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-Amon-
12-21-2003, 00:49
i want to play medmod using the original game's buildings and units..

**i can ask question like this: how can i play original medieval tw with med mod's ai?i want to play with medmod's ai(it's completely perfect) and original mtw's buildings and units..

is it possible??

thanx for replies..

L`zard
12-21-2003, 02:16
Amon;

Sorry, not in the way I understand you to mean.

You could try replacing the unit build files with the originals but I wouldn't hold my breath, eh?

~~~~~~~~~

Why do you not like the unit changes??? http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif

-Amon-
12-21-2003, 13:14
hmm..i will translate in english http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

i didnt like lots of unit changes...i want to undo units changes&building changes in medmod.....(we know that med mod make AI more intelligent and difficult..i dont want to lose this..)

L`zard
12-21-2003, 13:37
Sorry again, Amon;

The parts that make the MM AI so much more 'active' and generally a better AI all around are directly a part of the changes Wes has made to create this mod, eh?

In other words.....The part of the mod your interested in keeping is directly based on the parts you would like to get rid of.

His ecomonic profile is based on the tech~trees he created to force AI factions to build certain units. They are all tied together in order to make the whole~

Not to put too fine a point on it, there really isn't anyway to seperate what you consider the 'AI' from the unit build process that Wes modified to create the MedMod that we all like.

As I say, you might try an earlier version of MedMod, but other than that, the new unit profiles are pretty much part of the modified game, and what Wes was trying to do, eh?

The unit variance by faction is in large part what MedMod is all about, eh?

Sorry, but if this isn't what your interested in, there are other mods available~~ http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

-Amon-
12-21-2003, 13:48
hmm..it's too bad http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
...could you suggest me a mod?

L`zard
12-21-2003, 14:55
Amon,

Actually, w/o knowing why you don't like the unit changes involved in MedMod, no I can't~

Mayhap some of the other rightious bods on the forum will suggest something more to your evident desires, eh?

Sorry not to be of much use, but I'm having a bit o' a problem understanding why you don't want any units changed....It's a fairly normal thing in MTW mods~

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

Good luck finding what you want, eh? http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

Eastside Character
12-22-2003, 01:15
There was that mod called MEDIEVAL ON YA or something, and it was said to be difficult, so maybe this is what you mean by a better AI - a more difficult game? http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif

You would first have to say what kind of mod are you looking for...

-Amon-
12-22-2003, 19:14
Quote[/b] (Eastside Character @ Dec. 21 2003,18:15)]There was that mod called MEDIEVAL ON YA or something, and it was said to be difficult, so maybe this is what you mean by a better AI - a more difficult game? http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif

You would first have to say what kind of mod are you looking for...
yes,i say that i want a better AI..

is this mod can be downloaded on 3d download or the ORG?

i don't remember

Kekvit Irae
12-23-2003, 10:26
http://www.kekvitirae.com/KekvitMod/
^_^

WesW
12-28-2003, 18:45
Quote[/b] (L`zard @ Dec. 21 2003,05:37)]Sorry again, Amon;

The parts that make the MM AI so much more 'active' and generally a better AI all around are directly a part of the changes Wes has made to create this mod, eh?

In other words.....The part of the mod your interested in keeping is directly based on the parts you would like to get rid of.

His ecomonic profile is based on the tech~trees he created to force AI factions to build certain units. They are all tied together in order to make the whole~

Not to put too fine a point on it, there really isn't anyway to seperate what you consider the 'AI' from the unit build process that Wes modified to create the MedMod that we all like.

As I say, you might try an earlier version of MedMod, but other than that, the new unit profiles are pretty much part of the modified game, and what Wes was trying to do, eh?

The unit variance by faction is in large part what MedMod is all about, eh?

Sorry, but if this isn't what your interested in, there are other mods available~~ http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
A lot of my mod time on the Call-to-Power mods was spent trying to improve the AI settings in those games, and I think I succeeded for the most part, but unfortunately, we don't have access to those settings in this game.
The things I did to improve AI performance in MTW were just what L'zard laid out: since I didn't have access to the settings themselves, I had to try indirect approaches like changing building priorities and links, and I did the same with the units.

I actually didn't make very many changes to the buildings, and you will grow used to those that I did make after you have played the game awhile, and then you will be glad I made them, if you are like most people.
The same thing for the unit changes. The list of those changes is longer, but there are more units than buildings in the game, and they have many more settings. If you were familiar with the units text, you would see that I only changed a small percentage of the settings, and I feel sure that you will come to like them as well after you get used to them. You may have to change some of your habits because of them, but then if you don't like change you don't need to be trying out mods. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif