm having sea troubles. Maybe I'm missing something, but there appears to be no way for me to get ships in the northern seas. This is a huge advantage for the more conventional Catholic factions, and I don't like it one bit. Other than that, this is the most fun I've had with MTW in a long time.
GranCactus;

Test drive the readme for 3.14 and you'll prolly get some use from the 'charts and readmes' folder as well......

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

HawaiianHobbit
12-03-2003, 23:44
sadly I dont have it http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif

TheSilverKnight
12-04-2003, 01:43
My question still hasn't been answered. What is MedMod?? http://www.totalwar.org/forum/non-cgi/emoticons/dizzy.gif I'm confused...:mad:

Kristaps
12-04-2003, 20:05
Started a WesW-Med Mod 3.14 English campaign yesterday. He's done a great job even though I might disagree with some of the approaches (not making urban militia a universal unit, for example).

One thing I noticed: if an AI faction gets kicked out of its homelands (the AI factions do this to each other frequently) it is soon doomed (the same applies to reemerging factions if they appear in non-homeland areas) since the only troop type they can enlist are spearmen...

On a positive note: saw the Swedes expand all over the map using their melee troop advantage just to be kicked out of their homelands by the Danish (a similar troop assortment) which lead to the ultimate doom of the Swedes in mid-game.

By the way, in this game, the Swedes managed to take the Danish homelands (Denmark and Norway) before being kicked off the map by the very same Danish. The pope's excommunication papers helped: as two English expeditions managed to free these provinces from then already excommunicated Swedes. As a result, now, half of the map is owned by hordes of Danish spearmen with some remains of their original landsmen http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif Not sure if this was the original vision for the mod.

Satyr
12-05-2003, 00:41
I started a Danish game on 3.14 last night. I kicked the Swedes off the penninsula starting on the second turn and then took a few rebel provinces with good trading and started my trade empire. Huscarles kick but even in a High start, and the viking spear guys are really strong too. I now own most of Germany. The only unit I am having trouble with is the german shock unit (whatever it is called).

Have cav been made stronger because I had some Viking Marauders take on a company of Teut? Spears and they were actually winning pretty easily and handily routed the spears.

Glor13
12-08-2003, 14:59
It seems the AI has had a firecracker put up it arse. I just started playing med mod, and started a campaign as the sicilains. I was quite happy moving forward and taking serbia and focusing my attempts on beating the italian navy out of exsistence and taking out there two islands, With the sea securred i was about to lead a charge in to turkish control greece, lead my force over the boundry and my trusted allies the hungarians lead an attack on serbia. My army was serverley weaken after sending it force out to greece but neither the lease, I clubbed the hungarian king and routed him about 5 times. My king, (currently on the road to greece) turned around when he relise he had greatly under estimated the size of the turkish force. With trade income at minimal The king was dragging every stretch of men into serbia to defend. The king succestfully beat off another hun invasion followed by a turk invasion. My army was a mess off beaten up soldiers. The killing blow was a combined army of 3000 huns and turks that decided that serbia was lost and that abandoning the provience was the only option avaliable.

Now what i found strange is my trusted ally the pope did nothing when heathen hun join with muslim factions to crush such law abiding christians such as myself.


After a tatical retreat back to sicily I notice that the italians had invaded rome. Strangly no excommunication for the italians, especially since his allies include those back stabbing huns and dam turks. Now, not use to the pope having a decent size force in the papal state, the pope re took rome followed by invading northern italy. Inspired by the pope I followed his lead and smash and fought my way to milan.

However at this stage the italians where serverly weaken and although the pope was still at war with the italians, he theaten me with ex-communication of i continue my conquest.

WesW
12-09-2003, 14:51
Quote[/b] (TheSilverKnight @ Dec. 03 2003,17:43)]My question still hasn't been answered. What is MedMod?? http://www.totalwar.org/forum/non-cgi/emoticons/dizzy.gif I'm confused...:mad:
It's a small mod I cooked up over the course of a few days. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Use the website icon at the bottom of this post and check out the version three Readme posted there. If you want to try it out, get the two portions there and follow the Readme installation instructions.

Satyr
12-09-2003, 23:02
Hahahahahahahaha Pretty funny Wes. The Medieval Mod that Wes has written has taken more time out of his life than I think he ever imagined it would. The newest version has taken a stale old game and made it come to life for me again. And now I am actually having to work hard to win. Amazing work Wes. Thanks

kiwitt
02-02-2004, 01:52
Any chance of a tech tree for each faction.

squippy
02-03-2004, 12:39
No. I read the changes FAQ and did not like a lot of what I saw. For example, the change "I severed the link between Constantinople and Nicaea, to try and protect the Byzantines from the Turks." is exactly the kind of change I do NOT want to see.

