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VikingHorde
02-15-2005, 16:48
Hi VH.
Other thing is, that Bohemian faction is very weak. I thing that when they have to survive in heart of Europe, their army should be stronger (it would be historically accurate after all, as they were campaigning in Poland and Vratislav II got Austria from German emperror for his help in his struggle for throne, before start of the early campaign, all this would be impossible without army). King Vratislav II was also considered to be really good commander (5 stars).
Another suggestion is about Heroes. Please remove John of Bohemia and Jan Zizka from list of heroes of HRE as they were Bohemians. First one was also known as Blind King of Bohemia and it was Jan Lucembursky who fought and died ant French side at Crecy. Second one was Hussite Supreme Commander, who didn't lose a battle. Please put Jan Zizka to Bohemian faction hero list and increase his command (6). As I said, he was never defeated AFAIK.
These steps should prevent Bohemians from being crushed early. Their position is worst from all factions (which other faction neighbours with three factions, which have at least 3 provinces?) and yet they have poor commander and almost none army.
BTW, can they lead Crusade. They should as they really did.
How did you achieve Glory Goals to work. Is it possible to add other objective then Conquest? Like building of structure or crusade?
I have also to say that I'm concerned that Bohamians aren't in High era. In this period they were very strong and IMHO surrounding factions were in their shadow, they were at least more important power than Irish and some other factions in Europe, as situation allowed. To survive in centre, surrounded by mostly hostile neighbours is pretty hard. And it was mainly their work that mongols didn't continue with conquest deeper into Europe (I know that was also because of death of khan, but they repelled Batu's advance to Wienna...).

Is it also possible to make Golden Horde initial army bigger? As you can earn huge amounts of money, it's easier to train large army. When Mongols appeared, my forces were still stronges and they were wiped out by Egyptians (who destroyed Turks and Byzantines again) in 5 years (I kid you not).

BTW. I achieved record with your mod in income in single province. It was in Venice and it was 7071 Florins (but almost entire Europe was my so it could be far better). I'm just interested in records of others.
Thanks for the the info, I will make the ajustments. I don't think the Bohemians are very weak, I have seen them beat up the HRE many times but I will check them one more time just in case. The reson why the Bohemians (also Danes and Polish) can't crusade is that muslim factions have a hard time already, so adding more crusades will not make things better. The reson why the Bohemians are not in high period is the faction limit of 30. I would love to add more factions, but it is sadly not possible.

~:cheers:

Belisarivs
02-15-2005, 19:57
Danes and Polish didn't lead crusades, but Bohemians did. But I understand what do you mean.

Could I add any objective than Conquest? Like building of structure or crusade? It would ease pain of muslims, because Bohemian task would be to lead Crusade against Pagans in north.

Could you remove any other, less important faction and replace it with Bohemians? I think, that It will be easy to find faction "suitable" for it.

VikingHorde
02-16-2005, 18:49
Danes and Polish didn't lead crusades, but Bohemians did. But I understand what do you mean.

Could I add any objective than Conquest? Like building of structure or crusade? It would ease pain of muslims, because Bohemian task would be to lead Crusade against Pagans in north.

Could you remove any other, less important faction and replace it with Bohemians? I think, that It will be easy to find faction "suitable" for it.
The Danes had a crusade to Pommerania and one to Estonia, both campaigns vs. the pagans. It wasn't as big as the crusades to the holy lands, but they were crusades ~;)

You are thinking of GA mode, right? If so, it is not possible to add new GA goals because they are hardcoded, sadly. It would be cool to have new GA's for all the new factions, but it's not possible.

I don't think I will remove any factions at this point, because the patch is about 80% done. I have huge problems finding the time to finish the patch already, so there will not be any more big changes for now. When I get more time in the future, then I might start making a larger patch with bigger changes and more new graphics, but time will tell. :bow:

~:cheers:

Dan_Grr
02-17-2005, 01:15
Hi Viking Horde ive downloaded your mod and im set to try it. Its great that it has such a great easy install and the game looks really cool. Just to write you this lines as i will start a new game with the portuguese :charge:

Belisarivs
02-17-2005, 18:36
The Danes had a crusade to Pommerania and one to Estonia, both campaigns vs. the pagans. It wasn't as big as the crusades to the holy lands, but they were crusades ~;)


Sorry, I didn't know. It's interesting.



You are thinking of GA mode, right? If so, it is not possible to add new GA goals because they are hardcoded, sadly. It would be cool to have new GA's for all the new factions, but it's not possible.


I thought it, but when you try to edit main executable, you may achieve it I think, because there isn't only code, but also GAs. Yust have a look at it.



I don't think I will remove any factions at this point, because the patch is about 80% done. I have huge problems finding the time to finish the patch already, so there will not be any more big changes for now. When I get more time in the future, then I might start making a larger patch with bigger changes and more new graphics, but time will tell. :bow:

~:cheers:

As you wish. I forgot to mention, that I have made GameEnds for some factions for BKB (especially Bohemians and Genoese could be used, because other factions use different flags in your mod and BKB's), I could send them to you.

VikingHorde
02-17-2005, 23:37
As you wish. I forgot to mention, that I have made GameEnds for some factions for BKB (especially Bohemians and Genoese could be used, because other factions use different flags in your mod and BKB's), I could send them to you.

Sounds cool, because I have not made that meny GameEnds (properly because I have never played a game after 60% of the map has been taken ~;) ). :bow:

Belisarivs
02-21-2005, 09:04
I found "bug". I cannot see Nicea if I have ship in Black sea. Perhaps you forgot to change neighbourhood after you have extended Nicea area.

King Clas
02-21-2005, 18:00
Dead cool mod i must say. althoue it would be more realistic for Sweden to be split into some smaller kingdoms but i gues that the map is to small for that. Great that they are in and the making of scania as a seperate province is just lovely. Epic Swedish-Danish battles in full 3D :charge: :charge:
/Clas

VikingHorde
02-21-2005, 18:19
I found "bug". I cannot see Nicea if I have ship in Black sea. Perhaps you forgot to change neighbourhood after you have extended Nicea area.

Thanks for letting me know, i'll correct it :bow:


Dead cool mod i must say. althoue it would be more realistic for Sweden to be split into some smaller kingdoms but i gues that the map is to small for that. Great that they are in and the making of scania as a seperate province is just lovely. Epic Swedish-Danish battles in full 3D :charge: :charge:
/Clas

Thats what I had in mind ~;)

Belisarivs
02-21-2005, 18:28
May I ask how many provinces could be added, or is that hardcoded limit already reached?

Belisarivs
02-21-2005, 18:33
It's good that youre online now. I have to say somethind about mod. Could you remove Bohemian Bowmen and replace them with some good axemen or swordsmen? I mean, they are good unit to be in Bohemian armies, but archers were weakness of Bohemian army (I mean their lack). Bohemians were known rather for their heavy infantry before they moved to cavalry.

Zarax
02-21-2005, 18:48
Got a quite off-topic question:
How did you make the Danes more active in your mod?
I'm trying to "unfreeze" them in my own mod but 90% of the times they still sit down doing nothing...
What i currently did is this:

1) Upped Denmark income from 290 to 320
2) Placed a port, shipyard and 2 longboats to give them some trade income
3) Placed farmlands +20 to further boost cash revenue
4) Changed the royal unit from RK to VG
5) Gave a 20% bonus to their starting cash
6) Changed the AI to Crusader_Trader (yes, i enabled them to crusade and gets some cool stuff ~D )

Despite doing all these changes the only thing that seems to be changed is that by 1205 they teched up to keep...
I mean, these advantages would be almost a cheat for any human player, i think that any further bonus would deeply imbalance the game... ~:handball:
So, what am I missing?
Thanks for any help ~:thumb:

VikingHorde
02-22-2005, 09:17
@Belisarivs
The hardcoded limit has already been reached sadly, so it is not possible to add any more provinces without removing another one.

I may remove the Bohemian Bowmen sometime later when I have more time for modding, right now im too buzy working on my apartment. ~;) Do you have a name for some kind of heavy infantry?

@Zarax
Try removing the province valor bonus for longboats in Denmark, I think that would do it. I think the province valor bonus locks the AI in the province, not a good thing for one province factions. Better economi will also make a faction more active, making it build more. I hope this solves your problem :bow:

~:cheers:

Zarax
02-22-2005, 10:07
Thanks VH, i'll try your suggestion

Levite
02-23-2005, 03:53
It sounds odd, becouse the mod has been out for more than a mounth without any problems. You should see the mod listed as Early XL, High XL and late XL. Please check the meny again and click the meny down.



Uhh...diddo for me too. Only says Early XL.

Armchair Athlete
02-23-2005, 04:31
Uhh...diddo for me too. Only says Early XL.

If you have tried to change some of the startpos files and there is an error in your changes then the period in question will simply just not show up. For example I tried to change faction ownership of Toulouse in high to rebel, but made a spelling error. High period XL just didn't show up. You have to replace the file you tried to change with the original one (in my case, the startpos file for high XL). i have installed another copy of the mod that I do not change at all, so I have the files to replace if something goes wrong. Otherwise, you will need to reinstall.

Belisarivs
02-23-2005, 16:09
@Belisarivs
I may remove the Bohemian Bowmen sometime later when I have more time for modding, right now im too buzy working on my apartment. ~;) Do you have a name for some kind of heavy infantry?
~:cheers:

Sekernici (plural), Sekernik (singuar), means axemen. Or just Bohemian Axemen.
Cheers.

Levite
02-23-2005, 16:31
That was the second time I've installed it on my pc, so I'm installing it again. maybe it will work this time...


btw, I never changed anything. I don't dare to change anything with games. ~:handball:

VikingHorde
02-23-2005, 20:36
Sekernici (plural), Sekernik (singuar), means axemen. Or just Bohemian Axemen.
Cheers.
Looks cool ~:)

@Levite
When installing the game, first install MTW, then Viking Invasion (and the 2.01 patch if needed) and then the mod. The mod has only one setup file with an autoinstall so that it finds the MTW automaticly. No earlyer versions of the mod is needed, only the install file. I hope this might solve your problem :bow:

~:cheers:

weegee
02-24-2005, 03:06
whew, just got done reading 18 page history of this thread. I'm still a total noob and trying to get the hang of the game, so will probably play a couple more months before trying XL version. It sounds very interesting and I can already see why the game needs to be made a bit harder, because in my first campaign I have control of 40% of the world in 1260 and empire is very strong for growth.

I think I read towards the beginning that you can still play the old version even with the mod. True? Sorry, I'm totally new to PC being mostly a mac guy, and a barely literate one at that. So if somone can explain once I install the mod what sort of flexibility do I have in case I don't always want to play that version.

Also, I see you're working on a few little fixes here and there. When will you post the latest version (if you haven't already)? Thanks again.

Aurelian
02-24-2005, 05:55
Hey, Weegee.

I was a Mac guy for years. Of course, not being able to play decent games was what made me switch over. PCs are a bigger headache, but you learn more about your computer as you're forced to confront all the fun compatibility problems that come along. ~D

As for the Mod, you can still play the normal campaigns, but I think XL changes to the unit files and missile files would give subtle changes to the way things work. Somebody correct me if I'm wrong on that one.

By the way, you can have multiple versions of MTW installed at once. If you've got a decent amount of memory, you can do a clean install of MTW, VI, and the 2.1 patch... then copy it in your program files and install a mod like XL over the copy. There are various ways of installing multiple copies, and I had three mods installed at once a while ago. Once you get the hang of it it's no big deal.

I think once you do get XL you'll like it.

VikingHorde
02-24-2005, 15:25
I think I read towards the beginning that you can still play the old version even with the mod. True? Sorry, I'm totally new to PC being mostly a mac guy, and a barely literate one at that. So if somone can explain once I install the mod what sort of flexibility do I have in case I don't always want to play that version.

Also, I see you're working on a few little fixes here and there. When will you post the latest version (if you haven't already)? Thanks again.

With the 2.0 version of the XL mod, you can still play the old game, but only with the 9 new provinces. If you wan't to play without the new provinces, then you will need a second install like Aurelian says.

There is still a great deal of work to be done on the patch. I have just resived a great amount of new info, so I will need to add it. The few bugs in the mod are only minor ones, so you can play the mod without any problems. I don't know yet when the patch will be finished, because im buzy working on my apartment. It could take some weeks before its done, but I might release small patch first and a bigger one later.

weegee
02-24-2005, 19:09
Thanks Aurelian and VikingHorde. I'm looking forward to the challenge. So, just so I can keep my eyes open for it, the next version will be 2.1 or 3.0? I won't be ready for another month or two anyway, so don't worry on my behalf.

TwinMfg
02-25-2005, 01:56
I've been playing with XL for a couple weeks now and have really enjoyed it. I finally got around to playing an Early/Hard/GA game as Byz and noticed a problem: my naptha throwers appeared as a catapult/crew. Anyone else experience this problem?

Levite
02-25-2005, 04:27
I wouldn't know I STILL can't play high and late ages with XL. i've done EVERYTHING that's been suggested. Is it just my crap dell?

Pureblade
02-25-2005, 05:56
Well, now I can't play Multiplayer. You could have said that at some point.

Levite
02-25-2005, 16:03
Okay...got it figured out. Sorry about all the whining. ~:handball:

Shottie
02-26-2005, 00:09
Is there anyway I can get that file from you VikingHorde?

Aurelian
02-26-2005, 01:22
Well, now I can't play Multiplayer. You could have said that at some point.

If you want to play regular multiplayer, just do a second install of the regular version of the game. Change the name of the XL Modded version to "Total War XL Mod" or somesuch in the program file of your hardrive. Then you can have a version for XL single player, and a version for multiplayer.

Anytime you install a mod that makes changes to units and such, you won't be able to multiplay. At least that's my understanding.

Cheers.

Thessalos
02-26-2005, 22:40
Well my friend TwinMfg i also have this blesed problem.
The "Naftha Crue" has been metamorfosised to "catapelt naftha crue".I MUST ADMIT THAT I LIKE IT MORE THAT WAY... Long range and devastating,COOL!!! ~:smoking:

TwinMfg
02-27-2005, 03:05
Well my friend TwinMfg i also have this blesed problem.
The "Naftha Crue" has been metamorfosised to "catapelt naftha crue".I MUST ADMIT THAT I LIKE IT MORE THAT WAY... Long range and devastating,COOL!!! ~:smoking:

No kidding? ~:eek: I discovered it when attacking and as soon as I saw I couldn't move them, I left them alone. Sounds great for defence though.

So, how do I fix it?

VikingHorde
02-28-2005, 11:09
@TwinMfg
I have gotten a reply on the problem ealyer, so it vill be solved with the patch ~;) . The Naftha Crue has been repaced by the catapult, but I forgot to remove all the info in the production files. The best thing to do is not bulding any naptha crues and only build the catapults. Of cause if someone likes it this whay, then they can just keep building them (at least until the patch comes ~;) )

@Pureblade
You can't play Multiplayer? It sould be possible.

@Shottie
My apartment is still a mess, so it will be a few more days before I can send the file you need. Im sorry for the delay, but I have not had the time to unpack my computer yet ~:confused:

Getanaxe
03-11-2005, 17:26
So the small download is just about the same as the large, only it doesn't have the new map or music. Does that mean the new provinces aren't marked on the map? Do they have borders or do you have to kinda guess where they are?

The mod looks pretty great by the way ~:) I'm just stuck on a 56k line ~:handball:

Scoundrel
03-11-2005, 18:11
Hello there. You seem to have pretty good mod here. Congratulations.

I'm not interested in having all that, but there are some good bits that I would like to have to my medieval. How hard would it be to take some parts of your mod? I do not want it all. It would be only for me, I'm not going to release mod or anything and take credit for your work. I only want these factions:

Novgorod playable in Early, Armenians, Bohemians, Bulgarians, Genoese, Irish, Lithuanians, Norwegians, Portuguese, Scots, Swedes, Venetians and Volga Bulgarians.

Factions only. Not these new music, adjustements, or changes in battles. If these factions have unit that use these new stats that make battles different, they do not have to be included. It would of course be good to have new units, but if they have stats that makes them unfair to older system using units (Or otherwise) they are not nessessery.

If it is not too big job, could you do this? Or maybe give instructions so that I can do it myself.

Getanaxe
03-12-2005, 03:10
The mod's working great. I'd forgotten that territories you can move into get highlighted, so the new territories are easy to see in the light version. Thanks for making this! ~:cheers:

VikingHorde
03-13-2005, 22:11
So the small download is just about the same as the large, only it doesn't have the new map or music. Does that mean the new provinces aren't marked on the map? Do they have borders or do you have to kinda guess where they are?

The mod looks pretty great by the way ~:) I'm just stuck on a 56k line ~:handball:

The provinces are marked on the map, but the names on the map are not always correctly placed and the new provinces names are not om the map. :bow:

@Scoundrel
It can be done, but it's a lot of work. There are a lot of good guides here at the org, so you should be able to get started. You can find them at the Alchemist lab and the Repository.

Thrudvang
03-16-2005, 22:09
Is there a way to get a version that has everything except the music? I dont really like the LOTR soundtrack and I like the original music more.

Age
03-16-2005, 23:11
What is the differnce is the smaller package and the bigger package?What is different about this mod and Fury of the Northmen mod?Thanks

VikingHorde
03-17-2005, 21:04
@Thrudvang
It is not the LOTR soundtrack, but some music inspired by it. Only the new factions have the new music, but half of the time the orignal MTW music will still play (just like Viking Invasion). You can change the music in campaign\startpos\early_xl.txt (also high_xl.txt and late_xl.txt). You just need to find the lines with music and change the number to the soundtrack you like.

@Age
The small version has all that the big version has, exept new music and the new background map with the new province names. All the other stuff is the same.

The Fury of the Northmen mod is a totally different mod with it's focus on northen Europe. The XL mod is an expanded version of the old MTW campaign with new units, provinces, tweeked unit stats and trade, plus a lot of other stuff.

Telesforo
03-23-2005, 22:28
If you plau Genoan and with a Crusade you get Hopitalier Holy Knights when you laod a battle with them all crashes. I suspect that Genoan have not the unit.

fire seth
03-24-2005, 17:25
:charge:
you have done a great work!! thank you for that!!

still there are some bugs - like when I press Esc to go to menu it sometimes quits the game or sometimes when I want to assult a castle. but anyway its a great pleasure to conquer the England whith Scot.

but I belive that the game should be a little bit more balanced. well: the AI whith Scots conquered all Britain. and that was it. in all game scotish didnt build any ship to get their huge army to the continent. and [I dunno maybe its just my bad luck] always the Spain [AI] is easily conquered by AI [as Portugeese. Alahmoad. Aragorn.]

anyway mod is great!!!

fire seth
03-24-2005, 19:39
one more thing:
its just when I play, my country [i live in latvia well... then it was Livonia
then] looks so annoying - and historically incorrect :(

VikingHorde for the more realistic game:

historicaly:
Livonian castle actually is Riga castle
Estonian castle was Revele castle
and the first castle in bouth regions was built only about 1200.

and rebels in bouth regions should look like Lithuanian - both unit types and leader faces.

an the names also should be different...
surnames like: Kunigaitis, Burtnieks, Lielvaldis. those were the historical leaders of Latvians.
and the rebels shouldnt be called Livs. historically they were just small unimportant tribe. for example Kurshi were one of the bigest oponent of the teithonic orden.

If you are interested in making the game more realistic than inform me and I will find and post exact names of leaders & tribes.

VikingHorde
03-25-2005, 20:49
one more thing:
its just when I play, my country [i live in latvia well... then it was Livonia
then] looks so annoying - and historically incorrect :(

VikingHorde for the more realistic game:

historicaly:
Livonian castle actually is Riga castle
Estonian castle was Revele castle
and the first castle in bouth regions was built only about 1200.

and rebels in bouth regions should look like Lithuanian - both unit types and leader faces.

an the names also should be different...
surnames like: Kunigaitis, Burtnieks, Lielvaldis. those were the historical leaders of Latvians.
and the rebels shouldnt be called Livs. historically they were just small unimportant tribe. for example Kurshi were one of the bigest oponent of the teithonic orden.

If you are interested in making the game more realistic than inform me and I will find and post exact names of leaders & tribes.
The mod needs a little balancing, but it can never be perfect. Some info is always cool, but it will be some time before I can finish the patch. Im still working on my apartment (damm hard work), but I hope to release a small patch first to remove the bugs and add a little stuff. I will properly not change the names. The faces of the rebels can't be changed without changing all of the pagan faction faces or the religion of the provinces.

~:cheers:

VikingHorde
03-25-2005, 20:53
If you plau Genoan and with a Crusade you get Hopitalier Holy Knights when you laod a battle with them all crashes. I suspect that Genoan have not the unit.
Sounds odd, I will check it out. Thanks.

~:cheers:

Telesforo
03-26-2005, 17:55
It happened a to me three times trying to conquer Rodhi and Cipro with Holy Knights in group, it did non happened in an outer land crusade when I got only the foot crusades

BAD
04-01-2005, 09:50
Nice job VH on the mod. Also congrats to all who helped in developing it. After finally getting it working. . . don't ask :dizzy2: . . . decided to give it a go with the Irish. 1st thing I did was click what units I can produce. WooooHooooooo not only can I get the Celtic Warriors, Kern's and Gallowglasses but there are the new fangled armoured foot tanks (The finnanae???) and what looks like a could be jedi 12 man unit. Sorted my disastrous economy straightaway and got a port with ships asap. Took out the Wales and Oo what do I see, Scots attacking the English. . . gotta help em do that :charge: .

All in all it looks greeeeeeeeeeat. ~:cheers:

PS - Did I say nice job already!!! ~D

Lord of the Scotts
04-01-2005, 21:16
What are the new 9 Provinces?Can you pst a map?

VikingHorde
04-01-2005, 21:37
@BAD
Thanks m8 :bow:


What are the new 9 Provinces?Can you pst a map?

The new provinces are:
Scania (danish southen part of sweden)
Estonia (northen part of Livonia)
Savoy (province north of province, south of burgundy)
Murcia (eastern half of cordoba)
Algarve (Southen part of Portugal)
Lesser Poland (Poland is now Greater (northen part) and Lesser Poland Southen part))
Lesser Khazar (western half of Khazar)
Levidia (Southen part of Kiew and some of Khazar)
Mesophotamia (eastern part of syria)

I will see if I can get a map.

Lord of the Scotts
04-02-2005, 12:15
Oke, I'll wait...(80 years later)I c-c-can wa-wa-wait...(80 years before)....lol

Pericles
04-02-2005, 18:12
Congratulations VH, your excellent mod was reviewed at Wargamer.com:

The Wargamer is pleased to present VikingHorde with this Award for Excellence for Medieval: Total War XL. Medieval: Total War XL makes a great game even better, extending the life of this terrific strategy game with more depth and rich play.


Full review here:

http://www.wargamer.com/reviews/medieval_totalwar_xl/

BAD
04-02-2005, 23:57
@BAD
Thanks m8 :bow:

No probs. Am having great fun atm with the Irish, banished the Scots back to where they belong (the lonely place at the top of the British Isles ~D ) and the English seem to have dissapeared. . . oooops. . . :charge:

Just a few queries though. Is there a tech. tree available for the units. ie what units you get with what buildings/building combinations. Also what units if any become unbuildable in different ages. Like in VI, Varangian Guard cannot be built in Late and Avar Nobles can't be built after Early. Just so I know when to max my favourites of the new units out. ~;)

VikingHorde
04-03-2005, 15:41
@Pericles
Thanks m8 :bow:

@BAD
There is an exel file in the MTW folder with info about unit stats, building needs ect. I hope to improve the info file some time later when I have the time. I have almost finished a small patch with bugfixes, some new unit info pic, a few battle graphics improvements and some other stuff. Should make the game more fun ~:)

Zathernon
04-03-2005, 16:46
"Should make the game more fun"

Could it be possible to include the bell sounds in the game for different purposes ?

If one had a province with a cathedral & a bell foundry, when one clicks on that province, a deep bell sound could be heard in the background.

A province with a monastry & a bell foundry could have a higher , more subtle sound.

VikingHorde
04-03-2005, 18:05
"Should make the game more fun"

Could it be possible to include the bell sounds in the game for different purposes ?

If one had a province with a cathedral & a bell foundry, when one clicks on that province, a deep bell sound could be heard in the background.

A province with a monastry & a bell foundry could have a higher , more subtle sound.
Errhh, I don't think it is possible. That stuff is hardcoded ~;)

BAD
04-03-2005, 19:45
@Pericles
Thanks m8 :bow:

@BAD
There is an exel file in the MTW folder with info about unit stats, building needs ect. I hope to improve the info file some time later when I have the time. I have almost finished a small patch with bugfixes, some new unit info pic, a few battle graphics improvements and some other stuff. Should make the game more fun ~:)

hehe Thanks, found it. I guess I overlooked it before. . . been so long since I have seen the exel icon. :dizzy2: O_o a patch as well. ~:)

Lord of the Scotts
04-03-2005, 21:30
Ideas:
Highlands(Scotland)
Lowlands(Scotland)
By the High era,Sicily had southern Italy, known as "The Kingdom of the Two Sicilys" I am not sure what provinces(it had Naples).
Lesser Ireland
Greater Ireland

VikingHorde
04-03-2005, 21:44
Ideas:
Highlands(Scotland)
Lowlands(Scotland)
By the High era,Sicily had southern Italy, known as "The Kingdom of the Two Sicilys" I am not sure what provinces(it had Naples).
Lesser Ireland
Greater Ireland
Sadly there is a province limit, so I can't add any more ~:confused: . There are an unit limit too, so can't add any more of those either. I would have to make some changes that would make the mod less userfriendly (no good for most players ~;) ).

Zarax
04-03-2005, 22:04
VH, what i think your mod needs is just a thing: more specialization.
Many factions have a tendency to look too similar (for example the scandinavian ones), lowering the replayability value.
Also, it would be good if it was economically unviable for the player to field large numbers of elite units, finding a compromise between size and quality for armies.

Lord of the Scotts
04-04-2005, 20:08
Or you could remove Switzerland and give it to other provinces, it's self in name is useless, the Highlands and Lowlands are different.

Elderon
04-05-2005, 10:50
Being my first post, I would like to take a short moment before I get down to business to say hi to everyone.

That done, VikingHorde, your mod breathes life into a seemingly healf-hearted attempt at a game. Don't jump to any conclusions by what I just said, please read on...

Your mod does what the devs should have done in the first place, by that I mean your mod adds so much more playability and re-playability to this already great game, so much so that it makes the devs look like they did a healf-hearted attempt at making a game.

Your mod is the most solid and stable mod I have seen for quite a while, not just for this game, for most games that are moddable. And you did a damn a good job as well.

Getting down to the business end, I would first like to point out I have read this entire thread from start to finish (without skipping posts) and must say the bugs and historical errors that people are posting in this thread are more or less oversights on your behalf. Which believe it or not,is a good thing.

However, in saying that, I have found possibly two more bugs that you might want to take a look at. Before I detail these two bugs, I also want to say I have play-tested thoroughly with vanilla MTW: VI and with your mod with several re-installs (completely fresh, no left-over registry entries, etc.). I also apologise if these have been covered, I just didn't get the chance to reply earlier and may have forgotten the following being covered in this thread.

Now, down to business...

Note: These are only found with your mod installed and only in the Vikings campaign (I know you state your mod doesn't touch it).

1: Any faction, catholic bishop portraits in pop-up info screen does not display and reports an error message stating "Portrait not found for unit type". This is not game-breaking as you just press enter for Ok, it takes you to the info pop-up screen for the bishop unit which displays correctly minus the portrait. All portrait files are in correct place, this only happens when your mod is installed. The portrait files can't be read for some reason, which I can't figure out as I report bugs and errors, not fix them (or, in some cases create them).

2: Playing as the Viking faction, the Alliance button in the bottom-left corner of the screen is disfigured by several horizontal lines, to the point where it is illegible as an (two shaking hands) icon. This appears to be a graphical error, although the problem seems to lie deeper than that as I have tried mutliple configurations with two graphic cards and multiple resolution/refresh rates.

Again I apologize if these have already been pointed out to you, after reading this thread from start to finish for almost three hours (with a few breaks) I may have unintentionally forgotten the post where this is listed. If this is the case, I do apologize for the length of this (Hello and much praise) post.

Now all that done, I want to thank all for reading this post, hopefully it just an over-sight of mine and they were always there. Keep up the good work.

VikingHorde
04-05-2005, 19:04
@Zarax
I will take a look at it, but don't know how to make them more specialized yet. The economy is fairly easy to ajust, so i'll get on it ~;)

@Lord of the Scotts
I don't think im going to change the map, because it would make the patch too big. :dizzy2:

@Elderon
Thanks for the kind words and for letting me know about the problem, I will check it out. I have not tryed the Viking campaign with the XL mod installed, so I did not know. The Viking campaign have not been edited, so they should had been okay, but MTW doesn't alway behave the way I want it to do ~;)

Zarax
04-05-2005, 19:27
@Zarax
I will take a look at it, but don't know how to make them more specialized yet. The economy is fairly easy to ajust, so i'll get on it ~;)


Well, what i'm thinking about is a sort of AOE-like balance...
For example you can divide the faction in classes:

Heavy Inf: Danes...
Heavy Cav: French, Byzantines, HRE...
Light/Med Cav: Polish, Eggys...
Foot Archer: English, Turks...
Cav Archer: Hungarians, Novgorod (Rus) and steppe factions...
Militia: Italians, Almohads?, Portoguese, Swiss...
Naval: Sicilian, Aragonese...
And so on...

Some factions may belong to multiple classes while others would be ranked as "lower tech" and need to rely on numbers/mercenaries/Crusades to keep up with the challenge.

Basically you don't need more units but more likely to restrict the individual unit roster a bit so that individual styles will be more pronounced and mercenaries would be somewhat necessary in the various armies...

I'm doing this with the MTW+VI roster and it's coming up pretty well, the game is balanced and most factions have their chance to grow but there aren't superpowers usually...
I have to touch the economical part yet but i'm satisfied with the results so far.

Elderon
04-06-2005, 02:12
@Elderon
Thanks for the kind words and for letting me know about the problem, I will check it out. I have not tryed the Viking campaign with the XL mod installed, so I did not know. The Viking campaign have not been edited, so they should had been okay, but MTW doesn't alway behave the way I want it to do ~;)

No need for thanks, you deserve the praise for putting in the effort you have. As well as praise for continuing to support your mod with updates, and this thread. The only reason I went back to the Viking era was to reminisce on what the game was like before I installed your mod, and by chance (or pure luck) came upon those two errors.

MTW is like any other game, some areas of coding are bad enough that if you touch another area, that part can be upset. That isn't your fault, and don't blame yourself for it, as the blame should be put squarely on the programmers for the game, either for their lazyness or for cutting corners because of deadlines. It's just unfortunate that when people make mods for a game, that's what usually happens.

In saying that, there is of course the possibility it is just the configuration of my system and the game, although I did play-test several times with fresh installs and differnet game configurations, and never had a problem with vanilla MTW: VI (with patch 2.01)

To wrap up what I said in a nutshell...

Work at your own pace not anybody elses, and above all else, keep up the good work you are doing, and have fun whilst doing so.

Pindar
04-07-2005, 05:14
VikingHorde,

If the factions are not at their maximum: have you considered making a Latin Kingdom for the 1205 Scenario? This would occupy Constantinople and serve as an added impediment to the East Romans retaking their capital?

Another option might be similar to what the MedMod follows: combining the Latin Kingdom with the Crusaders States into one faction.

Just an idea.

Your mod. is fun.

Lord of the Scotts
04-07-2005, 05:46
VikingHorde,

If the factions are not at their maximum: have you considered making a Latin Kingdom for the 1205 Scenario? This would occupy Constantinople and serve as an added impediment to the East Romans retaking their capital?

Another option might be similar to what the MedMod follows: combining the Latin Kingdom with the Crusaders States into one faction.

Just an idea.

Your mod. is fun.
He can do the latter.
Is it possible to add the Byzantine Empire's Patriarchs?

VikingHorde
04-07-2005, 13:24
@Pindar
The factions are at the max, but it could be a good idea to combining the Latin Kingdom with the Crusaders States (or just giving the Crusaders States Constantinopel). I will think of it and see what I can come up with ~;)

@Lord of the Scotts
What is the "Byzantine Empire's Patriarchs", are you thinking of a unit :dizzy2:

Duke Dick
04-07-2005, 13:38
VH, what are you up to know, apart from the mod for RTW. are you planning a patch or something for the XL mod?

Also, my MTW messed up yesterday, and I had to uninstall everything, and basically, the only version of your mod i have is the one on the PCGAMER disc from November 2004. Before i install it, do you know if it s the full version/up to date?

Lord of the Scotts
04-07-2005, 13:51
I'll give you a story...
In anchient times, the Roman Catholic Church had two leaders, The Pope, Bishop of Rome, and the Patriarch, Bishop of Constantinople, they each started getting different religious views, and they excomunicated each other(I belive that this pope was Leo the great),the Patriarch led the Orthodox church, and the Pope, the Roman Catholic, even after The Fall of Constantinople, the Patriarch is positioned in Istanbul.It is more like a realy good bishop that can be moved.

VikingHorde
04-07-2005, 17:23
@Duke Dick
The PCGAMER disc only has the beta version of XL 2.0, not the "final" version of the XL 2.0. The final version has more units, less bugs and a lot of fetures that the beta lack. I plan to release a patch soon that removes some bugs, adds new info pics and a few other things (XL 2.1). You can get the download links on page one with the newest version of the mod.

@Lord of the Scotts
Ahh, okay. I will see what I can doo. It will not be added to the first patch, but maybe to the next one (XL 2.2). The 2.1 patch is currently being tested and is almost done ~;)

Lord of the Scotts
04-07-2005, 18:14
Ok,I can wait, I am GOING to get MTW(hopefuly VI)so...And I am still waiting for that map.

Aurelian
04-07-2005, 19:32
Isn't the 'Patriarch of Constantinople' the title you get when you build a cathedral in Constantinople? I don't see how an Orthodox super bishop unit would be appropriate. The Pope, after all, doesn't work like that. The Byzantines can just make bishops and such like the other factions.

Pindar
04-07-2005, 20:59
I'll give you a story...
In anchient times, the Roman Catholic Church had two leaders, The Pope, Bishop of Rome, and the Patriarch, Bishop of Constantinople, they each started getting different religious views, and they excomunicated each other(I belive that this pope was Leo the great),the Patriarch led the Orthodox church, and the Pope, the Roman Catholic, even after The Fall of Constantinople, the Patriarch is positioned in Istanbul.It is more like a realy good bishop that can be moved.

This is not correct. There were five major Bishoprics: Rome, Constantinople, Antioch, Jerusalem and Alexandria. Each held a local jurisdiction. Eventually Rome began to argue they were first among equals given the See of St. Peter. This was not necessarily agreed to by the other Bishoprics. Three of the five were eventually overcome by the Muslim tide (in the Seventh Century).

As far as a titular head of Christendom: The East Roman Emperor starting from Constantine assumed the title: Isapostolos (equal of the Apostles). This included power to call ecumenical Councils (the first seven of which were called by the Emperor) and oversight regarding appointment of Bishops (including the Pope) either by direct choice or review. The rise of Papal power is proportional to the decline of Byzantine influence in the West and the Italian Peninsula.

Rome and Constantinople did excommunicate each other in the Eleventh Century however.

Duke Dick
04-07-2005, 21:22
@Duke Dick
The PCGAMER disc only has the beta version of XL 2.0, not the "final" version of the XL 2.0. The final version has more units, less bugs and a lot of fetures that the beta lack. I plan to release a patch soon that removes some bugs, adds new info pics and a few other things (XL 2.1). You can get the download links on page one with the newest version of the mod.

Cheers VH ~:cheers:

I'll set about downloading ASAP. ~D

Lord of the Scotts
04-07-2005, 22:52
This is not correct. There were five major Bishoprics: Rome, Constantinople, Antioch, Jerusalem and Alexandria. Each held a local jurisdiction. Eventually Rome began to argue they were first among equals given the See of St. Peter. This was not necessarily agreed to by the other Bishoprics. Three of the five were eventually overcome by the Muslim tide (in the Seventh Century).

As far as a titular head of Christendom: The East Roman Emperor starting from Constantine assumed the title: Isapostolos (equal of the Apostles). This included power to call ecumenical Councils (the first seven of which were called by the Emperor) and oversight regarding appointment of Bishops (including the Pope) either by direct choice or review. The rise of Papal power is proportional to the decline of Byzantine influence in the West and the Italian Peninsula.

Rome and Constantinople did excommunicate each other in the Eleventh Century however.
Two MAJOR powers, and anyhow, I am talking about the time of the excomunication, the others were long Muslim by then.That was an interpretation of what my Dad told me.

BAD
04-11-2005, 17:22
Still having great fun atm with Mod Viking Horde (Raiding and pillaging the French entire coast with the Irish :charge: ). . . but something weird has happened a two or three times now. The Egyptians have just spontaneously appeared in the northern French provinces. Now they had no adjacent ships in the required sea domains for an Amphibious landing (or the turns before that either), they had never had the provinces before for a loyalist rebellion and they were not in any adjacent provinces prior to the appearance. Also I saw the stacks move from somewhere in the Mediterranean to the French northern provinces, sugesting they were somehow allowed to move there and they did not just "appear" .

Maybe a bug or error? I dunno? :dizzy2:

I tried to get a screenshot to show the occurrence. It's a little small due to me trying to get the entire area in to show they had no connections at all. As you can see they have a stack in two previously French povinces (Flanders and Brittany). Well actually Brittany was rebel thanks to my said raids but still. . . :dizzy2:

https://img.photobucket.com/albums/v469/Nimwan/St00pid%20Stuff/EgyptiansTeleporting.jpg

VikingHorde
04-14-2005, 17:05
@BAD
Hmm.. looks odd, I will try and see what I can find. I could be a corrupt savefile or game, but thanks for letting me know.

~:cheers:

PrinceRakeem
04-14-2005, 19:40
Hi! I have big prob with XL mod.
I installed it while following all instructions step-by-step,but game failed with CTD error, if i go to campaing or attept load saved games.
When i look on error log i see this:

Errors for session started: Thu Apr 14 19:02:13 2005

C:\MedAddOn\Crusaders_TW\main3d_1.cpp(7115) : DirectX call : DDERR_SURFACELOST
Errors for session started: Thu Apr 14 19:11:09 2005

C:\Med_Patch\Crusaders_TW\frontend_globals.cpp(1074) : Error : "No such file or directory"(2)
C:\Med_Patch\Crusaders_TW\bmradar.cpp(287) : File Error : fopen(".\RadarMap\flatinland17.map", "wb") - "No such file or directory"(2)

I never installed anything to this path.
When i try to find these files in directory, where i installed the game,i find nothing.
Please help me! Btw: Sorry for my English but im from far far away from u...

mikkele
04-14-2005, 19:49
Still having great fun atm with Mod Viking Horde (Raiding and pillaging the French entire coast with the Irish ). . . but something weird has happened a two or three times now.
It seems that some other faction has ships in the sea regions. Maybe the Eggies is allied to this faction? Then they can use their ships, AFAIK.

BAD
04-14-2005, 23:09
It seems that some other faction has ships in the sea regions. Maybe the Eggies is allied to this faction? Then they can use their ships, AFAIK.

Yeah they were my ships. But they didnt reach all the way to the Egyptian lands and I hope they can't form a chain with their ships onto mine. -_- Though I thought only crusades could use your ships (if you are aliied) if they fully extended to the crusades target province. ~:confused:

DisruptorX
04-15-2005, 21:02
I don't know if they have been mentioned before, but I have encountered a few....oddities while playing with the papacy.

Firstly, I have been excommunicated. I have no idea why the pope would excommunicate himself. :embarassed: Furthermore, it was after I was the subject of attack...

Secondly, I have had the French and British both declare crusades against my holdings in Tripoli. This was not during the time I was excommunicated, but during the normal status. I have no idea how they are able to declare crusades against the pope!

Otherwise, working just fine, other than the already mentioned crusade objective for a non-crusading faction. Playing as the Pope and using diplomacy to conquer the middle east was extremely fun. ~:)

Zarax
04-15-2005, 21:04
Maybe they choose to recognize another pope?

DisruptorX
04-15-2005, 21:36
Maybe they choose to recognize another pope?

There can be only one! *chops off imposter pope's head*

The flaw is actually just them being able to launch a crusade against an upstanding Catholic faction. That the faction is the papacy makes it simply stand out all the more!

Otherwise, this mod is great. Russia shocked me by completely dominating everything and expanding into germany and into turkey, conflicting with my holdings there. The English also managed to do extremely well, contrasting with the normal game, where the French destroy them every game at the start. I was dissapointed that I can't construct fanatics, though. ~;)

WhiteMagick
04-21-2005, 13:42
I can't download this mod from te designated links :(

VikingHorde
04-21-2005, 21:03
@PrinceRakeem
It could be a corrupt savefile or install, so It would be a good idea to reinstall the game. Also check the mod install file to see if it is okay, might be broken.


I don't know if they have been mentioned before, but I have encountered a few....oddities while playing with the papacy.

Firstly, I have been excommunicated. I have no idea why the pope would excommunicate himself. :embarassed: Furthermore, it was after I was the subject of attack...

Secondly, I have had the French and British both declare crusades against my holdings in Tripoli. This was not during the time I was excommunicated, but during the normal status. I have no idea how they are able to declare crusades against the pope!

Otherwise, working just fine, other than the already mentioned crusade objective for a non-crusading faction. Playing as the Pope and using diplomacy to conquer the middle east was extremely fun. ~:)
The Papalcy was an unplayable faction in the original MTW, so there might be some odd stuff when playing. It does sound odd though ~:confused:

@WhiteMagick
You will need to leftclick the link and you will go to another page called 3ddownloads. Here you can download the mod.

~:cheers:

Lord of the Scotts
04-25-2005, 19:58
Can someone get a mapious maximous

Aurelian
04-26-2005, 04:59
VH, my screen shows me that today is your birthday.

Happy Birthday!

VikingHorde
04-27-2005, 17:00
VH, my screen shows me that today is your birthday.

Happy Birthday!
Thanks! I think im getting a little old, but not enogh to stop playing MTW ~;)

Aurelian
04-29-2005, 04:34
Thanks! I think im getting a little old, but not enogh to stop playing MTW - VH

Ah, don't worry about it! I'm older you than you are, and I'm still having fun. If I get to an age where playing MTW isn't worthwhile anymore, I'll give you advance warning. ~;)

Anyway, I hope you had fun on your birthday! Now, back to work in the mod-mines! :director: (Drat, the slavedriver icon with the whip is gone, so you get the "director" icon instead... guess you lucked out this time!)

JR-
05-02-2005, 10:41
i'm at the wrong end of 20, and still acting like a kid. there is hope yet.

Graphic
05-03-2005, 07:44
I tried to load my old save games pre-mod installation and they don't work. They load fine, but no matter the save file, when it loads...

A) You're the rebels. I had to use -ian to switch to the faction the save was about.

B) It's the starting positions.

I haven't loaded these saves in a long time so it may not be the mod but I think it is, I haven't done anything to the game since I saved these games.

Any help? Is it possible to uninstall XL without reinstalling MTW and VI?

edyzmedieval
05-03-2005, 09:31
HEY VH!!!!! Please, PLEASE HELPPP!!!! Every time I try to download it gives me a server Apache Tomcat ERROR!!!!!!!! Can you give me a new link pleaseee????????

VikingHorde
05-04-2005, 19:36
@Graphic
It is best to use a clean install of MTW when using old save files. It is not possible to uninstall the XL mod, you will need to reinstall MTW. I always think it is best to have more than one install, one for the old game and one (or more) for mods.

@edyzmedieval
I have just checked the links and they work okay.

edyzmedieval
05-04-2005, 21:18
Yap... It rocks man... I'm currently downloading it... I've seen a lot of pics and I'm deeply impressed especially about the Crusader States and the Teutonic Knights(my favourite faction along with the HRE and Swiss)... Can't wait to play the mod!!!

Graphic
05-05-2005, 13:01
@Graphic
It is best to use a clean install of MTW when using old save files. It is not possible to uninstall the XL mod, you will need to reinstall MTW. I always think it is best to have more than one install, one for the old game and one (or more) for mods.Thanks for the response.

BTW I love the music, it's RPG-ish ~:)

fede
05-09-2005, 09:36
Hi Viking Horde! first of all I excuse myself for any mistake I'll make while typing...i'm an italian player.
I 've been playing some campaigns with the MTW XL Mod, and I admit that it's a lot more realistic than the original game, and I enjoyed it a lot!
I have oly two questions:
1. playing with the italian version, i had to copy yor files in the loc. directory, this made the game work, but now I have to play with half of the maessages in english, while the others are still in my language. How can i solve this? do I have to translate all those .txt files in english??!
2. in the original game, trading was such a good weapon to increase yor money, now i find myself in difficulty :dizzy2: cos trading has been reduced soo much!! Is there a way to increase a bit the trading income?? which files do i have to modify?
3. I downloaded the full version, but I didn't noticed big changes in the music: maybe the new music starts only during certrain campaigns or battles??
Thanks for yor attention and ....for the mod, obviously!!! ~D

VikingHorde
05-09-2005, 16:33
Hi Viking Horde! first of all I excuse myself for any mistake I'll make while typing...i'm an italian player.
I 've been playing some campaigns with the MTW XL Mod, and I admit that it's a lot more realistic than the original game, and I enjoyed it a lot!
I have oly two questions:
1. playing with the italian version, i had to copy yor files in the loc. directory, this made the game work, but now I have to play with half of the maessages in english, while the others are still in my language. How can i solve this? do I have to translate all those .txt files in english??!
2. in the original game, trading was such a good weapon to increase yor money, now i find myself in difficulty :dizzy2: cos trading has been reduced soo much!! Is there a way to increase a bit the trading income?? which files do i have to modify?
3. I downloaded the full version, but I didn't noticed big changes in the music: maybe the new music starts only during certrain campaigns or battles??
Thanks for yor attention and ....for the mod, obviously!!! ~D
1. The only way to solve this is by translating the loc folder files.
2. You can edit trade in the early, high and late text files in the startpos folder. There is a section about trade in the file, so you can just copy and paste the info from the original files to the XL files.
3. You will only hear new music inbattle with the new factions, the old factions are the same.

Dub
05-09-2005, 17:45
Hey VH, Just wanted to say thanks for the XL mod. Great great stuff there. The variety of troops and factions makes an already great game much better... Been playing it for a month or so now... Terrific work! I'm so impressed with what you modders can do and have done. Keep it up! Cheers, Dub

Sir William Wallace
05-09-2005, 22:12
i have MTW VI installed on my laptop, i have never done a mod download before, what do i have to do?

fede
05-10-2005, 08:09
Thanks for answering so soon!! So if I have correclty understood, playing with the venitians, for example, I should hear new music...
About the files regarding trade, unfortunately I didn't follow your suggestion to install the original game into two different folder, and use one of them to play the mod. To get the original files I guess I should uninstall the mod, and the game, and then reinstall everything, copying the original infos and pasting them from the original files to the XL files....it's not worth it, the mod is fantastic anyway!! :duel:
Thanks for your help!

fede
05-10-2005, 08:18
p.s. I just forgot to ask another thing.....I downloaded the full version of the MTW XL Mod. The new music files should appear in the original Sounds folder after the installation of the Mod?? ~:confused: (just to check if I have downloaded correctly the full version, or something has gone wrong...)

Belisarivs
05-10-2005, 10:09
2. in the original game, trading was such a good weapon to increase yor money, now i find myself in difficulty :dizzy2: cos trading has been reduced soo much!! Is there a way to increase a bit the trading income?? which files do i have to modify?


Hi, I was playing MTW XL as Czechs and had income in Venice above 7000. Highest income in single province I ever had. Why do you think, that trading income was heavily reduced?

fede
05-10-2005, 10:17
I've just daone 3 battles playing with the Venitians, but no new musics!! maybe the fact that music files are randomly played can be an explanation...
moreover, I checked the Sounds folder, and there are no XL files, like XL tension, XL battle, ecc... maybe they are in another folder, maybe they are compressed in .rar format with another name.. ~:confused:
As I said before, maybe something went wrong during the download, but this would be weird, cos the file I downloaded is 140Mb, full version, so there should be the new music in it, and the game works perfectly!! :help:

fede
05-10-2005, 10:24
Hi, I was playing MTW XL as Czechs and had income in Venice above 7000. Highest income in single province I ever had. Why do you think, that trading income was heavily reduced?

Belisarius, I just don't know what to say...playing with the Venitians,I created a chain of ships towards the rich turkish and egyptians lands, passing thru the Byz ones, and being allied with all of them I was moving in neutral waters, but the income was still soo low!! While playing with the original version, with the Sicilians, a chain of ships linking my lands with the ones of Tripoli, Palestina, ecc... increased my trading income esagerately!!!

fede
05-10-2005, 19:05
I have just finished reading the preceding 20 pages, and have already solved some of the problems I had described before: I found the XL music files (so all those things regarding an uncorrect download were just nonsenses!!) :shame:
But I still couldn't understand why playing with the Venitians I couldn't hear the new music: so I went into the Startpos folder and looked for the part where u can set faction music.
The factions with music n.3 are: Bohemian,Portugal, Cumans, Irish, Norwegian, Lithuanians, Volga, Scots, Serbs, Armenians, Swedish and Genoans... the Venitians don't appear in the list!
There are still the Italians, though, and they are associated to music n.1.
Can you help me solving this little problem??! ~:confused:
thanks

VikingHorde
05-10-2005, 23:06
@Maximus Aurelius
On page 1 there are some liks that takes you to 3Ddownloads server. Here you can download the mod. When downloaded, startup the mod setup file and the program will automaticly find your MTW folder. Once installed, your ready for action ~;)

@fede
Ahh, damm I fogot to edit the music line. The Venitians are named Italians in files in order to keep the GA goals. The Venitians have the Italians goals in the mod. You can give the Venitians new music by changing Italians from from music n.1 to music n.3, very easy ~;) Sorry for the problem :bow:

I will properly no change trade that much, because the AI can't handel trade very well.

~:cheers:

fede
05-11-2005, 07:59
OK! thanx for the tip on music VH..now it works fine!!
About trading..I just think that factions like the Venitians, the Geneose, the Sicilians which start with little lands and armies have to take advantage of their situation and base their economy on trade..personally, i find it more realistic that trading with the oriental territories can produce more income rather than farming improvement. At least until we talk about a 60% upgrading..when the player arrives to an 80% in farming, then this should give him bigger income if compared to trading! :balloon2:
But, this is just a point of view, as I said before, the mod is wonderful and well structured, the new factions make the game a lot more complete and the new musics (finally I managed to listen to them) suit perfectly with the game! ~:cheers:
p.s. Do you know if high taxes and 80% farming improvement can produce an income in Venice above 7000?! this was just to understand how Belisarius could get such a huge income in Venice... :charge:

fede
05-12-2005, 22:14
VH,looking at the infos about trade on yor XL files, i noticed that some goods have been reduced (furs,wine,wool..), but others have been increased; the value of goods as honey, salt, butter has been practically doubled if compared to the original game...so if i trade with lands which have these goods i'll get more income than usual, is it correct? :book:
Then I don't understand the meaning of the lines where u have to declare the percentage of the export value, imported goods are worth... u have set the import percentage to 80, in the original game it was 20. Which is the difference??
thanx :bow:

Maximus the Meek
05-15-2005, 16:25
In this mod does the AI make better use of mercenary troops, or does it still not hire them frequently?

Thank you,

Max

VikingHorde
05-15-2005, 17:56
@fede
I can't remember what it import percentage does, but I will look into it. It's a long time ago I editted this (almost a year) :book:

@Maximus the Meek
I think mercs get hired more often because of better AI economy, but im not a 100% shure.

Maximus the Meek
05-15-2005, 21:55
I will try the mod thanks!

Maximus the Meek
05-15-2005, 22:49
how do I find the units stats? I don't understand how to read the units text file.

thank you

Maximus the Meek
05-16-2005, 01:23
I got the gnome editor, so that helped me out. But now I have another question... Is it right that feudal sergeants now start out at 5 morale, instead of their normal 2 in XL, and if so, why?


Thanks !

Maximus the Meek
05-16-2005, 01:29
oh I found the excel file, even easier, thanks for making it.

And the feudal sergeants have 6 morale, sorry, but I just want to know why the morale was raised for certain units. just curious. Sorry, I am trying to read all the old posts, but there are a lot :)

Thanks,

Max

Maximus the Meek
05-16-2005, 15:55
ok, I think I am getting this, I got a chance to read through it all. The extra morale will make for better battles. I haven't got a chance to try it out yet, I hope to try it tonight. It looks really cool.

I wanted to know, why did the jannisary heavy infantry get downgraded. They lost a point of armor, and lost 4 morale, as compared to most other units that gained at least 3 morale, and the hobilars which gained 6 morale?


Thank you very much,

Max

VikingHorde
05-16-2005, 21:15
@Maximus the Meek
Thats a lot of posts you have made ~;) . A lot of troops have been editted to make the units more historical correct and morale has also in many cases be raised. The mod should be played in Hard dificulty level or less, because the AI gains a +5 morale bonus on expert. Hard level gives you the right feel of the game IMO, have not tryed lesser levels but they should be okay.

Maximus the Meek
05-16-2005, 23:43
Thanks for the tip, I will try hard. I always found expert even too easy in the plain version, so I am up for the challenge :) I have only been playing for a few months, so I have a long way to develop!

I have a quesiton. I did some testing, and I noticed that troops get a +2 morale bonus from churches, not a plus 1. I think this is a flaw inherent in the original MTW/VI. But I made a feudal man at arms, took him out to war and he had 6 morale. I made another with a church and took both out. My first had 6, the second 8. Trust me I checked and made sure there were no other factors. I made another just to be sure, and 6,8,8. So then I built a monastary, I did this all fast and did not play a turn, just hit space bar and built. I made two more men. It was 6, 8, 8, 8, 8. The monastary, didn't stack onto the church, perhaps because the church already gave +2.

Then I added a requirary (sp?), and it added the proper +2 correctly, to stack. So I made a man, and I had 6, 8, 8, 8, 8, 10.

I had no generals, and each unit had a valor of 0. The morale was only the 6 original, plus the church 2, the monstary (0) (the church maxed it out), and the requirary 2.


Please let me know what you see. Thanks

Please test it out, if you think I might be mistaken. I did my test with the English on early, easy.

Max.

Maximus the Meek
05-16-2005, 23:47
oh, sorry, I forgot to add, I checked the morale using the F1 key before a battle. I never fought the battles though, just let the welsh sit there as experiments.

max

dopey
05-18-2005, 00:31
i'm just downloading the mod, which means i haven't played it yet and thus dont know what the new units are. I didnt bother reading all the threads posted above (frankly it just got boring and since the mod isnt the only thing im DLing, my Pc is snail-like as well).

but im ohsomuch waiting for the download to finish. Being estonian, the adding of Estonia as a province is just... great. but my main concern would be - is it possible for the estonians to have a special unit. Historically, it took some 25 (1200 - 1227?, i didnt check) years before the estonians succumbed to the Brethren of the Sword, and that also only with the help of the Livonians and Latvians, not to mention sheer numbers (estonian population was quite exhausted). but still, 25 years against a vastly more superior and better equipped army...

Anyway, as I mentioned, i didnt bother finish reading the whole thread, so i have no idea if its possible to do the stuff i suggested. Maybe you could throw me a hint on how to do it myself, at the expense of another unit. The unit could be something like the highland clansmen of scotland (as we have share common traits with the scots anyway, being stubborn and all), look like common peasants, and be called Estonian Free Men or sth, or maybe Aest or Est Free Men, or just plain Estonians or Aests or Ests.

Anyways, if it cant be done then it cant be done, but id be eternally greatful.

VikingHorde
05-19-2005, 18:35
@Maximus the Meek
Sounds odd, I have never checked it before so I don't know. I will try and see what I can find out ~;)

@dopey
Sadly there is not any room for more units, MTW has an unit and province limit.

edyzmedieval
05-19-2005, 20:39
Province and unit limit???WOW....I thought they were infinite.... Too bad it has limits.... Bad engine...MTW needs a new heart....It's such a great and awesome and extra and super and yabba-dabba and what do you want to call it game!!!

It's my fav game....

P.S.: Hopefully I can download your mod....Stupid connection!!

Maximus the Meek
05-19-2005, 21:47
It is a cool mod so far I have only had a chance to play a real campaign for a few hours. I am the French, on Hard like you recommended. I am really happy to see there are no more peasant armies. It is historically correct that many armies of medieval times consisted largely of peasants. however, when the computer was building mostly peasant armies, and the player was building multifaceted armies of mainline troops, the challenge was gone. The mod runs very smoothly so far.

Thank you,

Max.

Gray
05-19-2005, 22:04
I am really excited about this new mod!!!
Am downloading it right now...
I hope it works!!!
sounds GREAT!!! ~:cheers:

DaVinci
05-19-2005, 22:14
Hi all, i've just downloaded this xl-mod, but my version is a german, so i really need one file from the english version ... could someone send it per e-mail, it's the following from the main mtw-folder

loc/english, ca. 1,5 MB

I really want to try this mod, while waiting on the release of rtr 6.0...

fede
05-20-2005, 11:16
@ DaVinci
I had the same problem as yours, as I play an italian version of MTW. U just have to install the mod and then copy the files from your loc to the english one, i think. Anyway, VH explains very well how to do this on the first page of this thread. :book:

fede
05-20-2005, 11:23
sorry...it's just the other way round..u have to copy the files from loc\eng to the folder loc\your language...in this way, u will replace the new mod files with the original ones, making the mod work.
Just one thing: when u'll play the game, u'll find some expressions in english, others in your language, german.... ~D

Maximus the Meek
05-20-2005, 17:28
VH, is there a way to program the AI not to attack with siege weapons in the open field? I was attacked by the germans, and they had four ballistas in their attack. Needless to say I wiped them out, as they only had 16 troops to attack. Because of the ballistas they could not call reinforcements well either, as they had to wait til troops either all died or cleared the field. Needless to say, it puts the AI at a severe disadvantage when it brings siege weapons out on a field attack.

Thanks

Max.

Maximus the Meek
05-21-2005, 07:46
sorry I have another quesiton. I noticed the arab infantry now have javelins, which I think is real cool, but I also noticed the arab heavy infantry also have javelins... is this an accident, or are they supposed to be missile too?

Thanks !

Max.

VikingHorde
05-21-2005, 18:54
@Maximus the Meek
I don't thinks it is possible to edit use of siege weapons in the open field, properly hardcoded. It is only possible to edit what the AI builds.

It is not an accident that the heavy infantry have javelins, but maybe it should be editted. They are powerfull already, so giving them javelins is maybe too much.

DaVinci
05-21-2005, 21:52
@fede
Thanks ... i have it. I didn't check the main folder of mtwxl2.0, so i thought, that there isn't any loc/eng-file.

DaVinci
05-21-2005, 22:01
@ VH
Unlucky that you don't want to develope this mod further. It is real much better than the normal mtw, i enjoy it. A little more realism-job on it could make it still much attraktive!!! For example, units ... i actually play the cumans and they have too much european units, i think (milizia etc.) ... you know what i mean.

Kanoooja
05-23-2005, 18:43
Hi friends:

I´m just installed the MTW, Viking Invasion 2.01 and Mtw XL 2.0 and it looks very well, but i can´t load any saved game with the Scots in the Dark Age XL why?

it´s a bug?
a bad installation?

Please tell me what can i do... and congratulations for work so hard and help the newbies like me ~;)

VikingHorde
05-23-2005, 22:01
@DaVinci
I sadly don't have much time for modding any more, so I will only release a patch or two to remove bugs, add some minor stuff and balancing the game.

@Kanoooja
I have no idea what it could be, maybe a bad install or a bug. The viking campaign should work okay, because I have not editted that game. You can try reinstalling the game, if it dosn't work then you should properly har 2 MTW installs om the computer (one for mod and one for original game).

~:cheers:

tutankamon
05-24-2005, 10:27
First of all I love your mod!!.. and personally I think it's the best mod for MTW ever!! ~D any chance you mite be interesting in supervising a mod for Viking invasion XL?? ~:cheers:

fearghaill
05-24-2005, 14:10
Great mod, VH!

I am noticing some odd behaviour in campaign mode though...

Like the portugese reemerging...

...in Greece...

...with an army consisting largely of Pictish Crossbowmen, Pictish mounted crossbowmen, and Welsh Bandits.

beauchamp21
05-25-2005, 00:03
When i installed your mod, it wiped my MTW clean, i in fact cannot play it now unless i reninstall it.

IrishMike
05-25-2005, 01:00
XL is a total conversion mod, which means it changes to much of the original game for you to still play regular MTW. So wiping the old MTW clean is to be expected.

VikingHorde
05-25-2005, 16:07
@tutankamon
Sadly I don't have time for large scale modding any more, so that has to be no. I barely have time to finish the patch for the XL mod and some things for Chivalry - Total War mod at the moment.

@fearghaill
The Portugese can reemerge in any province they have once had (maybe a Portugese crusade once tok the province on it's way to it's goal). The Pictish Crossbowmen, Pictish mounted crossbowmen, and Welsh Bandits in the crusades will be corrected in the patch.

@beauchamp21
Once the mod has been installed, it can't be uninstalled without uninstalling MTW.

tutankamon
05-26-2005, 10:13
To bad... but ok :bow:

mAIOR
05-26-2005, 21:45
Well, Vikinghorde, I hoe you're happy! you just made me buy MTW!!! :)
Really it's hard to find a game where Portuguese are included.
Not even games about time periods where Portuguese were really important (medieval for instance :rollies ) have the portuguese...

So cheers from a Portuguese fellow!

fearghaill
05-27-2005, 13:14
Well, Vikinghorde, I hoe you're happy! you just made me buy MTW!!! :)
Really it's hard to find a game where Portuguese are included.
Not even games about time periods where Portuguese were really important (medieval for instance :rollies ) have the portuguese...

So cheers from a Portuguese fellow!

Oh, come on. What have the Portugese ever done?

*whispers in the background*

What? The pope gave them what? Half the world you say?

Nevermind.

mAIOR
05-27-2005, 15:27
Not only that, as they were the reason the second crusades were no failure and they were the first nation in Europe to have their borders well established... From the kingdom of D.Afonso III till now, the Portuguese borders never changed... Also, we fought for our independance against everyone: The muslims, the Catholics, the Pope himself and D. Afonso Henriques, fought his own mother.

How's that for a starter??


Cheers... :cheers:

Tigranes
05-28-2005, 05:27
I'm getting an error when I try to play. I have the latest version, with VI, and it still doesn't work.

I was using a crack for a while (didn't want to find the CD every time I wanted to play), but I deleted that, and restored the original to see if it would help. I still can't play and I get an error:

"FN_Egyptians" (And somestuff about column 20 and row something. I don't have the full error message because I'm not at home. Help please?)

~:confused:

Tigranes
05-28-2005, 05:47
Full error:

Unknown Faction Specified: "FN_Egyptians", Column 20, Row 8.


:help:

VikingHorde
05-28-2005, 19:29
@Tigranes
Sounds odd, maybe the mod install files is corrupted. That kind of error onlý show when you edit some of the files uncorrectly or the install is bad. You may need to redownload the mod or/and reinstall MTW again. I hope you did not install the musicpack for the XL mod 1.0, because it is not needed for the 2.0 version.

Tigranes
05-28-2005, 19:47
Thank you for the help.

Redownloading the mod would cause great difficulty. I can't download anything larger than 10MB right now. I downloaded the latest version, direct from the first post in this thread. It was the full, music version. Did I have to reinstall TW:M and VI before installing the mod?

Is there a way to check if the mod I have is not corrupted? Everything installs correctly without errors. The version (right click, properties, version) is 2.0.01 (or something like that). It is 140MB.

I've never used mods for this game before.

Pericles
05-28-2005, 22:48
Tigranes:

Use a download utility like GetRight. It's free and will allow you to download large files and resume downloading whenever you want.

Tigranes
05-28-2005, 22:58
It's a bandwith thing. I can't use up so much as I used to (we got complaints from the providers).

I use the Firefox download utility, it lets me pause and resume anyway.

VikingHorde
05-30-2005, 18:47
Thank you for the help.

Redownloading the mod would cause great difficulty. I can't download anything larger than 10MB right now. I downloaded the latest version, direct from the first post in this thread. It was the full, music version. Did I have to reinstall TW:M and VI before installing the mod?

Is there a way to check if the mod I have is not corrupted? Everything installs correctly without errors. The version (right click, properties, version) is 2.0.01 (or something like that). It is 140MB.

I've never used mods for this game before.
140 MB sounds correct, so if you don't see any error reports when installing, then the mod should be okay. You need a clean install of MTW to play the mod (no earlyer installed mods), Viking Invasion is also needed plus the Viking Invasion 2.01 patch if it isn't 2.01 already. The mod should work without any problem and is very easy to install.

Maximus the Meek
05-31-2005, 05:55
Hi VH,

great mod so far. I noticed that in your mod we can join a unit without armor to a unit with armor. I know that they changed this from MTW to VI so that you couldn't do it anymore. Did you change this back on purpose, or is it an accident?

Thank you,

Max

VikingHorde
05-31-2005, 18:30
Hi VH,

great mod so far. I noticed that in your mod we can join a unit without armor to a unit with armor. I know that they changed this from MTW to VI so that you couldn't do it anymore. Did you change this back on purpose, or is it an accident?

Thank you,

Max
I have not changed it, can't remember this from the old MTW and MTW with VI. Wasn't it always possible to join two unit even if one of them had armour? :dizzy2:

pyradyn
06-01-2005, 05:01
Hey Horde very nice mod love it. I was woundering if u have any spare time to teach me a few things about the files because i try to change a factions religion and culture and it CTD and gives me an Error saying that it cannot place a unit of diffrent culture in the faction im just starting out and i know alot about the files just need to learn more than the starpos files and how to change the tech tree for some factions. and is it possiable to make a jewish faction. because im pagan but the poor jews dont get there own faction its kinda sad lol email is pyradyn@yahoo.com or all just check back on the forum thanks

Tigranes
06-02-2005, 05:19
How do you build Shamans? Can you build Shamans as the Vikings?

What building is the prerequisite?

(I managed to get XL working by re-installing everything.)

King Bob VI
06-02-2005, 13:53
Hi, I think the mod is great, but why did you get rid of the swiss? The focus of the mod seems to be adding a lot of tiny factions, but you got rid of one of the originals! Great job overall though.

Tigranes
06-02-2005, 19:37
Is it possible to build Shamans at all (in the Viking era)? ~:confused:

Tigranes
06-03-2005, 18:41
Besides my question about Shamans, I now have another problem. I seem to be missing the portraits of bishops, as well as the portraits of my generals who have rebelled (civil war). Is there a fix?

VikingHorde
06-03-2005, 20:00
@pyradyn
It is properly best that you ask in the forum to get faster replys, because Im currently not around every day. BKB properly knows more about jews and culture than I, because I have only added some pagan factions. If you want to add a pagan faction, then it would be a good idea to examen an old one like the golden horde. You will need to edit the unit/building production files and look for what units/building the new faction can build. If the pagan faction has any catholic units, then the game will CTD.

@Tigranes
Only pagan factions can build shamans and only in the XL mod. The Viking era has not changed, so vikings can't build them.

Portraits? is this in the Viking era or the XL era's?

@King Bob VI
I removed the Swiss because they are a very small faction and I found that there are better factions back then there was more fun and bigger. Factions like the Lithuanians, Crusader states, teutonic order and many others had a big impact on history, so I found them more importnant.

Cid
06-04-2005, 18:56
I've just returned to MTW after a long sebatical. I'm using the XL mod which IMO vastly improves the game. Was just curious though. When my King is involved in a battle he doesn't show up as the commander if there's another general with more stars in the stack. Was this true of vanilla?? I can't remember but don't think it was. I've noticed that this is not true of the AI "player" which seems to give me an advantage...or works to my disadvantage if I'm trying to build up my Despot's traits, bloodline, etc.

Anyone else run into this?

Tigranes
06-04-2005, 23:15
Only pagan factions can build shamans and only in the XL mod. The Viking era has not changed, so vikings can't build them.

Ah. Is there a list of Pagan factions somewhere?


Portraits? is this in the Viking era or the XL era's?

Viking era. It's a completely clean install, so it has to be XL.

Also, I've noticed something kind of screwy. I don't know how far this goes, but when I start off, I can build 20% increased farming income, even though I don't even have farms yet (not even a clearing). When I build that, I can build a clearing, and after I build the clearing, I can buil 60% improved farming income. Was the agricultural building hierarchy changed? If so, why?

pyradyn
06-05-2005, 06:05
The Lithuianians The Cumans and the Golden Horde are the pagan factions.


Horde i looked at the unit build list and it took a while to crack but i figured out most parts. I turned the swedish pagan and alowed them to build Shamans (btw thanks for putting them at the bottom of the file) i found the problem with it CTD it kept trying to add a princess in sweeden and i took care of that but my faction can still have princesses :P. anyway the files r fairly easy and if u need help on any of ur mods in the future give me a call.


P.S. i can make a faction Jewish but i have a lot of work to make a Jewish Culture :furious3:

King Henry V
06-05-2005, 14:00
I've modded the game a tiny bit myself (made the Swiss and other guys playable but nothing major). Can I still install the mod or do I have to go back to the original version (I've saved a copy of the original script in case anything went wrong)?

deguerra
06-06-2005, 13:33
while fearing being lynched for needless comparisons...

@VikingHorde

just from the list of features, BKBs Super Mod and M:TW XL seem quite similar. mind telling me what you think the differences are?

deguerra

p.s. of course this is open for anyone to answer, im not biased towards either mod, i just want to know

and please dont start some sort of flame war like the RTWsters seem to do ~;)

VikingHorde
06-06-2005, 16:32
@Tigranes
I have not editted the Viking era, so something is not right. I will need to give it a check to see how it goes.

@deguerra
The mod has different factions, units and provinces. Trade and unit morale have also been tweeked to make the game harder. You can also play GA mode with the XL mod. If you look on page 1 of both mods, you can see the features.

King Henry V
06-07-2005, 16:02
I've downloaded the light version (large one stopped after a few minutes). It's a very interesting mod although I can't seem to get any longbowmen playing as the English in early, even when I have Wales. Could anyone help me please?

-Amon-
06-08-2005, 08:39
i have a problem when i want to download this mod..it says "key is expired"and it doesn't start to download..

is there somebody who knows how can i solve of this problem?

or can i download xl mod from a different server

Rameusb5
06-08-2005, 13:03
VikingHorde:

I started playing your mod again (took a break from MTW for a while), and I've decided to try out the Scots (seemed like a challenge) in the Early Campaign. I have a couple of questions about them that I hope you can answer for me...

1. For some reason I can't build Royal Estates. I CAN build a royal Court, but I can't go any higher. This will obviously deny me the abiltiy to produce heavy knights (other than Royal Knights). Is this intentional? I can't figure out why I am not able to from looking at your TXT files. Perhaps it's because the Scotts aren't a "true" Catholic faction? (I can't build Chapter houses).

2. I can't build spearmen beyond the generic spearman class. (I do have Scottish spearmen, which appear to be an upgrade). I've built up to a Spearmaker's guild, but I can't train Feudal OR Chivalric Sergents... Is this also intentional?

3. Am I supposed to not be able to build a Chapter house (and thus form Crusades)? I know there's no historical precident for the Scots ever going on crusade, but I'm not sure that means they couldn't have formed one if they had wanted to... They were part of the Church Hierarchy, after all...

I'd like to say again how incredibly awesome your mod is. Without it, I would have grown bored with MTW long ago. The time and effort you have put into this game is well appreciated. I also appreciate that you monitor this thread from time to time just to answer all these questions from the peanut gallery...

~:cheers:

Rameus

King Bob VI
06-08-2005, 14:11
It's just the Scots, I think. I played a campaign with the HRE and got all those things.

Martok
06-10-2005, 06:28
I was about to ask most of the questions Rameusb5 posed (particularly regarding the Scots), plus a couple more:

1. Has the frequency been changed with which enemy assassins try to kill your royals and generals/governors? My roommate and I have both been playing as the Scots with XL, and we literally get messages almost every turn telling us that our bodyguards/agents have caught or killed an enemy assassin (usually sent by the Byz).

2. About Crusades: First of all, can the Scots crusade at all, or are they like Denmark and Hungary? And second, can we now train Crusader units, and if so, which ones?

Great mod, by the way. I haven't played Medieval this much in a long time!

King Bob VI
06-10-2005, 14:10
1. Has the frequency been changed with which enemy assassins try to kill your royals and generals/governors? My roommate and I have both been playing as the Scots with XL, and we literally get messages almost every turn telling us that our bodyguards/agents have caught or killed an enemy assassin (usually sent by the Byz).

I hadn't noticed that until now, but it's true; They pick off 0 star generals all the time, but luckily they've had no success with anyone more valuable.


2. About Crusades: First of all, can the Scots crusade at all, or are they like Denmark and Hungary? And second, can we now train Crusader units, and if so, which ones?

I don't think Scots can crusade, and I think only the Hospitallers, Teutonic Knights, and Crusaders can build crusade units w/o a crusade.

VikingHorde
06-10-2005, 17:44
@King Henry V
The longbowmen are a high and late era unit only, so you can't build them in eraly period.

@-Amon-
I don't know what the problem could be, but maybe it will help to reinstall MTW.

@Rameusb5
1) The scots can only build royal knights, because they did not have large amounts of knights back then. They have light cavalry insted.

2) The scots can't build feudal and chivalric spearmen, but they have scottish spearmen.

3) Only the old MTW factions can build crusades, because the muslimes would get a too hard a time if more factions could build them.

@Martok
1)The AI could be more active using assassins with the better economy, but one way of dealing with them is building border forts.

2) The scots can't crusade, only the old MTW faction that already can crusade. The Crusader States (High, Late), Teutonic Order (High, Late) and Hospitaller Order (Late) can build crusader units.

Martok
06-11-2005, 03:28
Thanks for the response, VH! It's too bad the Scots can't crusade, but I admit you have a valid point in that the Muslim factions would be hard-pressed if all Catholic factions could crusade against them.

Rameusb5
06-11-2005, 16:27
@Rameusb5
1) The scots can only build royal knights, because they did not have large amounts of knights back then. They have light cavalry insted.

2) The scots can't build feudal and chivalric spearmen, but they have scottish spearmen.

3) Only the old MTW factions can build crusades, because the muslimes would get a too hard a time if more factions could build them.


Thanks for the reply VH. I think I figured out how it works now. (I went into single battle mode and checked out which units can be bought during each period) Your choices have made sense, though I do have to say that it does make the Scotts kind of boring to play after the early period, since their unit choices are pretty slim after then. But I guess it does make sense from a historical perspective.

Cheers! ~:cheers:

poirot
06-12-2005, 18:03
--------------------------------------------------------------------------------

When does the late period in the XL mod end?

VikingHorde
06-13-2005, 19:43
--------------------------------------------------------------------------------

When does the late period in the XL mod end?
It ends in 1453 (the same date as the original MTW).

Duncan_Hardy
06-13-2005, 22:52
Great mod, I'm really enjoying it, although I do have a slight problem; it crashes often, particularly if I quicksave, lose a battle, load and then choose to retreat or auto-resolve instead. Is this normal? I installed it over a fresh MTW/VI v2.1 folder, and my PC meets the minimum requirements... I have the full version of MTW XL Final, by the way.

Total War Merc
06-14-2005, 11:58
The mod is good.

I think that the welsh should be a team like the irish so it will be more fun for the english to fight a team rather than the rebels.

I think you should give it a better name, like a proper expansion pack name, it deserves it rather than xl.

VikingHorde
06-16-2005, 20:32
@Duncan_Hardy
It sounds like a bad install, driver problems or something like that. It is not normal that the game crashes often, so there is some kind of problem.

@Total War Merc
Sadly I cant add any more factions because of the faction limit that MTW has. There are a lot of factions, units and provinces that I would like to add to the mod, but it is not possible.

Duncan_Hardy
06-16-2005, 21:41
OK, I'll have another try at doing a fresh install, driver check etc.

It's odd though, because both vanilla MTW/VI and the BKB super mod work fine...

Samurai Waki
06-17-2005, 09:31
@Total War Merc
Sadly I cant add any more factions because of the faction limit that MTW has. There are a lot of factions, units and provinces that I would like to add to the mod, but it is not possible.

How did BKB manage to add all those factions in his mod?

Furion
06-17-2005, 19:35
Could you actually put some visible armour to the armoured almugvaras (sp?) unit, it would look better, I guess.

VikingHorde
06-17-2005, 20:58
How did BKB manage to add all those factions in his mod?
A campaign can have a max 30 factions, including BKB's mod. I have chosen to add the factions that I find the most importnant, BKB's has made other choices, but still have 30 factions per era. BKB's mod has 3 maps, but this is not possible without losing the GA game style. I wanted to keep GA, so therefore the XL mod only have one map for all its era's. Keeping the original provinces has also needed for GA mod, limiting space for new provinces to 8 (9 if you remove sahara). Adding more units is not possible without making the game less userfriendly, because the user will have to switch deadcord file when he wants to play a new era. The XL mod has expanded MTW as much as it can without removing any of the original features of the game or reducing usefriendlyness.
If you compare the XL and BKB's mod, then it shows pretty well the dilemmas the modder has. The modder has to decide if he wants to add more stuff on one side, but at the expense of losing something els on the other side. I geez thats what makes modding fun on one side, but a big pain on the other side. :dizzy2:

@Furion
Inbattle or?

Zarax
06-17-2005, 21:09
A campaign can have a max 30 factions, including BKB's mod. I have chosen to add the factions that I find the most importnant, BKB's has made other choices, but still have 30 factions per era. BKB's mod has 3 maps, but this is not possible without losing the GA game style. I wanted to keep GA, so therefore the XL mod only have one map for all its era's. Keeping the original provinces has also needed for GA mod, limiting space for new provinces to 8 (9 if you remove sahara). Adding more units is not possible without making the game less userfriendly, because the user will have to switch deadcord file when he wants to play a new era. The XL mod has expanded MTW as much as it can without removing any of the original features of the game or reducing usefriendlyness.
If you compare the XL and BKB's mod, then it shows pretty well the dilemmas the modder has. The modder has to decide if he wants to add more stuff on one side, but at the expense of losing something els on the other side. I geez thats what makes modding fun on one side, but a big pain on the other side. :dizzy2:

@Furion
Inbattle or?

That's quite right, VH.
The next question i asked myself was: Considering the limited variables in the game do we really need such an high amount of units?

IMHO the pain of balancing them is much more than the added value, as a lot of them will just end as "me too" stuff that the game can't manage really well...

Total War Merc
06-17-2005, 23:30
Hey, Viking Horde
I know its random, but are you considering a 3rd version of the xl mod (best mod ever) or create a viking invasion mod?? ~:cheers:

VikingHorde
06-19-2005, 21:31
Hey, Viking Horde
I know its random, but are you considering a 3rd version of the xl mod (best mod ever) or create a viking invasion mod?? ~:cheers:

Not at the moment, but Im going to start working on the patch again soon. The patch will include bug fixes, balancing, new infopics for some unit and other stuff. A 3. version will need bigger changes to the mod, so version 2 will still be used for now ~;)

@Zarax
More units often gives more flavor, but only if they do not look too much alike. Balancing is the hard part and takes a lot of work, specially with the high amount of units. Medmod shows pretty well that a low amount of units can work very good for a mod, but people often wan't more units after playing MTW with Viking Invasion.

Zarax
06-19-2005, 22:11
@Zarax
More units often gives more flavor, but only if they do not look too much alike. Balancing is the hard part and takes a lot of work, specially with the high amount of units. Medmod shows pretty well that a low amount of units can work very good for a mod, but people often wan't more units after playing MTW with Viking Invasion.

That's true, but a clever use of the VI unit set plus a handful unit is more than enough imho and my personal modding style is directed towards that...

It surely cannot compare with high quality works like yours but i feel it can definitely improve the experience without revolutionizing the game...

VikingHorde
06-23-2005, 17:04
That's true, but a clever use of the VI unit set plus a handful unit is more than enough imho and my personal modding style is directed towards that...

It surely cannot compare with high quality works like yours but i feel it can definitely improve the experience without revolutionizing the game...

Well size is not everything ~;) My first version af the XL mod was very small (only adding new factions, GA and music), so your mod might get just as big. ~:)

Russ Mitchell
06-26-2005, 03:29
Viking, how did you do the re-emerging factions?

I can't find out the code for the Golden Horde emerging, either... if I could figure that out, it wouldn't be hard (I hope!) to arrange some of the historical rebellions that arose, and to correct some of the weirdnesses that don't fit into MTW's "statist" model.

(For example, the Cumans and Tatars being castle-building maniacs, rather than dominating an area and sticking their noses in on a regular basis as politically-neutral mercs... for situations like these, rebellions (bandit version) would work beautifully. Similarly, period rebellions and proto-nationalistic movements would become easier to handle... thus allowing a "pseudo-GA" within the conquer-everything style, and a much souped-up feel to the GA).

And I'm clueless!! (help?)

Zarax
06-26-2005, 12:03
Well size is not everything ~;) My first version af the XL mod was very small (only adding new factions, GA and music), so your mod might get just as big. ~:)

Sorry to derail your topic again, but how did you edit the GA homelands?
I've tried to tinker with the file but it looks scary...

VikingHorde
06-26-2005, 22:39
@Russ Mitchell
The re-emerging is an original part of MTW and is hardcoded, so I din not edit those. I don't think it is possible to controll it at all.

@Zarax
It's a file in the root folder called regowner_table and it looks like a mess if you look at the original file. I made a sorted version of it for the org but it seams to be missing. It was called regowner_table_formatted_VikingHorde.zip, maybe barocca or Duke John knows were it is. :dizzy2:

It was posted here some time ago:
https://forums.totalwar.org/vb/showthread.php?t=31897

Russ Mitchell
06-26-2005, 23:20
Thanks. Is the Golden Horde similarly hardcoded? There's so much that could be done if this was usable user code...

Zarax
06-28-2005, 14:41
@Russ Mitchell
@Zarax
It's a file in the root folder called regowner_table and it looks like a mess if you look at the original file. I made a sorted version of it for the org but it seams to be missing. It was called regowner_table_formatted_VikingHorde.zip, maybe barocca or Duke John knows were it is. :dizzy2:

It was posted here some time ago:
https://forums.totalwar.org/vb/showthread.php?t=31897

Thanks VH, i found the file on 3ddownloads but I've got a new problem...
The game seems to show only the original number of homelands (IE, the Danish had only one homeland and if i change them to own denmark+sweden it shows only sweden)... Do you know if there's something else to do?

kiwitt
06-29-2005, 01:47
I have just started playing this mod as my second-ever mod. I previously played Vanilla MTW-VI and for a short while with WesMod 3

First Nation I selected - Spain.
Opening moves - Bribed Valencia and Navarre
Currently Allied with Portugal, Aragon and the English as nearby factions
Built up Forces - This allowed Prortugal to expand into Cordoba.
Invaded Murcia and then Granada
Continued to build up forces
Then Attacked Portgugal and Cordoba
Got a warning from the Pope.
Stormed the Castles
Portugal is now reduced to Agaver {sic} and no longer my ally

Observations
1) No Peasants available (Good)
2) Need a fleet to cross to Morocco (Good)
3) I like the XL "Extra Large" label. (Good)

I will keep playing this mod for quite a while.

VikingHorde
06-30-2005, 18:04
@Russ Mitchell
Jepp, they are also hardcoded.

@Zarax
The regowner_table file has 16 periods, so you will need to add FN_DANISH to both sweden and denmark. The 16 periods are the dates were GA points are couted, starts in 1087 and ends in 1453. You can read more here:

https://forums.totalwar.org/vb/showthread.php?t=29801

edyzmedieval
06-30-2005, 19:29
Hello VH...

I have succesfully downloaded the XL mod after 6 failed attempts.....

It's a great mod, it's very stabilised, and also you nearly removed the bloat effect!!!! Too bad there are few new units, but overall it's a great improvement. Plus, I like the fact that the campaign mao is not blurred.

kiwitt
07-01-2005, 00:21
This is a really good mod. It feels like an upgrade to MTW-VI, so it really deserves the "XL" label.

Q: Just curious, since we have so many new factions, will defeated factions still reappear, in rebels, etc, like the "original. If so, good.

ChaosLord
07-01-2005, 01:19
Yes, defeated factions still reappear. Thats what spelled doom for the Spanish in my game. They ruled Spain/Italian Pennisula/Western Europe(everything west of Bohemia)/England/Scandanavia(but not Norway). Then factions started reappearing, first the Almohads(crushed), then the Papacy(too strong to crush), then the Danes and the Portuguese, and finally the Venitians. The reappearences combined with them losing and excommunication plunged them into civil wars and finally their King died heirless and the great Spanish empire collapsed.

Advo-san
07-01-2005, 14:38
Sweet Lord, I must be dreaming... I was dreaming for an upgrade like this XL to exist...42% downloaded, and I can't wait!

kiwitt
07-01-2005, 21:33
Thanks Chaoslord. I have seen the Lithuanians, Norwegians and Venetians reaapear in the first 100 years.

I am taking a more cautious approach. Just holding on to the Iberian Penisula at the moment. I have a Prince in all the main provinces. When my King dies, and the Princes don't stay as Princes, I make them rulers on the province they are in. I am building up as much non-trade income as possible, i.e. Merchants, mines and farming and building up my Castles. I now have a Citadel and Cathedral in Castille to boost morale and will build other morale buildings as well. I note a lot more provinces have "iron" too!

I notice that with so many "active" factions, it hinders other factions from expanding too far. i.e. I notice the scots constantly attacking english, like in real history

Crusader4thepeople
07-02-2005, 15:07
Im new here but i have a question. If you play the old version (which you said you can) do Landbridges still exist and do the Italians exist as a Faction aswell as other changes which are linked to the old game. I was wondering cause then id stop the 17% download

Crusader4thepeople
07-02-2005, 15:48
Also what is the difference between the 2 versions?

Byzantine Prince
07-02-2005, 17:20
=Crusader4thepeople
Im new here but i have a question. If you play the old version (which you said you can) do Landbridges still exist and do the Italians exist as a Faction aswell as other changes which are linked to the old game. I was wondering cause then id stop the 17% download
Yeah you still have bridges in the battles, NOT on the strtegy map (with some exceptions). That's only to make the game more realistic. And yes the Italians still exist. In addition to that you also have genoese.

Also what is the difference between the 2 versions?
One contains a music pack with cool new sounds. :yes:

Crusader4thepeople
07-02-2005, 17:23
thanks i just downloaded the small file ( the other one took to long and i always have the radio on [ or today live8 ] so i didnt need it. And its great, i love the mod its great, much more challenging, but i do miss the landbridges ~D the english have it harder now

alterso
07-03-2005, 00:29
Hello everyone!

First i must say XL mod is great indeed. Lots of cool new factions and units. AI is developing its infrastructure very nicely and peasants are there where they should be: at home ~;) . But maybe 1 thing i have to critisize: My moneystock is rising in a way that i feel like dagobert duck. I´m playin scots-early-hard and i conquered all of france,germany and spain. Its about 1170 and though I build almost in any province i have 100000+ florins and steady rising.
But I have 1 more serious prob:
Russian-AI is attacking me in austria and when I try to defend everytime the battle loading screen comes up and then CTD. Never had this before at XL mod. Someone any idea how to fix that bug?

VikingHorde
07-03-2005, 19:05
But maybe 1 thing i have to critisize: My moneystock is rising in a way that i feel like dagobert duck. I´m playin scots-early-hard and i conquered all of france,germany and spain. Its about 1170 and though I build almost in any province i have 100000+ florins and steady rising.
But I have 1 more serious prob:
Russian-AI is attacking me in austria and when I try to defend everytime the battle loading screen comes up and then CTD. Never had this before at XL mod. Someone any idea how to fix that bug?
Factions make more money on provinces and less on trade now, so if you have a very large kingdom, then you will make a lot of money ~;) . The good thing is that the AI also gets a lot and builds lots of stuff.
It sound like a corrupted savefile or install, so maybe reinstalling MTW would help (backup your save files). If it still does it, try writing down the units in the two armys. It could be an units problem or something like that.

@Crusader4thepeople
The Italians are devided into two new factions, genoa and venetians. The venetians have the Italians GA goals, if you are playing GA ~;)

manbaps
07-03-2005, 22:33
Minor thing in the mod i dont know if your still gunna make a patch for this mod but i thought id let you know anyway. You cant build gothic foot knights as the germans not sure about the italian factions but as youve made it so you can build all the other foot knights i thought you would have.

The Wizard
07-03-2005, 23:18
I have a bit of a problem with this mod.

It doesn't matter what faction I use, i.e. if it's in vanilla or not, the game always crashes whenever I press the 'end turn' button.

The strangest thing is that that did not happen at first. I played a campaign with Kiev in early which did just fine for a while, before crashing in about the fifteenth-twentieth turn.

Solutions?



~Wiz

VikingHorde
07-04-2005, 22:21
@manboobs
I will take a look, maybe something is missing. There will be a patch some time, just need some time to finish it.



I have a bit of a problem with this mod.

It doesn't matter what faction I use, i.e. if it's in vanilla or not, the game always crashes whenever I press the 'end turn' button.

The strangest thing is that that did not happen at first. I played a campaign with Kiev in early which did just fine for a while, before crashing in about the fifteenth-twentieth turn.

Sounds like a corrupted savefile or install. Maybe reinstalling the game + mod will solve the problem. ~:confused:

Crusader4thepeople
07-15-2005, 19:33
VH i have a question. While looking at the Loc/Eng/Startpos.txt file, i found there where faction description for High Xl and Late XL. However in game i can only see the Early XL Faction Description for the new FActions

VikingHorde
07-15-2005, 19:57
VH i have a question. While looking at the Loc/Eng/Startpos.txt file, i found there where faction description for High Xl and Late XL. However in game i can only see the Early XL Faction Description for the new FActions
I think the some of the descriptions are hardcoded, because I can't make them all show. I used a lot of days trying to solve the problem, but sadly without succes ~:confused: .

Crusader4thepeople
07-15-2005, 20:15
iys wierd cuz for early XL the FAction Descriptions work, but for high XL and late XL they dont

VikingHorde
07-15-2005, 20:19
iys wierd cuz for early XL the FAction Descriptions work, but for high XL and late XL they dont
Jepp, I think so too. I can make all show in early, but only the original ones in high and late era ~:confused: . I don't think anyone have made them work sadly.

Martok
07-22-2005, 07:48
Hey VH, I have a random question about XL that I've been meaning to ask for a while now:

Are generals more expensive to bribe now? I ask because whenever I play as Spain or Aragon, the first thing I usually do is buy off El Cid's army (along with his province of Valencia). In regular MTW/VI I can normally get El Cid for 3000-5000 florins; but ever since I installed XL, he always costs 8900-11,000 (which of course is more than my entire treasury at the beginning of the game). Not *once* have I been able to afford him since. So does XL increase bribe costs, or am I just experiencing incredibly bad luck in trying to buy off his army?


EDIT: Aside from that, I'm really enjoying this mod. A big shout-out to VikingHorde!! ~:cheers:

VikingHorde
07-22-2005, 16:10
Hey VH, I have a random question about XL that I've been meaning to ask for a while now:

Are generals more expensive to bribe now? I ask because whenever I play as Spain or Aragon, the first thing I usually do is buy off El Cid's army (along with his province of Valencia). In regular MTW/VI I can normally get El Cid for 3000-5000 florins; but ever since I installed XL, he always costs 8900-11,000 (which of course is more than my entire treasury at the beginning of the game). Not *once* have I been able to afford him since. So does XL increase bribe costs, or am I just experiencing incredibly bad luck in trying to buy off his army?


EDIT: Aside from that, I'm really enjoying this mod. A big shout-out to VikingHorde!! ~:cheers:
Im glad you enjoy the mod ~:) . The cost should be pretty much the same, but someone has tryed to bribe him before you and he has gotten i vice. I often see the cost change from game to game, so maybe its bad luck.

Martok
07-23-2005, 05:09
Thanks VH! Yeah, then I must be suffering from some wickedly bad karma or something.....

Martok
07-23-2005, 19:20
Thanks VH! Yeah, then I must be suffering from some wickedly bad karma or something.....


Yeah, I just started up a new Spanish campaign last night, and this time I was able to get El Cid for only 3500 florins. I guess I was just having incredibly bad luck before.

Oh by the way, my roommate wanted to join me in praising XL. He's had a lot of fun playing as the Scots in the Early period, and he also likes the new Norman knights when playing as the English. And I know we've both had a blast playing as the Crusader States. ~:)

Aenlic
07-29-2005, 05:41
If anyone is interested, I've slightly modified the XL campaign map (maptex2.tga) to add in the lettering for the new provinces and remove the ones that are now gone.

If anyone else expresses an interest, then I'll upload it here.

All I did was cut and paste letters using existing lettering that was as close in color as I could find on the map (Thanks to Big John for explaining how to do this this to me) using irfanview. It's not perfect; and I'm too lazy to use a graphics program to clean up around the letters in miniscule detail. The names are reasonably correct in size and placement, with a few minor background differences in color.

I added names for the new provinces of Murcia, Algarve, Portucale, Savoy, Scania, Estonia, Mesopotamia, Levidia and Lesser Khazar, removed Portugal, removed Poland and split it into Greater and Lesser Poland, and moved Kiev and Khazar off of the new borders. I checked in god mode and I'm pretty sure that I've placed all of the province names so they aren't under castles; but castle positions are much easier to adjust than name moves.

I'm heading to the store tomorrow to pick up a copy of a good graphics program than can handle lbms and tgas so I can start work on my 30 Years War map; so I'll probably use it to clean up the new lettering more so it matches the background colors on the XL map.

VikingHorde
07-29-2005, 18:49
If anyone is interested, I've slightly modified the XL campaign map (maptex2.tga) to add in the lettering for the new provinces and remove the ones that are now gone.

If anyone else expresses an interest, then I'll upload it here.

All I did was cut and paste letters using existing lettering that was as close in color as I could find on the map (Thanks to Big John for explaining how to do this this to me) using irfanview. It's not perfect; and I'm too lazy to use a graphics program to clean up around the letters in miniscule detail. The names are reasonably correct in size and placement, with a few minor background differences in color.

I added names for the new provinces of Murcia, Algarve, Portucale, Savoy, Scania, Estonia, Mesopotamia, Levidia and Lesser Khazar, removed Portugal, removed Poland and split it into Greater and Lesser Poland, and moved Kiev and Khazar off of the new borders. I checked in god mode and I'm pretty sure that I've placed all of the province names so they aren't under castles; but castle positions are much easier to adjust than name moves.

I'm heading to the store tomorrow to pick up a copy of a good graphics program than can handle lbms and tgas so I can start work on my 30 Years War map; so I'll probably use it to clean up the new lettering more so it matches the background colors on the XL map.
Ehhh, why are you editting the map? Sorry to say this, but the large version of the mod already has a modified map with the new province names. The reson why the small version does not have a map with the new provinces names is download size. Including the map in the small version would dobble the size of the file, not fun for people with slow modems ;-)

Aenlic
07-29-2005, 22:23
Because I didn't want new music; but I did want a correct map.

VikingHorde
07-29-2005, 23:05
Because I didn't want new music; but I did want a correct map.
You can change the music in the startpos files from 3 to 0-2 to get the old music.

Aenlic
07-30-2005, 01:08
Ah, I see. Thanks for the info, VikingHorde! It wasn't obvious from the description on the first page, so to keep the old music I opted for the smaller file.

A wonderful mod, by the way. Being able to lay waste to Europe and make a pagan Lithuanian empire difficult has definitely been one of my more interesting games to date. I'm fond of the Cumans and Armenians as well.

bretwalda
08-01-2005, 10:51
Hi VikingHorde!

I love your mod, it is so much tougher, yet manageable and winable, which is great. Still sometimes it gives a hanging on the edge feeling. I played two campaigns yet and I even managed to lose one of them with the Irish!!!

I wonder if you mind if I mod further two things (if I can do these ... :wink: )

a) Make all Catholic nations to be able to crusade.
b) Put back some region discounts (I mean +1 valour) for troops and add some more, even the way that every province will have a bonus to at least one troops. I wonder why you took out some (e.g. Lithuania +1 Woodsmen, Venice +1 Galleys, etc)? Is it balancing issue?

And I bow to this magnificient work of yours!
:bow:

VikingHorde
08-02-2005, 14:27
Hi VikingHorde!

I love your mod, it is so much tougher, yet manageable and winable, which is great. Still sometimes it gives a hanging on the edge feeling. I played two campaigns yet and I even managed to lose one of them with the Irish!!!

I wonder if you mind if I mod further two things (if I can do these ... :wink: )

a) Make all Catholic nations to be able to crusade.
b) Put back some region discounts (I mean +1 valour) for troops and add some more, even the way that every province will have a bonus to at least one troops. I wonder why you took out some (e.g. Lithuania +1 Woodsmen, Venice +1 Galleys, etc)? Is it balancing issue?

And I bow to this magnificient work of yours!
:bow:
Im glad you like the mod :bow: . I might add crusades to most Catholic factions, but building time and cost of crusades has to be increased. There are sometimes 2-3 crusades moving around in the campaign, too many IMO, so some changes are needed. Crusades will however not be added to the Orders (crusaders, teutonic order, hospitallers).
I will maybe add the valor bonuses again, but we will see. They can lock factions like the danes, so that the AI gets passive, but maybe I can find a solution to the problem.

bretwalda
08-03-2005, 10:03
Im glad you like the mod :bow: . I might add crusades to most Catholic factions, but building time and cost of crusades has to be increased. There are sometimes 2-3 crusades moving around in the campaign, too many IMO, so some changes are needed. Crusades will however not be added to the Orders (crusaders, teutonic order, hospitallers).
I will maybe add the valor bonuses again, but we will see. They can lock factions like the danes, so that the AI gets passive, but maybe I can find a solution to the problem.

Your mod is especially awesome because you actually have to keep your empire together and battle disloyalty and medieval chaos. So far I am doing well as the Hungarians and I realized that it is still a long way to go until the Horde arrives so you actually have to fight every year.

Why do valour bonuses lock factions? I believe extra valour does not increase cost, nor upkeep...

Actually the Danes were doing reasonably fine - only the Irish seem to be stuck. So far I have only in-game experience but I will check the prod files soon. Gosh I love this mod...

Eternal Champion
08-03-2005, 14:07
Why do valour bonuses lock factions? I believe extra valour does not increase cost, nor upkeep...


If I may so bold as to suggest that the AI then gives precedence to building those troops whether it's a smart thing or not. I'm just taking a stab here to see if I'm right.

VikingHorde
08-03-2005, 15:50
If I may so bold as to suggest that the AI then gives precedence to building those troops whether it's a smart thing or not. I'm just taking a stab here to see if I'm right.
Something like that. Removing the valor bonus for longboats seems to make the danish faction more active, but I could maybe just give them a shipbuilder from the start to solve it.

@bretwalda
The Irish problem is proberly because of lack of funds and boats. I will check it out.

Shottie
08-04-2005, 22:53
I just got a CTD after winning a battle and going back to the strategic map. I was playing the Danes, and it was my very first battle. Is this on my side or the Mod side, and how can I fix it?

Aenlic
08-04-2005, 23:19
I just got a CTD after winning a battle and going back to the strategic map. I was playing the Danes, and it was my very first battle. Is this on my side or the Mod side, and how can I fix it?

Shottie, I encounter a CTD every once in a while. It's just something that can happen to a modded game. If it happens repeatedly, make note of exactly how and when it occurs and try to duplicate the CTD and let Viking Horde know the conditions which cause it, so can investigate. If it isn't doesn't happen when you play again, using a saved game, then it's likely just a fluke.

Aenlic
08-04-2005, 23:30
Viking Horde, we've been discussing things like the Irish in the MedMod topic.

I think the tendency of the Irish to just sit there is related to one of two things. They are usually made a Catholic_Defender faction type in mods, and they only have one island province. I suspect it has more to do with only having the one island province than with the faction type; but changing that to Catholic_Expansionist might help. However, if you've noticed, whenever a faction gets reduced to just one island, as can happen to the Byzantines or the Sicilians, they also tend to just sit there after that. This leads me to believe that land bridges can be necessary for islands. Even if it's only a one way land bridge from the island, to prevent it being used as an invasion pathway to the island. I think creating a one way land bridge from Ireland to Wales or Scotland, from Malta to Sicily, from Crete to Greece, from Rhodes to Nicaea and from Cyprus to one of the Anatolian provinces or perhaps to the Levant, would solve this.

Aenlic
08-04-2005, 23:39
Viking Horde,

On the issue of the Irish, I think it's related to having just one island province. You'll notice that whenever a faction ends up reduced to just one island province, they also behave the same as the Irish - non-aggressive and just sitting there doing nothing. It happens to the Sicilians if they are left with just Malta, the Byzantines if they end up on just one of their islands and also to the Crusader States if they are reduced to just Cyprus, or to any faction trapped on one island, even if they have ships. I don't know what the solution might be, perhaps one-way land bridges from these islands to encourage expansion but discourage invasion without ships.

Aurelian
08-05-2005, 07:19
I have to add my two bits and say that the Irish really don't add anything to the campaign as a faction. I have yet to see them do anything other than sit and control Ireland. I think that a Rebel controlled province with a high rebelliousness would be perfectly justified in Ireland. Eliminating the Irish would free up a slot for another, possibly more interesting faction, elsewhere.

I might say the same thing for the Norwegians in Early. While they are more active, they usually take a single province in the Baltic or somesuch and fade into inactivity.

Another faction in Spain might be useful in Early. The Almoravids (ala BKB's Early) come to mind.

More originally, an additional Islamic power in Mesopotamia would spice things up in the Holy Land (also Early). The Islamic situation was more fragmented prior to the First Crusade than is currently simulated. I think that a Fatimid Egyptian dynasty in Egypt and Palestine, a Rum/Danishmend Turkish faction in Anatolia, and a Seljukid/Zangid faction in Mosul would more accurately reflect the situation. The Armenians might be too strong in such a setup though and might have to be removed. A few rebel-controlled provinces could represent the independent atabegs in Aleppo, Damascus, etc... and would provide some early expansion room.

By the way, the Byzantines shouldn't be in control of Southern Italy in Early. They lost their last foothold sometime in the 1070's, I believe.

Again, just my two cents if you feel up to playing with your mod some more. ~D

Aenlic
08-05-2005, 07:51
In the beta thread for Wes's MedMod IV v4, Ireland has come up as well. One idea that Wes had is to combine Scotland, Wales and Ireland into a single Celtic Confederacy faction. While not historically correct, it would certainly add to the gameplay and make things less of a cakewalk for the English faction in the isles.

I mentioned in that thread when discussing possibilites for a flag for such a faction, that had the Synod of Whitby in 664 gone the other way, then the Celtic rite of the Catholic Church might have prevailed in the British Isles. Such a thing could certainly have given rise to such a confederacy, had king Oswy of Northumbria chosen the Irish church over the Roman rite. With Scotland, Ireland, Wales, Northumbria and the Isle of Man firmly in the grip of the Irish Catholic Church, there would have been more unity against both the romanized south and the coming invasions of the vikings. Add in the common language (for the most part, although there are great differences between p-celtic and q-celtic) and the case becomes stronger.

If, however, Ireland were removed, then I also would like to see the inclusion of another Islamic faction, such as the Almoravids or more diversity in either the Egyptian or Turk factions, as Aurelian has suggested.

VikingHorde
08-05-2005, 17:27
Im currently a new setup of the factions that might solve the "small faction problem", but if it does not solve the problem then I might start removing some factions. I will not add the landbriges, but maybe making a celtic "confederation" would be a good idea. It seems that factions with 2-3 provinces behave better, but I will try out some stuff. I think the inactivety is maybe because of lack of funds too. If there will be added new fations to the mod, then it will be released as a version 3 because of the high number of changes being done to the mod. I have already made some changes to province ownership and most fations live more than 30 years now (including the HRE, Turks, Armenians). Higher trade income will also be added in the patch.

@Shottie
If you are using new drivers from nvidia, then MTW will crash often. I have a Nvidia GeForce 6600GT card and it sadly can't use older drivers, so my MTW is sadly unstable (also without the mods!). Next time I will properly buy my self an ATI card insted. Your problem could also be a bad savefile, corrupted install or maybe a bug in the mod.

Shottie
08-05-2005, 21:17
Well, I didn't save that game so it wasn't a saved game. I have old drivers in because some of the other games I use are unstable with new drivers. I did start an English game today and I saved it and when I come back to load it my game crashes. Is this another problem?

-EDIT- I got another after I re-started my English campaign and beat the scots.

VikingHorde
08-05-2005, 23:04
Well, I didn't save that game so it wasn't a saved game. I have old drivers in because some of the other games I use are unstable with new drivers. I did start an English game today and I saved it and when I come back to load it my game crashes. Is this another problem?

-EDIT- I got another after I re-started my English campaign and beat the scots.
Hmmm.. I don't know, maybe reinstalling the game + mod will solve the problem, it has help me when I had the problem. The mod should not make the game CTD, have done a huge amount of testing of all units and the factions. The bugs I have found in the mod will not make the game CTD, so can't say what it could be ~:confused:

Aenlic
08-05-2005, 23:05
It might also be an antivirus program, if you have one running in the background such as Norton Antivirus.

Try various video and sound settings one at a time in the options for the game. Try setting the resolutions for your strategic map and battlemap to something else and see if that helps. Try setting your music audio to zero. Try setting the music audio to mute. Try turning off the battle log if it's set to on. Try turning the hardware sound option on or off. CTD's might be caused by a conflict between your system and one of these video or sound card options.

Shottie
08-06-2005, 19:06
So if I shut down my Norton Firewall then that might help? Also messing around with my audio/video settings may help? How so? ~:cheers:


-EDIT- This might be a problem solver. A while back I DLed and installed the BKB mod. It didn't work at all so I uninstalled it and then later uninstalled MTW. Now I reinstalled MTW:VI and the XL mod, but when I go to pick a time period to start in I have the BKB and XL and vanilla starting periods. How do I get ride of the BKB stuff, it doesn't work so it is just wasting space, and could be the problem.

Aenlic
08-06-2005, 19:35
That having both XL and BKB installed could very well be the problem, I guess. It sounds like the uninstall didn't work. The only way that BKB early, high and late choices can be seen is if the BKB files called Super Early.txt, Super High.txt and Super Late.txt are still in your campaign/startpos folder.

The best solution is to start fresh. Uninstall MTW altogether. When that's done, you aren't yet done. Find the Total War folder and delete it manually. Then empty your recycle bin so it's gone forever.

Do a fresh install of MTW, then MTW:Viking Invasion and then the 2.01 patch for MTW:VI. When you're done, make a new folder in your program files directory and call it something like MTW Original. Then locate your Total War folder. Open it and select (don't open, just highlight) the Medieval Total War folder and then choose "edit" and then "copy". Now go back to your newly created MTW Original folder and open it. It should be empty. Select edit and then paste. This will take a few minutes, since you're bascically copying the entire game into a second location. When done, you'll now have two identical copies of the game, one in the folder called Total War and another in the folder called MTW Original (or whatever you named it). Now when you install a mod, you can just use the default path and let it install into Total War, and you still have a pristine unmodded copy in the other folder. If something happens later, you can just copy the MTW Original folder over the top of the modded Total War folder and it'll be back to unmodded state. Useful. You can also make additional copies of the game on your hard drive now, using the MTW Original folder as the starting file and repeating the above. That way you can have multiple mods on your system at the same time.


CTD's can often be the result of a conflict when something occurs that requires a change in the video or graphics. This is why drivers have such an effect. The game was written when older drivers were out for older cards. Newer cards with newer drivers can result in a conflict. Especially when big changes are made to the video or audio during a program. When you exit the strategic map to enter the pre-battle screen, when you exit the pre-battle screen to enter battle, and when you exit battle to go back to the strategic map are when the biggest changes happen in the game program that require action on the part of your video and music cards. Changing the settings might help.

It won't likely be your Norton Firewall that is causing a problem, unless Norton Antivirus is part of that package. MTW opens various files constantly, especially the unit_prod file and the building_prod file. If you have Norton Antivirus running in automatic mode in the background, then it could be trying to check the file being opened everytime the MTW engine opens it. This can possibly cause a CTD. I was having CTD's while testing Wes' MedMod IV v4. When I turned off my Norton Antivirus while playing, no more CTD's, with no changes to the mod at all.

Shottie
08-06-2005, 21:21
Thank you very much Aenlic! I have what you said and I'am trying it out. :bow: :medievalcheers:

Aenlic
08-07-2005, 02:44
Good luck!

Shottie
08-08-2005, 03:54
Okay I did everything you told me and I played my campaign. I saved it because I got pretty far and when I clicked the button to go back to the game it crashed. I reload the game and load the game, it crashed. I tried turning off Norton and it still crashed. So now I have to do what? Try a new driver? and mess with the music/video? Now with this, what do I change?

Aenlic
08-08-2005, 04:01
If it's crashing from the saved game then it's probably a driver problem. Other than trying different video and audio settings in the game, that's about all I can think of to help.

Shottie
08-08-2005, 04:10
So I should get the newest driver or a certain one?



Thank you for all your help Aenlic you are a live saver! I bow to you :bow: ~:cheers: ~:cheers: ~:cheers: ~:cheers: ~:cheers: ~:cheers: ~:cheers:

Aenlic
08-09-2005, 06:23
I have all the latest drivers and it doesn't crash on me. Then again, I'm using an ATI Radeon 9800 XP pro, not a GeForce card.

VikingHorde
08-09-2005, 21:44
I have all the latest drivers and it doesn't crash on me. Then again, I'm using an ATI Radeon 9800 XP pro, not a GeForce card.
I sadly replaced my ATI Radeon 9600 XT with a GeForce 6600 GT and now I can't run my MTW flawless, sucks. I just hope Nvidia would send out some better drivers soon, or I'll get myself an Ati card again, no problems with them.

Graphic
08-21-2005, 01:12
Can all Catholic factions crusade in XL?

Aenlic
08-21-2005, 02:25
Can all Catholic factions crusade in XL?

No, just the following factions. (I just cut and pasted this from the build_prod files showing which factions can build a chapter house)

FN_ENGLISH, FN_FRENCH, FN_GERMAN_HRE, FN_ITALIAN, FN_SPANISH, FN_ARAGONESE, FN_SICILIAN, FN_PORTUGAL, FN_GENOANS

Emerald Wolf
08-21-2005, 02:27
does there happen to be a version of XL for 1.1 I don't have VI yet, but I would love to play this.

Graphic
08-21-2005, 02:50
No, just the following factions. (I just cut and pasted this from the build_prod files showing which factions can build a chapter house)

FN_ENGLISH, FN_FRENCH, FN_GERMAN_HRE, FN_ITALIAN, FN_SPANISH, FN_ARAGONESE, FN_SICILIAN, FN_PORTUGAL, FN_GENOANSAh sweet, thank you. I was just wondering about the Genoese and Sicilians because I wanted to start a new game with one of them. I went with the Genoese, partly because the sweet burgundy color ~D

VikingHorde
08-21-2005, 17:37
does there happen to be a version of XL for 1.1 I don't have VI yet, but I would love to play this.
All versions of the XL mod (1.1, 1.2 and 2.0) need Viking Invasion like most mods here at the Org. MedMod (version 1.85 i think) can be played without Viking Invasion.

Aenlic
08-21-2005, 18:11
I definitely recommend getting VI, if only to play the mods found here.

Without Viking Invasion you can't load up XL mod and have grand adventures. Taking over the world as the Armenians or the Bohemians is one the great pleasures of this mod. Just surviving as one of those factions can be a challenge!

Pericles
08-21-2005, 18:33
By all means get the VI expansion... it adds a lot to the game and you need it to play all these great mods...

You won't regret it...