There are some changes listed by Wes that I think are worthy, such as the introduction of compound bows. I wish there was a tick-box compiler macro that would allow us to pick-and-choose specific changes. But frankly, as it stands, I would much rather play it out of the box.

torsoboy
02-04-2004, 00:04
Quote[/b] (squippy @ Feb. 03 2004,12:39)]No. I read the changes FAQ and did not like a lot of what I saw. For example, the change "I severed the link between Constantinople and Nicaea, to try and protect the Byzantines from the Turks." is exactly the kind of change I do NOT want to see.

There are some changes listed by Wes that I think are worthy, such as the introduction of compound bows. I wish there was a tick-box compiler macro that would allow us to pick-and-choose specific changes. But frankly, as it stands, I would much rather play it out of the box.
Then download the mod and restore the link between Nicae and Constantinople. It's less work than you'd think.

dagger
02-04-2004, 01:13
I picked up the Battle Collection and gave my original to a friend since I wanted VI. Which version should I download for the Battle Collection?

Thank you

Kaboom
02-04-2004, 05:02
3.14, but you shoud install Viking exp included in the Collection first.

kawligia
02-04-2004, 05:02
I haven't had it for long, but so far I've seen the AI build decent units. I'm seeing catholic mounted crossbows, FMAA, and Feudal Seargants and its the beginning of the early period. All Right Finaly I can play against decent units in single player

The time to build border forts and ports was a good change, and I haven't seen the effects of AI trade yet from the two deleted seas, (probably b/c I'm playing the Italians all the time), but then again I haven't taken it out of the early period yet. If the effects of the unit production are any predictor, I'm sure it will work out just fine.

The only changes I'm not sure of are the severed link between the Byz and the Turks...and also the starting lands of the Turks and the Almohads. I don't know much about their history, but I do know that Byzantium was in decline so I can see the drop in their lands. Did the Turks hold that much and the Almohads that little at that point in time?

As far as the severed link, I'm not always for balancing effects in this game or in similar games. Life isn't, and wasn't fair. But on the other hand it would not make for a very interesting game if the Byz got wiped out quickly every single time now would it? http://www.totalwar.org/forum/non-cgi/emoticons/gc-confused.gif

p.s. I am using the 2.04. The newer one haad some great ideas, but I just couldn't deal with some of those changes. http://www.totalwar.org/forum/non-cgi/emoticons/gc-no.gif

Kaboom
02-04-2004, 06:36
Well, Medmod try to balance factions, I don't like that idea too The pike units get worst and every one have a good infantry to use Chivaric Sergent are not what they used to be. Now my army don't have much spears as before

squippy
02-04-2004, 10:27
Quote[/b] (torsoboy @ Feb. 03 2004,17:04)]
Quote[/b] (squippy @ Feb. 03 2004,12:39)]
Then download the mod and restore the link between Nicae and Constantinople. It's less work than you'd think.
Or, just play the game as it is?

Debugging someone elses code is a pain in the rectum, just generally, becuase you have to reconstruct their thought process. It does not seem worth the time and effort to me; and there are more issues than just that one. I too dislike in principle the balancing of factions; I'm happy enough with the original game not to want to bother.

Satyr
02-04-2004, 20:34
For some of us the game is too easy. This is not a brag or anything, it is just that after playing the game for more than a year one gets really good at it. What Wes' Mod has done is to make it much harder to win. I don't agree with all the changes made either, but in total he has accomplished this objective and I am now challenged again. My biggest complaint when I started using this mod was that the idea of only being able to build good troops in your 'homelands' was too restrictive. But I just took a 60% win as the Byz in early in 1208 so I guess it is not that much harder to build a good military force up using only homelands.

rpasell
02-04-2004, 23:10
I tried installing it last night over my current install, but it wouldn't work.

Tonight I'm going to do a fresh install in a separate dir, and I can't wait to play it as I need the extra challenge at this point.

Satyr
02-04-2004, 23:25
If you are installing version 3.14, make sure and install both pieces in the correct order. If you get it backwards it screws the install up.

torsoboy
02-04-2004, 23:54
Quote[/b] ]Or, just play the game as it is?

Debugging someone elses code is a pain in the rectum, just generally, becuase you have to reconstruct their thought process. It does not seem worth the time and effort to me; and there are more issues than just that one. I too dislike in principle the balancing of factions; I'm happy enough with the original game not to want to bother.

Making any modification is by definition debugging somebody else's code. Unless you wrote the game yourself in which case I bow down to your magnificent work ;)

Mods are made because somebody somewhere did not agree with the original product, and wanted to change it to suit his or her tastes. Although at first I too did not agree with most of the changes Wes made (I still don't with some), I tried it and it grew on me. Nobody says you cannot change the mod to suit your own tastes, as long as you don't redistribute it afterward without permission. In fact, I'm going to change the Homelands thing for myself this weekend. If you like the original product as it is, that's fine too.

rpasell
02-05-2004, 16:18
So I started playing it last night as the Swedes/Early/Hard.

Wow, what a difference. The Russians decided to start a war with me, and I had one of the most difficult battles I've ever had. The lack of heavy cav for the Swedes is going to be fun in the early period.

Monk
02-06-2004, 21:03
You know when you have a good mod when these things happen all in one campaign:

1.) started Russian/Early/Expert/MM 3.14, it goes nice enough i had most of the steppes under my control by 1106

2.) became major shipping power in 1115

3.) war against the Turks which sees Crusaders fighting alongside Rus allies to take Antioch 1123.

4.) Border disputes with Denmark leads to open war in Lithuania. 1129

5.) the war ends with an agreement over land. many rus feel betrayed. 1137

6.) Russian civil war splites Rus Empire into a number of factions fighting for control. 1139

7.) Rus Loyal to the new Grand Prince gather in kiev to migrate to a new land. 1140

8.) Nomad trail is formed, 5 thousand Rus march from Kiev to Novgorod and found a new kingdom which will soon include many northern territories. 1142

9.) The Second Russian empire is formed becoming a powerful trade nation in the north seas 1145.

10.) Trade disputes with the swedes plunge the new empire into a new war. fighting is seen in Livonia and Finland. War drags on until 1160 when Russian Grand Prince is killed by a Swede assault on the capitol in Novgorod.

Now thats what i call a campaign http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif http://www.totalwar.org/forum/non-cgi/emoticons/gc-wall.gif

Sir Robin
03-18-2004, 19:31
Remember that 3.14 still shows 3.13 on the intro screen.

I only play Medmod now.

There are plenty of excellent mods out there but his seems to fit my playing style.

Still I am a rotten player overall so I have yet to finish a Medmod campaign.

I keep falling prey to that bloody Italian infantry. http://www.totalwar.org/forum/non-cgi/emoticons/angry.gif

Still the mod is great improvement on an already excellent game.

Because I lack any skill of appreiable value I will just sit and impatiently wait for Medmod v4 and RTW. http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

NewJeffCT
03-18-2004, 19:33
I do not have VI, but I did download MedMod 1.85 last night and played a few years as the English. Seems interesting so far and Wes' changes are similar to what I had been doing on my own in regards to buildings & ships, though I changed my ship build times to 1 year instead of 2. I do not have the talent or time to create so many new units, though.

I hope to have a further play report in a few more days, as I know the French already have a huge force on my borders in Anjou, Brittany, Flanders and Toulouse, but I am lucky that they have been at war with the HRE so far. I have managed to grab Wales through bribery and also conquer Scotland and Navarre, in addition to holding on to my original territories. The Italians & HRE have been ex'comm'd so far, but I do not have the florins to launch a crusade for 10,000 yet.

mercian billman
03-19-2004, 00:24
Im playing as the English and my only problem is the lack of a real melee unit. Sure Longbowman (it's nice to have them for all three periods) can be used as infantry but they don't seem to have the effect of FMAA.

son of spam
03-19-2004, 01:02
Hehe english don't need a melee unit (they have longbows http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif). But if you are dying for one use their norman knights. They're quite possibly the best knights in early, because they get +1 attack over feudals and +1 valor in normandy. Plus clansmen and claymores are good too. I use the norman knights for frontal charges and the clansmen and claymores to flank. Funny thing is, it works pretty well.

mercian billman
03-19-2004, 03:56
I realised that for me to win my battles as the English I had to have numerical superiority. For long longbows to be truly effective they need to be used en masse which requires Fyrdman and Claymores to protect them because Fyrdman and Claymores aren't all that effective I need a large number (3-4 units) of Knights to form my reserve.

This was especially true against the French whose Knight would crash my Fyrdman like nothing and the Swedes whose superior infantry would destroy Fyrdman and Claymores with ease.

Nowake
03-19-2004, 10:12
Well, I don't have medmod. I don't know if I'll ever install it. But from what I've read I apreciate it.

NewJeffCT
03-19-2004, 17:07
Quote[/b] (mercian billman @ Mar. 18 2004,20:56)]I realised that for me to win my battles as the English I had to have numerical superiority. For long longbows to be truly effective they need to be used en masse which requires Fyrdman and Claymores to protect them because Fyrdman and Claymores aren't all that effective I need a large number (3-4 units) of Knights to form my reserve.

This was especially true against the French whose Knight would crash my Fyrdman like nothing and the Swedes whose superior infantry would destroy Fyrdman and Claymores with ease.
OK, I played a bit more of MedMod 1.85 last night - how does one get Fyrdmen and Claymores? I have conquered the English Isles, including Scotland & Ireland, and also expanded into Navarre to get the iron and crusaded into Morocco for their gold (well, I mean, to spread Catholicism to the heathens in the desert, yes, that's it...)

However, the French still have a huge force and my expanding trade routes & navy indicate the Byz & Egyptians are pretty powerful as well. The Spanish looked to be pretty powerful because they had a huge crusade that went into Novgorad, but their subsequent conquests of Livonia & Finland fell into rebellion.

Satyr
03-19-2004, 18:50
By playing Medmod 3.nn. Jeff, version 3 is much different that the versions before it. Each faction is given many unique (or uniquely named) units and of course you have the restriction that you can only build troops in your 'homeland' provinces. Wes has additionally used the unit types introduced in VI (such as Fyrdmen) to increase his options for artwork for different units.

In that you can buy VI really cheaply, I would suggest it is worth it just so you can play Medmod version 3, and version 4 which is to be released soon. The VI campaigns are also really good.

Fortebraccio
03-19-2004, 19:17
I installed version 3.14 a couple of days ago...very funny, at last AI armies that can put up a decent fight, reasonably profitable trade routes, levies restricted to homeland provinces...there are some curious quirks, anyway. What the heck are Kazwarmian Cavalry in Algeria (mongol invasion refugees, I suppose)?

ChaosShade
03-19-2004, 19:20
as the english in early you are going to have to rely on your knights and longbowmen rather than infantry. The knights are very good as are the longbows, using them together i've found the french forces easy enough to defeat.

NewJeffCT
03-19-2004, 19:43
Quote[/b] (Fortebraccio @ Mar. 19 2004,12:17)]I installed version 3.14 a couple of days ago...very funny, at last AI armies that can put up a decent fight, reasonably profitable trade routes, levies restricted to homeland provinces...there are some curious quirks, anyway. What the heck are Kazwarmian Cavalry in Algeria (mongol invasion refugees, I suppose)?
Is it a decent fight because they have better units now, or is it because the MedMod V 3 or 4 has tweaked the AI itself?

Sir Robin
03-19-2004, 19:59
This best way to put it is that the "priorities" of the AI have been tweaked.

I have actually had some really tense battles with Medmod. True I am not that great of a player but I was routinely slaughtering the AI in the vanilla game.

With "homelands" and more "faction specific" unit lists, the armies you face on the field are usually better equipped to take you down.

Case in point, the ultimate evil in our galaxy... italian infantry. http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif

Wether I am French, German, or even Byzantine the Italians have given me some of the hardest battles I have ever fought.

Fortebraccio
03-19-2004, 21:12
I agree with Sir Robin, I guess it is a matter of priorities. Yet AI armies do benefit from better units, especially hybrids archers prove themselves a lot tougher than their vanilla counterparts...Bulgarian Brigands, for example, now are a much dreaded unit. :)
I'm playing with the Italians, and I'm deeply in love with those Pavisiers and Popolo Infantry. :)

NewJeffCT
03-19-2004, 21:55
Heck, when I invaded Ireland, Kerns gave me a lot of trouble. I rented 2 units of horse archers in hopes of wearing the kerns and gallows down through missile fire and hit & run until my Feudal Men at Arms and my 6 star Prince swooped in for the kill.

But, now kerns are 100 man units and not in loose formation, and they just devastated my horse archers with javelins. One unit went from 40 horse archers to 20 in a matter of seconds. Ack It was scary seeing 32, 24 and then 20 so quickly.

katank
03-19-2004, 23:42
@ fortebraccio, kwarzies are now available for the almos and eggys so I guess these were almos ones sitting in algeria.

the italians are always a pain in medmod tho.

the HRE seems to be wiped out in a few decades as the Italians united the Holy Roman Empire under their control http://www.totalwar.org/forum/non-cgi/emoticons/gc-jester.gif

son of spam
03-19-2004, 23:52
For some reason, the hungarians get a lot of homelands

It's either that, or it's because trans archers and woodsmen are not unique to a faction.

Anyway, my armies are around 70-75% woodsmen, trans archers, or spears.

I think it's a bit OP, because my strategy consists of overwhelming the AI with tons of trash units (since I can produce them practically everywhere) eg. woodsmen, then using good reinforcemnets (hungarian nobles) to wipe out thet exhausted AI army chasing my routing woodsmen.

The only real weakness is the lack of any heavy inf.

BTW, does anyone else find the byz particularly troublesome in medmod? I can never seem to kill those vestiritae without suffering huge losses.

Sir Robin
03-20-2004, 00:01
The ByzInf in 3.14 are tougher than they were in vanilla MTW. They still can't stand up to italian infantry in most battles.

The Byz are my favorite faction and I do like the variety WesW gave them.

Mablung
03-20-2004, 00:30
One of problems I have with MedMod is the lack of decent infantry for the English. Do they still get Billmen, I can't recall. I also don't like the homelands, the restriction on units is a pain in the ass and I think there should still be some generic christian/muslim soldiers that you can build in other christian/muslim lands. For example arab infantry or feudal/chivvy serges. I did install it but I uninstalled it and modded the game so income is larger and the AI seems to include some better units in it's armies as it has more money to build infracstructure. Oh and .... THE BLOODY SWARMS OF BOATS -_-''. http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif

katank
03-22-2004, 01:33
the byz inf getting rank support is just not right to me.

they do still get billmen but only in high so early on they lack good pure inf.

the claymores have good attack but their defence is insufficient for them to serve as line troops.

the longbows are OK in melee with their axes so you aren't that badly off

Kristaps
03-22-2004, 22:35
Quote[/b] (katank @ Mar. 21 2004,18:33)]the byz inf getting rank support is just not right to me.


the longbows are OK in melee with their axes so you aren't that badly off

well, it has the pure effect of giving BI's extra defense if they are able to keep good formation. 'keep formation' results in -2 attack, +2 defense: rank bonus gives max +2 attack, +2 defense. so the net effect is giving byzantine infantry +4 defense with no effect on attack :)

i guess, in the med-mod, byzantine infantry should be used in 'keep formation' against the cavalry but in 'engage at will' against other types. btw, in my experience, they fare better in 'engage at will' even against cavalry.

VikingHorde
03-25-2004, 13:19
I prefer the good old game. I think the danes suck in medmod, don't like the lack of good cav and soldiers. I think the game should be historical correct. Thats why it's good that there are a lot of mods out there. If you don't like those, then you can make one your self. It's not too hard with the guides on the org.

MadKow
03-25-2004, 15:47
I have only recently downloaded it and was a bit overwhelmed by the new tech-tree and new concepts. Seemed like learning a whole new game. So for now i stick to Plain Old MTW:VI. Still having lots of fun with it. (Helps the fact that i didn't play for almost a year until i recently got VI).

Demequis
03-25-2004, 16:57
Quote[/b] (VikingHorde @ Mar. 25 2004,04:19)]I prefer the good old game. I think the danes suck in medmod, don't like the lack of good cav and soldiers. I think the game should be historical correct. Thats why it's good that there are a lot of mods out there. If you don't like those, then you can make one your self. It's not too hard with the guides on the org.
I think MedMod focuses on making the game as historically correct as is reasonable.

Sorry I have to disagree with you on the Danes' units. They're almost the equal of the Italians when it comes to uber heavy infantry in all periods. Many of the units are armour piercing and will allow you to simply massacre the shiny, expensive hordes of minions the catholic AI will build. Remember when you played the VI campaign and massacred the poor brits with your Huscarles and JomsVikings? Well to some extent that scenario extends to MedMod.

I think Wes intentionally makes the Danes' cavalry poor to balance their superior infantry. Also, "mercenary" heavy cav is available to the danes. (for the uninitiated: mercs are now a resource available in a few provinces. Several factions have units that are produceable mercs, ie you need the merc resource to make them, they have slightly higher support costs, and will generally be of a type of unit not found in your nation)

In general you will have fewer units available per faction, but many more overall. Each faction finally has a well developed sense of identity on the battlefield.

Some things that may seem a little odd about the faction balance in medmod really can make the game extremely interesting. For example, when playing as the Hungarians in high...Woodsmen are only available for early, so your only "sword" unit ends up being bulgarian brigands. Definitely gives the faction more of an eastern feel (which wes states is his goal for the hungarians) by having the hybrid unit as a mainstay in your force.

Give medmod another shot, it can really be a lot of fun if one takes the time to read the documentation on their chosen faction.

Kristaps
03-25-2004, 18:13
Quote[/b] (Demequis @ Mar. 25 2004,09:57)][quote=VikingHorde,Mar. 25 2004,04:19]

Sorry I have to disagree with you on the Danes' units. They're almost the equal of the Italians when it comes to uber heavy infantry in all periods. Many of the units are armour piercing and will allow you to simply massacre the shiny, expensive hordes of minions the catholic AI will build. Remember when you played the VI campaign and massacred the poor brits with your Huscarles and JomsVikings? Well to some extent that scenario extends to MedMod.
i disagree, that danes have uber-infantry in the med-mod. if you compare the stats (attack and defense) of their infantry to those of the other factions - they come out to be about equal.

and the danish infantry stats have been toned down from what they were in the original VI... as to the armor piercing aspect: it is almost irrelevant in the Early period. you don't have that many AI units running around with armor rating so high to make the armor piercing attack really matter.

Fortebraccio
03-25-2004, 20:04
My first MedMod campaign is almost over (AD 1450)...those Condottieri (+4 W, +4 A, 7 star general) keep shredding papist Hospitaller Knights'(+1 W, +4 A, 3 star general) without suffering significant (1-5 per unit, last battle resulted in 3800 kills/138 losses, most of them were Contadina Cavalry intercepted by Gendarmes while chasing routed units) casualties, it seems like those knights are charging against an iron wall. Hospitaller Foot Knights get ripped apart effortlessly as well...
Those guys, quite cheaper than Italian Heavy Infantry, make any other infantry unit (and heavy cavalry)completely useless.

VikingHorde
03-25-2004, 20:47
Quote[/b] (Demequis @ Mar. 25 2004,10:57)]Sorry I have to disagree with you on the Danes' units. They're almost the equal of the Italians when it comes to uber heavy infantry in all periods. Many of the units are armour piercing and will allow you to simply massacre the shiny, expensive hordes of minions the catholic AI will build. Remember when you played the VI campaign and massacred the poor brits with your Huscarles and JomsVikings? Well to some extent that scenario extends to MedMod.
Being danish, I can say that the danish army was like most other factions. Denmark was a feudal contry by early, having units alot like England inc. knights. They were not like the scots. Thats why i don't use VikingHuscarles (personal rule). The problem with Denmark is the size of the contry. It makes it harder keep op with the germans and brits. Vikings were gone in late 900's/early 1000's, so maybe they shuold be modded away. It's the same with the Sweden and Norway. Axes were used on the battlefield, but was gone by 1100-1200, replaced by swordes. Danish movies allso show this change into a feudal system with knights and all. I like playing the danes, becouse im danish. I gez I prefer the danes the way they are.

discovery1
03-25-2004, 21:33
I believe Wes said that he wanted an infantry based Catholic faction, and thus choose the Noth men, although he knows that this is wrong. Maybe it will be different in v4?

Kristaps
03-25-2004, 22:04
Quote[/b] (VikingHorde @ Mar. 25 2004,13:47)]The problem with Denmark is the size of the contry. It makes it harder keep op with the germans and brits.
hehehe, just grab norway, sweden and livonia and you are all set in terms of starting territory ;)

as to a country being small: look at lithuanians in the XIII-XV centuries. they expanded from practically nothing to conquer bielorussia, most of ukraine and a big chunk of russia before merging by marriage with poland. as a result of which, poland was ruled by a lithuanian dynasty founded by the grand duke gediminas.

VikingHorde
03-25-2004, 22:05
I hope so, I like having Knights. I allso think he wanted an infantry based Catholic faction to add some flavor. I gave the spanish a try, they were much better.

VikingHorde
03-25-2004, 22:13
Quote[/b] (Kristaps @ Mar. 25 2004,16:04)]hehehe, just grab norway, sweden and livonia and you are all set in terms of starting territory ;)

as to a country being small: look at lithuanians in the XIII-XV centuries. they expanded from practically nothing to conquer bielorussia, most of ukraine and a big chunk of russia before merging by marriage with poland. as a result of which, poland was ruled by a lithuanian dynasty founded by the grand duke gediminas.
Denmark were/is small in real life. In the game, it's nice to start small. Makes it more fun. I allway go after norway, sweden and livonia in the game.
You guys were very big, gez we all had our good times http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif .

Kropazz
03-27-2004, 11:51
Gahhhh, tell me about good times http://www.totalwar.org/forum/non-cgi/emoticons/gc-oops.gif And i still can't believe they made Lithuania as a rebels http://www.totalwar.org/forum/non-cgi/emoticons/gc-wall.gif

VikingHorde
03-28-2004, 16:37
I'm working on a mod with Lithuania in it. If you like being pagan, then you will love it. There is no new units like in Medmod , but it will be harder than the original game (I'm not good enogth at modding to make new units, yet). I't will be a week or two before it's completed.

wanderingblade
03-29-2004, 16:42
I'm currently playing and not quite certain what to make of it.

I love the variety, but its annoying in a game that seems to have attempted to be that bit closer to historical reality that it isn't quite (the Danes would probably be my main sticking point here)...

However, it is more of a challenge, so I'll probably be keeping with it...

Ellesthyan
03-29-2004, 23:56
Everyone, please read what Wes has written next to the Danish description He says he is fully aware that Denmark is NOT represented well in the game, and that that is done on purpose, as to have one faction that uses mostly blade infantry.

I for myself think that the medmod has as greatest priority balance, and that historical accuracy is only a secondary point. Wes has tried to make every faction unique in both culture and play style, and he choose to ignore strict history whenever it was necessary to achieve this goal.

Anyone who would like a more strict historical correct game will have to mod his or her own game, or hope for someone to mod one. (for example, the millennium mod, the BKB super mod, etc. all have historical accuracy as their main goal)
Still it isn't bad to point out any mistakes that Wes makes on this part, but keep in mind that it is absolutely not the priority.

Rosacrux
03-30-2004, 11:02
WesWs mod is a highly balanced, rich, extremely diverse modification that has given to me - along with Hellenic TW - a new interest in the game. Suffice to say, all the MTW I have played in the last 10 months is either MedMod or HTW.

It is a fantastic mod, and it has terrific effect in a prolonged campaign: it always creates and AI uber-faction, to put up a good fight in the end-game and give you a rich sense of climaxing. Usually it's Italy but many times its Danemark (see a patter here? the two "infantry factions" who also have strong naval qualities) and less usually Byzantines, Russia or France.

So, MedMod is not only a vast improvement over the original game or VI for that matter. It's a fantastic mod, the better out there along with HTW (MedMod being more balanced and rich and thought out but HTW being more original and with all those new fantastic units).

BTW the easiest faction to play MedMod with in 3.14 is Italians - they roll over everything, no way to stop them buggers. Their Infantry is unbeatable. Danes are extremely strong but still the most fun faction to play are the Byzantines - allthoug in High and Late they are impossible to win with.

Satyr
03-30-2004, 23:34
Hmmmmm, in many of my Medmod games the French are just rolling over everyone. Although if they don't it will be the Italians. I have also had the Horde become an Uber faction and they ultimately defeated me with some help from the Italians.

I am in the middle of a German campaign and it is certainly the hardest campaign I have ever played. Has anyone else had a successful German Medmod campaign?

Fanty
04-02-2004, 17:35
I tried Medmod for some time and deinstalled it later.

Since Iam German, I often play Germans. And playing Germans in medmod is close to impossible to me.

Have I said close? it IS impossible.

for me its like this:

no cheating = I am dead before 50 turns are over.
.worksundays. PLUS .deadringer. cheats = I can barely survive. Still close to be overrun.

I am usualy at war with 6(France, Italy, Poland, Hungary, Danmark and England) factions at once. And I havent declared war on anyone....

The game gives me superior numbers at the start, but only a 3 star generla, while all my neigbours are stuffed with 6 stars.... my units are inferior....

Jesus....

So, I am standing with inferior units and inferior generals in a war versus the whole universe. 6 star gens picking on my 0 star gens....

And thats on "Normal" ;)

when I play other factions I have no problems to survive.
And observed how the comp is doing with the Germans. He has the same problems as me. Usually 50 years after the game starts the HRE is gone.....

When I imagine that the game starts in a time when its suposed the most powerfull Empire in Western Europe (its losing this position arund 1200 to England and France.....and in 1250 virtually dead. In the MED MOD it wont reach even that date..... ugh ;)

Well, that was it for me. I went back to the standart MTW+VI

;)

Satyr
04-02-2004, 20:55
I am actually in the middle of a Hard, Early, German game in Medmod. I was very careful to heavily reinforce Friesland (so the English don't attack), Provence (so the Aragonese don't attack) and the province the Poles always attack. I had tried about 4 other times and I always seemed to get attacked in the same places and once one faction attacks you all the rest want to pile on. So I made every effort to avoid those initial attacks and it has worked really well.

Anyway, no one attacked me for quite some time and the French and English went to war with the French suffering a major rebellion. That allowed me to take Flanders, Isle de France and whatever province is the next one south. This gave me a really nice border and as the rest of France is evenly split between the French and English there is no threat there anymore.

Around 1110 my spy informed me the Italians were going to attack so I attacked first. I won some and lost some as we had pretty even numbers but his troops are better than mine but eventually I prevailed. I got excommed during this war and the Hungarians attacked me but as they only held 2 provinces and were rather weak so I eliminated them in 2 or 3 turns. Then I took Serbia from the Italians to kick them off the mainland all together.

So in 1119 that is where I stand and I am well situated to take the rest of France. I am the richest with an income of almost 15,000 florins of which almost 6,000 is profit. I have ships in all zones in the Atlantic and I am starting to get trading going in the med now that I own Venice and all the other Italian provinces with the exception of their islands. The pope has died and I am no longer excommed and I am only at war with the Italians who are no threat at all.

So everything is looking good and I hope to finish this game off giving me victories with all the factions in Medmod. Of course, I still need to play a High game as the Germans and I expect that to be even harder.

Lord Ovaat
04-03-2004, 16:39
Hey, SATYR, just noticed your signature. Put your foot on his chest, twist the hilt to reduce suction along the blood groove, and yank. http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

mbrasher1
04-07-2004, 07:22
Hi all. I am kinda new to MedMod, having played a GA/Expert/Early as the Spanish.

It was fun and challenging, and I did like the new units (Galician bowmen are strong), BUT . . .

The Mod seems to have reduced the variety available to you. Generally as I expanded in vanilla VI, the newer provinces contributed crappy troops (spears or UM or archers). Now archers are not available. Nor are UM.

And in terms of cavalry, the Spanish can now build Bellatores (FKs) and Jinettes in Early. They can no longer build mounted sergeants.

And no militia sergeants/axemen. And no swordsmen/FMAA.

So instead of having a sword, spear, missile and cavalry line, you have a hybrid archer/sword unit, a spear unit and a heavy and a light cav.

I feel like a dimension has been eliminated. I LIKE the power of the Galician Archers, but I feel robbed of the choices I had earlier: do I build FS or FMAA in that province? Do I build MS ?

You do not have unit choices anymore. You have so few units that you have them assigned to you.

Other than that, I feel the trade is well done. Despite having ships in the Med AND Atlantic (which cannot trade with each other) I am currently at -15,000 florins after a successful naval war against the Italians.

I wish I had the flexibility to make my own tactical choices when composing my army: higher quality, more expensive units, or militias, heavier armor or fast.

Anyways, I do enjoy the mod, but I gotta gripe a little about the "here's your army; live with it" aspect of it.

Lord Ovaat
04-07-2004, 19:08
Not defending the Mod, but historically, faction military developed along fairly specific lines. I believe that's what Med Mod is trying to enhance. In regualr MTW, all Catholic factions are the same, with just a few faction-specific troop types. No real surprises or different tactics required. The Mod makes it much tougher, and you have to plan your attacks more carefully. I don't take in a lot of spears when attacking the Swedes or Danes, but you sure better have them going after the French. http://www.totalwar.org/forum/non-cgi/emoticons/gc-smash.gif

Satyr
04-08-2004, 00:08
You will get better troops in the High period. All factions have some limitations of troop types. The French, HRE and English probably get the best assortment but as I usually start in the High era I am not sure if the English actually get swords till High. You will get used to it and learn to build appropriate infrastructure for what you can train. Spain was my first faction in Medmod too and I was flabergasted as what I could and couldn't train. Now that I have adjusted I really like the variation between factions and it really adds to the game.

Oh, and watch out for swabian swordsmen.

SwordsMaster
04-14-2004, 18:27
Question: Is there a Rome mod for MTW?
If there is, where can i find it?

thanks

Satyr
04-14-2004, 21:56
Go look for the Patrician mod for MTW. Look in The Dungeon section of this board for available mods. Or go to the home page and find the downloads section.

SwordsMaster
04-14-2004, 22:09
Thanks Satyr. I owe you one http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif