View Full Version : Medieval: Total War XL
Geezer57
02-17-2006, 13:58
Hello all,
By the way top Mod VikingHorde!!!:2thumbsup:
Probably not the forum this should be posted but seems to be the one where their is a bit of life, I was wondering if anybody knows how to change the number of turns it takes to build units like in RTW so if your inclined to do so you can.
If you're talking about buildings, you could always use the .worksundays. cheat, which cuts build times for anything not already started to one year.
Morningstar
02-17-2006, 14:26
Cheers for that Geezer57, but what I mean't was Unit times, some troops take 2 goes and ships take 3, is there anyway to alter this. I.e if you wanted to build 4 spearmen and 2 archers it would take 6 turns is there any way to make this 1 turn so that everything in your build que will build in that go. or is there anyway to change the ships to 1 go if the other is not possible. In RTW you can but if you try it for buildings the game crashes.
I haven't played this since RTW but when I heard about the MTWII I thought i'd get back into it and this Mod has made it better than I can remember it been :2thumbsup:
Many thanks for any :idea2: you have
MuseRulez
02-17-2006, 21:09
As far as I know there is no way you can build everthing in your que at once. You can mod MTW so that every unit take one turn to build.
As far as I know there is no way you can build everthing in your que at once. You can mod MTW so that every unit take one turn to build.
Is there a way to do that on the "Huge" setting??
Morningstar
02-18-2006, 10:17
As far as I know there is no way you can build everthing in your que at once. You can mod MTW so that every unit take one turn to build.
Many Thanks MuseRulez,:2thumbsup:
Where do I go to Mod MTW to make every unit 1 turn please?:inquisitive:
Banquo's Ghost
02-19-2006, 17:12
Hi.
I am considering an Irish campaign in XL (starting in early, hopefully right through) but notice that the names of the Irish kings and generals used are actually Welsh (shudder :scared: ).
Is there a simple step-by-step method to make the mod reference the list of Irish names used by VI, which is more appropriate?
I have found the names.txt and XL lists but am not sure how to go about adding names without breaking stuff.
Any help would be most appreciated.
Third spearman from the left
02-22-2006, 15:15
Hi VH,
sorry to add to the list of reports but I've started as the scots in high on expert and the list of scots units seems a bit short and I can't build highland clansmen anywhere but in scotland yet can build Gallowglees anywhere!? Where in the totalwar folder can I go to see what units can be built for the scots?
many thanks,
:2thumbsup:
MuseRulez
02-22-2006, 21:45
Many Thanks MuseRulez,:2thumbsup:
Where do I go to Mod MTW to make every unit 1 turn please?:inquisitive:
Just download Gnome-editor. Open the prod files and change every number under "build time" or "construction time" to one. Every faction that can build that unit can now build it in one turn. Be sure to back-up your files first.
VikingHorde
02-26-2006, 15:52
@Haruchai
You need to edit the "Medieval - Total War\campmap\names\heroes" files and "Medieval - Total War\Loc\Eng\names.txt" file ind order to edit names. You pretty much just need to inter the new names in the same way as the old ones are made. The heroes files, you will need to place the names in the right place, but look for Irish sections and place the new name there (the first names are for the king).
@Third spearman from the left
you can use the custom battle to se what units a faction can build or use the gnome editor (takes more time :book: ).
VH, I feel stupid for asking this because it's probably already been covered....
Does downloading the large version of XL completely overwrite all of the game's original Christian music, or are the new soundtracks merely added in with the rest? I ask because I still enjoy the music from the original game, and am worried that it will be completely replaced by XL's music.
If i install the patch2.1 for this mod on the original XL mod, the XL savedgames I was playing on will still be working???
VikingHorde
03-05-2006, 17:19
@Martok
The new soundtracks will not overwrite the old music, they will only be added like VI added new music. The new music will only be played when you play the new factions, old factions have the old music ~:).
@fede
Yes, they will still work, but you will not benefit from all the bugfixes untill you start a new game.
Weebeast
03-06-2006, 11:15
I'm just wondering, are you planning to add more units? I know there's no more space available but there are unused slots such as early royal-knights(for Viking campaign), pictish xbows or joms vikings. You could make instead order knights (secular too) armed with axe or mace which is armor-piercing.
Wadya think?
is there a update comming for this mod mate????
Torin XII
03-07-2006, 10:46
Hi!
I've been playing XL for a couple of month and it have been a great time. But yesterday something wierd happend. When I tried to load a game with the Egyptians I got a game with the Rebels in 1320! A really strange experience! When I tried to load the game another time a got a game with the Polish in 1090. What is wrong?:shrug:
Apart from this XL is a beautiful mod. Thanks!
I had the same problem when I loaded a saved vanilla MTW/VI game. They appear to be incompatable with the XL mod.
Tristrem
03-11-2006, 16:20
i was wondering if there is another place to download this mod because 3d downloads doesn't work for me
Geezer57
03-11-2006, 18:48
i was wondering if there is another place to download this mod because 3d downloads doesn't work for me
Well, FilePlanet seems to have it: http://www.fileplanet.com/152986/150000/fileinfo/Medieval-Total-War---Medieval-Total-War-XL-MOD
and TotalWarCenter too: http://www.twcenter.net/downloads/db/?act=mods&cat_id=14
as well as FileFront: http://files.filefront.com/vh+mtw+xl2+fullexe/;3850720;/fileinfo.html
They all seem to offer at least the v2.0 full mod, for the 2.1 patch you may have to hunt some more.
Tristrem
03-11-2006, 19:57
thanks for the help ... now it's time to hunt for the patch
VikingHorde
03-12-2006, 17:58
@Weebeast
I am not planing on adding any more units, because the units limit has been reased. The only way of adding more units is by making some changes to the game that will make it less userfriendly (changing files when playing a new era). I want this mod to be foolproff (more of less ~;) ).
@axel
I have not gotten enogth info from players yet, so it will be some time before it is released. Only a few minor stuff has been reported and im still getting info about changes needed to make the mod more historical correct.
@Torin XII
It sounds odd, maybe the savefiles or game got corrupted. Old non XL files will properly not work, so for those you need a 2. install.
@AddictedGamer
The 3Ddownloads links on page 1 should work, you only need to leftclick it with the mouse. Then leftclick the "start downloading" icon and the queue starts. After 5-6 minutes you can download the mod.
ok mate if i find sommething ill post it i dont now how to mod but if i cane help in any way just tell me and ill trye to help mate
Vladimir
03-13-2006, 13:56
I'm kinda curious about how I can tweak faction strengths. When playing XL from early/expert it's a foregone conclusion that the Egyptians will gobble up Byzantium and that the true horde from the East comes from Novgorod. Can this be corrected by changing faction behavior or adding/removing certain units from the roster?
Pericles
03-14-2006, 00:01
One way to easily tweak faction strength is to give many of the weaker factions more florins.
So, pick the faction you want to play and the difficulty, then under that difficulty column give the Byzantiums (and other weak factions) from 10,000 up to 2,000,000 florins and more.
Experiment a little.
Vladimir
03-14-2006, 14:16
I'll try reducing money then. I have no idea how those Novgorods find the funds to support their giant armies. They do seem to have an excellent Royal line though.
I have a few questions;
1) What factions can Crusade?
2)How come o lot of the new units arent avaliable in custom battle?
Galagros
03-17-2006, 02:20
I just installed the 2.0 full mod and 2.1 full patch, but the game will not work. When I go to play it I get this on my desktop.
https://img.photobucket.com/albums/v483/Galagros/problem.gif
How can I fix this? I have installed and played the 2.0 full mod before, but never the patch. Help would be MUCH appreciated.
Pericles
03-17-2006, 05:23
I just installed the 2.0 full mod and 2.1 full patch, but the game will not work. When I go to play it I get this on my desktop.
https://img.photobucket.com/albums/v483/Galagros/problem.gif
How can I fix this? I have installed and played the 2.0 full mod before, but never the patch. Help would be MUCH appreciated.
The mod works just fine, so the problem must be something with your installation.
My suggestion is to uninstall the game completely; then reinstall the game and then the mod.
Galagros
03-18-2006, 03:31
Hmm, yeah that worked. Not sure what happened the first time. *shrug* I started off as the Scots and got destroyed by England on turn 15 or so. :oops:
...it wasn't my best moment.
Now I'm on a Normal/High game as the Teutonic Order. It's proving to be difficult because the Golden Horde steamrolled over the Volga Bulgars, Cumans, Russians, and Novgoradians before attacking me. We fought over Lithuania for about 10 years and I just barely avoided being destroyed. I almost quit the campaign, but decidedc I would stick it out. Now I control Livonia, Lithuania, Estonia, Novgorad, Finland, and Prussia? ... I think.
Expanding any further will be very tough and the map is full of larger empires. The Danes had a huge empire going in Scandinavia, Germany, Poland, and England, but they lost a crusade and had a ton of revolts. Sicilly had North Africa, Italy, and the Mediterranian, but soemhow they got reduced to 2 provinces. The Crusader States had all of the Muslim/Byzantine areas, but the king died without an heir and all those places are now rebels. Now the game is the Golden Horde and France expanding very rapidly. :help:
Pericles
03-18-2006, 17:03
Hmm, yeah that worked. Not sure what happened the first time. *shrug* I started off as the Scots and got destroyed by England on turn 15 or so. :oops:
...it wasn't my best moment.
Now I'm on a Normal/High game as the Teutonic Order. It's proving to be difficult because the Golden Horde steamrolled over the Volga Bulgars, Cumans, Russians, and Novgoradians before attacking me. We fought over Lithuania for about 10 years and I just barely avoided being destroyed. I almost quit the campaign, but decidedc I would stick it out. Now I control Livonia, Lithuania, Estonia, Novgorad, Finland, and Prussia? ... I think.
Expanding any further will be very tough and the map is full of larger empires. The Danes had a huge empire going in Scandinavia, Germany, Poland, and England, but they lost a crusade and had a ton of revolts. Sicilly had North Africa, Italy, and the Mediterranian, but soemhow they got reduced to 2 provinces. The Crusader States had all of the Muslim/Byzantine areas, but the king died without an heir and all those places are now rebels. Now the game is the Golden Horde and France expanding very rapidly. :help:
Glad everything worked out.
Yes, the Teutonic Order is a very difficult faction to play. For those players looking for a difficult challenge, this is one of the factions to play.
Some suggestions:
Attacking any large faction at this time may be suicide.
Be patient, turtle a bit and build up your income and strength, and upgrade. Ally with a couple of larger factions, and then let the big boys tackle each other. Then be ready to pick up any scraps they leave in the dust.
vikinghorde i give you somme links maybe it will help you
http://www.eliznik.org.uk/RomaniaHistory/balkans-map/
http://www.zum.de/whkmla/histatlas/germany/haxczech.html
http://www.zum.de/whkmla/histatlas/eceurope/haxpoland.html
http://www.amarcord.be/georgia/geo1213.html you see on the map there are more little kingdoms like Trabson and more
http://www.historylink101.com/historical_maps.htm
http://www.fordham.edu/halsall/sbook.html
http://www.rzuser.uni-heidelberg.de/~ci4/georgien/histiry/his4.html this is about georgian
well mate i hope this is helping let me now if i cane do sommething more
Galagros
03-18-2006, 23:12
Thanks for the advice. I may go back and play it some more sometime, but last night I started a new game as the Bulgarians and I must say, it's turning out to be one of my most fun games over the past 3-4 years that I've had to game. Everything is going good, but not too good that I'm having an easy time. If only I had killed my original kings first son before he took over! :wall:
Belisario
03-19-2006, 13:14
@axel
I have not gotten enogth info from players yet, so it will be some time before it is released. Only a few minor stuff has been reported and im still getting info about changes needed to make the mod more historical correct.
Hi VikingHorde!
I have read that you are working on a new patch. I can help you to do the XL Mod more historical correct. I have a load of information about several factions of the game because I have been collaborating with WesW in his MedMod. If you are interested I also can collaborate with you. I'm looking up some information in the Google Book Search and in the Wikipedia about the Russians now.
I enjoy playing your XL Mod and even tried to emulate your info pics, but the graphic design is not my strong point.
cool Belisario i would help to but i dont now how to mod :embarassed: but i posted somme links maybe they help and if i cane do somme thing to let me now mate`s
VikingHorde
03-20-2006, 19:31
@Shaun
All the original crusading factions plus the danes and hungarians can crusade.
@axel
Thanks for the links, I will check them out and see what I can find :book:
@Belisario
Thanks Belisario, some help would be cool. At the .com some guys have been working on provinces, so that factions have the correct ones at the start of the era's. Im only changing the small stuff right now, so I will not change units or the map. The other easy stuff like names, province ownership ect. can change. ~:) .
ok mate i hope it will help ill be searching for more mate
Hi vikinghorde i whase wondering i read a book about the crusade and they where talking about the orde of Calatrava this whase a crusade from spain against the berbers and the moors (Almoravids and almohads) somme kind of special force from spain ??? did you ever hear this and if so maybe its somme thing for the update ??:2thumbsup:
Belisario
03-25-2006, 18:23
@Belisario
Thanks Belisario, some help would be cool. At the .com some guys have been working on provinces, so that factions have the correct ones at the start of the era's. Im only changing the small stuff right now, so I will not change units or the map. The other easy stuff like names, province ownership ect. can change. ~:) .
Hi VikingHorde!
It's a pleasure to work in your XLMod. I have prepared this list of Hungarian heroes that you can insert in the game. Other guys can use it as a model for his contributions. I would rather send you the next works via e-mail. If you agree send me a private message, please.
FAMOUS_HEROES:: FN_HUNGARIAN 20
//hero name date, c, d, p, a, l, v, TYPE ID_REGION PORTRAIT
"Prince", "Álmos", 1070, 3, 5, 3, 2, 1, captured2, GENERAL, ID_LIMBO, -1 //Prince Álmos (b?, d1129): Hungarian prince, he was "Herceg" (duke) of Slavonia (eastern Croatia) and Nitria (northern-west Hungary). After King László I's death, he and his brother Kálmán were competing for the throne, and finally Kálmán won. He organised plots against King Kálmán, but in 1115 he was blinded and imprisoned. His son, Béla II, became king of Hungary.
"Mihály", "Milványi", 1190, 4, 3, 4, 1, 6, mightywarrior1, GENERAL, ID_LIMBO, -1 //Mihály Milványi (b?, d?): Military commander of King András II from 1225. He performed several heroic deeds against the Mongol agressors in 1241. King Béla IV rewarded him for his braveness.
"Palatin", "Dénes", 1200, 3, 3, 6, 3, 8, courageous1, GENERAL, ID_LIMBO, -1 //Palatin Dénes (b?, d1241): He was "Nádorispán" (palatin, chief minister) during the Mongol invasion (1241-2). In March 1241, he defended the Carpathian passes but the Mongols destroyed his troops. He survived the battle, and fought at the Battle of Mohi (April 1241). Dénes put on King Béla IV's clothes and rode against the Mongols at the head of the bodyguard. The king managed to slip through, but his brave Palatin died that day.
"Jakab", "Csesznegi", 1220, 3, 2, 3, 2, 6, builder1, GENERAL, ID_LIMBO, -1 //Jakab Csesznegi (b?, d?): Military commander of King Béla IV. He was "Ispán" (bailiff) in the north-west of Hungary (modern Slovakia). He constructed some castles.
"Pál", "Subics", 1245, 4, 2, 4, 4, 5, numerate1, GENERAL, ID_LIMBO, -1 //Pál Subics (b ca 1245, d1312): Member of the Croatian clan Subics, he was "Ban" (governor) of Croatia between 1272-1312. He asserted control over large parts of Dalmatia, Slavonia and Bosnia. He minted his own money, and he supported King Károly I in the fight for the Hungarian throne (1301-8).
"Amádé", "Aba", 1250, 3, 2, 3, 3, 5, loyal1, GENERAL, ID_LIMBO, -1 //Amádé Aba (b?, d1311): Member of the Aba clan, governor of northern-east Hungary. He was "Nádorispán" (palatin, chief minister) from 1293. From 1304 till his death he was Károly I's supporter. His power extended over several counties. In 1311 he was murdered in the course of a siege.
"Máté", "Csák", 1260, 3, 5, 1, 4, 1, defender2, GENERAL, ID_LIMBO, -1 //Máté Csák (b1260/5, d1321): Very rich and influential magnate, member of the Csák clan. He was "Nádorispán" (palatin, chief minister) and "Tárnok" (royal treasurer). He turned against King András III and against the pretender to the Hungarian throne, Vencel of Bohemia. In 1308 he accepted Károly I as king, but in 1311 he rebelled, and so he was excommunicated and declared disloyal. However, the king hadn't success against him. His power expanded over 14 counties in the north-west of Hungary (modern Slovakia), which was called Mátyusföld.
"László", "Kán", 1270, 4, 4, 1, 2, 5, merciful1, GENERAL, ID_LIMBO, -1 //László Kán (b?, d1315): Powerful Transylvanian voivode between 1297-1315. In 1307 he captured the pretender to the Hungarian throne, Ottó of Bavaria, and kept the Holy Crown with himself, so he was excommunicated. After a short time, he liberated Ottó, who returned to Bavaria. He gave the Holy Crown back in 1310. Till his death in 1315 he didn't turn against King Károly I.
"Demeter", "Nekcsei", 1290, 2, 1, 5, 5, 7, numerate3, GENERAL, ID_LIMBO, -1 //Demeter Nekcsei (b?, d1338): Member of the Aba clan, he was the "Tárnok" (royal treasurer) of Károly I between 1315-38. The king's successful economic policy was attributed to him. He founded a monastery, and he ordered the beautiful codex known as "Demeter Nekcsei's Bible".
"Miklós", "Toldi", 1320, 4, 4, 5, 2, 6, captured1, GENERAL, ID_LIMBO, -1 //Miklós Toldi (b1320, d1390): Hungarian hero, he was King Lajos I's knight and had an adventurous life. He served as "Ispán" (bailiff) and captain in several towns. Between 1363-4 he led the army sent by Lajos I to help Pope Urban V in Italy. He became a mercenary soldier there. In 1365 he was captured, then he returned to Hungary. His adventures were preserved by folk traditions as "Toldi legend".
"Benedek", "Himfi", 1325, 3, 1, 5, 5, 7, smarttalker1, GENERAL, ID_LIMBO, -1 //Benedek Himfi (b?, d1380): Court knight from 1347, he became King Lajos I's favourite man. He spend the majority of his life on the battlefields of his King's campaigns (in 1376 he led an army against Venice) and performed diplomatic duties (for example, at the Papal court of Avignon). He was the "Ispán" (bailiff) of strategically important counties from 1352 to 1380. He must have been a pious and a literate man.
"Miklós", "Garai", 1360, 3, 4, 4, 3, 7, loyal3, GENERAL, ID_LIMBO, -1 //Miklós Garai (b?, d?): He was one of the saviours of King Zsigmond's life at the battle of Nicopolis (1396). Zsigmond appointed him to the post of "Nádorispán" (palatin, chief minister) in 1402. He was one of the main Hungarian supporters of Zsigmond, who later became Holy Roman Emperor.
"Herman", "Cillei", 1365, 3, 3, 5, 3, 6, zealot2, GENERAL, ID_LIMBO, -1 //Herman Cillei (b ca 1365, d1435): Count of Cilli, "Ban" (governor) of Croatia and Slavonia. In 1396 he, a soldier in King Zsigmond's crusade against the Ottomans, saved Zsigmond's life at the battle of Nicopolis. In 1408, his daughter married Zsigmond, who later became Holy Roman Emperor.
"Lorinc", "Tar", 1370, 2, 1, 6, 3, 6, pious2, GENERAL, ID_LIMBO, -1 //Lorinc Tar (b1370, d?): Member of the Rátót clan, he was King Zsigmond's knight, whose life was rather adventurous. He was "Ispán" (bailiff), and he had offices at the royal court. He visited the West many times on the side of King Zsigmond. Between 1409-11 he visited Ireland. There, he visited St Patrick's purgatory, a sulphurous cave, which was considered the entrance of Hell by medieval pilgrims. His experiences and visions were recorded in the Hungarian folk tradition as "Lorinc Tar's visit to Hell".
"János", "Hunyadi", 1387, 5, 4, 5, 3, 7, mightywarrior3, GENERAL, ID_LIMBO, -1 //János Hunyadi (b ca 1387, d1456): Hungarian hero of Vlach origin, he was Captain-General of Belgrade, Voivode of Transylvania, and regent of Hungary between 1444-56. He began life as a professional mercenary soldier, but he showed such talent that ascended to high commands. In 1442 he defeated an Ottoman army in Transylvania. Between 1443-4 he undertook offensive campaigns in the Balkans, but was defeated by the Ottomans in Varna. His major achievement came in 1456, when he so heavily routed an Ottoman army which was besieging Belgrade. His son, Mátyás Corvinus, became King of Hungary in 1458.
"Mihály", "Szilágyi", 1400, 3, 3, 5, 3, 7, defender2, GENERAL, ID_LIMBO, -1 //Mihály Szilágyi (b?, d?): Brother-in-law of János Hunyadi, he was in charge of the Belgrade's fortress while Hunyadi proceeded to form a relief army to break the Ottoman siege (1456). In 1458 he organised the small nobles to proclaimed Hunyadi's son, Mátyás Corvinus, as Hungarian king.
"Paulus", "Hungarus", 1195, 1, 3, 7, 4, 5, no_v, INQUISITOR, ID_LIMBO, -1 //Paulus Hungarus (b?, d1241): Dominican friar, he settled down the Dominican order in Hungary. He tried to convert the Cumans, but in 1241 he died as a martyr during the Mongol invasion.
"Archbishop", "Lodomér", 1240, 1, 1, 6, 7, 5, no_v, BISHOP, ID_LIMBO, -1 //Archbishop Lodomér (b?, d1298): Archbishop of Esztergom between 1278-98. Educated man, he objected to King László IV's government measures. He supported King András III on the throne and renovated the political system.
"Simon", "Kézai", 1255, 1, 1, 4, 7, 8, no_v, EMISSARY, ID_LIMBO, -1 //Simon Kézai (b?, d?): King László IV's loyal court priest. He wrote the historical work, "Gesta Hungarorum". He studied in Italy, and visited France, Germany and Sicily as a member of diplomatic delegations.
"Bálint", "Alsáni", 1340, 1, 1, 6, 6, 7, no_v, CARDINAL, ID_LIMBO, -1 //Bálint Alsáni (b?, d?): Cardinal, Chancellor, Bishop of Pécs between 1374-1408. He was also a diplomat, he participated in the Turin peace treaties with Venice in 1381.
//Heroes
["Prince"] {"Prince"}
["Álmos"] {"Álmos"}
["Mihály"] {"Mihály"}
["Milványi"] {"Milványi"}
["Palatin"] {"Palatin"}
["Dénes"] {"Dénes"}
["Jakab"] {"Jakab"}
["Csesznegi"] {"Csesznegi"}
["Pál"] {"Pál"}
["Subics"] {"Subics"}
["Amádé"] {"Amádé"}
["Aba"] {"Aba"}
["Máté"] {"Máté"}
["Csák"] {"Csák"}
["László"] {"László"}
["Kán"] {"Kán"}
["Demeter"] {"Demeter"}
["Nekcsei"] {"Nekcsei"}
["Miklós"] {"Miklós"}
["Toldi"] {"Toldi"}
["Benedek"] {"Benedek"}
["Himfi"] {"Himfi"}
["Miklós"] {"Miklós"}
["Garai"] {"Garai"}
["Herman"] {"Herman"}
["Cillei"] {"Cillei"}
["Lorinc"] {"Lorinc"}
["Tar"] {"Tar"}
["János"] {"János"}
["Hunyadi"] {"Hunyadi"}
["Mihály"] {"Mihály"}
["Szilágyi"] {"Szilágyi"}
["Paulus"] {"Paulus"}
["Hungarus"] {"Hungarus"}
["Archbishop"] {"Archbishop"}
["Lodomér"] {"Lodomér"}
["Simon"] {"Simon"}
["Kézai"] {"Kézai"}
["Bálint"] {"Bálint"}
["Alsáni"] {"Alsáni"}
Belisario
03-26-2006, 11:26
I post here a reworked list of Hungarian kings and a more accurate listing of Hungarian names. I also accompany it with the SetStartLeader for each period. I hope that this make your workload lighter.
FAMOUS_KINGS:: FN_HUNGARIAN 12
//name no. c d p a portrait vnv
1, 1, 4, 4, 5, 4, -1, pious4 //László I (1077-1095), called "Szent" (the Saint): A heroic and popular figure, he fought many battles against the eastern pagan invaders (Cumans, Pechenegs). To counter this eastern danger, he encouraged the total Hungarian settlement of the unpopulated portion of Transylvania by founding two bishoprics there and granting privileges to the frontier settlers, the Szekelys. He reestablished internal order and incorporated Slavonia and Croatia as autonomous provinces. At a Hungarian Church Council (in 1083) he decreed the canonization of Saint Stephen and Saint Imre.
3, 1, 3, 5, 5, 5, -1, educated2 //Kálmán I (1096-1116), called "Könyves" (Booklover, or the Wise): After László I's death his nephews Kálmán and Álmos were competing for the throne. Finally Kálmán ascended to the throne. Kálmán was a wise ruler who modernized the country's laws, reformed the structure of the army and founded the bishopric of Nyitra. He reestablished Hungarian superiority in Croatia, and he occupied a certain part of Dalmatia. Sometimes his brother Álmos organized plots against him, who initially was very patient, but finally Kálmán lost his temper and had Álmos and his young son, Béla blinded (1115).
2, 2, 2, 6, 3, 3, -1, secret_prisoner_killer4 //Béla II (1131-1141), called "Vak" (the Blind): Son of prince Álmos. As king István II (1116-31) did not have any heirs, Béla was crowned as king. Instead of the blind ruler, his wife, the Serbian Ilona governed the country. Béla and Ilona had their political enemies slaughtered on two occasions: first the dignitaries supporting king Kálmán, who were suspected of participating in the Béla's blinding, then the supporters of a usurper, who called himself Boris and claimed that he was king Kálmán's son. He was the first Hungarian king bearing the title of "King of Rama", signifying power over Bosnia.
5, 3, 1, 5, 3, 1, -1, defender1 //István III (1162-1172): Son of Géza II (1141-62), he had to fight against the Byzantine emperor Manuel I Komnenos, who supported his rival uncles and managed to make them kings for a short time: László II (1162-3) and István IV (1163). The battle of Székesfehérvár put an end to the reign of the latter one, and brought the victory of István III's army. After taking back his country he continued his wars against Byzantium, when finally his troops suffered a defeat at Zimony in 1167.
2, 3, 3, 4, 4, 6, -1, farmerking2 //Béla III (1172-1196): Son of Géza II (1141-62), he was educated in Byzantium by Manuel I Komnenos, who had thought about him as his possible successor. Later however, Manuel got a son, and Béla succeeded his brother, king István III, under the influence of Manuel. He had a splendid castle built in Esztergom, reformed the financial system of the country, founded several monasteries, and canonised king László I in 1192. After emperor Manuel's death (1180), he reoccupied Dalmatia and started to conduct an aggresive foreign policy. He managed to conquer the neighbouring Rus'ian principality of Halych for a short period of time.
0, 2, 4, 3, 4, 2, -1, zealot1 //András II (1205-1235): Son of Béla III. Valiant, enterprising and pious, but excessively generous with the nobility. Under his rule took place fights between the higher and lower gentry and the church. As a result, he issued a charter of rights, called the "Golden Bull", in 1222. He initiated many military campaings to occupy the Rus'ian principality of Halych, launched a crusade to the Holy Land in 1217-8, settled down the Teutonic Knights in southern Transylvania in 1211 (but he expelled them in 1225), and strengthened the Hungarian position in the Danube.
2, 4, 3, 3, 4, 4, -1, defender1 //Béla IV (1235-1270): Son of András II, he tried to reestablish royal preeminence by reacquiring lost crown lands. His efforts, however, created a deep rift between the crown and the magnates just as the Mongols were sweeping toward Europe. Aware of the danger, he ordered the magnates and lesser nobles to mobilize. Few responded, and the Mongols routed Béla's army at the Battle of Mohi (1241) and devastated Hungary. The Mongols withdrew in 1242 and he started the rebuilding of the country, including a massive building campaign which produced a defensive system of castles. He also invited Cuman and German settlers to settle in the depopulated territories.
5, 5, 3, 5, 1, 1, -1, secret_envy2 //István V (1270-1272): Son of Béla IV. Ambitious, restless and violent, he convinced his father to give him the eastern part of Hungary (1262); hence the country was virtually divided into two kingdoms. István defeated his father in the ensuing civil war. He was married with a Cuman princess, and his adversaries, especially Otakar II of Bohemia, believed that he was too great a friend of the Cumans to be a true Catholic. Otakar tried to conquer the western provinces of Hungary but he was routed by István in 1271.
1, 4, 3, 5, 2, 1, -1, anger2 //László IV (1272-1290), called "Kun" (the Cuman): Son of István V, during his minority the real power fell into the hands of rival baron groups. He was declared to be of full age in 1277, and temporarily stabilised the position of central power with the help of the Church. In the fight between Otakar II of Bohemia and Rudolf I von Habsburg, László supported Rudolf, and in 1278 they fought together in the battle of Dürnkrut and defeated Otakar's army. The conflict with the Cumans put an end to László's experiments for consolidation. In 1290 he was murdered by them.
0, 3, 3, 4, 4, 3, -1, right_hand_man1 //András III (1290-1301): After László IV's death, he, an Árpád from Italy, was made king. Although he had to fight against his barons almost every year of his reign, the reconstruction of the system of government, led by the archbishop Lodomér, brought succesful results. By 1300 the barons were slowly forced to surrender, but this consolidation stopped when the king died in 1301. The Árpad dynasty became extinct with his death.
6, 1, 4, 3, 3, 4, -1, good_manager1 //Károly I (1308-1342), also called Károly Róbert: First Hungarian king from the Angevin dynasty. He restored royal authority, reformed the whole fiscal system, stimulated town's growth, encouraged trade and imposed taxes to support his army. He achieved a mutual defense union with Poland against the Habsburgs and the Bohemians. He also managed to expand his kingdom southward, but the adverse effect was an anti-Hungarian reaction. In 1330 the Wallachian prince Basarab destroyed Károly's army.
7, 1, 5, 3, 5, 3, -1, mightywarrior2 //Lajos I (1342-1382), called "Nagy" (the Great): Son of Károly I, he became one of the greatest kings of Hungary. The Ban of Bosnia and the Voivodes of Wallachia and Moldavia acknowledged him as their suzerain, as did, for shorter periods, the rulers of Serbia, northern Bulgaria and, for a few years, Venice. The climax of Lajos's glory came in 1370, when, by virtue of a dynastic pact concluded in 1354 with his uncle Kazimierz III, he ascended the Polish throne. At home, he confirmed the "Golden Bull" (1351), gaining the support of the nobility. He liked warfare, tournaments and hunts, and he was deeply religious.
//SetStartLeader:: FN_HUNGARIAN 0 8 1 1 1 0 1 1 0 0 //Early Startpos
//SetStartLeader:: FN_HUNGARIAN 5 8 2 3 3 1 2 4 0 0 //High Startpos
//SetStartLeader:: FN_HUNGARIAN 10 8 3 4 4 1 2 5 1 0 //Late Startpos
// 17: Hungarian_forenames
ADD_FORENAMES::
"András"
"László"
"Béla"
"Kálmán"
"Géza"
"István"
"Károly"
"Lajos"
"Adorján"
"Ajtony"
"Ákos"
"Álmos"
"Amádé"
"Ambrus"
"András"
"Antal"
"Balázs"
"Bálint"
"Béla"
"Benedek"
"Bertalan"
"Boldizsár"
"Demeter"
"Dénes"
"Domonkos"
"Fábián"
"Felician"
"Ferenc"
"Gellért"
"Gergely"
"Géza"
"György"
"Gyula"
"Herman"
"Imre"
"István"
"Jakab"
"János"
"Kálmán"
"Károly"
"Kázmér"
"Koppány"
"Kötöny"
"Lajos"
"László"
"Lodomér"
"Lorinc"
"Lukács"
"Márton"
"Máté"
"Mátyás"
"Mihály"
"Miklós"
"Ottó"
"Pál"
"Péter"
"Róbert"
"Salamon"
"Sámuel"
"Sebestyén"
"Simon"
"Taksony"
"Tamás"
"Ugrin"
"Vajk"
"Vászoly"
"Vazul"
"Vencel"
"Zoltán"
"Zsigmond"
// 15: Hungarian_surnames
ADD_SURNAMES::
"Árpád"
"Aba"
"Alsáni"
"Babonics"
"Bakócz"
"Báthory"
"Bicskei"
"Bocskai"
"Borsa"
"Cillei"
"Csák"
"Csesznegi"
"Dózsa"
"Drági"
"Eszes"
"Fehér"
"Fodor"
"Frangepán"
"Garai"
"Gerényi"
"Gyori"
"Hásságyi"
"Héder"
"Hideg"
"Himfi"
"Homonnai"
"Horvát"
"Hunyadi"
"Ilosvai"
"Kán"
"Kanizsai"
"Kétyi"
"Kézai"
"Könyves"
"Koszegi"
"Kovács"
"Küküllei"
"Kun"
"Lackfi"
"Lengyel"
"Melles"
"Milványi"
"Molnár"
"Nádasdy"
"Nagy"
"Nagymartoni"
"Német"
"Németújvári"
"Oláh"
"Pap"
"Pok"
"Rácz"
"Rád"
"Rákóczi"
"Rátót"
"Selymes"
"Subics"
"Szapolyai"
"Szász"
"Székely"
"Szepesi"
"Szigeti"
"Szilágyi"
"Tar"
"Thököly"
"Thuróczy"
"Tinódi"
"Toldi"
"Tót"
"Tótsolymosi"
"Trencsényi"
"Uzsai"
"Vadas"
"Vak"
"Werböczi"
"Záh"
"Zrínyi"
// Hungarian_forenames
["Adorján"] {"Adorján"}
["Ajtony"] {"Ajtony"}
["Ákos"] {"Ákos"}
["Álmos"] {"Álmos"}
["Amádé"] {"Amádé"}
["Ambrus"] {"Ambrus"}
["András"] {"András"}
["Antal"] {"Antal"}
["Balázs"] {"Balázs"}
["Bálint"] {"Bálint"}
["Béla"] {"Béla"}
["Benedek"] {"Benedek"}
["Bertalan"] {"Bertalan"}
["Boldizsár"] {"Boldizsár"}
["Demeter"] {"Demeter"}
["Dénes"] {"Dénes"}
["Domonkos"] {"Domonkos"}
["Fábián"] {"Fábián"}
["Felician"] {"Felician"}
["Ferenc"] {"Ferenc"}
["Gellért"] {"Gellért"}
["Gergely"] {"Gergely"}
["Géza"] {"Géza"}
["György"] {"György"}
["Gyula"] {"Gyula"}
["Herman"] {"Herman"}
["Imre"] {"Imre"}
["István"] {"István"}
["Jakab"] {"Jakab"}
["János"] {"János"}
["Kálmán"] {"Kálmán"}
["Károly"] {"Károly"}
["Kázmér"] {"Kázmér"}
["Koppány"] {"Koppány"}
["Kötöny"] {"Kötöny"}
["Lajos"] {"Lajos"}
["László"] {"László"}
["Lodomér"] {"Lodomér"}
["Lorinc"] {"Lorinc"}
["Lukács"] {"Lukács"}
["Márton"] {"Márton"}
["Máté"] {"Máté"}
["Mátyás"] {"Mátyás"}
["Mihály"] {"Mihály"}
["Miklós"] {"Miklós"}
["Ottó"] {"Ottó"}
["Pál"] {"Pál"}
["Péter"] {"Péter"}
["Róbert"] {"Róbert"}
["Salamon"] {"Salamon"}
["Sámuel"] {"Sámuel"}
["Sebestyén"] {"Sebestyén"}
["Simon"] {"Simon"}
["Taksony"] {"Taksony"}
["Tamás"] {"Tamás"}
["Ugrin"] {"Ugrin"}
["Vajk"] {"Vajk"}
["Vászoly"] {"Vászoly"}
["Vazul"] {"Vazul"}
["Vencel"] {"Vencel"}
["Zoltán"] {"Zoltán"}
["Zsigmond"] {"Zsigmond"}
// Hungarian_surnames
["Árpád"] {"Árpád"}
["Aba"] {"Aba"}
["Alsáni"] {"Alsáni"}
["Babonics"] {"Babonics"}
["Bakócz"] {"Bakócz"}
["Báthory"] {"Báthory"}
["Bicskei"] {"Bicskei"}
["Bocskai"] {"Bocskai"}
["Borsa"] {"Borsa"}
["Cillei"] {"Cillei"}
["Csák"] {"Csák"}
["Csesznegi"] {"Csesznegi"}
["Dózsa"] {"Dózsa"}
["Drági"] {"Drági"}
["Eszes"] {"Eszes"}
["Fehér"] {"Fehér"}
["Fodor"] {"Fodor"}
["Frangepán"] {"Frangepán"}
["Garai"] {"Garai"}
["Gerényi"] {"Gerényi"}
["Gyori"] {"Gyori"}
["Hásságyi"] {"Hásságyi"}
["Héder"] {"Héder"}
["Hideg"] {"Hideg"}
["Himfi"] {"Himfi"}
["Homonnai"] {"Homonnai"}
["Horvát"] {"Horvát"}
["Hunyadi"] {"Hunyadi"}
["Ilosvai"] {"Ilosvai"}
["Kán"] {"Kán"}
["Kanizsai"] {"Kanizsai"}
["Kétyi"] {"Kétyi"}
["Kézai"] {"Kézai"}
["Könyves"] {"Könyves"}
["Koszegi"] {"Koszegi"}
["Kovács"] {"Kovács"}
["Küküllei"] {"Küküllei"}
["Kun"] {"Kun"}
["Lackfi"] {"Lackfi"}
["Lengyel"] {"Lengyel"}
["Melles"] {"Melles"}
["Milványi"] {"Milványi"}
["Molnár"] {"Molnár"}
["Nádasdy"] {"Nádasdy"}
["Nagy"] {"Nagy"}
["Nagymartoni"] {"Nagymartoni"}
["Német"] {"Német"}
["Németújvári"] {"Németújvári"}
["Oláh"] {"Oláh"}
["Pap"] {"Pap"}
["Pok"] {"Pok"}
["Rácz"] {"Rácz"}
["Rád"] {"Rád"}
["Rákóczi"] {"Rákóczi"}
["Rátót"] {"Rátót"}
["Selymes"] {"Selymes"}
["Subics"] {"Subics"}
["Szapolyai"] {"Szapolyai"}
["Szász"] {"Szász"}
["Székely"] {"Székely"}
["Szepesi"] {"Szepesi"}
["Szigeti"] {"Szigeti"}
["Szilágyi"] {"Szilágyi"}
["Tar"] {"Tar"}
["Thököly"] {"Thököly"}
["Thuróczy"] {"Thuróczy"}
["Tinódi"] {"Tinódi"}
["Toldi"] {"Toldi"}
["Tót"] {"Tót"}
["Tótsolymosi"] {"Tótsolymosi"}
["Trencsényi"] {"Trencsényi"}
["Uzsai"] {"Uzsai"}
["Vadas"] {"Vadas"}
["Vak"] {"Vak"}
["Werböczi"] {"Werböczi"}
["Záh"] {"Záh"}
["Zrínyi"] {"Zrínyi"}
Belisario
03-26-2006, 11:46
Hi vikinghorde i whase wondering i read a book about the crusade and they where talking about the orde of Calatrava this whase a crusade from spain against the berbers and the moors (Almoravids and almohads) somme kind of special force from spain ??? did you ever hear this and if so maybe its somme thing for the update ??:2thumbsup:
Hi Axel! This is a short description of the Knights of Calatrava. You can find more information in the Wikipedia and other web sites.
Military order of Calatrava: A branch of the Cistercians founded in Castile in the 12th century. The name is derived from that of a castle recovered from the Moslems by King Alfonso VII of Castile in 1147. At first it was composed of lay brothers of the monastery of Fitero and subject to Morimond, in Burgundy. The order was defeated by the Almohades at Alarcos in 1195 and then took the name of the new stronghold of Salvatierra which was lost to the Moslems in 1209. Calatrava was reconquered in 1212. In the same year the order took part in the great victory of Las Navas de Tolosa, which broke the Moslem power. The name of Calatrava was resumed by the order and Calatrava la Nueva made its headquarters. Two new orders, Alcantara in Leon, and Aviz in Portugal, were founded. The last independent grand master was Lopez de Padilla (1482-1487) who fought with distinction in the last Moorish War (the war of Granada). In 1487 Fernando of Aragon by a papal Bull obtained administrative authority.
Cool Belisario thx mate now i understand becose you dont hear a lot of orde of Calatrava you hear more about the crusades about middle east :2thumbsup: thx mate ill be looking on wikipeda
VikingHorde
03-27-2006, 17:30
@axel
I have new heard of orde of Calatrava, but I don't think I can add any more orders to the game. There are not any more space for new units, so we have to do with the old crusaders. Cool stuff though :book:
@Belisario
Thanks for the info, it must had been hard work getting it :sweatdrop: . It should not be to hard to add the new stuff to the game ~:)
:2thumbsup: cool mate if see somme new ill post it here any thing to help mate
bretwalda
04-01-2006, 10:18
@Belisario
Great, excellent work! I wish to see it in the next release of XL Mod!
@VH
Please, if you could include those Hungarian details to your next release! They are accurate and very good, as well.
Belisario
04-01-2006, 19:02
@Belisario
Thanks for the info, it must had been hard work getting it :sweatdrop: . It should not be to hard to add the new stuff to the game ~:)
Hi VikingHorde!
I have read your message and I will send you soon my "experiments" with the info pics. My new work is about your people, the Danes. I dare to rework the current listing of Danish forenames and surnames. Excuse me if I have make some mistake.
FAMOUS_KINGS:: FN_DANISH 10
//name no. c d p a portrait vnv
0, 1, 3, 4, 3, 3, -1, captured1 //Oluf I Hunger ("Hunger"; 1086-95): He was took prisoner by his brother, king Knud IV the Holy (1080-86), who found him deeply involved in high treason. In 1086 Knud was murdered, and Oluf was released from prison to succeed his brother as king. During his reign there was a failure of crops, and some blamed him for the famine.
1, 1, 4, 4, 4, 4, -1, fearsome1 //Erik I Ejegod ("Evergood"; 1095-1103): Charismatic ruler, he appealed to the common people. Under his reign, Scandinavia was recognized in 1103 as an archbishopric with a see at Lund (Scania). He died at Cyprus during a pilgrimage to Jerusalem.
1, 2, 3, 6, 3, 3, -1, secret_paranoiac4 //Erik II Emune ("the Memorable"; 1134-37): He ascended to the throne after defeating his uncle, king Niels (1104-34), at Fodevig (Scania). A harsh and unpopular ruler, he was killed by a nobleman.
3, 3, 2, 6, 3, 3, -1, envy //Svend III Grathe (1146-57): At the abdication of Erik III (1137-46) he was elected king on Zealand, and his rival Knud V ruled in Jutland. His position was soon undermined by his tyranny and pro-German policy. In 1154 he was overthrown by Knud V and Valdemar I, but in 1157 he was able to force a tripartition of the kingdom. At a banquet at Roskilde he tried to rid himself of his two co-rulers. Knud V was killed, but Valdemar I escaped to Jutland. Soon afterward he was finally defeated by Valdemar I at Grathe Heath.
5, 1, 4, 5, 3, 4, -1, mightywarrior2 //Valdemar I den Store ("the Great"; 1157-82): He put an end to several years of civil war, and confronted the Wend (Slav) threat to Danish shipping and coasts. He became a vassal of Holy Roman Emperor Friedrich I, but was later powerful enough to free himself from that control. He extended his realm, codified the laws, and gained church approval for hereditary rule by his dynasty, the Valdemars.
5, 2, 4, 4, 3, 3, -1, attacker2 //Valdemar II Sejr ("the Victorious"; 1202-41): He extended Danish control over north German states, and conquered Estonia in 1219, marking the culmination of Danish rule over the Baltic. In 1223 he was taken prisoner by one of his north German vassals but bought his freedom in 1225, promising to give up all the conquered areas except Estonia and Rügen. A final attempt to win back the lost areas led to his defeat at Bornhöved (1227). In his later years he worked to unify Denmark's legal and administrative systems.
1, 5, 2, 3, 3, 3, -1, envy //Erik V Glipping (1259-86): Until 1264 he ruled under the auspices of his mother, the competent queen Margrete Sambiria, and between 1261-62 he was a prisoner in Holstein after a military defeat. He tried to enforce royal power over church and nobility, but in 1282 he was forced to sign a coronation charter, in which he agreed to assemble the Danish court each year. He was murdered in 1286.
1, 6, 4, 5, 2, 1, -1, tyrant2 //Erik VI Menved (1286-1319): He brought the restive prelates to heel and maintained a strong royal power. He also began a expansionist policy in Northern Germany. However, the long wars greatly weakened the economy and aroused opposition to his rule. At his death in 1319 the finances were chaotic and large parts of Denmark were mortgaged to German and Danish magnates.
7, 2, 3, 4, 3, 3, -1, tyrant1 //Christoffer II (1320-26, 1329-32): He received a mortgaged Denmark to German and Danish magnates, and was forced to sign a strict coronation charter. He did not abide by the charter, however, and he was driven into exile after a battle with the Danish magnates and the German count Gerhard III of Holstein. For a time (1326-30), the young duke of South Jutland, Valdemar III, ruled under the regency of the count of Holstein. After Christoffer's return, the kingdom was split by a peasant uprising, church discord, and the struggle with the Holsteiners, who received all of the country in pawn (1332-40); Scania rebelled and came under Swedish rule.
5, 4, 4, 4, 3, 4, -1, attacker2 //Valdemar IV Atterdag (1340-75): He became king of a pawned Denmark, but his talent and military ability enabled him to reunite his kingdom. Initially his territory was limited to North Jutland, but he gradually reacquired the rest of Jutland and Zealand, and captured Scania in 1360. He also led an aggressive foreign policy, and in 1361 conquered the island of Gotland. However, the resulting conflict with the Hanseatic League, Sweden and Holstein ended in a Danish defeat, and in 1370 he was forced to submit to the Treaty of Stralsund. At home, he strengthened royal power, attacked major economic problems, and reorganized the army.
//SetStartLeader:: FN_DANISH 0 8 1 0 0 2 4 0 0 0 //Early Startpos
//SetStartLeader:: FN_DANISH 5 8 2 3 1 3 6 2 0 0 //High Startpos
//SetStartLeader:: FN_DANISH 8 8 2 6 1 3 6 2 1 2 //Late Startpos
// 2: Danish_forenames
ADD_FORENAMES::
"Oluf"
"Erik"
"Niels"
"Svend"
"Knud"
"Valdemar"
"Abel"
"Christoffer"
"Anders"
"Arved"
"Asser"
"Axel"
"Birger"
"Bo"
"Christiern"
"Ebbe"
"Esbern"
"Esger"
"Eskil"
"Evert"
"Filip"
"Gert"
"Gunner"
"Hagen"
"Hans"
"Harald"
"Henning"
"Henrik"
"Inge"
"Jakob"
"Jens"
"Kaj"
"Karl"
"Kjeld"
"Lars"
"Mads"
"Magnus"
"Morten"
"Peder"
"Poul"
"Ragnvald"
"Rane"
"Sakse"
"Sigurd"
"Skjalm"
"Sten"
"Sune"
"Søren"
"Toke"
"Torben"
"Torgeir"
"Torsten"
"Ulf"
"Viggo"
// 2: Danish_surnames
ADD_SURNAMES::
"Eriksen"
"Abelsen"
"Aggesen"
"Albrektsen"
"Andersen"
"Asmundsen"
"Atterdag"
"Axelsen"
"Bengtsen"
"Blåtand"
"Bodilsen"
"Ebbesen"
"Ejegod"
"Emune"
"Erlandsen"
"Estridsen"
"Gertsen"
"Glipping"
"Grand"
"Grathe"
"Gunnersen"
"Hallandsfar"
"Haraldsen"
"Harpestreng"
"Henriksen"
"Hunger"
"Hvide"
"Jakobsen"
"Jensen"
"Jonsen"
"Kesja"
"Knudsen"
"Lavard"
"Laxmand"
"Lodehat"
"Madsen"
"Menved"
"Nielsen"
"Pedersen"
"Plovpenning"
"Podebusk"
"Rig"
"Sejr"
"Skåning"
"Skjalmsen"
"Snare"
"Stigsen"
"Sunesen"
"Svendsen"
"Thurgotsen"
"Torstensen"
"Trylle"
"Tveskæg"
"Ulfsen"
// Danish_forenames
["Abel"] {"Abel"}
["Anders"] {"Anders"}
["Arved"] {"Arved"}
["Asser"] {"Asser"}
["Axel"] {"Axel"}
["Birger"] {"Birger"}
["Bo"] {"Bo"}
["Christiern"] {"Christiern"}
["Christoffer"] {"Christoffer"}
["Ebbe"] {"Ebbe"}
["Erik"] {"Erik"}
["Esbern"] {"Esbern"}
["Esger"] {"Esger"}
["Eskil"] {"Eskil"}
["Evert"] {"Evert"}
["Filip"] {"Filip"}
["Gert"] {"Gert"}
["Gunner"] {"Gunner"}
["Hagen"] {"Hagen"}
["Hans"] {"Hans"}
["Harald"] {"Harald"}
["Henning"] {"Henning"}
["Henrik"] {"Henrik"}
["Inge"] {"Inge"}
["Jakob"] {"Jakob"}
["Jens"] {"Jens"}
["Kaj"] {"Kaj"}
["Karl"] {"Karl"}
["Kjeld"] {"Kjeld"}
["Knud"] {"Knud"}
["Lars"] {"Lars"}
["Mads"] {"Mads"}
["Magnus"] {"Magnus"}
["Morten"] {"Morten"}
["Niels"] {"Niels"}
["Oluf"] {"Oluf"}
["Peder"] {"Peder"}
["Poul"] {"Poul"}
["Ragnvald"] {"Ragnvald"}
["Rane"] {"Rane"}
["Sakse"] {"Sakse"}
["Sigurd"] {"Sigurd"}
["Skjalm"] {"Skjalm"}
["Sten"] {"Sten"}
["Sune"] {"Sune"}
["Svend"] {"Svend"}
["Søren"] {"Søren"}
["Toke"] {"Toke"}
["Torben"] {"Torben"}
["Torgeir"] {"Torgeir"}
["Torsten"] {"Torsten"}
["Ulf"] {"Ulf"}
["Valdemar"] {"Valdemar"}
["Viggo"] {"Viggo"}
// Danish_surnames
["Eriksen"] {"Eriksen"}
["Abelsen"] {"Abelsen"}
["Aggesen"] {"Aggesen"}
["Albrektsen"] {"Albrektsen"}
["Andersen"] {"Andersen"}
["Asmundsen"] {"Asmundsen"}
["Atterdag"] {"Atterdag"}
["Axelsen"] {"Axelsen"}
["Bengtsen"] {"Bengtsen"}
["Blåtand"] {"Blåtand"}
["Bodilsen"] {"Bodilsen"}
["Ebbesen"] {"Ebbesen"}
["Ejegod"] {"Ejegod"}
["Emune"] {"Emune"}
["Erlandsen"] {"Erlandsen"}
["Estridsen"] {"Estridsen"}
["Gertsen"] {"Gertsen"}
["Glipping"] {"Glipping"}
["Grand"] {"Grand"}
["Grathe"] {"Grathe"}
["Gunnersen"] {"Gunnersen"}
["Hallandsfar"] {"Hallandsfar"}
["Haraldsen"] {"Haraldsen"}
["Harpestreng"] {"Harpestreng"}
["Henriksen"] {"Henriksen"}
["Hunger"] {"Hunger"}
["Hvide"] {"Hvide"}
["Jakobsen"] {"Jakobsen"}
["Jensen"] {"Jensen"}
["Jonsen"] {"Jonsen"}
["Kesja"] {"Kesja"}
["Knudsen"] {"Knudsen"}
["Lavard"] {"Lavard"}
["Laxmand"] {"Laxmand"}
["Lodehat"] {"Lodehat"}
["Madsen"] {"Madsen"}
["Menved"] {"Menved"}
["Nielsen"] {"Nielsen"}
["Pedersen"] {"Pedersen"}
["Plovpenning"] {"Plovpenning"}
["Podebusk"] {"Podebusk"}
["Rig"] {"Rig"}
["Sejr"] {"Sejr"}
["Skåning"] {"Skåning"}
["Skjalmsen"] {"Skjalmsen"}
["Snare"] {"Snare"}
["Stigsen"] {"Stigsen"}
["Sunesen"] {"Sunesen"}
["Svendsen"] {"Svendsen"}
["Thurgotsen"] {"Thurgotsen"}
["Torstensen"] {"Torstensen"}
["Trylle"] {"Trylle"}
["Tveskæg"] {"Tveskæg"}
["Ulfsen"] {"Ulfsen"}
FAMOUS_HEROES:: FN_DANISH 20
//hero name date, c, d, p, a, l, v, TYPE ID_REGION PORTRAIT
"Skjalm", "Hvide", 1062, 3, 3, 4, 4, 6, farmer1, GENERAL, ID_LIMBO, -1 //Skjalm Hvide (b1062, d1113): Powerful nobleman from Zealand, founder of the Hvide clan. He stood high in the favour of royal power, being entrusted to manage the possessions of the king. Prince Knud Lavard was raised by him.
"Asser", "Rig", 1080, 3, 2, 4, 4, 6, pious1, GENERAL, ID_LIMBO, -1 //Asser Rig (b1080, d1151): Powerful nobleman from Zealand, son of Skjalm Hvide. King Valdemar I was raised at his court together with Asser's son Absalon. He founded the monastery of Sorø, near Copenhagen.
"Knud", "Lavard", 1096, 4, 2, 4, 3, 5, charismatic1, GENERAL, ID_LIMBO, -1 //Knud Lavard ("the Protector"; b1096, d1131): Popular prince, son of King Erik I and father of King Valdemar I. He was employed as King Niels's jarl in South Jutland. His success against the Wends (Slavs) on the south coast of the Baltic won him great popularity but also the ill will of the king and his supporters, in particular Niels's son Magnus the Strong, who killed him in 1131, causing a civil war.
"Magnus", "den Stærke", 1106, 3, 5, 2, 2, 5, envy1, GENERAL, ID_LIMBO, -1 //Magnus den Stærke ("the Strong"; b1106, d1134): Ambitious prince, son of King Niels. He viewed his cousin Knud Lavard as a likely contender for the Danish throne and killed him in 1131. A civil war ensued, and he was killed by Knud's half-brother, King Erik II, at Fodevig (Scania, 1134).
"Esbern", "Snare", 1127, 3, 3, 3, 3, 5, builder1, GENERAL, ID_LIMBO, -1 //Esbern Snare (b1127, d1204): Nobleman and warrior, member of the Hvide clan. He participated in the military campaigns of King Valdemar I together with his brother Absalon. He built a castle at Kalundborg. Around this grew up the town of same name.
"Archbishop", "Absalon", 1128, 4, 3, 4, 4, 6, mightywarrior3, GENERAL, ID_DENMARK, -1 //Archbishop Absalon (b1128, d1201): Danish hero, equally great as churchman, statesman and general. He was bishop of Roskilde from 1158, archbishop of Lund from 1178, and chief counsellor of Valdemar I and Knud VI. He waged war against the Wends (Slavs) on the south coast of the Baltic, and in 1184 won a great victory over a Pomeranian fleet. In 1167 he was in charge of fortifying Copenhagen.
"Sune", "Ebbesen", 1130, 3, 3, 3, 3, 5, loyal1, GENERAL, ID_LIMBO, -1 //Sune Ebbesen (b?, d1186): Nobleman and warrior, member of the Hvide clan. He participated in the military campaigns of King Valdemar I together with his cousins Absalon and Esbern Snare.
"Sven", "Aggesen", 1140, 1, 1, 3, 4, 6, educated2, GENERAL, ID_LIMBO, -1 //Sven Aggesen (b1140/50, d?): Danish historian, housecarl in service of both King Valdemar I and King Knud VI. He was on many war-expeditions, of which he mentions details in his work "Brevis Historia Regnum Daciae".
"Marsk", "Stig", 1230, 4, 5, 3, 3, 3, attacker2, GENERAL, ID_LIMBO, -1 //Stig Andersen, alias Marsk Stig (b?, d1293): Outstanding Danish magnate, he held the office of "Marsk" (leading general and "minister of war"). At the regicide November 1286, he and many other noblemen were in spite of their protests outlawed as the men behind King Erik V's death. He then settled at the island of Hjelm from which he ravaged the Danish coasts. He died on his island without having obtained rehabilitation from the Danish court.
"Rane", "Jonsen", 1240, 2, 4, 3, 4, 3, secret_paranoiac3, GENERAL, ID_LIMBO, -1 //Rane Jonsen (b?, d1294): Nobleman from Zealand. He was "Kammermester" (Chamberlain) of King Erik V. At the regicide November 1286, he and many other noblemen were in spite of their protests outlawed as the men behind the king's death. He fled to Norway, but was captured and executed at Roskilde in 1294.
"Grev", "Jakob", 1250, 3, 5, 3, 3, 2, envy1, GENERAL, ID_LIMBO, -1 //Count Jakob of Halland (b?, d1310): Grev ("Count") of Halland (Scania) from 1283. He was hostile toward the growing power of King Erik V, and was one of the noblemen outlawed at the regicide November 1286. He struggled together with the group of outlaw noblemen and since 1305 took refuge at the Norwegian court.
"Grev", "Gerhard", 1292, 3, 5, 4, 4, 1, tyrant3, GENERAL, ID_LIMBO, -1 //Count Gerhard III of Holstein (b1292, d1340): Energetic, brutal and deeply religious German magnate, who provided financial support to Danish kings and became a main factor of Danish politics. In 1326 he dethroned King Christoffer II and placed his minor nephew, Valdemar III, on the throne. He acted as regent of Denmark until Christoffer II was restored in 1329. After Christoffer's death he was the real ruler of most of the dissolved country being the lord of both Jutland and Fyn (1332-40).
"Johan", "den Milde", 1300, 2, 3, 3, 3, 3, avarice1, GENERAL, ID_LIMBO, -1 //Johan den Milde ("the Mild"; b?, d1359): German magnate who funded Danish kings. He played a main role in the restoration of King Christoffer II (1329) but later on had to accept Count Gerhard III as his superior. From 1332 to 1340 he was the lord of eastern Denmark, but he lost Scania which submitted to the Swedish king. After the collapse of Holstein rule he at first cooperated with King Valdemar IV but during the next years he was deprived from his Danish possessions.
"Niels", "Ebbesen", 1310, 2, 4, 4, 3, 5, mightywarrior2, GENERAL, ID_DENMARK, -1 //Niels Ebbesen (b?, d1340): Danish hero, known for his killing of Count Gerhard III. He turned against the Holstein occupants and when Count Gerhard campaigned in Jutland 1340 he supported the Danish guerrilla. The night of April 1st he and some of his warriors got into the Count's headquarter in Randers, killed him and managed to escape. During the following rebellion he played a main role in the resistance but he was killed the same year during a fight against the Germans.
"Henning", "Podebusk", 1320, 2, 2, 4, 4, 7, smarttalker1, GENERAL, ID_LIMBO, -1 //Henning Podebusk (b?, d1388): Danish statesman from the island of Rügen. He was taken into Danish service in 1350 and became the most important and loyal official of King Valdemar IV. In 1365 he was appointed "Drost" (prime minister) and he soon showed his ability during the war 1367-70 against the Hanseatic League and its allies. After Valdemar's death in 1375 he protected the royal interest and was the political mentor of Queen Margrete I.
"Archbishop", "Eskil", 1100, 1, 0, 6, 3, 6, pious4, BISHOP, ID_LIMBO, -1 //Archbishop Eskil (b ca 1100, d1181/82): A man of profound piety, in 1134 he was consecrated bishop of Roskilde and in 1137 archbishop of Lund. He favoured the introduction of monastic orders in Denmark.
"Saxo", "Grammaticus", 1150, 1, 0, 4, 4, 6, educated3, EMISSARY, ID_LIMBO, -1 //Saxo Grammaticus (b ca 1150, d ca 1220): Danish historian. He wrote the chronicle "Gesta Danorum" by order of Archbishop Absalon.
"Anders", "Sunesen", 1167, 1, 0, 6, 4, 6, educated2, BISHOP, ID_LIMBO, -1 //Anders Sunesen (b1167, d1228): Archbishop of Lund from 1201 to 1223. He studied in Paris and also probably in Oxford and Bologna. He transmited his knowledges to the Danish clergy.
"Jakob", "Erlandsen", 1210, 1, 1, 6, 3, 2, pious1, BISHOP, ID_LIMBO, -1 //Jakob Erlandsen (b?, d1274): Archbishop of Lund. Troublesome priest, he maintained a power struggle with King Erik IV.
"Jens", "Grand", 1260, 1, 1, 6, 3, 2, pious1, BISHOP, ID_LIMBO, -1 //Jens Grand (b?, d1327): Archbishop of Lund. Troublesome priest, he maintained a power struggle with King Erik VI.
//Heroes
["Skjalm"] {"Skjalm"}
["Hvide"] {"Hvide"}
["Asser"] {"Asser"}
["Rig"] {"Rig"}
["Knud"] {"Knud"}
["Lavard"] {"Lavard"}
["Magnus"] {"Magnus"}
["den Stærke"] {"den Stærke"}
["Esbern"] {"Esbern"}
["Snare"] {"Snare"}
["Archbishop"] {"Archbishop"}
["Absalon"] {"Absalon"}
["Sune"] {"Sune"}
["Ebbesen"] {"Ebbesen"}
["Sven"] {"Sven"}
["Aggesen"] {"Aggesen"}
["Marsk"] {"Marsk"}
["Stig"] {"Stig"}
["Rane"] {"Rane"}
["Jonsen"] {"Jonsen"}
["Grev"] {"Grev"}
["Jakob"] {"Jakob"}
["Grev"] {"Grev"}
["Gerhard"] {"Gerhard"}
["Johan"] {"Johan"}
["den Milde"] {"den Milde"}
["Niels"] {"Niels"}
["Ebbesen"] {"Ebbesen"}
["Henning"] {"Henning"}
["Podebusk"] {"Podebusk"}
["Archbishop"] {"Archbishop"}
["Eskil"] {"Eskil"}
["Saxo"] {"Saxo"}
["Grammaticus"] {"Grammaticus"}
["Anders"] {"Anders"}
["Sunesen"] {"Sunesen"}
["Jakob"] {"Jakob"}
["Erlandsen"] {"Erlandsen"}
["Jens"] {"Jens"}
["Grand"] {"Grand"}
Belisario
04-01-2006, 19:13
@Belisario
Great, excellent work! I wish to see it in the next release of XL Mod!
@VH
Please, if you could include those Hungarian details to your next release! They are accurate and very good, as well.
Hi Bretwalda, thanks for your compliments! The Hungarian history is very interesting. If you can contribute info about the Balkans area it would be good.:2thumbsup:
VikingHorde
04-05-2006, 18:00
@bretwalda
I will add the info in the next release, it is good stuff :2thumbsup:
@Belisario
More cool stuff, nice :bow: . I had a quick look at the names and they look correct. Most of the names are very old ones, so there should not be any problems adding them ~:)
I hope to get some time for modding soon, because I have some upcomming hollydays next week. It should be possible to add most of the info resived here and at the .com, but I have not made any new infopics yet, but hope to make a few more before releasing the final patch for the mod. :juggle2:
Peasant Phill
04-06-2006, 15:19
This may have been asked before but I haven't found it. I'm currently playing the papacy in early but it seems that I'm unable to build a chapterhouse in order to start crusades eventhough crusades are part of my GA goals.
Thanks in advance
Belisario
04-06-2006, 19:13
@bretwalda
I will add the info in the next release, it is good stuff :2thumbsup:
@Belisario
More cool stuff, nice :bow: . I had a quick look at the names and they look correct. Most of the names are very old ones, so there should not be any problems adding them ~:)
I hope to get some time for modding soon, because I have some upcomming hollydays next week. It should be possible to add most of the info resived here and at the .com, but I have not made any new infopics yet, but hope to make a few more before releasing the final patch for the mod. :juggle2:
Hi VikingHorde!
Thanks to your approval to the Danish names, it was really a hard work. I am reworking the Castilian-Leonese faction. I hope to finish doing this new stuff the next week. Happy holydays!
Pericles
04-08-2006, 22:28
VH:
Just wanted to say I continue to enjoy playing your mod.
My current game is on hard playing as the Crusaders.
I have given all other factions 100000 florins; I gave the Mongol Horde 5000000 florins (if you want to see a powerful horde give them mucho dinaro); and I gave myself 10000.
After 100 years playing, at least 18-20 factions are still in the game, and they are quite powerful. So it's anyone's game as world empires fight for supremacy.....
Thanks again for this excellent mod.
I'm certainly looking forward to the new update, especially with the outstanding work that Belisario does on names. XL has always been and continues to be a fun mod to play.
VikingHorde
04-12-2006, 19:58
This may have been asked before but I haven't found it. I'm currently playing the papacy in early but it seems that I'm unable to build a chapterhouse in order to start crusades eventhough crusades are part of my GA goals.
Thanks in advance
I will write it down in my "what to do" text file, so that it can be corrected in the update. I will properly release a new mod version, so that people can download the mod without needing the update. ~:)
@Aenlic
It's nice to get some help, because the mod needs some final ajustment. It will properly be the final update, so I want as many things corrected and the help makes it a lot easyer :2thumbsup:
bretwalda
04-13-2006, 17:16
I don't know whether it has been mentioned or even implemented, but I think it would be nice to let all Catholic nations to be able to crusade. First, because all Catholic factions had (historically) crusade of some sort, second because we are changing history, thus any nation may be in a position to be a major pious and crusading faction. So please consider to allow chapter houses for all Catholic nations in your next release :wink:
Pericles
04-18-2006, 00:26
VikingHorde:
Here is a possible suggestion for you to include in your next update:
I have been playing as the Crusaders and I noticed that the stats for both the horse and foot versions of the Templars, Hospitallers and Teutonic Knights are the same respectively.
Here is my suggestion:
Make the Templars, Hospitallers and Teutonic Knights all cost the same, but give them some different stats. For example, the Templars could have a melee bonus; the Hospitallers could have a charge bonus; and the Teutonic Knights coud have an armour bonus, etc....
This would give the player some interesting choices - what should he buy and upkeep?
I would suggest giving them TWO DIFFERENT bonuses each.
I would also suggest doing the same thing for the foot versions of these knights.
Cheers!
Pilsette
04-19-2006, 18:06
Which files i have to edit to change the language into german? I think it is possible, isn't it?
VikingHorde
04-19-2006, 18:46
@bretwalda
I will consider adding crusades to all Catholic factions, but will need some feedback on it ~:)
@Pericles
It sounds cool enogth, it could add some extra flavor to the game ~:)
@Pilsette
You will need to translate all/most files in the loc\eng folder, but only the new stuff inside the files. If you do some copy and pasting of the new stuff (to your old german MTW files), then there will be a lot less work to do :book:
bretwalda
04-19-2006, 19:48
@bretwalda
I will consider adding crusades to all Catholic factions, but will need some feedback on it ~:)
Point taken :wink:
Please give your feedback here (https://forums.totalwar.org/vb/showthread.php?p=1121856#post1121856)!
Pericles
04-20-2006, 03:38
@bretwalda
I will consider adding crusades to all Catholic factions, but will need some feedback on it ~:)
Sounds good - it is a game and should be fun. :)
Second, many different nations sent troops on crusades, even though they were led by the French or English, etc. So, smaller crusades would be fun.
@Pericles
It sounds cool enogth, it could add some extra flavor to the game ~:)
cool - glad to hear it.
I edited the factions in my own game and it is a lot more fun. It makes the players have to decide between which to buy - makes for some nice choices.
The nice thing is, it's very easy and fast to do....
Cheers!
Weebeast
04-27-2006, 08:30
I've enabled crusades to all catholics since second week I got XL. Historically they could if they wanted to participate and had money. Since there's no such thing as "participate" in MTW - I can't donate troops by dropping down my men into ally marker (could've been fun and I would've prefered donation system than having my units messed up lol), so I gave crusade access to all catholics.
Anyway, of course in my games not all catholics crusaded often like french (due to behaviour probably) but it wasn't a bad thing. Well, at least whatever faction became a superpower at least could act like a superpower. Polish did send a crusade to my land (I was Byzantines). Yes, the "Pope has requested catholic factions to crusade against your faction" message did come up lol.
Belisario
04-27-2006, 12:46
Hi VikingHorde!
I haven't finished yet the work about the Castilian-Leonese because of I have been so busy that I had not free time lately. However, I hope to be on time for the new version of the mod.
VikingHorde
04-30-2006, 18:44
Hi VikingHorde!
I haven't finished yet the work about the Castilian-Leonese because of I have been so busy that I had not free time lately. However, I hope to be on time for the new version of the mod.
It's okay, I have not had much time for modding my self, but hope to get some more time soon. Work is taking up a lot of time right now, but good thing it doesn't stay that way too long ~:) . Im looking forword to the next stuff :bow:
Hey VH, I have a quick question for you. You didn't tinker around with the castle defenses at all, did you? I'm specifically curious if you altered the effectiveness of ballista towers in any way.
VikingHorde
05-07-2006, 19:56
I have made some changes to some projectile stats, but I can't remember if I have changed the balista. I know thougth that boild oil have been made more effective ~;)
Thank you kindly! :bow:
Now if I could just get MTW to run again, I could get back to playing.... :wall: :wall: :wall:
DukeofSerbia
05-12-2006, 18:41
Hello VikingHorde.
I remoded points for GA which were wrong for some factions in early_xl and high_xl. Just look into files - Cumans have wrong in high_xl, Russians also, and some other factions.
I remoded Homelands for GA 33% and I will finish soon this.
Here is the map of Early_XL:
https://img97.imageshack.us/img97/8742/earlyxl7oj.jpg
Here is the map of High_XL:
https://img82.imageshack.us/img82/4120/highxl7ya.jpg
I think that maps are some 90% accurate.
Justiciar
05-15-2006, 10:08
Should England only have Normandy at the start of the Early Era? Their King at the beginning is William II, so I'm guessing that's the case.. meh. This mod still roxxorzoogles.
VikingHorde
05-15-2006, 19:38
@DukeofSerbia
Thanks for replying at the forum, because it's the best way of getting other peoples views on the changes. Some of my original changes to the map was made for balancing the factions. Factions like genoa and venice might get some problem being so small, but I could balance that. :book:
Belisario
05-16-2006, 18:27
Hi VikingHorde!
Excuse me for my delay, I've had some minor problems with my pc. I've been working in the Castilian and Norwegian factions, and I hope finish this works soon. Looking up information for the Norwegian faction arouse a doubt in me; I read that the Scandinavian languages derived from a common ancestor, the Old Norse, used as written standard language during the Middle Ages (at least until the 13th century). My question is, should we use a list of Old Norse forenames and surnames in the XLMod? I suspect the current list of Danish names in the game is a listing of modernized Old Norse names (besides, it include a lot of names in its English form).
Even if the proposed map for the Early area is more historically accurate, I would prefer to keep it the way it is currently, in the interests of game balance. With the proposed changes, Venice and Genoa would be way too small (heck, probably even the Fatmids/Egyptians would be somewhat underpowered). On the flip side, letting the Turks start with the Holy Land is way too much. I could *maybe* see the Turks starting with Antioch, but even that could seriously upset the balance.
Belisario: Good question about the Scandanavian names. I don't know if Danish, Norwegian, and Swedish were sufficiently evolved at that point to be considered separate languages or not. Good thing VH is actually from Denmark, and that he probably is more familiar with the subject than I am. ~:)
I've been playin a lot of XL lately. I have a few suggestions to improve game balance, if such changes are in your plans, Viking Horde.
Economy. Some of the factions are seriously underpowered economically in the Early Era game and could use a little adjustment. In comparison to the richer factions, for example. the Fatimids in the Early Era, from the beginning of the game the faction can actually produce more florins than can be spent, even building everything possible in every province, from troops to buildings. This condition exists for some other factions, as well, such as the Byzantines, once a few farms are built. It is most obvious with the Fatimids, however. While not always historically accurate, a few changes might help.
By comparison, the northeastern factions are severely handicapped. Even owning every province from Moldavia east to Khazar and north to Finland, everything north and east of there, no matter which of the factions gains all that territory - Novgorod, Volga Bulgar, Kievan, Lithuanian, etc. - ends up losing money, even concentrating on building farms for income and limiting troops. This handicaps the AI when playing these factions. Playing these factions is very difficult economically; so it must be near impossible for the AI. Once the AI conquers all of the steppes, it actually starts to lose money and has to stop building units.
My recommendation to fix it is to slightly increase trade in the steppe provinces. Volga Bulgaria, for example, was historically a rich source of goods - from salt to furs and even come ores. The same for many of the other steppe provinces. A slight adjustment in trade goods at these locations might help make the steppe factions more of a challenge for the richer factions to the south and west.
Shipping and sea trade routes. The AI is just retarded when it comes to building trade routes. I've been playing Scandinavian factions recently and been surprised to see a Seljuk ship in the Baltic - alone. I routinely play using the "-ian" test function and looking, I find that the Seljuks had only one ship and they sent it to the Baltic. Just plain idiotic. The only solution which seems to work to force the AI to make sensible use of their ships is to remove a couple of seas from use, like Wes W did in his mod. I think if you delete two seas and make the appropriate connections around them via the neighboring provinces list, the AI will act better. The two culprits are the Ionian Sea and the Sea of Marmara. Removal of these two seas and making connections through them helps the AI create more effective trade routes.
One minor suggestion on names, which Belisario can certainly help with in his researching, is to make the Genoese names more Germanic than the Venetian and Papist names. At the time, Northwestern Italian names were much more closely related to the German and German/Northern Lombard than to the more common Italian names of the east and south. This can be seen in the Savoy names of the period, as well as the names of the Margraves of Montferrat and Tuscany and those of the rulers of Monaco (who came originally from Genoa). Names like Rainier or Adalbert instead of Adalberto. Wido instead of Guido. Amadeus, Humbert, Odo. Names like that. It's just a minor suggestion; but would help separate the Genoese from the Venetians and Papists much better.
On the subject of Norse names. I've read that Icelandic is the closest thing currently to Old Norse. Icelandic versions of names might be closer than modern Scandinavian. But you, obviously, would know more than me on that!
Good luck. And I'm looking forward to the update. XL is a joy to play. And the music is great too!
VikingHorde
05-19-2006, 21:08
@Belisario
Most of the norman names are very old danish names, but I don't know if the norce had other ones. Today danish has been influenced by german and even english, but at that time it was properly more alike. I think it would be okay to use the danish names, but im no expert.
@Martok
I agree with you that there would be a lot of balance problems by reducing some factions, but some minor changes could be possible. I will try and look at my maps and maybe reduce the size of some of the bigger factions.
@Aenlic
It sounds like good changes to the game, I have seen some money problems with the eastern factions too. Originally in the game, the steppes did not have any factions and provinces were rather poor so upping the income would be good :juggle2:
I don't know about the Italian names, because im no history buff like many other guys at the forums ~;) .
Belisario
05-20-2006, 18:30
One minor suggestion on names, which Belisario can certainly help with in his researching, is to make the Genoese names more Germanic than the Venetian and Papist names. At the time, Northwestern Italian names were much more closely related to the German and German/Northern Lombard than to the more common Italian names of the east and south. This can be seen in the Savoy names of the period, as well as the names of the Margraves of Montferrat and Tuscany and those of the rulers of Monaco (who came originally from Genoa). Names like Rainier or Adalbert instead of Adalberto. Wido instead of Guido. Amadeus, Humbert, Odo. Names like that. It's just a minor suggestion; but would help separate the Genoese from the Venetians and Papists much better.
On the subject of Norse names. I've read that Icelandic is the closest thing currently to Old Norse. Icelandic versions of names might be closer than modern Scandinavian. But you, obviously, would know more than me on that!
Hi Aenlic, it's a pleasure to see you! I've had some problem with my pc (motherboard burned :oops: ), but I hope recover it this monday. With respect to the Medieval names, I recommend you this excellent web page:
http://www.s-gabriel.org/names/
Nice web site, Belisario. Thanks!
VH, I meant to ask if you're going to revise the unit roster for the Cumans--specifically in regards to the Bashkorts. I've been playing around with them lately, and I agree with Haruchai's assessment that their disappearance in the Late period is indeed a sore loss. It definitely makes things more difficult when you no longer have a true anti-cavalry unit--as anyone who's played the Byzantines can tell you! ~;)
VikingHorde
05-24-2006, 18:35
VH, I meant to ask if you're going to revise the unit roster for the Cumans--specifically in regards to the Bashkorts. I've been playing around with them lately, and I agree with Haruchai's assessment that their disappearance in the Late period is indeed a sore loss. It definitely makes things more difficult when you no longer have a true anti-cavalry unit--as anyone who's played the Byzantines can tell you! ~;)
Jepp, I know ~:) . I have written all the posted stuff in a text file, so that I will remember it ~;) . My number one faction is the Byzantines and having no good anti-cav units is not very cool.
Deus ret.
05-25-2006, 12:11
? IIRC you added in those Latin mercenary pikemen as anti-cav units for the Byz in high and late. While being quite expensive they actually do a very good job on their position. I seldom had trouble against cav-heavy armies as long as I employed a sufficient amount of them.
Third spearman from the left
05-25-2006, 18:00
Hi VH,
just a quick question about the XL STARTPOS text files. The other day I was making some changes to the XL late period, I wanted a more advanced game in terms of buildings and so went about increasing the numbers of buildings in each province. I added a few castles and made some existing ones in cit's of fortress. But when I went to load the game the XL LATE PERIOD had disappeared??? Is there a limit on buildings in the text files?
Belisario
05-27-2006, 19:31
Hi VikingHorde! My pc is repaired at last; I can play Rome Total War now and I am fascinated, but I don't lose interest in Medieval Total War XL. I have evidence to prove this statement, a list of twenty heroes for the Byzantines. The current Byzantine heroes are preserved with some corrections: correct birth dates, more proper transliteration from the original Greek names (e.g. Ioannes Bekkos instead of John Beccus), and revised short biographical outlines. I try to make these more concise. I will prepare a list of proper Byzantine names soon.
FAMOUS_HEROES:: FN_BYZANTINE 20
//hero name date, c, d, p, a, l, v, TYPE ID_REGION PORTRAIT
"Tatikios", "", 1050, 4, 3, 3, 3, 6, mightywarrior1, GENERAL, ID_LIMBO, -1 //General under Alexios I; great warrior, fought the Normans, Pechenegs, and Seljuks; guided the soldiers of the 1st Crusade as far as Antioch; date a guess.
"Nikephoros", "Bryennios", 1062, 2, 1, 4, 5, 7, affable1, GENERAL, ID_LIMBO, -1 //Soldier, Kaisar (caesar), and historian; known for his learning and approachable manner, refused to enter into the conspiracy set on foot by his wife, the princess and historian Anna Komnene; died 1137.
"Eumathios", "Philokales", 1065, 3, 3, 3, 4, 6, defender1, GENERAL, ID_LIMBO, -1 //Soldier and diplomat; as governor of Cyprus dealt with the leaders of the 1st Crusade; as Domestikos of Anatolia beat the Seljuks in 1110; date a guess.
"Ioannes", "Axuch", 1095, 3, 4, 1, 3, 6, loyal3, GENERAL, ID_LIMBO, -1 //Megas Domestikos (leading general) and close friend of Ioannes II; from Turkish origin, was taken prisoner as a child during the reconquest of Nicaea, 1097; secured the succession of Manuel I; date a guess.
"Andronikos", "Kontostephanos", 1115, 3, 3, 3, 3, 5, attacker1, GENERAL, ID_LIMBO, -1 //Megas Doux (High Admiral); beat the Normans of Antioch in 1143; led the Byzantine fleet in the unsuccessful attack that the Crusaders of Jerusalem launched against Egypt in 1169; date a guess.
"Theodosios", "Boradiotes", 1130, 1, 1, 4, 4, 4, no_v, PRIEST, ID_LIMBO, -1 //Patriarch of Constantinople, 1179-83; opponent of the Muslim religion, critic of union with Rome, and guardian of Orthodox morality; regent for the young Alexios II; died after 1183.
"Konstantinos", "Kalamanos", 1140, 4, 3, 2, 3, 6, captured1, GENERAL, ID_LIMBO, -1 //General of Hungarian origin; as governor of Cilicia under Manuel I helped the Crusaders of Antioch and Tripoli to repel Muslim attacks; captured by the Armenians in 1171; date a guess.
"Ioannes", "Kinnamos", 1143, 1, 0, 3, 4, 6, no_v, EMISSARY, ID_LIMBO, -1 //Imperial secretary to Manuel I and historian; his "Epitomes" is the most important source for the reigns of Ioannes II and Manuel I; died circa 1203.
"Alexios", "Branas", 1150, 4, 3, 3, 3, 5, attacker1, GENERAL, ID_LIMBO, -1 //General under Andronikos I; beat the Hungarians in 1183 and the Normans of Sicily in 1185; rebelled against Isaakios II, died in battle 1187.
"Niketas", "Choniates", 1155, 1, 0, 4, 5, 5, bookworm1, EMISSARY, ID_LIMBO, -1 //Historian, Megas Logothetes (chancellor), and governor of Philippopolis under the Angeloi emperors; after the 4th Crusade settled at Nicaea and devoted himself to literature; died circa 1215.
"Andronikos", "Palaiologos", 1200, 4, 3, 3, 3, 5, defender1, GENERAL, ID_LIMBO, -1 //Megas Domestikos (leading general) under the Nicaean emperors; governor of Thessalonika from 1246; his son, Michael VIII Palaiologos, became emperor in 1261; date a guess.
"Georgios", "Akropolites", 1217, 1, 0, 3, 4, 6, no_v, EMISSARY, ID_LIMBO, -1 //Megas Logothetes (chancellor), ambassador, and historian; delegate at Council of Lyon, an attempt to reunite Greek and Roman churches in 1274; died 1282.
"Ioannes", "Bekkos", 1235, 1, 2, 5, 4, 6, pious1, PRIEST, ID_LIMBO, -1 //Patriarch of Constantinople; supporter of union with Rome, was present at Council of Lyon, an attempt to reunite Greek and Roman churches in 1274; died 1297.
"Theodoros", "Metochites", 1270, 1, 0, 3, 5, 7, educated1, EMISSARY, ID_LIMBO, -1 //Chief adviser to Andronikos II, Megas Logothetes (chancellor), ambassador, poet, philosopher, and patron of the arts; died 1332.
"Ioannes", "Kantakouzenos", 1292, 2, 3, 4, 5, 5, smarttalker1, GENERAL, ID_LIMBO, -1 //Chief adviser to Andronikos III and regent for the young Ioannes V; from 1347 ruled as coemperor (Ioannes VI), but in 1354 was forced to abdicate; then retired to a monastery and devoted himself to literature; died 1383.
"Gregorios", "Palamas", 1296, 1, 0, 7, 3, 5, pious3, PRIEST, ID_LIMBO, -1 //Hesychast theologian, monk of Mount Athos in Greece, and Archbishop of Thessalonika; died 1359, sanctified.
"Alexios", "Apokaukos", 1300, 2, 4, 3, 3, 6, secret_envy2, GENERAL, ID_LIMBO, -1 //Megas Doux (High Admiral) under Andronikos III; fought to control the regency of Ioannes V against Ioannes Kantakouzenos (later coemperor as Ioannes VI); killed 1345.
"Matthaios", "Asanes Kantakouzenos", 1325, 3, 4, 4, 3, 5, captured1, GENERAL, ID_LIMBO, -1 //Son of the coemperor Ioannes Kantakouzenos; from his Thracian domain led several wars against the Serbians; captured in 1357, then moved to Morea and in 1381 withdrew to a monastery; died 1383.
"Loukas", "Notaras", 1400, 4, 3, 5, 3, 7, mightywarrior1, GENERAL, ID_LIMBO, -1 //Megas Doux (High Admiral); during the siege of Constantinople, 1453, courageously defended the north-western Sea Wall and the Blachernae Palace, but finally was captured and executed; critic of union with Rome; date a guess.
"Georgios", "Sphrantzes", 1401, 1, 1, 3, 4, 7, no_v, EMISSARY, ID_LIMBO, -1 //Historian, Megas Logothetes (chancellor), and governor of Patras; captured at Fall of Constantinople, 1453, managed to escape and retired to a monastery; died circa 1478.
//New hero forenames
["Tatikios"] {"Tatikios"}
["Nikephoros"] {"Nikephoros"}
["Eumathios"] {"Eumathios"}
["Ioannes"] {"Ioannes"}
["Andronikos"] {"Andronikos"}
["Konstantinos"] {"Konstantinos"}
["Alexios"] {"Alexios"}
["Niketas"] {"Niketas"}
["Georgios"] {"Georgios"}
["Theodoros"] {"Theodoros"}
["Gregorios"] {"Gregorios"}
["Matthaios"] {"Matthaios"}
["Loukas"] {"Loukas"}
//New hero surnames
["Bryennios"] {"Bryennios"}
["Philokales"] {"Philokales"}
["Axuch"] {"Axuch"}
["Kontostephanos"] {"Kontostephanos"}
["Kalamanos"] {"Kalamanos"}
["Kinnamos"] {"Kinnamos"}
["Choniates"] {"Choniates"}
["Palaiologos"] {"Palaiologos"}
["Akropolites"] {"Akropolites"}
["Bekkos"] {"Bekkos"}
["Metochites"] {"Metochites"}
["Kantakouzenos"] {"Kantakouzenos"}
["Apokaukos"] {"Apokaukos"}
["Asanes Kantakouzenos"] {"Asanes Kantakouzenos"}
["Notaras"] {"Notaras"}
VikingHorde
05-29-2006, 17:42
@Deus ret.
Jepp, i have added them to the byzantines and other othedox factions ~;) . They did not have any good anti cav units in the original game though.
@Third spearman from the left
I don't think there is a limit, but the period will not show if there is a error in the file. It is allways a good ides to make small changes or it could be almost impossible to find the problem. Bad spelling can often be one of the problems :book: .
@Belisario
Cool, more good stuff, thanks! :2thumbsup: . I will add the info to my files :book: .
I have a question -
How do i edit Byzantine Inf to be better? what files dp i mod?
Oh, and about the Latin Mec pikeman, how do you get them?
EDIT - looking at the maps above, i do not seem to have the latest version, where do i get it?
Peasant Phill
05-31-2006, 10:29
Grinningman was unable to post this here as he is a junior member, so I post it for him.
I wanted to thank VikingHorde for the excellent mod, and make two requests for the next update.
First, it would be great if he could put naptha throwers back into the game, instead of the naptha catapult he's replaced them with. I play the Almohads a lot, and I find Naptha throwers are one of the only ways to deal with all the crusading Catholic super-knights in the late era. They are also fun to use when the enemy is crammed on a bridge :)
Second, it's really annoying that the AI always seems to use all its artillery for non-siege battles. Artillery is very little threat when used by the AI, so if there was a way to force the AI to keep artillery in the reserves for non-siege battles, that would be great.
I have a question -
How do i edit Byzantine Inf to be better? what files dp i mod?
Oh, and about the Latin Mec pikeman, how do you get them?
EDIT - looking at the maps above, i do not seem to have the latest version, where do i get it?
Hello, Shaun!
I'll try to answer for VH, to save you some time.
Modding unit stats can be a very tricky business. The files you want are the unit_prod11.txt files. The three which control the various eras for the XL games are: MTW_XL_EARLY_UNIT_PROD11.TXT and MTW_XL_HIGH_UNIT_PROD11.TXT and MTW_XL_LATE_UNIT_PROD11.TXT for each respective era.
You'll need a viewer designed to view the unit and building text files. They are delimited text files, and can be viewed with any simple txt file viewer like notepad in Windows. But seeing them in useful columns takes a bit of work. Look up in the Alchemist lab sub-forum for information on how to do that. If you're brave, you can look up VikingHorde's stats for the units in the included Excel file he has in the Total War directory called MTW_XL_Stats.xls and look for line 67. Those are the Byzantine infantry stats, which are unchanged from the original game. Then locate the byzantine infantry section in the unit_prod11 file for the era you want to change, and change the corresponding number. Again, this is very difficult to do unless you have a viewer set up to view this file in the intended columns. Basically, the stats will be somewhere following the name ByzantineInfantry (no spaces). The stats you'll want to play with are: CHARGE_BONUS( 3 ), MELEE_BONUS( 2 ), DEFENCE_BONUS( 2 ), ARMOUR_LEVEL( 3 ), HONOUR_LEVEL( 3 ). But if you make a mistake, which is easy, or a typo, then the game won't load. Modding is fun! Just keep telling yourself that. :wink:
The Latin mercenary pikemen are called the Latin Auxilliary units. They're only available in Greece, Constantinople, Nicaea and Lesser Armenia (although not restricted to any particular faction). They will become available to build once you build an Inn and a Spearmaker's Guild in one of those four provinces.
And the maps in the thread above are proposed changes, not in the actual mod itself.
I hope that helps!
I have found the files, but in the Alchemist sub forum there is no information on how to out all the text into useul columns, and i also cannot find the MTW_XL_Stats.xls file, please help?
EDIT- my version doesnt have the Latin Auxilluary units! and i cant seem to install the 2.1 patch, please help. maybe i didnt DL it correctly, how big should the 2.1 patch be?
I'm using the full version, Shaun. Maybe the Excel spreadsheet isn't in the smaller version? It's in the 140Mb version plus the 2.1 patch for the large version for sure. It really isn't all that necessary. It just puts the information in the _unit_prod11.txt files into an easier format for viewing what changes VH made to each, if any. The real changes are all done in the .txt files themselves.
You might need to do a clean install. That means starting from a clean and complete installation of MTW:VI patched to version 2.1 and then installing the XL mod and then the XL 2.1 patch - in exactly that order.
For the file editor, look for the Dragon MTW editor, there should be a stickied thread for it in the Apothecary; and I think there's another one called Hedges MTW editor. You'll have to play around with them to make sure that everything loaded from the _unit_prod11.txt and _build_prod13.txt files are in the proper columns. Once you get it all set up, then you can resave it and it'll load properly from then on, making it much easier to modify the stats for units and buildings.
You should have LatinAuxillaries (make sure the spelling is exact) with no space between Latin and Auxillaries. Then use the find function in a simple text viewer to find it. The line is about 2/3 of the way into the file, between the klibanophoroi and the dejma infantry.
Good luck.
I just noticed that i am using the 2.0 beta, maybe thats why. But even the beta is still 200mb+(when unzipped).
Oh, and i cant seem to Download the full version or the patch.
Not sure how to help there, Shaun.
I'm not a big fan of 3Ddownloads. It sometimes takes two or three tries to get a download to work properly. I've always had my best luck at odd hours, which works out to some time in the morning your time.
One thing to do first is make sure you have a completely clean install. What I do is the following:
Uninstall MTW completely. This won't delete everything in the folder, though. Uninstall won't delete any mod files. So after the uninstall, find the Total War folder and delete it.
Install MTW, then MTW:VI, then download the 2.01 patch from totalwar.com.
Now that you have a clean install copy your entire Total War folder and paste it back. Now you'll have a Total War folder (in Windows it'll be in the Program files directory) and a Copy of Total War. Rename the copy to something like Total War Backup. If you have the disk space, do it a second time. You should now have three exact copies of the patched 2.01 version of MTW:VI, with the copies named something you'll remember. Rename the extra copy something like Total War MyMod. The game automatically makes a shortcut on your desktop for the main folder. Create shortcuts of the .exe files in the two extra copy's folders, one for each of the copies and name them the same as the folder - for example, TW Backup and TW MyMod.
Now whenever you download a mod, it will automatically modify the main Total War copy. You still have two clean copies in case something goes wrong; so all you have to do is delete the Total War folder (which is the one which is usually the default mod version) and then rename one of the clean copies to just Total War and you're back to clean.
After you've done all this, download XL large version and install it. Then download the version 2 patch to XL. You'll now have XL installed in the main Total War folder, and two clean copies of an unmodded version named something else.
When you make changes from that point on, make them to your 3rd version, the one I suggested naming Total War MyMod. This way, if you make a mistake and can't find it, you can always just delete the entire Total War MyMod version, then copy Total War Backup again and rename the copy back Total War MyMod. This way you can experiment, which is always the best way to learn how to mod the files; but you'll still have clean copies of the unmodded game and the XL mod to play and examine.
If VH checks in soon, maybe he can offer some suggestions on the downloading part.
And welcome to main cause of premature balding in the gamer population! Modding! :wink:
Oh, and in case it isn't obvious, the system works perfectly for having more than one mod at a time. After downloading a Total War mod, just rename the Total War folder to the mod name or something equally memorable, fix the desktop shortcut so it points to the renamed folder, and rename the short cut to the mod name. Now rename a backup copy of Total War to Total War, making sure you still have an extra clean version named something else, and you can download another mod. Once the mod is installed, repeat the renaming of folder and shortcut. You can have as many mods as you have disk space for, this way; and as long as you always remember to keep a backup copy of the patched 2.01 version of Total War in a renamed folder, you can add more or replace them with the clean version if a problem appears. I have XL, BKB, MedMod, my own fledgling mod, the Italian Peninsula mod, and Pike and Musket all on my system, along with a clean unmodded version and a backup.
Well thanks for all the advice, but there is still 1 problem. I cannot find the dragon MTW editor, or infact the apothecry, and i have done a search for them.
Well, silly me. My apologies. I meant to say Alchemist's Lab, not apothecary. The Alchemist Lab is one of the other sub-forums here in the MTW Modification section. The Dragon Editor has its own thread in that forum here, and there should be a link, hopefully working, to the editor in the first post.
Thanks for the speedy reply. I have got the editor now, and am away to start modding!
That's great news! Enjoy. Just remember to take things one small step at a time. Make a backup copy of the file you're changing before you make a change. Then make the change, check it for typos, check it for typos again, just to be sure check it for typos again (you'll really kick yourself after you see some of the right in plain sight typos that are going to make you pull your hair out in clumps), then load the game and see if it runs and the changes took. If it doesn't run, go back and start over from your last backup of the file. You'll save yourself lots of frustration by taking the time to do this. If you make multiple changes and the game won't start, then it's much harder to locate the problem. Small steps make for easier debugging.
Well thanks for all the advice, but 1 more thing, i dont really have a clue where to start with the Dragon editor.:embarassed:
Belisario
06-10-2006, 14:39
Hi guys, after two weeks torturing myself with the economic system of Rome TW I come back to MTW_XL (home, sweet home!). Well, I've finished the work about the Byzantines. It includes a reworked list of famous kings (emperors in this case) and a complete new listing of names. The original game uses Byzantine names in its Latin version, however this people didn't speak Latin but Greek. Therefore I've collected Byzantine historical names properly translitered from its Greek forms. In relation to the famous emperors I did a significant change. In the original game the Byzantines begin the high period with Constantine XI, who in fact was a puppet emperor briefly appointed by the Latins of the 4th Crusade, and the historians don't reckon him among the Byzantine emperors. So I've substituted him for Theodoros I who founded the Empire of Nicaea, the Byzantine state which eventually recovered Constantinople in 1261.
FAMOUS_KINGS:: FN_BYZANTINE 8
//name no. c d p a portrait vnv
0, 1, 4, 5, 4, 5, -1, defender2
2, 2, 4, 3, 5, 3, -1, fearsome1
3, 1, 4, 3, 3, 4, -1, charismatic1
1, 1, 2, 5, 2, 5, -1, tyrant3
5, 1, 3, 3, 4, 4, -1, defender1
2, 3, 3, 4, 4, 5, -1, builderking3
6, 8, 4, 5, 2, 5, -1, smarttalker1
1, 2, 1, 2, 5, 5, -1, pious2
//Byzantine famous emperors:
//Alexios I Komnenos (r. 1081-1118); an experienced military leader, founded the Comnenian dynasty and drove back the invading Normans, Pechenegs, and Seljuks. Restored Byzantine military power and political prestige, protected the Orthodox church, and faced with the presence of the 1st Crusade. Granted valuable commercial privileges to Venice.
//Ioannes II Komnenos (r. 1118-43); austere and respected emperor, spent most of his reign with his troops. His attempts to cancel the Venetian commercial privileges were unsuccessful, but his campaigns against the Hungarians, Serbs, and Pechenegs were victorious. Checked growing Sicilian Norman power, and reconquered Cilicia from the Armenians (1137).
//Manuel I Komnenos (r. 1143-80); charismatic emperor. Fought against the Sicilian Normans, reasserted his authority over the Crusader States (1158-59), and extended his influence among the Hungarians and Serbs, adding Dalmatia, Croatia, and Bosnia to the empire (1167). However was defeated in a crushing manner by the Seljuks at Myriocephalon (1176).
//Andronikos I Komnenos (r. 1183-85); cruel and severe emperor, seized power causing a massacre of Westerners in Constantinople. Nevertheless was a competent ruler who reformed the government and asserted the independence of the Orthodox church. News of a rapid Sicilian Norman invasion led to a revolt, in which was tortured to death by the rabble.
//Theodoros I Laskaris (r. 1204-22); 1st emperor of Nicaea, the Byzantine government-in-exile during the Latins' occupation of Constantinople. Distinguished himself during the sieges of Constantinople in the 4th Crusade (1203–04). After the capital fell, formed a new Byzantine state at Nicaea and successfully defended it against the Latins and Seljuks.
//Ioannes III Doukas Vatatzes (r. 1222-54); successor and son-in-law of Theodoros I. Extended his territory in Asia Minor and the Aegean islands but unsuccessfully besieged Constantinople (1235). Annexed Thessalonika in 1246 and reduced the despotat of Epirus to vassalage. During his reign the empire flourished; venerated by his people, was canonized.
//Michael VIII Palaiologos (r. 1261-82); founder of the Palaeologan dynasty, recovered Constantinople from the Latins (1261) and allied with the pope, briefly reuniting Greek and Roman churches (Council of Lyon, 1274). Successfully defended the empire against the expansionist policy of Charles I of Anjou, king of Naples and Sicily. Distinguished for his diplomatic skills.
//Andronikos II Palaiologos (r. 1282-1328); an intellectual and theologian rather than a soldier and statesman, during his reign the Ottomans took most of Asia Minor, and Serbs dominated the Balkans. Despite the rising political disorder, promoted Byzantine art and the independence of the Orthodox church. Deposed by his grandson Andronikos III, entered a monastery.
//SetStartLeader:: FN_BYZANTINE 0 8 1 0 1 0 1 0 7 10 //Early Startpos
//SetStartLeader:: FN_BYZANTINE 4 8 5 1 2 1 2 1 7 10 //High Startpos
//SetStartLeader:: FN_BYZANTINE 7 8 5 2 4 1 2 2 8 10 //Late Startpos
// 6: byzantine_forenames
ADD_FORENAMES::
"Alexios"
"Andronikos"
"Ioannes"
"Manuel"
"Isaakios"
"Theodoros"
"Michael"
"Konstantinos"
"Alexandros"
"Bardas"
"Bartolomaios"
"Basileios"
"Christophoros"
"Demetrios"
"Dionysios"
"Eumathios"
"Gabriel"
"Georgios"
"Gerasimos"
"Gregorios"
"Iakobos"
"Ionnikios"
"Kassianos"
"Laonikos"
"Leon"
"Leontios"
"Loukas"
"Makarios"
"Markos"
"Matthaios"
"Meletios"
"Neilos"
"Neophytos"
"Nikephoros"
"Niketas"
"Nikodemos"
"Nikolaos"
"Pantoleon"
"Petros"
"Philaretos"
"Philippos"
"Romanos"
"Sabas"
"Stephanos"
"Tatikios"
"Theodosios"
"Theodoulos"
"Thomas"
// 5: byzantine_surnames
ADD_SURNAMES::
"Komnenos"
"Akropolites"
"Angelos"
"Apokaukos"
"Argyros"
"Bekkos"
"Boradiotes"
"Botaneiates"
"Boutoumites"
"Brachamios"
"Branas"
"Bryennios"
"Choniates"
"Dalassenos"
"Doukeianos"
"Doukas"
"Doxopatres"
"Gabras"
"Kalamanos"
"Kamateros"
"Kantakouzenos"
"Keroularios"
"Kinnamos"
"Kontostephanos"
"Kourkouas"
"Laskaris"
"Makrembolites"
"Maniakes"
"Melissenos"
"Monastras"
"Mourtzouphlos"
"Orphanotrophos"
"Ouranos"
"Pakourianos"
"Palaiologos"
"Palamas"
"Philokales"
"Phokas"
"Psellos"
"Radenos"
"Skleros"
"Spartenos"
"Sphrantzes"
"Strabomytes"
"Tarchaneiotes"
"Tornikes"
"Tzimiskes"
"Vatatzes"
//New Byzantine forenames
["Alexios"] {"Alexios"}
["Andronikos"] {"Andronikos"}
["Ioannes"] {"Ioannes"}
["Manuel"] {"Manuel"}
["Isaakios"] {"Isaakios"}
["Theodoros"] {"Theodoros"}
["Michael"] {"Michael"}
["Konstantinos"] {"Konstantinos"}
["Alexandros"] {"Alexandros"}
["Bardas"] {"Bardas"}
["Bartolomaios"] {"Bartolomaios"}
["Basileios"] {"Basileios"}
["Christophoros"] {"Christophoros"}
["Demetrios"] {"Demetrios"}
["Dionysios"] {"Dionysios"}
["Eumathios"] {"Eumathios"}
["Gabriel"] {"Gabriel"}
["Georgios"] {"Georgios"}
["Gerasimos"] {"Gerasimos"}
["Gregorios"] {"Gregorios"}
["Iakobos"] {"Iakobos"}
["Ionnikios"] {"Ionnikios"}
["Kassianos"] {"Kassianos"}
["Laonikos"] {"Laonikos"}
["Leon"] {"Leon"}
["Leontios"] {"Leontios"}
["Loukas"] {"Loukas"}
["Makarios"] {"Makarios"}
["Markos"] {"Markos"}
["Matthaios"] {"Matthaios"}
["Meletios"] {"Meletios"}
["Neilos"] {"Neilos"}
["Neophytos"] {"Neophytos"}
["Nikephoros"] {"Nikephoros"}
["Niketas"] {"Niketas"}
["Nikodemos"] {"Nikodemos"}
["Nikolaos"] {"Nikolaos"}
["Pantoleon"] {"Pantoleon"}
["Petros"] {"Petros"}
["Philaretos"] {"Philaretos"}
["Philippos"] {"Philippos"}
["Romanos"] {"Romanos"}
["Sabas"] {"Sabas"}
["Stephanos"] {"Stephanos"}
["Tatikios"] {"Tatikios"}
["Theodosios"] {"Theodosios"}
["Theodoulos"] {"Theodoulos"}
["Thomas"] {"Thomas"}
//New Byzantine surnames
["Komnenos"] {"Komnenos"}
["Akropolites"] {"Akropolites"}
["Angelos"] {"Angelos"}
["Apokaukos"] {"Apokaukos"}
["Argyros"] {"Argyros"}
["Bekkos"] {"Bekkos"}
["Boradiotes"] {"Boradiotes"}
["Botaneiates"] {"Botaneiates"}
["Boutoumites"] {"Boutoumites"}
["Brachamios"] {"Brachamios"}
["Branas"] {"Branas"}
["Bryennios"] {"Bryennios"}
["Choniates"] {"Choniates"}
["Dalassenos"] {"Dalassenos"}
["Doukeianos"] {"Doukeianos"}
["Doukas"] {"Doukas"}
["Doxopatres"] {"Doxopatres"}
["Gabras"] {"Gabras"}
["Kalamanos"] {"Kalamanos"}
["Kamateros"] {"Kamateros"}
["Kantakouzenos"] {"Kantakouzenos"}
["Keroularios"] {"Keroularios"}
["Kinnamos"] {"Kinnamos"}
["Kontostephanos"] {"Kontostephanos"}
["Kourkouas"] {"Kourkouas"}
["Laskaris"] {"Laskaris"}
["Makrembolites"] {"Makrembolites"}
["Maniakes"] {"Maniakes"}
["Melissenos"] {"Melissenos"}
["Monastras"] {"Monastras"}
["Mourtzouphlos"] {"Mourtzouphlos"}
["Orphanotrophos"] {"Orphanotrophos"}
["Ouranos"] {"Ouranos"}
["Pakourianos"] {"Pakourianos"}
["Palaiologos"] {"Palaiologos"}
["Palamas"] {"Palamas"}
["Philokales"] {"Philokales"}
["Phokas"] {"Phokas"}
["Psellos"] {"Psellos"}
["Radenos"] {"Radenos"}
["Skleros"] {"Skleros"}
["Spartenos"] {"Spartenos"}
["Sphrantzes"] {"Sphrantzes"}
["Strabomytes"] {"Strabomytes"}
["Tarchaneiotes"] {"Tarchaneiotes"}
["Tornikes"] {"Tornikes"}
["Tzimiskes"] {"Tzimiskes"}
["Vatatzes"] {"Vatatzes"}
VikingHorde
06-16-2006, 14:02
Nice stuff Belisario, I will soon need to start adding the info to the mod (good thing I soon get some time off from work). It would be cool to release the patch this summer, also to finish work on the XL mod ~;)
Third spearman from the left
06-21-2006, 13:54
Hi VH it's been a while since I posted but I've got a question for you regarding starting dates. I've been editing data in the startpos text files to make the game harder more money to the other factions, adding extra trade goods to regions and turning every fort into a keep.
I also tired starting the early period in 1067 rather than 1087, Playing the Byz's I wanted more time to build those early units. Two things I noticed were that GA points dates were only listed for late period dates 1321 onward no 1100 or 1125. Yet I still got points at the correct times. The other thing was I got a historical event pop up for the doomsday book in 1086 which I have never seen before. Have you ever had any of these things happen?
Kralizec
06-22-2006, 23:50
A couple of things I noticed happening at least twice, in the late period:
- crusaders die off due to no heirs relatively early in the campaign
- Papacy runs over the entirety of northern Italy
- Portugal expands into Egypt
- Serbia tends to get quickly crushed by Hungaria
since MTW has faction reemergences, it's not a big issue but still I think it would be better to beef up these factions except Portugal a wee tiny bit to produce some more randomness.
I've had almost the exact opposite happen to me in high era XL games, Kralizec.
In my games, the Crusaders almost always end up owning everything from Egypt to Constantinople and often parts of the steppes by the time of the Mongol appearance, when I'm playing a western faction. It seems to depend quite a lot on who attacks first. Once, while playing England and engaged in a nasty set of wars with France and the HRE, I suddenly found my sea lanes occupied by brown ships. It seems that the Ayyubids, Seljuks, Crusaders and Byzantines wore themselves out on each other leaving the Armenians alone. When I looked at the entire map, using -ian, the Armenians had stamped out the Mongols, taken control of all of the steppes, the Middle East and Africa and were working their way up Spain. It was hilarious. Especially considering that whenever I try to play as the Armenians, everyone and their grandmother gangs up on me.
In Italy, the Papacy is usually taken down quite early by the Genoese or the Sicilians and in one game even the Serbs who invaded southern Italy and ended up owning the entire peninsula. The Serbs almost always beat the crap out of the Hungarians and take then either go west to Italy or east to the Pontic steppes.
I agree that Portugal often does well, depending on how the Castille-Leonese, Aragon, Almohad fights shape up. However, most of the time in my high era games, especially when I'm playing a faction off to the east somewhere, I end up discovering that the Almohads have taken all of Spain, most of France and once even found them controlling all of the British Isles and working on Scandinavia, while I was off fighting the eastern factions and then the Mongols.
It all seems to be based on what happens in those first few turns of war. Who attacks whom at the very beginning determines the entire rest of the game. At least for me.
Wow, I don't think I've ever seen even half the things you mentioned, Aenlic. In my games, the Armenians always get squashed (whether it's Early or High); and the Crusaders usually get stalemated by the Seljuks and Ayyubids, and are often driven back to Cyprus.
On the other hand, I *have* seen the Portuguese do very well, to the extent they even sometimes take over the Iberian peninsula. As you said, it really depends on how the 3-way war goes between Aragon, Castille-Leon, and the Almoravids. And like you, I've also seen the Caliphate dominate western Europe fairly often. (In fact, they've already wiped out the Iberian factions in my current Sicilian campaign!) It's been nice to see the Almos make a partial return to their old "Mean Orange Machine" days of the original MTW. ~;)
Belisario
07-01-2006, 19:32
Hi VikingHorde! Step by step I continue my task in the mod. I've just finished a work about the Serbs which as usual includes famous kings, heroes, and even a new listing of names. I've only found twelve outstanding Serb heroes; but if I find more in my searchs I post them here.
FAMOUS_KINGS:: FN_SERBS 8
//name no. c d p a portrait vnv
0, 1, 2, 3, 3, 3, -1, defender1
1, 1, 4, 3, 5, 4, -1, pious4
2, 1, 3, 3, 5, 4, -1, zealot1
3, 1, 2, 2, 5, 5, -1, farmerking2
5, 1, 4, 3, 5, 5, -1, builderking3
3, 3, 4, 4, 5, 3, -1, captured1
6, 1, 5, 4, 5, 5, -1, mightywarrior2
7, 1, 2, 3, 5, 3, -1, charismatic1
//Serb famous kings:
//Vukan (Grand Zupan, r. 1083-1122); grand chieftain of the Serb region of Raska, managed - through a combination of military actions and diplomacy - to resist the Byzantines, occassionally expanding to the south and east.
//Stefan Nemanja (Grand Zupan, r. 1168-96); founder of the Nemanjic dynasty and unifier of all Serbian lands; grand chieftain of the Serb region of Raska under Byzantine suzerainty until 1185. After expanding and unifying Serbian territory, abdicated in 1196 and entered a monastery. Erected the Hilandar and Studenica monasteries.
//Stefan I Prvovencani (Grand Zupan and king, r. 1196-1227); the first Serbian king in Raska (crowned 1217), thus called "Prvovencani" (the First-Crowned). Fought wars against Bulgarians, Hungarians, and Byzantines, elevated Serbia to the status of kingdom, and helped his brother, Saint Sava, to obtain the autonomy of the Serbian Orthodox church (1219).
//Stefan Uros I (King, r. 1243-76); king with good administrative skills, favoured a strong central government, opened mines, granted benefits to coastal towns which developed trade, and erected churches and monasteries. However unsuccessfully attacked the Hungarians. Deposed by his son Stefan Dragutin.
//Stefan Uros II Milutin (King, r. 1282-1321); the "Holy King Uros", made Serbia the leading power in the Balkans. Took substantial territory in Macedonia from Byzantium, and established the Serb court at Skopje. Developed mining resources exploitation and trade. Erected numerous monasteries, churches, and hospitals.
//Stefan Uros III Decanski (King, r. 1322-31); blinded and exiled (1314-20) after rebelling against his father, Stefan Uros II; later showed he was not blind, claiming a miraculous cure, and was made king. Expanded Serbia eastward and defeated the Bulgarians at the Battle of Velbuzd (1330) before being dethroned by his son, Stefan Dusan. Erected the Decani monastery, thus called "Decanski" (of Decani).
//Stefan Uros IV Dusan (King and tsar, r. 1331-55); the greatest ruler of medieval Serbia, remembered as "Dusan Silni" (Dusan the Mighty). Conquered Albania, Macedonia, Epirus, and Thessaly. Crowned himself "Emperor and Autocrat of the Serbs, Greeks, Bulgarians, and Albanians" (Skopje, 1346). Reformed the administration on the Byzantine model and introduced a law code ("Dusanov Zakonik", 1349).
//Lazar I Hrebljanovic (Prince, r. 1371-1389); the "Holy Prince Lazar", after the collapse of the Serbian empire emerged as key ruler in central Serbia, officially crowned as "Lord of the Serbs and the Danube, Stefan Prince Lazar, autocrat of all the Serbs" (1378). Led the Serbian army at the Battle of Kosovo (1389) where he was captured by the Ottomans and beheaded. Became a mythical figure among the people who named him "Tsar Lazar".
//SetStartLeader:: FN_SERBS 0 1 1 //Early Startpos
//SetStartLeader:: FN_SERBS 2 3 1 1 1 //High Startpos
//SetStartLeader:: FN_SERBS 5 6 1 1 2 3 1 1 //Late Startpos
FAMOUS_HEROES:: FN_SERBS 12
//hero name date, c, d, p, a, l, v, TYPE ID_REGION PORTRAIT
"Pope", "Dukljanin", 1140, 1, 0, 4, 4, 5, no_v, PRIEST, ID_LIMBO, -1 //Anonymous priest of Bar; author of the "Chronicle of Pope Dukljanin", a history of the Serb region of Zeta dating from the 12th century; date a guess.
"Archbishop", "Sava", 1174, 2, 1, 7, 5, 9, pious4, PRIEST, ID_LIMBO, -1 //"Saint Sava"; monk, founder, and first archbishop of the independent Serbian Orthodox church; ensured the adherence of Serbian Christianity to Eastern Orthodoxy; died 1237.
"Fra Vito", "Kotoranin", 1285, 1, 1, 4, 3, 7, no_v, EMISSARY, ID_LIMBO, -1 //Master from Kotor, in the Serb region of Zeta; painted the endowment of king Stefan Uros III Decanski, the monastery of Visoki Decani; date a guess.
"Archbishop", "Danilo", 1290, 1, 0, 5, 5, 6, educated1, PRIEST, ID_LIMBO, -1 //Archbishop, 1324-37; diplomat and statesman, famous biographer of Serbian kings and archbishops; date a guess.
"Jovan", "Oliver", 1300, 4, 3, 4, 4, 8, smarttalker1, GENERAL, ID_LIMBO, -1 //Despot, 1341-63; experienced military commander and skilled diplomat; right-hand man of Tsar Stefan Dusan, elevated to the second-ranking office of Despot; date a guess.
"Patriarch", "Joanikije", 1305, 1, 1, 6, 3, 7, pious2, PRIEST, ID_LIMBO, -1 //Archbishop, 1337-54, and first patriarch of Serbia; crowned Stefan Dusan as Emperor of Serbs and Greeks (Skopje, 1346); date a guess.
"Vukasin", "Mrnjavcevic", 1320, 3, 5, 4, 3, 4, mightywarrior1, GENERAL, ID_LIMBO, -1 //Serb nobleman; crowned by Tsar Uros V as king of Macedonia (1366-71) and made co-ruler with great independence. Moved east to pre-empt Ottoman advance, but was defeated and killed at the Battle of Marica, 1371.
"Jovan", "Ugljesa", 1325, 2, 4, 4, 4, 5, farmer1, GENERAL, ID_LIMBO, -1 //Despot, Vukasin's brother; able governor and diplomat in his Serres region which actually expanded and firmly administered its mixed Greek and Slavic populations; killed at the Battle of Marica, 1371.
"Vuk", "Brankovic", 1330, 3, 4, 4, 3, 3, defender1, GENERAL, ID_LIMBO, -1 //Serb nobleman; commanded the left flank of the Serbian army at the Battle of Kosovo (1389); after the Ottomans captured Prince Lazar I decided to retreat in order to save the army and continued with the defense of southern Serbia; however, the Serbian epic poetry portrayed him as a traitor; died 1397.
"Marko", "Kraljevic", 1335, 2, 5, 5, 2, 4, mightywarrior3, GENERAL, ID_LIMBO, -1 //Vukasin's son, ruled in Macedonia as an Ottoman vassal, 1371-95; became the supreme hero in the Serbian epic poetry, portrayed as brave, strong, fair, chivalrous, and pious; died fighting at the Battle of Rovine, 1395.
"Vlatko", "Vukovic", 1340, 4, 5, 3, 2, 5, courageous1, GENERAL, ID_LIMBO, -1 //Voivode of Hum (Hercegovina) under Bosnian King Tvrtko I; fierce military commander, beat an Ottoman raid in 1388 and commanded the Bosnian forces that fought alongside Serb Prince Lazar I at the Battle of Kosovo, 1389; died 1392.
"Milos", "Obilic", 1350, 2, 5, 5, 2, 6, killer1, GENERAL, ID_LIMBO, -1 //Serb knight; a hero in the Serbian epic poetry, killed the Ottoman Sultan Murad I at the Battle of Kosovo, 1389; date a guess.
// 29: serb_forenames
ADD_FORENAMES::
"Vukan"
"Nemanja"
"Stefan"
"Uros"
"Dragutin"
"Milutin"
"Dusan"
"Lazar"
"Andrija"
"Balsa"
"Bodin"
"Caslav"
"Desa"
"Dimitrije"
"Djordje"
"Djuradj"
"Dobroslav"
"Gradinja"
"Grubesa"
"Ilija"
"Jovan"
"Kocopar"
"Konstantin"
"Marko"
"Mihailo"
"Milos"
"Miroslav"
"Mutimir"
"Nikola"
"Oliver"
"Petar"
"Petrislav"
"Prosigoj"
"Radic"
"Radoslav"
"Rastko"
"Sinisa"
"Stracimir"
"Tihomir"
"Ugljesa"
"Vladimir"
"Vladislav"
"Vlastimir"
"Vojislav"
"Vuk"
"Vukasin"
"Zaharije"
"Zavida"
// 23: serb_surnames
ADD_SURNAMES::
"Nemanjic"
"Altomanovic"
"Balsic"
"Berislavic"
"Boljevic"
"Brankovic"
"Branovic"
"Celnik"
"Cetinjski"
"Crnojevic"
"Decanski"
"Dejanovic"
"Dolic"
"Dukljanin"
"Gojnikovic"
"Grgurevic"
"Hrebljanovic"
"Ilijic"
"Klonimirovic"
"Kotoranin"
"Kotromanic"
"Kraljevic"
"Kratovac"
"Lazarevic"
"Molcalnik"
"Mrnjavcevic"
"Mutimirovic"
"Nejaki"
"Nenad"
"Novi"
"Obilic"
"Ostroski"
"Pavlovic"
"Preljubovic"
"Pribisavljevic"
"Prvovencani"
"Scepcevic"
"Silni"
"Slepi"
"Stiljanovic"
"Stracimirovic"
"Tomasevic"
"Urosevic"
"Vlastimirovic"
"Vojinovic"
"Vojislavljevic"
"Vrancic"
"Zmaj Ognjeni"
//New Serb forenames
["Vukan"] {"Vukan"}
["Nemanja"] {"Nemanja"}
["Stefan"] {"Stefan"}
["Uros"] {"Uros"}
["Dragutin"] {"Dragutin"}
["Milutin"] {"Milutin"}
["Dusan"] {"Dusan"}
["Lazar"] {"Lazar"}
["Andrija"] {"Andrija"}
["Balsa"] {"Balsa"}
["Bodin"] {"Bodin"}
["Caslav"] {"Caslav"}
["Desa"] {"Desa"}
["Dimitrije"] {"Dimitrije"}
["Djordje"] {"Djordje"}
["Djuradj"] {"Djuradj"}
["Dobroslav"] {"Dobroslav"}
["Gradinja"] {"Gradinja"}
["Grubesa"] {"Grubesa"}
["Ilija"] {"Ilija"}
["Jovan"] {"Jovan"}
["Kocopar"] {"Kocopar"}
["Konstantin"] {"Konstantin"}
["Marko"] {"Marko"}
["Mihailo"] {"Mihailo"}
["Milos"] {"Milos"}
["Miroslav"] {"Miroslav"}
["Mutimir"] {"Mutimir"}
["Nikola"] {"Nikola"}
["Oliver"] {"Oliver"}
["Petar"] {"Petar"}
["Petrislav"] {"Petrislav"}
["Prosigoj"] {"Prosigoj"}
["Radic"] {"Radic"}
["Radoslav"] {"Radoslav"}
["Rastko"] {"Rastko"}
["Sinisa"] {"Sinisa"}
["Stracimir"] {"Stracimir"}
["Tihomir"] {"Tihomir"}
["Ugljesa"] {"Ugljesa"}
["Vladimir"] {"Vladimir"}
["Vladislav"] {"Vladislav"}
["Vlastimir"] {"Vlastimir"}
["Vojislav"] {"Vojislav"}
["Vuk"] {"Vuk"}
["Vukasin"] {"Vukasin"}
["Zaharije"] {"Zaharije"}
["Zavida"] {"Zavida"}
//New Serb surnames
["Nemanjic"] {"Nemanjic"}
["Altomanovic"] {"Altomanovic"}
["Balsic"] {"Balsic"}
["Berislavic"] {"Berislavic"}
["Boljevic"] {"Boljevic"}
["Brankovic"] {"Brankovic"}
["Branovic"] {"Branovic"}
["Celnik"] {"Celnik"}
["Cetinjski"] {"Cetinjski"}
["Crnojevic"] {"Crnojevic"}
["Decanski"] {"Decanski"}
["Dejanovic"] {"Dejanovic"}
["Dolic"] {"Dolic"}
["Dukljanin"] {"Dukljanin"}
["Gojnikovic"] {"Gojnikovic"}
["Grgurevic"] {"Grgurevic"}
["Hrebljanovic"] {"Hrebljanovic"}
["Ilijic"] {"Ilijic"}
["Klonimirovic"] {"Klonimirovic"}
["Kotoranin"] {"Kotoranin"}
["Kotromanic"] {"Kotromanic"}
["Kraljevic"] {"Kraljevic"}
["Kratovac"] {"Kratovac"}
["Lazarevic"] {"Lazarevic"}
["Molcalnik"] {"Molcalnik"}
["Mrnjavcevic"] {"Mrnjavcevic"}
["Mutimirovic"] {"Mutimirovic"}
["Nejaki"] {"Nejaki"}
["Nenad"] {"Nenad"}
["Novi"] {"Novi"}
["Obilic"] {"Obilic"}
["Ostroski"] {"Ostroski"}
["Pavlovic"] {"Pavlovic"}
["Preljubovic"] {"Preljubovic"}
["Pribisavljevic"] {"Pribisavljevic"}
["Prvovencani"] {"Prvovencani"}
["Scepcevic"] {"Scepcevic"}
["Silni"] {"Silni"}
["Slepi"] {"Slepi"}
["Stiljanovic"] {"Stiljanovic"}
["Stracimirovic"] {"Stracimirovic"}
["Tomasevic"] {"Tomasevic"}
["Urosevic"] {"Urosevic"}
["Vlastimirovic"] {"Vlastimirovic"}
["Vojinovic"] {"Vojinovic"}
["Vojislavljevic"] {"Vojislavljevic"}
["Vrancic"] {"Vrancic"}
["Zmaj Ognjeni"] {"Zmaj Ognjeni"}
//Serb heroes
["Pope"] {"Pope"}
["Archbishop"] {"Archbishop"}
["Sava"] {"Sava"}
["Fra Vito"] {"Fra Vito"}
["Danilo"] {"Danilo"}
["Patriarch"] {"Patriarch"}
["Joanikije"] {"Joanikije"}
["Vlatko"] {"Vlatko"}
["Vukovic"] {"Vukovic"}
Kralizec
07-03-2006, 23:40
A slight unit ballancing issue: in normal MTW and also in XL vanilla pikemen are way to weak. In custom battles they require lots of upgrades to be somewhat reliable, and then they're not cost-effective. Chivalric sergeants, Italian infantry and order foot soldiers are much better despite being normal spear units.
Any tactical approach relying on pikemen is asking for disaster unless you're using Swiss pikemen, wich are hard to come by but can easily ensure victory once you train vast amounts of them.
Sure vanilla pikemen shouldn't be extraordinary fighters but they should at least be able to repel swordsmen from the front if their formation holds and their flanks are covered, as it is they fail to do that.
Proposed change: increase defense by +2 points (not the armour value though) and morale by +1. Another way to help them in campaign mode is to lower their required building upgrade by one. That will make them more accesible, and if you upgrade to the county militia you get +1 valour for them.
I looked forward to using them in my Crusader kingdom campaign (wich is a cool action btw), but because I'm only beginning with MTW again after not having played for so long I forgot how much they suck :dizzy2: I'm going to edit the stats myself for personal use, but I thought I should share my views.
I agree with Kralizec, I've exprienced simillar troubles using pikemen.
VikingHorde
07-07-2006, 13:38
@Third spearman from the left
I have never editted the startdate, because I don't know if the GA mode will go bad. I have never seen the "Doomsday book" event, but it sounds cool.
@Kralizec
I have often seen Portugal get crushed in my game and the Palpacy does not do much. I think it's pretty random who lives and who dies, but I am keping my eyes open.
I will check out the pikemen and see what happens. They might need some editing :juggle2:
@Belisario
Nice stuff, don't know were you get all that info :book: . It's damm hot in Denmark right now, the heat is killing me :dizzy2: :sweatdrop: . I hope to spend some more time on modding soon, so that all the stuff can be added to the game.
A slight unit ballancing issue: in normal MTW and also in XL vanilla pikemen are way to weak. In custom battles they require lots of upgrades to be somewhat reliable, and then they're not cost-effective. Chivalric sergeants, Italian infantry and order foot soldiers are much better despite being normal spear units.
Any tactical approach relying on pikemen is asking for disaster unless you're using Swiss pikemen, wich are hard to come by but can easily ensure victory once you train vast amounts of them.
Sure vanilla pikemen shouldn't be extraordinary fighters but they should at least be able to repel swordsmen from the front if their formation holds and their flanks are covered, as it is they fail to do that.
Proposed change: increase defense by +2 points (not the armour value though) and morale by +1. Another way to help them in campaign mode is to lower their required building upgrade by one. That will make them more accesible, and if you upgrade to the county militia you get +1 valour for them.
I looked forward to using them in my Crusader kingdom campaign (wich is a cool action btw), but because I'm only beginning with MTW again after not having played for so long I forgot how much they suck :dizzy2: I'm going to edit the stats myself for personal use, but I thought I should share my views.
I agree, they should be avaliable in the high period as well, and perhaps an armoured version of them in the late period?
Vladimir
07-07-2006, 20:12
And as mentioned elsewhere in the .org, maybe a larger unit size. Hopefully a number divisible by 5 on standard size setting.
Pikemen already have the largest unit size.
Vladimir
07-14-2006, 12:46
I'm not sure exactly how unit sizes work but when I play Byzantium and face that 80 unit Gulam cavalry troop the Egyptians start with, I get pissed. :furious3:
Third spearman from the left
07-14-2006, 14:09
Hi VH,
if you get the time try changing the start date for the early period. The GA goals and points stay the same, but the early dates are not listed but you still seem to get the points for your empire. The doomsday book event is very cool!
I think you should test it out as starting the game in 1067 might make for some interesting faction border changes, for example I made northumbria a rebel land in keeping with the revolt of the period. It also gave me more time to build those early units :2thumbsup:
Kralizec
07-16-2006, 12:12
Hi VH,
if you get the time try changing the start date for the early period. The GA goals and points stay the same, but the early dates are not listed but you still seem to get the points for your empire. The doomsday book event is very cool!
I think you should test it out as starting the game in 1067 might make for some interesting faction border changes, for example I made northumbria a rebel land in keeping with the revolt of the period. It also gave me more time to build those early units :2thumbsup:
I agree, an earlier starting date also allows you more time to finish those crusades before 1204.
I think that was the reason for the later starting date in the original MTW. CA didn't want players starting crusades before the "deus volt" event.
Sensei Warrior
07-19-2006, 22:59
Greetings VikingHorde.
I have had MTW for 2 or 3 years now and have been very content playing the regular game. I thought I would finally give a mod a try. So I downloaded 3 different ones yours, BKB's, and Wes'. I hemmed and hawed for a bit a then loaded yours in and revved up a game. What a great game, much different than the regular. I am very impressed.
I am having alot of fun getting used to the new units, and the lack of landbridges. I am playing the Scots right now and I staged a huge army in Wessex to protect myself from the French (old habits die hard). I laughed myself silly when I realized what I did. I've conquered the British Isles and took Cyrencia (odd I know, but I did want to get off the Island, but didn't want to get into a naval war).
What the other factions are doing are crazy. The Danes have conquered all of the Northern Provences from Saxony West to Brittany, that was a big difference from the old game when they didn't do anything at all. The French are the largest right now and have been since near the start of the game. The English are gone, and so is the Spanish (Leon-Castile), the Cumans, the HRE, the Byz, the Armenians, and a number of others. Egypt is fighting for the Eastern Europe Provences right now (Poland and Lesser Poland). Wars are popping off like crazy, with a good (if not great) mix of units. I'm in awe. It's almost like playing a different game. I'm close to the 1200 mark and haven't gotten bored yet.
The install was smooth and I haven't encountered and glaring errors (those would really be the only ones I'd notice anyways). I just wanted to stop in and say thanks for all your effort putting out this mod. It's wonderful.
Here are a few suffestions for the next version(is there going to be one?)
Divide the Prov "Greece" into 4 other provs. The southern peninsula should be a prov and have "Korinth" Castle, and the prov itself would be Pelopelenesus or what ever the ancient greek name was. Leave athens as it is, but make the Western side of the prov into another prov, not sure what to call it but make sure it has "NiKopolus" Castle. And Northern Greece should be called "Macedonia" and have "Thessolanki" castle.
Northern Nicea should be its own prov called Bythnia, not sure what to call the castle though.
And "Naples" should be cut into about another 3 provs, not quite sure what to call them though.
The Byzantines should have another unit of heavy inf, one between the Byzinf and varangian guards, and perhaps add "Skutatoi", as a heavy spearmen?
Since it´s been ages since I last played vanilla MTW, but playing a French Late XL (and a Spanish High one) campaign I´ve noticed the AI especially in the later eras tend to spawn very missile-heavy armies, often as not almost exclusively consisting of various crossbow units. Is there any way to get the AI to build more balanced armies?
Vladimir
07-25-2006, 19:40
A working knowledge of AI build priorities would be needed to affect that. I've noticed that factions tended to build more missile units when I doubled the cost of buildings and improvements to slow development down; maybe it's a cost issue.
I'd like to figure out how to slow the English fleet down. Taking the Armenians from Early to over 60% currently in High, I faced massive English fleets. I'm having the same problem starting in Late with Burgundy. They dominate the coasts of Northern Europe, North Africa, and are about to take over Iberia. Their high tech fleets are going to be a problem for my mostly landlocked empire. I accidentally wiped out the Pope a couple of times so I have to be careful about supply lines to defend Italy. It doesn't help that I've had to improve defenses instead of building up my shipping industry because of him.
Why am I telling you this? I'm just wondering if you intended to make the English navy so strong. I know that's kind of a given that they'd have a powerful navy but some competition would be good.
Ok maybe it hasn't helped that I've been allied to them for like 50 years but STILL! :wall:
Well the large English fleets are probably due the fact the England is an Island nation, so has to rely on a powerful fleet, besides its very rare for England to actually rise up in power...
Vladimir
07-31-2006, 17:30
True. That leads to them conquering costal providences which leads to more fleets which leads me to ~:mecry:
VikingHorde
08-04-2006, 12:01
@Third spearman from the left
I will try out changing the date and see what happens with the gameplay. One problem is that the provinces will need to change hands, but I will look into it.
@Sensei Warrior
Glad you like the mod :2thumbsup:
@Shaun
There is sadly no more room for new factions, provinces or units, because MTW has a limit to those :dizzy2:
@Ciaran
I will look into it, properly just some balancing of the AI.
@Vladimir
I have not edited the english ships, so they should build them like all the other factions would.
Vladimir
08-04-2006, 13:31
Well I wasn't speaking about the ships specifically but their shipbuilding. I know the English are supposed to be powerful but now they're a bit overpowering. Nothing really needs to be done, I just don't like the predictability.
Tony Furze
08-05-2006, 17:51
In case you come here VH, Im looking for advice on how you make the parchments for the faction leaders, including portraits,star,etc.
This is for an artistic purpose , not for a mod.
Peasant Phill
08-15-2006, 12:53
There used to be a problem for the papacy. They couldn't crusade although they had to in order to gain GA points. Has this problem been solved? If not, is there an easy way to sove it?
Thanks in advance, I'm really enjoying your mod.
OmarPacha
08-26-2006, 16:28
I've tried the mod last week and I must say that it is very well done and more balanced and sober than other previous mods.
New prebat and glory shields are fine and so all new factions shields made for campaign map pieces.
The thing I would like to know is how did VH realize all bifs without any black dot, and which program did he use to make battle unit icons (lbm) with faction colours.
Great work.
Greetings
Tristrem
08-28-2006, 19:29
hi
i've been having some trouble with the mod. In some battles when using mercs the screen is done loading, the screen turns black , and all the buttons such as formations continously flash on the screen. :help: once this happens the map will do the same thing for that territory no matter what I use for troops. Is this a known bug, or is it my game. this can become very frustrating when this happens during key battles:wall: :wall:
AddictedGamer: Others have had this problem with Medieval in general, not just the XL Mod. As I recall, it seems to have something to do with people's graphics cards and/or their video drivers. I don't remember what the solution is, but a search in The Apothecary (https://forums.totalwar.org/vb/forumdisplay.php?f=15) and possibly the Entrance Hall ought to bear fruit.
Third spearman from the left
09-05-2006, 12:51
Hi VH, I would like to suggest an improvement to include in the new patch. You have already used it but I think it might be worth adding to it. I feel that you should again increase the amount of money factions get from farming and reduce the amount made from trade. The reason for this is that although XL 2.1 has created increased numbers of AI ships. The AI fails to link them together enough times to make a profit from sea trade. However farming levels are always exploited by the AI, given how large some provinces are land should play a bigger role in revenues. But the best reason is that with better, regular income the AI will build more troops, buildings and ships making the game more of a contest between player and AI.
ps: I've heard also in another thread that the removal of certain sea lanes around the islands in the game has helped improve trade and the issue of being cut off from the main land with one ship and a huge florin zapping army (reemerged factions on islands)
thanks for your time
:2thumbsup:
Hi VH, I would like to suggest an improvement to include in the new patch. You have already used it but I think it might be worth adding to it. I feel that you should again increase the amount of money factions get from farming and reduce the amount made from trade. The reason for this is that although XL 2.1 has created increased numbers of AI ships. The AI fails to link them together enough times to make a profit from sea trade. However farming levels are always exploited by the AI, given how large some provinces are land should play a bigger role in revenues. But the best reason is that with better, regular income the AI will build more troops, buildings and ships making the game more of a contest between player and AI.
I second this, VH. For as much fun as I have raking in the cash from trade (and I do ~D), I agree trade income should probably be nerfed even more than you already have. How *much* more it should be decreased, I admit I don't know--I realize we still have to make establishing a trading fleet worthwhile. At the very least, I strongly recommend increasing the income from farming and farming upgrades.
With that out of the way, allow me to once more praise you for your fine work, VikingHorde. XL has truly improved my MTW campaigns tremendously. :thumbsup:
OmarPacha
09-06-2006, 11:45
I don't know if increasing land revenues will get a more diffcult (and more interesting) game contest.
I've been playing campaigns as Serbs, Lithuanians and Portuguese and it is true that AI cannot build, for lack of funds, units each turn, but I see that it works just the same for me; I had to decide, on a given amount of money available,
to get structures or units.
Only after the conquest of some rich territory I could get rid of the warning
of insufficient funds.
On the contrary, I'd like to see again the glory achievements based on trade
objectives that were in the original MTWVI, hopefully enlarged or anyway modded.
Greets
Third spearman from the left
09-06-2006, 14:56
Hi OmarPacha welcome to the org,
I understand the point you are making however you have hit on the very issue the AI has when building. As you said when you have low income you have to decide each turn to invest in troops or buildings. However the AI seems to struggle and will always choose to build a large army first then make building upgrades, even if it means running out of money. Then the AI sits there waiting for the years to pass in the hope of making some income from trade which it fails at most of the time.
Can I point out I'm not saying make 'it easier to make money for everyone so every faction has lots to spend' I'm simply suggesting that farming income have priority over trade income so that the AI has a better chance of building a balanced empire with higher tech levels, because it knows how to use farming.
I am currently playing the Almoravids in Early, GA made. I conquered Spain and England, and have been building up my infrastructure. I recall that in the vanilla version of VI one of the GA tasks was building the Alhambra (Red Castle) (actually a Citadel) in Grenada. I am at the point now of building a Citadel in Grenada, and wondered if that would invalidate the task. Any experiences in that area?
Pericles
09-07-2006, 14:25
I would also suggest the following:
1) Increase farm income.
2) Decrease trade income.
3) Decrease the cost/time to build of ALL buildings.
The reason: It takes a long time to build buildings and advance in the game. However, when a province is invaded, several buildings can get destroyed at one time, thus hindering the AI's position in the game, since it will, again, take a long time to reconstruct these buildings in order for it to advance.
For example, in vanilla MTW the time to build a wooden fort is FOUR YEARS. However, in doing some reading, I have found that medieval builders could easily build a simple wooden fort in 6 MONTHS. So I would suggest having the build time for wooden forts be ONE YEAR.
Similarly, ALL fort/fortress build times should be greatly reduced (as well as all other buildings).
Maloncanth
09-07-2006, 14:51
Form my experience, I honestly think income is fine where it is. Trading for money has become much harder to abuse. It rarely accounts for more than 20% of my income even with a significant ship network. Shrink it more and it won't be a part of the game, though ships for coastal defence still certainly will be.
I think the building times and costs as it is are nice too. Ultimately, cheapening advances helps the human more than the AI. The current configuration at least stops the human from simply building everything and keeps the human honest about losing provinces as even a strategically poor and unsupported attack from the comp will at least hurt if it manages to take the castle. Make the buildings too quick and the human will be able to maintain momentum as he quickly develops everything he conquers.
At a glance I'd say what needs rebalancing are some of the factions. A few, like the Cumans predictably explode (by rolling over everything, getting into four or five wars, and then imploding) while others like the Crusader States seem to become very strong every time. Ultimately I know factions ultimately shouldn't all be balanced, but regular dominant factions hurt because of predictability (like Russia in Late VI). I still have to play all the hardest small factions in each era to finish my opinion on this. So far, I'm thinking that each era should have a couple of designated minor factions that get rolled over as AI players (like they should be) but provide a challenge for players playing in their era.
Third spearman from the left
09-07-2006, 15:40
@ acesman: yes that GA still stands just check the dates that points are counted for building it.
@ Pericles: you have a nice idea there, maybe core buildings fort, keep and castle could be reduced by half to encourage AI Build.
@ Maloncanth: To be honest I think you have made my point for me, the problem of AI predictably is down to the way in which the AI makes it's money. Bigger/rich factions always do well because they have a stable money making base, small factions like the cumans make early gains but can't get round to teching up on these new gains which then rebel when the king dies. I've played many different factions in XL and always end up making lots of money from trade far more then from farming, which seem unfair as the AI does now invest in farming.
Pericles
09-07-2006, 22:32
I normally mod my games so that buildings take less time to build. This is all to help the AI mainly, since once a province is invaded, many buildings are destroyed, thus hindering the AI greatly.
Even though I have modded the build and cost times, I still find it takes me 150 years just to be able to build Hospitaller Knights (when playing as Crusaders).
Rarely, if ever, do I see the AI reach Fortress/Citadelle level, let alone build one of these things. 16 years is just far too long to have a building tied up in the AI's queue. Especially, since this same building can be destroyed in ONE turn.
To balance this out, I usually give all other factions more florins, so they start off in a good position.
And having a wooden fort be buildable in ONE year allows the AI to recover from invasion since it can again start pumping out units.
I have playtested all of this for a long time, and it WORKS.
Cheers!
Maloncanth
09-07-2006, 23:01
EDIT: nevermind, it's fixed itself. *builds more barques*
The funny thing is, the English recently finished building a Citadel (in Wessex) in my current Norwegian campaign. ~;p
That said, I confess I wouldn't at all mind if castle build times were reduced. I'm fine with the build times for most structures/upgrades, but it would probably help a lot if castles didn't take so bloody long to build. I don't have a problem with forking over several wagonloads of florins to build a castle; but the time needed to build the thing (4 years to build a Fort, 8 years to build a Keep, etc.) is way too long, IMO. I could probably say the same about Cathedrals and Grand Mosques as well, but it's build times for castles that really puts the AI at a disadvantage (at least from what I've seen).
@Maloncanth: I'm pretty sure that's a bug you've run into. In that last Bohemian campaign I was playing, I know that once I took Venice, I was able to build 2 types of ships, 1 of which was Galleys. (I can't remember which of the two small ships I could build, although it was probably Barques.)
OmarPacha
09-08-2006, 14:19
According to what Martok noted about Citadel in Wessex, I think that AI doesn't care about the years a structure needs to be built and, this may not be valued as an its disadvantage.
The thing none of us can deny is that AI - builds where there's a strategic advantage to gain -, so we'll see fortress in Wessex 'cause of cogs built there higher value ; we'll see fortress in Bulgaria when the Byzs try to reach stronger Bulgarian Brigands; you'll find citadel/fortress in Switzerland
for armoured pikemen, if Turkish survive they'll certainly build a fortress in
Georgia (Janissary bows), and so on.
I'd rather be worried about the land revenues big difference among the starting territories for each faction, this could be a factor that leads to build more (if revenues are enough) or to build less (if revenues are low and there's a need to conquer) and train more.
Finally, after having played 5 campaigns, I do not find any problem of balancing,
and I will not touch a comma of VH's startpos file.
Greets
Pericles
09-08-2006, 15:53
heheh
Yes, the AI factions will build any type of buildings to their hearts content. Yes, even buildings that take 16-20 years to build.
And this only occurs in certain rare occasions. What occasions are those?
Why.... in peace time....
However, peace is sometimes a rare thing in MTW... after all... the game IS called Medieval Total WAR....
Thus, when war does break out... (and isn't that in most cases?)... then all those nice buildings (that took dozens of years to build) can be destroyed in just ONE turn... that advanced faction can then be thrown back into the Stone Age after just one invasion... and it will take that faction (or the one that invaded) many, many years of building just to get back to where it was before the invasion....
And when you have many factions at war over a long period of time.... which is more often the case... you have many factions that have been thrown back into the Stone Age... and they simply don't stand a chance to recover...
That is why I suggest that the fort/fortress/citadel line of buildings should be drastically reduced in build time, with the cost slightly reduced for them.
I would also suggest that all farms be cut in build time and reduced in cost.
I mod these things into my games all the time.... and they work....
The AI is a far greater challenge in my games with these changes....
r johnson
09-09-2006, 21:45
Medieval: Total War XL
MTW - Viking Invasion is needed to play this mod.
The small 2.0 version (28Mb):
http://www.3ddownloads.com/strategy-gaming...W_XL2_Light.exe (http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/VH_MTW_XL2_Light.exe)
The 2.1 Patch for small version:
http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/VH_MTW_XL21_Light_Patch.exe
The full 2.0 version (140MB):
http://www.3ddownloads.com/strategy-gaming...TW_XL2_Full.exe (http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/VH_MTW_XL2_Full.exe)
The 2.1 Patch for full version:
http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/VH_MTW_XL21_Full_Patch.exe
Enjoy
Do I have to do anything after i've installed it? Or should it work straight the way? :wall:
Do I have to do anything after i've installed it? Or should it work straight the way? :wall:
Once XL is installed, you should be able to fire it right up and go at it.
A somewhat basic problem, the file is too large to download in one go and when my PC dc's it resets my download express will not resume after i stop-any suggestions?
Pericles
09-10-2006, 18:40
A somewhat basic problem, the file is too large to download in one go and when my PC dc's it resets my download express will not resume after i stop-any suggestions?
Try using a FREE download manager such as GetRight. This will allow you to resume your download, even if it gets interrupted.
Cheers!
Have there been any patches since 2.1 noted in the first thread (released in Ocober 2005 which Read Me File notes a 2.2 change)? I have the 2.1 already downloaded. Am I missing anything else?
Thanks
gunslinger
09-19-2006, 04:21
I recently downloaded and started playing XL. It's tough! I started two campaigns as the Norwegians on expert and got spanked both times. Not enough money there for me I guess.
Is it possible to play multiplayer against people who don't have xl? I keep getting a version conflict message when I try to join games. I don't play MP very much, but I have downloaded the mappacks in the past. Is there anything else I need to do?
Have there been any patches since 2.1 noted in the first thread (released in Ocober 2005 which Read Me File notes a 2.2 change)? I have the 2.1 already downloaded. Am I missing anything else?
VikingHorde has been slowly working on a second patch (2.2), but it's not been released yet. So if you have the 2.1 patch installed, go ahead and play XL to your heart's content. :thumbsup:
Is it possible to play multiplayer against people who don't have xl? I keep getting a version conflict message when I try to join games. I don't play MP very much, but I have downloaded the mappacks in the past. Is there anything else I need to do?
Unfortunately, having XL (or any other mod) installed prevents one from playing online against people who only have the original MTW/VI.
heheh
Yes, the AI factions will build any type of buildings to their hearts content. Yes, even buildings that take 16-20 years to build.
And this only occurs in certain rare occasions. What occasions are those?
Why.... in peace time....
However, peace is sometimes a rare thing in MTW... after all... the game IS called Medieval Total WAR....
Thus, when war does break out... (and isn't that in most cases?)... then all those nice buildings (that took dozens of years to build) can be destroyed in just ONE turn... that advanced faction can then be thrown back into the Stone Age after just one invasion... and it will take that faction (or the one that invaded) many, many years of building just to get back to where it was before the invasion....
And when you have many factions at war over a long period of time.... which is more often the case... you have many factions that have been thrown back into the Stone Age... and they simply don't stand a chance to recover...
That is why I suggest that the fort/fortress/citadel line of buildings should be drastically reduced in build time, with the cost slightly reduced for them.
I would also suggest that all farms be cut in build time and reduced in cost.
I mod these things into my games all the time.... and they work....
The AI is a far greater challenge in my games with these changes....
This is why I almost always start in high. The AI has a good economic base to begin with and good troop capabilities, and is much more of a challenge. Though you do have a good point; the AI often does falter sooner rather than later and I can often turn the campaign into a steamroller if I so choose (I try to limit my expansion and play a solid GA campaign to limit the steamroller effect).
But this leads to crazy re-emergences and civil wars, which are fun. :2thumbsup:
gunslinger
09-19-2006, 16:59
Unfortunately, having XL (or any other mod) installed prevents one from playing online against people who only have the original MTW/VI.
Is it possible to install vanilla MTW VI a second time, giving me one modded version for SP and one unmodded for MP? If so, will I still be able to install the mappacks on the unmodded one, or will all of this just confuse the snot out of my computer (and me).
Is it possible to install vanilla MTW VI a second time, giving me one modded version for SP and one unmodded for MP? If so, will I still be able to install the mappacks on the unmodded one, or will all of this just confuse the snot out of my computer (and me).
I've heard a number of players say they have a second install of vanilla MTW/VI precisely for the purpose of mutliplayer, so there's no reason that shouldn't be possible.
In regards to your second question, I'm honestly not sure. (I'm not comp-savvy whatsoever, so I'm not the guy to ask. ~;) ) If you post your question in the Jousting Field, however, you should be able to get an answer there.
Galagros
09-19-2006, 21:30
Yay, I can answer this! (I have 4 installs of MTW)
Install the game again. However, when it asks for you what location to install at, change it. It should by default say C:/Program Files/Total War/Medieval - Total War. Change the "Medieval - Total War" part to "MTW XL" or something so that it doesn't just install over your first install.
Now put VI in. On my computer it won't give you the option to install again on the main menu that pops up so exit it and go into My Computer with the disk in. The D drive should have an icon for MTW, right click it and hit explore. There should be something inside of the screen that popped up named "setup". Hit that and the game will begin to install. Make sure to change the install location to whatever you did before.
Now you have 2 installs of MTW! Now install whatever mod you want, but once again ... make sure to change the install location to whatever you did for the second install.
When you put VI in to play and just hit the "play" button on the run screen it should automatically play the install named "Medieval - Total War" (I think). Regardless, when you want to play a different install, simply exit the screen that runs when you put the disk in, go into my computer, go into your 2nd (or 3rd, 4th, etc) install folder, and double click the MTW icon inside of it to automatically start that version of the game.
Okay, so my instructions were long and probably sound A LOT more complicated than it really it. Someone else might have a simpler version, but that's how I do it and it takes about 3% more effort than usual to play the game. :2thumbsup:
The easy thing is to copy the original, unmodded VI folder, paste it within the main Total War folder, and rename it whatever mod you want to install. Install the mod there, and viola! Two seperate versions!
I've got four so far. I want to install BKB's SuperMod, but I can't find a working link to the patch. So, just vanilla, PMTW, and XL. :2thumbsup:
Galagros
09-19-2006, 23:55
The easy thing is to copy the original, unmodded VI folder, paste it within the main Total War folder, and rename it whatever mod you want to install. Install the mod there, and viola! Two seperate versions!
I've got four so far. I want to install BKB's SuperMod, but I can't find a working link to the patch. So, just vanilla, PMTW, and XL. :2thumbsup:
I could email it to you, if you'd like.
VikingHorde has been slowly working on a second patch (2.2), but it's not been released yet. So if you have the 2.1 patch installed, go ahead and play XL to your heart's content. :thumbsup:
Good to know.
Is the Viking still taking suggestions on things for a possible 2.2? I wonder if it's possible to add any more regions (I was thinking of a divided up Greece in particular). There is probably a set region limit that has already been reached. Alas.
Would that MTW2 used all the factions that the Viking put forward in his splendid mod.
gunslinger
09-20-2006, 20:33
Thanks for the help on playing MP. I guess I'll have to go the route of a new install which I'll use for MP since I've already put XL on my original install, and I don't want to lose my saved games.
Good to know.
Is the Viking still taking suggestions on things for a possible 2.2? I wonder if it's possible to add any more regions (I was thinking of a divided up Greece in particular). There is probably a set region limit that has already been reached. Alas.
Would that MTW2 used all the factions that the Viking put forward in his splendid mod.
Indeed!
As for taking more suggestions, I'm sure VH is still open to them. I don't know how much more new stuff he'll be able to implement, however. By all indications, he's been pretty busy the last several months and hasn't had much time to work on 2.2.
Napoleon Blownapart
09-25-2006, 23:31
Hi, I recently installed the XL mod (and its patch), and from what I can see it's great. Unfortunatly, I seem to have done something wrong in the installation, as it now crashes to desktop sometimes when going to the campaign map, either from loading a save or starting a new game. I'll re-install soon and see if it works then. The mod looks great, and I'm really looking forward to playing it when I figure the problem out.
Galagros
09-26-2006, 02:15
This used to happen to me sometimes also, but has not happened for a long time. I've had to reinstall the mod twice since it has happened to me, though, once because I wanted to play a different mod and again because I got a new computer. I thought it might have happened to me because my old computer wasn't very good, but it could just have been a bad install I guess.
gunslinger
09-26-2006, 17:58
Is there a tech-tree available for XL. I currently playing the Irish in early. I have a few different types of axe-wielding troops with names I can't pronounce (They seem to be based on Viking Units), but I have no idea what I should be working toward building-wise to get some better troops. The upgraded swordsmiths and spearmakers buildings don't show any new troops available in their descriptions. Am I limited to axe-wielding barbarians as the Irish?
satchef1
09-27-2006, 14:45
Is there a tech-tree available for XL. I currently playing the Irish in early. I have a few different types of axe-wielding troops with names I can't pronounce (They seem to be based on Viking Units), but I have no idea what I should be working toward building-wise to get some better troops. The upgraded swordsmiths and spearmakers buildings don't show any new troops available in their descriptions. Am I limited to axe-wielding barbarians as the Irish?
Yup, thats pretty much it. Things are pretty limited as the irish, just build kerns, dartmen and bonnachts and use them to weaken the enemy before charging in with gallowglasses, gael gaedhils and fianna eireann. They're a powerfull nation though once you get a hold on some land and get the economy in check
Napoleon Blownapart
09-30-2006, 02:46
Actually, disregard my previous post. The game CTDs in the vanilla version too, so there's something wrong with my computer, not the mod.
VikingHorde
10-03-2006, 21:48
@Pindar
Sadly there isn't any more room for more factions, units or provinces, so the patch will only have bugfixes and improvements to the mod.
@Martok
Yepp, I have been to busy doing other stuff and I have not had a computer for almost 2 mounths! I will soon get my new laptop and I will be ready for some modding again, plus I will also be ready for M2TW :2thumbsup:
@gunslinger
There is a exel file with info about units. If you want to know what units a faction can build, then custom battle is the best way. Here you can see all the units a faction can build. About the Irish, theire unit roster is pretty limited, so you need to make lots of upgrading to the low tech units.
@Napoleon Blownapart
Sounds like it's driver related, try out some other graphics drivers and hopefully it should be solved.
What is the difference between the small and full pack?
Vladimir
10-09-2006, 02:55
I just finished my first GA campaign with Armenia, late, expert. Despite the fact that before the end your homeland GA is taken away (damn Turks :furious3: :laugh4: ) I was able to squeek out a 20 point win.
The big leaders at the end were the Papacy and the English. The English were winning before the final tally and their massive army was threatening to give them the conquest points to win. Thankfully, somehow, without my involvement, they had a massive civil war which lost them all their territory in the med (and some in England!). The pope was going strong too but they were warring with the English which was troubling in one aspect while it was a partial relief.
In Late the crusader orders are devistating! The hospitaliers replaced Byzantium until I took them out and the Teutons are vicious!! Teunic foot nights :furious3: :furious3: :furious3: ! They had the East conqered and were at war with me at the end.
It's important to note that I basically recreated the Ottoman empire at it's height. All of north Africa was mine and all the former Byzantine lands were too. This gave me nice choke points and max conquest GA points. I also did and maintained all this with GUNPOWDER units. Once I teched up to that level I used the gun, spear, cav combo I've voiced elsewhere. It's perfect for the lands I held :2thumbsup: .
What is the difference between the small and full pack?
The larger version includes new battle music for the added factions, the smaller version does not. The smaller version also lacks the names for the new provinces on the campaign map (the additional provinces are there, you just can't see their names in the smaller version).
professorspatula
10-12-2006, 13:37
A very nice mod this, and one I'm enjoying muchly. My Crusader army is holding much of the holyland and attempting to support my fellow Christian allies as much as possible, even if it means going to war when I can't afford it, but I assume a proper non-corrupt order would do such a thing. It's nice to be able to churn out those really useful Order Foot soldiers instead of being reduced to having just a few during the entire campaign. Although I'm stuck with Teutonic Sergeants and several kings will come to reign before I can build the proper Order knights.
One thing I've noticed though, and it was something that occurred a bit in the vanilla MTW is that the AI is obsessed with building Master Horse Breeders or whatever the top tier stables are. I flicked between factions and noticed nearly all of them are building these stables even when they don't have a keep or other necessary buildings like spear maker, armourers guild etc. The Germans for example, with about 12 provences are currently constructing 5 top level stables. The Aragonese, Hungarians and just about everyone else are building them too. A massive chunk of the game's economy is wasted on these, as they're only knocked down a level when someone invades, or they can't train any of the advanced cavalry anyway as they lack the necessary facilities. I don't know much about MTW editing, but I had a quick look and noticed the building priorities seem a bit different to standard MTW, so was wondering if anyone else thought the AI was a bit too horse breeder obsessed? Other than that, it's all excellent.
I can´t recall I noticed that, but I´ll keep my eyes open. Could it be an availability issue, i.e. the AI builds all upgrades it can without upgrading the castle? Are the horse breeder upgrades reliant on castle levels (I know that in vanilla they are)?
professorspatula
10-13-2006, 15:10
Appears you only need a basic keep to upgrade the stables to the top. If you don't have a keep, but still have some stables, you can keep upgrading them also. So the AI after taking a provence loses it's keep, but decides to spend about 20 turns and thousands of florins upgrading the stables there even though it can't produce any troops. Neighbouring factions invade, the stables are damaged and so it begins anew (unless the AI decides to actually build something else too).
Pericles
10-14-2006, 01:17
So the AI after taking a provence loses it's keep, but decides to spend about 20 turns and thousands of florins upgrading the stables there even though it can't produce any troops. Neighbouring factions invade, the stables are damaged and so it begins anew (unless the AI decides to actually build something else too).
Just another reason to reduce build times and costs for the fort/fortress line of buildings.
I also think that many other buildings should have reduced build times. This will aid the AI and not have the various factions fall so far behind when they are invaded.
professorspatula
10-15-2006, 15:51
I thought I'd take a bit of a breather from my Crusader campaign which was going nicely and see what the AI gets up to when I choose a mostly remote faction to sit things out. So I picked the Teutonic Order in late, gave myself a wad of florins, stuck workonsundays on to quickly build up facilities to prevent the AI from quickly overwhelming me and was churning out some nice Order knights within a dozen years or so. As this wasn't a serious campaign, I took a rebel controlled provence and thought I'd also tech that place up and build a fleet, perhaps so I could send in an army of specialist crusaders to the holy land to help out fellow Christians a hundred or so years later. And crivvens! The things the AI gets up to!
The French expand massively around the northern part of Africa to Egypt and also Scandinavia, and also build massive fleets. Like 20+ ships in one unimportant sea region. They soon collapse, seemingly more interested in ships than soldiers. By 100 years, their last royal family member dies, and along with him up to 80 ships disappear from the seas.
The Danes and Crusaders decide to take over the entire map. Crusaders take Asia Minor, and lower Britain. They only have about 1 ship on the map, so I assume they bribed their way into the country. But they're mega rich. The Danes take much of Spain, bits of France, some of Britain, Golden Horde lands, and much of their nearby starting regions. They also build the biggest fleet known to mankind - kind of like classical era sized fleets. At one point they must have literally had around 150 ships, if not more. One sea region had 50 ships in it alone. This is insane. They were also racking up a crazy number of GA points.
The Hungarians hold their own. They crusade and take a region in Spain, which is something I've seen them do before. They seem well equipped to hold a moderate sized empire.
The Byzantines are rubbish and end up stuck on the pauper isle of Rhodes. The Muslim factions are doomed to die with every Catholic faction under the sun seemingly crusading into their lands within the opening dozen turns. And then if they're not already finished off, along comes Genghis Khan's mob to stick the knife in.
England seem to suffer at the hands of the French, and I barely see them with more than one ship. But seeing as their rivals have so many ships, it's impossible for them to amass a fleet unless they're not at war.
The Russians seem quite resourceful, but that's probably just because my teched up Teutonic order are their allies and non-aggressive towards them.
Anyway, I was getting a bit bored, so thought I'd try and engineer a few changes before leaving the campaign and returning to my proper one. So I carved a way to the Crimea so I could launch fleets and armies to the Holy lands if need be. I also decided the Danes needed a bit of a humbling and began to burn all their generals and princes. I had to take on their fleets and this is where I think the AI obsession with ships is overdone. I was able to churn out about 3 top level ships every 3-4 years. I put them into large fleets and took on the Danes. Every turn for the near 50 years, I'd seemingly be sinking an endless tide of ships. I'd also lose 12 ships in a year when 50 Danish ones turn up unexpected. I could clear a few sea regions of Danish ships, but then they'd just make every port churn out a ship. All they were building were ships. Which I'd sink. Meanwhile the other AI factions and rebellions caused them to lose territories because they weren't producing soldiers to defend them. The AI has gone from making hardly any ships in standard MTW to insane levels. Fortunately some factions are content to be land lubbers so are less affected by this nautical obsession and thus prosper.
Changes I'd like to see: less ships; reduced number of sea regions; less obsession with top tier stables; lowered fortification building times; banks to actually be worthwhile building; monkeys wearing hats.
I do however think that sea trade levels shouldn't be altered. Until you have a large number of linked trade routes, you're barely making much profits so they seem fine.
By the way, when does the game end?
StayingPower
10-19-2006, 22:58
Hi,
I'm trying to edit the early era unit production file (forgot the exact name) with the Gnome unit editor. I want to make it so that every unit only takes 1 turn to build each. When set each time to 1, then the times in the game are all 2.
What do I do to make it 1?
Changes I'd like to see: <edit> lowered fortification building times; <edit> monkeys wearing hats.
I definitely concur with shortening the build times for fortifications. I could do without the monkeys, though. ~;p
I do however think that sea trade levels shouldn't be altered. Until you have a large number of linked trade routes, you're barely making much profits so they seem fine.
I think that trade income could possibly be lowered a little bit further, but I'm not complaining. VH already did a good job with nerfing trade so that it's not nearly so overpowered. :thumbsup: Actually, what might work better is if farm upgrades were worth a little more. I know they're already more valuable than what they are in vanilla MTW/VI, but I think they could probably stand to be improved a bit more, say 15-20% over their current levels.
By the way, when does the game end?
The end date is still 1453.
marc 0k01
10-25-2006, 12:51
Sorry if this was asked before but does the mod work with MTW Gold edition?
VikingHorde
10-25-2006, 13:58
Sorry if this was asked before but does the mod work with MTW Gold edition?
Yes, it should work with gold edition without any problems :2thumbsup:
Kavhan Isbul
11-07-2006, 02:31
VikingHorde: I heard that you are working on a new patch for XL. if this is tha case, can you consider changing the Bulgarian name roster to a more accurate one, such as the one from the BKB mod? I will be extremely grateful if you do so, for all these Greek names do nothing to inspire me when I play with what should be my favorite faction.
what can i say this mod is grate,but i was disappointed to see that none of the romanian principates are in the faction lists,moreover,moldavia and wallachia are ocuppied by a pagan faction :O(this never happened).
so please,if you are workin` to a new version,try to include Wallachia or Moldavia faction because they were important in that age,thanks to this factions the Turks never passed the Danube on their conquest mission over western europe.if you need any info, i can give it to you
just a little completation of what i wrote,here is a wiki about Mircea cel Batran(one of the gratest rullers of wallachia):
'' The "bravest and ablest of the Christian princes", as he was described by German historian Leunclavius, ruled Wallachia for thirty-two years. Apart from his military successes Mircea was an art lover, leaving us among other monuments beautiful Cozia Monastery, built after the model of the Krusevac Church (Krusevac) in Serbia.
Towards the end of his ruling, Mircea signed a treaty with the Ottomans who recognized the freedom of Wallachia in return for a 3,000 gold pieces per year tribute (a small amount). Keeping the country free from becoming an Ottoman province ("pashalik") also meant keeping the Ottomans away from Western Europe, a feat which retrospectively might not sound impressive, but was a very important accomplishment at the time.''
Innocentius
11-14-2006, 20:24
If there is going to be another version of the XL Mod, dare I suggest that the province of Karelia is added? It should be a rebel province, at leats in Early, in High and Late it could belong to Novgorod, and the Swedish should be agressive like heck in taking it.
While I generally dislike putting words in into anyone's mouth, in this case I think I'll be okay doing so. VikingHorde has previously stated that he will not be making any more major changes to his mod. He has already maxed out the game's limit of both factions and provinces, and is reasonably satisfied with them. While a second patch is a possibility, it would likely contain only minor changes (unit rebalancing, bug fixes, and new names for one or two of the factions). Aside from that, however, the XL mod is considered to be "finished".
Oh, and welcome to the Org, xmart2k! ~:wave:
VikingHorde,
Would it be at all possible if I could use your Swedish flag and shield images in a mod I am creating. As Sweden and Munster had the same flags.
Thanks,
:bow:
Rythmic
Aramis12
11-28-2006, 00:10
Hey,
I just installed XL went through the whole process and everything and for some reason when I start up the game no changes have occured to it. If anyone could help at all, it would be greatly appreciated.
Hey,
I just installed XL went through the whole process and everything and for some reason when I start up the game no changes have occured to it. If anyone could help at all, it would be greatly appreciated.
Welcome to the Org, Aramis12! ~:wave:
Just to make sure we've covered the basics, do you have MTW/VI with the 2.01 patch installed? Assuming that's the case, what exactly happens when you fire up the game? Does it run? Can you still play it normally?
Aramis12
11-28-2006, 21:41
Yes that might be the problem I haven't installed the 2.1 patch. Any idea where I can download it from?
Hi mate here trye this and look for the links
https://forums.totalwar.org/vb/showthread.php?t=31201
hope it will work mate
Yes that might be the problem I haven't installed the 2.1 patch. Any idea where I can download it from?
2.01 patch for MTW/VI (http://www.3ddownloads.com/totalwar/MTW/patches/VI_201_Patch.zip)
2.01 patch for MTW Gold Edition (includes VI) (http://www.3ddownloads.com/totalwar/MTW/patches/MTW_GOLD_Patch_2.0-to-2.01.zip)
The second patch is *only* for the Gold edition. Otherwise, you'll need the first patch.
OmarPacha
11-30-2006, 20:35
Last change I did is on XL mod unit icons, importing (hope none will take offense) more suitable icons from Blind King of Bohemia SuperMod or sometimes creating new ones. A little packed sample is available at the Org
(http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/XLnewIcons.zip) .
Maybe soon I’ll release also mods made to Hellenic Total War – Geometric Era only, units and some strategic map pieces and castles, just to made’em more hellenic-looking.
Greetings
Belisario
12-03-2006, 13:34
Very nice icons Omar Pacha! What method uses you to create these graphics, especially the Battle Icons?
OmarPacha
12-04-2006, 10:31
I just use the painting program suggested in the tools' section at the Org, the one that can save in LBM format (licensed version).
Soon coming new -review panel- icon for IrishLightHorses, HighlandWarriors (very nice one) and LithuanianTurcopole.
If someone gets interested, I am currently playing a mod of XL enriched with brand new
icons for Pagan structures; now, with the fine work made by the Viking on pieces (Emissaries & Shamans) the pagan factions appearance should be more 'involving'.
Cheers
hi cane you show somme pics or screens of it???
OmarPacha
12-05-2006, 00:54
Hi Axel
https://i94.photobucket.com/albums/l118/OmarPacha/Pagan2.gif
https://i94.photobucket.com/albums/l118/OmarPacha/Pagan1.gif
Lithuanians at the start in Early, each of these icons has its 'structure completed' coloured panel.
Greetings
hi
really nice dose it changes all factions or just somme of them?? i meen buildings.
and how do you install this??:2thumbsup:
OmarPacha
12-06-2006, 01:33
Thanks, it is only a customization of buildings' icons for all Pagan factions (Cumans, Lithuanians GoldenHorde); Muslim, Catholic and Orthodox already have their own buildings.
In the XL mod, these icons can be put in the
Campmap\review_panel\buildings\Pagan
folder.
Greets
OmarPacha, can I recruit you?
OmarPacha
12-08-2006, 00:21
Hi Rythmic
tell me what do you mean by private message
:coffeenews:
Hi OmarPacha
may i ask wot file must i put in to pagan becose i see first XL new icons if i go in to this file i get battle and campmap and if i go in to dose file s i see by battle unit icons and by campmap i get info_pics and review panel cane you please tell me where to put wot i am not that good with files mate
OmarPacha
12-12-2006, 19:28
Here is the link
http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/XLnewIcons2.zip
to download a pack including some new icons for units and pagan buildings
of XL mod. Anyone interested may simply unzip the files to local main MTWVI folder (ex. Medieval - Total War) files will be written in the right subfolder.
Cheers
sorry for asking again mate but if i open medieval total war folder in my program file i get the medieval total war file again in my main directory of MTW. I got 6 different MTW on my pc so if i open my file program then i open MTW XL then i get MTW, if i open this then i am in my directory of MTW there i see again MTW witch one most i put this???? sorry mate but i am not good in this
Greetings!
I`ts been a while since i posted in this forum, but lastly i installed M:TW again, and installed XL mod also.
I play French, early, expert on GA. I have 1156 on clock, biggest fractions are still in play(surprisingly HRE too!).
Campaign summary: I conquered all "French" provinces except og burgundy, provence and lorraine. Launched 5 succesfull crusades capturing Tripoli, Edessa, Antioch and palestine. On Tripoli i had nearly finished castle, and heading for this damned citadel....
Notre damme Cathedral is already build.
My neighbours are keept in check. HRE battling with Genuese and Danes. Whole Scandinavia in turmoil. Swedes and Norvegians fight each other, and both fights with Kievans and rebels with 9 stars(!) in pomerania.
On my south border, Castille-leon was overrun by Almorhavids and i`m in war with them, and Aragonese(only one province left).
Outremer is secured by near 9 full stacks of troops. But both my neighbours here(Turks and Eggys) are at war with me. (Whole muslem world is against me, cos Bulgarians are out!).
Viking Horde, you have made excellent job, but troop roosters are little unbalanced.
Infantry is too powerfull in early.
In overall, this should look like this:
- Early: very crapy infantry - excellent cavalry
- High: crapy infantry - good cavalry
- late: Very good infantry - good cavalry.
Also, much of old units that i hate (men at arms or hobbys) are still in roosters. Ahistoricaly, and too unbalanced.
Spearmen(all if i noticed correctly) are disciplined. Not very wise. Knights, being most powerfull cavalry in early get regularly kicked by some raggies with sticks(vanila spearmen). Hopefully knight can be dismounted in every battle.
But their units are too small to act as foot units, so my armies ended up as being heap of hobbilars and men at arms combo.
I have idea about changing all roosters so ill PM to you Viking Horde, if you are interested in some changes or another version in your mod.
Economy was changed. Farm income increased boosted both enemy and the player. Enemy is building faster, and more troops are trained. So battles are harder to win, cos of their numbers superiority(usually).
But AI still building high level of horse breeders. Decreasing trade income wasnt neccesary. AI building more ships, so it is harder to get some real money from trade.
Map is very interesting and demands few corrections. Lack of landbridges is excellent. Whole game is more interesting. GA goals are also harder(that Krak or crusades...), cos almost any faction investing in fleet. I noticed, that few factions on vanilla rarely bother to have any ships at all.
I`m just wondering about AI behaviour. It is possible to correct it? Spaniards still concentrating on France rather kick almohads from Iberian Peninsula, Genuese rather than build fleet started war with HRE, Danes ganged up, rather take scandinavia....
I think, that too many single province factions are in the game. They rarely do somethink different than turtling up, so when big neighbouring factions sees big army in this teritory, usually tries to keep huge army in nearby. If for egsample HRE borders with serbians, bohemians, poles, danes, french, and two italian factions, HRE AI will try to keep huge armies everywhere, and that prevents them build up. I dont know, how this problem can be solved, but the mightiest empire in central europe is anihilated in every campaign(if not played by myself).
Building times of troop producer buildings, and trade building should be lowered. Also their costs, except for building that producing elite units. Cost must be increased, but building time lowered.
I seen few post suggesting that castle structures building times should be lowered. For fort, yes, but not for stone structures. Building a castle is time consuming, and it may take more than the time needed in game.
Anyway, it is very good mod. Units should be corrected,to make games more balanced but map (few suggestions i could have), economy and overall playability is increased a lot.
Quinn Inuit
02-11-2007, 18:43
Hey, you can edit most of those yourself, and fairly easily. Go for it, and release it as a mini-mod. I look forward to seeing your interpretation of relative unit strengths, and will be among your first downloaders. I'd help you, but I'm busy with RTW modding.
Can I download this mod while still having the BKB mod downloaded?
heard000
02-18-2007, 11:52
can u give some another downloading site because i can't download it:help:
Voivode of Romania
03-29-2007, 13:57
I think a new version of XL is needed. I have some new ideas.
New factions (+ location and religion):
~Romanians--located in Carpathia, Moldovia, and Wallachia (Orthadox faction)
~Irish--located in Ireland (Catholic faction)
~Siberians--located in Siberia* and Muscovy (Orthadox faction)
~Berbers--located in Algeria and Tunisia (Islamic faction)
~Granadines--located in Greanda and possibly Morocco (Catholic faction)
~Milanese--located in Milan and Tyrolia (Catholic faction)
~Lybians--located in Cyrencia (Islamic faction)
~Ottomen Empire--located in Nicae, Anatolia, and Trebizoid (Islamic factoion)
~Syrians--located in Syria and Antiotch (Catholic faction)
~Lombards--located in Lombardian States** (Catholic factoin)
These are the two new provinces I think should be addded
*Siberia is in the eastern part of Muscovy
**Lombardian States are two little provinces in southern Naples.
I also think some new units should be added:
~Romanian cavalry--heavily armoured, armed with lances, excellent morale
~Irish Clansmen--lightly armoured, armed with long swords, good morale
~Berber Heavy Camel--very heavily armoured, armed with scimitars, veery good morale
~Lybian Cavalry--lightly armoured, armed with bows, poor morale
~Ottomen Infantry--very heavily armoured, armed with large axes, good morale
~Syrian Cavalry--armed with bows, good morale
Lombard Infantry--heavily armoured, armed with maces, very good morale
To anyone interested in taking my considerations and making them happen, it would be greatly appreciated.
P.S. Feel free to make some minor changes.
Galagros
03-29-2007, 15:08
That would be a lot of work and besides, which factions would you want to eliminate to make room for the new ones?
Deus ret.
03-29-2007, 18:04
I think a new version of XL is needed.
Well I don't know if VikingHorde is up for a load of fresh work...maybe you should go ahead and write a sub-mod?[/QUOTE]
What Deus ret. has outlined is probably your best bet, Voivode (creating your own sub-mod). VikingHorde made it pretty clear a while back that he consideres the XL Mod to be "complete" (at least as complete as mods ever get), and doesn't intend to work any further on it. There's still the outside possibility a second patch might come out someday, but I suspect even that's unlikely at this point.
BuccaneerBG
04-02-2007, 20:37
I think a new version of XL is needed. I have some new ideas.
New factions (+ location and religion):
~Romanians--located in Carpathia, Moldovia, and Wallachia (Orthadox faction)
Ok, i don't want to be ungentle, but what Romanians in medieval time you talking about?This nations is from mutch more late time.Valacia, Transilvania and Moldova are ruled by Bulgarians voevods in this times until otoman invasion.In some time this provinces are been ruled by Hungarians (Transilvania mostly), Polish, Tatars and Kiev Rus.Your nation is mix between Bulgarians, Cumans, Pechenegs, local Dacian population and roman speaking Bizantium exilers, migrated there from Tracia by Bulgarian Kniaz Krum, during his wars with Bizantium in VIII-th century.The language of the last is official Romanian language todat, but before XVIII-th century, official language in Rumania is Bulgarian.So in this period there are not even idea for Rumanian nation, or country.Nationalism is not a bad thing for me, but let's be historical accurate.You can play Cumans, they are close enough for idea for Rumanians in this periond.Unfortunately the mod developers are do strange thing with Cumans.They just don't know what is talking about.
BuccaneerBG
04-02-2007, 20:45
Hello fellows.
I would say any superlatives about this mod, but i just can't.It's a full mess in some point, as the original game is too, but it's supposed here will be more historical accurate, as there are more fractions, more provinces.But to the central and east Europa, the same inexactnesses, and about some of the fractions too.Of course as i am Bulgarian, my murmur is basically about the Balkans.The reason to lose my time with this mode is because my waiting of working mod for Medieval 2 with Bulgaria as a fraction.So i decide to find some old mod for Medieval 1 with Bulgaria meanwhile.BUt wath was my astonishment, when i found this mod with Bulgarin fraction and this Bulgaria was Volga Bulgaria, no sign of Danube Bulgaria :(.What is this huuuuuge Greece in first place?With a capital of Atina - ok, but to the north - anybody heard for Solun, the second bigest town in Bizantium empire, for Ohrid, former Bulgarian capital???When Greece, no mather if antiq poleses or Bizantium tema, is been further of Epir and Tesalia (if it's known medieval greece is no further than Termopily passage as geographical concept)?And most of the lands associate to this province are actually Bulgarian lands, known as Tema Bulgaria in compound of Bizantium empire between 1018/1186.The other lands of former First Bulgarian empire between 632/1018 are been organized in Temas of Moesia, Macedonia (today east Trace) and Sirmium.Just for exsample of theritories settle and under Bulgarian rule of First Bulgarian Empire, this is the biggest theritorial advance under rule of Bulgarian Tzar Simeon The Great:
http://www.bgns.net/images/history/maps/2-14_sm.jpg (http://www.bgns.net/images/history/maps/2-14.jpg)
Beffore falling under Bizantium rule, Bulgaria of Tzar Samuil have this geograpfical description:
http://www.bgns.net/images/history/maps/2-17_sm.jpg (http://www.bgns.net/images/history/maps/2-17.jpg)
Of cource this is before the begining of the game.After conqure of Bulgaria from Bizantium, there are couple of rebellions in trying of restoration of independent Bulgarian country:
http://www.bgns.net/images/history/maps/2-19_sm.jpg (http://www.bgns.net/images/history/maps/2-19.jpg)
After one of these rebelions, The Second Bulgarian Empire is rising in year of 1186.Second Bulgarian Empire under King Kaloian:
http://www.bgns.net/images/history/maps/2-21_sm.jpg (http://www.bgns.net/images/history/maps/2-21.jpg)
Small decadence under Tzar Boril and the powerful Bulgaria under Tzar Ioan-Asen II:
http://www.bgns.net/images/history/maps/2-22_sm.jpg (http://www.bgns.net/images/history/maps/2-21.jpg)
The Second Bulgarian Empire after feudal division on Tzarsdom of Turnovo, Tzarsdom of Budin, and small independent Despotians fall under otoman slavery for 500 years in year of 1393 for Tzarsdom of Turnovo, 1396 for Tzarsdom of Budin, and 1398 for the very last Bulgarian despotians including Despotian of Dobroudja.
So how can some people no mather if this is just a game to miss the whole medieval empire, the whole nation (one of the bigest European nations in medieval time) and just present them as Bizantium province (actually this is the territory of Bizantium Tema Moesia and part of Tema Sirmium) with a fifth of it's territory.And as we are here - what is this province of Konstantinopole with the whole Trace included (this is separate province known as Tema Macedonia with central town of Adrianopole)?It's very wondering of me, because of whole central Europa is full of provinces even non existed in this perion and the most development and rich region of Balkans in this period is so foolishly outlined, as the Anatolia region is very accurate shown in the same time?There are couple of new nations, new provinces, even funny ones accourning to this period and have you ever think of do something about this Balkan and Bulgarian mess in the game.Is there any mod for Medieval 1, with accurate historical showing?
And second about the new nations.Ok - Cumans, great, there is needing of strong pagan nation.Even if after 1186 they are allys of Second Bulgarian Empire, their lands are vasals of Bulgaria, their cavalery is part of Bulgarian army, and they take a part of restoration of Bulgarion country actually, and Bulgarian dinasty of Asenevsti is mixed Bulgarian - Cuman blood.
Who decide they have any common with turks?They are described as "tall, blond and blue eyed mans", their ancient name of Siri/Saraki, mean blond, yellow haired mans, and the slav name of Polovians mean the same thing - yellow haired mans.Later they are conquared of mongol-tatars of the Golden horde as Volga Bulgarians are.And their language for vouple of centuries begame turkig as to the Volga Bulgarians, but not before XIII century, and from then they ere known as Kipchaki.Part of Cumans are in compound of today Romanian nation.Because of this historical facts what are these turkic looking people with turbans, you present as Cumans?This is like to show English as mongols, or Danes as Arabs if you catch.
The same thing for Volga Bulgarians - they accept isliam in the end of IX-th century to have support from Arabs against the Khazars, but before tatar-mongol invasion they are allmoust the same as Danube Bulgarians even if there are religiousness deferents.So to show them in the mod as arabs, even if it's the easiest way, is.....haw to say - weird.It's not very good somebody to neglect some nation in it's most powerfull period.This show both of disrespect and ignorance.I don't want to comment historical knowledgement of the game creators.But in this mod you fixed up things for Czechs (Bohemians), Armenians, fixed up the funny nations of Italians, even Serbs and some realy funny and immaterialness nations, but for Bulgarians - nothing.At least this is comically and unprofessional.
I don't do illusions to myself, you will remake the mod to add more accurate form.But you can at least do some uninstall, because after around 10/15 minutes of irritating game i was unable to remove the mod, without to remove the whole game, delete files and again install the game.
If anybody know about more historical precise and accurate mod for this game, i'll be happy if share with me.If not, i'll be patient enough for Bulgaria Total War mod for Mediaval 2 :) .
Kavhan Isbul
04-03-2007, 19:16
Няма нужда да се заяждаш, все пак става дума за една игра само. Би трябвало да излезе мод за M2TW специално за България, той се очертава да е малко по-близко до историческата действителност. Все пак този мод не е лош и отдолу ще напиша на английски защо смятам, че не бива да го отписваш напълно.
I am also a Bulgarian and while this mod has its shortcomings (just like any game always will), I think it is a decent mod overall. I will start with the things I find a bit annoying, from a Bulgarian perspective. The first thing is perhaps the easiest to fix - the names. Giving Byzantine names to all Bulgarian generals would be the same as giving French names to the English - while some of the names might have been shared, they were pronounced differently. The BKB Supermod has done a great job in this regard. The second thing is the unit choice - again, the BKB mod seems to have e better unit roster. The third major problem is the map - the MedMod map I find to be really good when it comes to the Balkans and Eastern Europe in general. Finally, it would have been nice to get a Latin faction in. Of course, I understand that there are limitations, but I just pointed out what would have made the XL mod great from a Bulgarian perspective (at the expense of someone else).
This all being said, I still like it and I think its pluses outweigh its minuses significantly. First of all, there is Bulgaria at least. Wallachia should have been a Bulgarian province in High, but as a player you can always take it and it is relatively easy to do. I like the Bulgarian Heavy Infantry Unit, which combined with Bulgarian Brigands and Armored Spearmen can create a nice medieval Bulgarian army (add some Bulgarian cavalry, which should have been Cuman and Tatar auxilliaries and the picture is full). You can still take on the Byzantines, Hungarians, and later the Mongols and the Ottomans, Bulgaria's archenemies during the Middle Ages. Finally, the mod is well balanced and quite fun to play. So I think that you should give it another chance, BuccaneerBG, before you write it off so quickly. Keep in mind, it is a game, not a history textbook.
Omanes Alexandrapolites
04-03-2007, 19:56
Hi guys,
May I ask what the difference is between the large version and the small version - I'm struggling which one to install. Thanks!
Kavhan Isbul
04-03-2007, 20:00
Hi guys,
May I ask what the difference is between the large version and the small version - I'm struggling which one to install. Thanks!
I might be wrong here, but as far as I remeber, the difference was only in the battle melodies - you get some bonus ones (and quite nice) with the large version. I do not think there is any difference as far as gameplay is concerned.
Omanes Alexandrapolites
04-03-2007, 20:02
Wow that was fast. Thanks!
Hi guys,
May I ask what the difference is between the large version and the small version - I'm struggling which one to install. Thanks!
Kavhan is correct: The main difference is that the large version includes different battle music for the new factions added by VikingHorde, the small version does not.
Also, the small version does not show the names of the new provinces on the campaign map. The difference is purely cosmetic, though, as the new provinces still show up. (Example: In the small version, the name "Khazar" straddles the border between Khazar and Lesser Khazar. In the large version, both provinces are properly named.)
hi folks,
sorry, but i am completely useless with computers and patches etc
could someone please explain how one goes about downloading XL mod, what the difference between 2.0 and 2.1 is, anything else which i dont even know to ask about...
I have VI gold edition (i.e. the cd with both games on it) if that is important.
cheers
MJF
Galagros
04-11-2007, 13:54
You need to have 2.0 in order to use 2.1. 2.0 is basically THE mod and 2.1 fixes a few things with it and makes some small changes, if I remember right. You should just be able to download them with the links on the first post of this thread.
I'm using the XL mod, and liking it very much, but after about forty turns or so, I'm getting Civil Wars up the wazoo, one after the other, and it's killing me.
What's the best way to avoid this?
Hello.
I have the Sega Gold edition of Medieval Total war and have downloaded the 2.1 patch however I can't seem to get the Mod to work. I was wondering where exactly it needed to be installed as I have just done it to the default path.
Thank you.
Deus ret.
04-22-2007, 18:37
What's the best way to avoid this?
Pay attention to your king's influence. If it gets low, loyalty will drop, and generals will start revolting. Keeping influence high mainly means winning battles and expanding territory (usually two provinces mean one point of influence, upwards as well as downwards). If you do nothing for too long, a weak king may ascend to the throne and spell disaster to your generals' loyalty. A counter-measure is to use spies to try the most dangerous ones of that lot of disloyal buggers for treason, but beware: if this fails too often, the consequences are worse.
Winning crusades earns you 1 influence (and 1 piety) IIRC; losing one lowers influence in any case. If several bad things occur together in one turn (a crusade fails, a battle is lost and some territory, and maybe even the monarch dies, giving way to a weaker one influence-wise) the result may be instant civil war in an empire which still prospered the turn before.
Galagros
04-22-2007, 18:59
Hello.
I have the Sega Gold edition of Medieval Total war and have downloaded the 2.1 patch however I can't seem to get the Mod to work. I was wondering where exactly it needed to be installed as I have just done it to the default path.
Thank you.
Go into My Computer, C drive, Program Files, and look from a folder named either Total War or The Creative Assembly. Go into whichever you find and there should be a folder named Medieval - Total War. Install it into that M - TW folder.
edyzmedieval
04-23-2007, 23:46
I wish VH would do the XL Mod even further...
Too bad MTW modding died.
The Blind King of Bohemia
04-24-2007, 00:22
It never died mate, infact its very much still alive. Its just you have to expect that a 5 year old game will get left behind in the modding scene, especially with two more popular sequels now out.
Vladimir
04-24-2007, 00:56
True, modding never dies. Playing with older games like MTW is great practice for someone new to the field. Major efforts are a thing of the past but we stand on the shoulders of giants and can make changes ourselves.
I'm using the XL mod, and liking it very much, but after about forty turns or so, I'm getting Civil Wars up the wazoo, one after the other, and it's killing me.
What's the best way to avoid this?
Which faction are you playing as, Beirut? In XL, some of them appear to be more prone to civil war than others.
:knight: Great MOD!!! Lots of fun! :thumbsup:
gaiusjulii
04-26-2007, 17:23
I wish VH would do the XL Mod even further...
Too bad MTW modding died.
I have to agree modding dont die but it most certainly slows down I am currently modding my own game and loving the challenge :wall:
Great Mod and thankyou "Galagros" for your help. My Irish boys are in England as we speak.
i ALSO HAVE BUT ONE REQUEST
could we change the norwegians to the vikings and give them viking portraits and allow them to regulary build viking units beside the joms off coarse.. but im talking boats etc.
-----------------------
i have yet just one problem.
the reblion rate must have been turned up cause im playing as the lithuanians. (more then 10 time now each i went a diffrent way)
but in the end when you get to the lesser victory im talking like 5 provinces before major rioting happens. the kind that makes you spend 10 mins clicking ok ok ok ok ok ok ok ok ok and auto attack on all battles.
and the choices for exacute ringleaders or realease them all have no effect
the last 2 times i played i spread out my shammans everywhere there were 3/4ths of my nations were 100% pagan religion.
seriously every time i play the lithuanians i cna never get to the lesser victory cause of the major rebiling.. and when major rebilions happens old factions come back.
I think for a strategy next time seround each faction on the main land take all the islands. so that when rebelion happens no old factions come backbecause they havn't died yet.
Omanes Alexandrapolites
04-30-2007, 19:48
Hi Bonfire,
....and the choices for exacute ringleaders or realease them all have no effect...I'm sorry to disagree, but I'm not too sure if that is true. My faction leader seems to get a +1 Dread virtue should he execute all the prisioners, yet I'm not too sure if he gets a dread virtue from killing the ringleaders. However, I am very sorry to say that I don't think that Vices and Virtues are moddable excluding their descriptions or names, so it may not be possible to add in such a trait for that purpose. Nor do I think that it could possibly have been removed either. However, I may be wrong, as occurs quite often in M:TW, so may I suggest that you gain confirmation regarding this matter from somebody else before reaching a conclusion. I'm sorry I can't be sure inform you, hope this helps, cheers!
BTW, sadly I don't think that the great VikingHorde is doing anymore work on this already brilliant modification, so I doubt that any ideas forwarded now will make it in to the XL modification. Appologies.
hmm i wonder if indavidual gnerals. will gain vices or virtues.
that might stop rebelions if the gneral in command of the city has a dread of like 9 from so much rebeiling. just wondering.
Maloncanth
05-07-2007, 04:43
I've played XL for ages as many factions and I've never noticed a difference in rebellion. :no:
gaiusjulii
05-11-2007, 16:19
[QUOTE=Bonfire]
the reblion rate must have been turned up cause im playing as the lithuanians. (more then 10 time now each i went a diffrent way)QUOTE]
I have checked the rebellion rates in the start files only a few of the provinces have actually changed I personally have increased the rebelliousness of most of the Key provinces ie the rich ones and made them harder to keep under control, i think this makes the game much harder and more fun.
G'day all, i hope so people are still around to help me out :\
i downloaded this mod and the patch to it. and have the latest patch to total war, but i keep gettin this little error saying
"Unknown unit name parsing deadpage coords file.."
and i dont know what im meant to do.
any help pweese :D
The 2.1 Patch for full version.
I seem to be having trouble downloading it from the link provided at the top of this thread. It always seems to read 3 or 4 min wait time.
Can someone please help me get through the download page at 3d or direct me to another source?
Thanks
Omanes Alexandrapolites
06-05-2007, 18:51
Hi ferpo,
Sorry, but the only way to get it, is to wait for your turn to emerge in the 3D Downloads que. Don't worry though, it will come eventually, after clicking download now (http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/VH_MTW_XL2_Full.exe?key=0935C7A1D614AC038C89D21A76069493), and provide you with a download link. Hope this helps, cheers!
I click download now but get the same page over and over.
I waited overnight but the countdown never moved.
What am I doing wrong?
Omanes Alexandrapolites
06-07-2007, 19:38
What am I doing wrong?Don't worry, It's not your fault, I think that I may see the problem now - your browser probably is not automatically refreshing. To resolve this, every minute, simply right click inside the downloading que window and select refresh (Internet Explorer) or reload (Firefox, Opera and Netscape). Hopefully, the countdown timer should move when triggered manually and, eventually, reach it's conclusion. Hope this helps, don't hesitate to contact me if it fails, good luck, cheers!
At first I thought it was working as it went from 5 to 4 min, but after refreshing several times, it went from 4 min to 5.
So I don't think thats going to work either.
Thanks anyway.
Let me know if you have any more ideas.
(I am using explorer)
sephirothno12000
06-08-2007, 02:44
Hey Viking Hoarde. I was just wondering which file I attach the gnome editor onto for it to function properly with the game.
sephirothno12000
06-08-2007, 02:46
Nevermind. I found what I had to do...
Omanes Alexandrapolites
06-08-2007, 08:29
Sorry that it didn't work ferpo.
May I ask which version of XL you wish to download, the large version or the small version? I have attempted to upload both to a file hosting service which requires no waiting times - hopefully resolving the issue with your browser not supporting automatic refresh, henceforth allowing you to play the almighty XL in all it's glory.
If you desire the smaller version, which retains classical M:TW music and map textures, then you can attempt downloading it through this different host which has no problematic waiting times.
M:TW XL - Small Version 2.0 (http://www.filefactory.com/dlf/f/aae8ff/b/5/h/5f56bb8881924e49/j/0036131811)
M:TW XL - Small Version 2.1 Patch (http://www.filefactory.com/dlf/f/674e61/b/5/h/5f56bb8881924e49/j/3036131811)
If you desire the larger version, which contains all of the features contained within XL, then you can attempt downloading it through the same host which, as previously noted, has no download waiting times.
M:TW XL - Large Version 2.0 (http://www.filefactory.com/file/b18083/)
M:TW XL - Large Version 2.1 Patch (http://www.filefactory.com/file/8812a8/)
Hope this helps, good luck, cheers!
That worked just fine and it is up and running.
I can't thank you enough for your efforts on my behalf.
:balloon2: :beam: :balloon2:
Now I gots me some gaming to do.
Many regards.
Ferpo
Omanes Alexandrapolites
06-09-2007, 18:24
Glad you got it sorted ferpo! Enjoy XL!
kaiqqlttuuri
06-12-2007, 17:09
I can't run it somehow. When i have downloaded it from 3D downloads and tried to open it all i got was just a note "this file contains invalid data". what did i exactly do wrong, or is 3D downloads just :daisy: up with me? :furious3:
I kinda need help, so plz help :DD
edit - please use the daisy instead of cursing - we will get the drift
Omanes Alexandrapolites
06-12-2007, 17:45
Hi and welcome kaiqqlttuuri,
I'm not too sure, yet perhaps the download contained corrupted data? Just incase this was the occurance, may I suggest that you re-attempt downloading it - that should, hopefully, provide you with an un-corrupted copy, all ready to install. Good luck, cheers!
kaiqqlttuuri
06-12-2007, 19:11
Thank you for your help but unfortunatly it didn't work :'( i even tried to download it from all the other places it was shared and same thing everywhere. Am i 'loading it wrong way or what?
If anyone has any ideas feel free to propose :)
what operating system are you using?
which decompression program?
all decomressions programs claim to be able to unzip/unrar each others files,
but that is not always true
B.
seireikhaan
06-14-2007, 06:44
Hey all, I just downloaded the mod, and I gotta say, I'm having a blast! I'm on my first campaign and I decided to go with the Golden Horde(go figure). Currently, I'm having trouble stopping my fits of laughter, mostly due to the fact that I'm wiping out entire armies with just Horse Archers, something that's impossible usually. Those Mongol bows just go right through armor. And making things even more interesting is the fact that nearly everyone I've had a border with has declared war on me(Coincidentally, 4 of the 6 people who declared war on me have been wiped out). Was the AI made more aggressive in the mod, or is it just coincidence?
kaiqqlttuuri
06-14-2007, 16:16
barocca:
I'm having windows 2000 and winZip. It didn't work so I got winRAR. But it didn't work neither. it's still giving me same annoying answer :D the game itself doesn't seem to see red about older windows, but what about the mod?
Couch Potato
07-13-2007, 21:07
Hi everyone, this is my first post here!
Anyways, I'm in need of some help here. I downloaded the mod, and installed it in my Total War folder along with the original Medieval game. However, when I try to play, the original game plays rather then the mod! I think it might be the fact that I have the Gold Edition from the Eras bundle pack. I heard it doesn't allow mods. Is this true?
Omanes Alexandrapolites
07-13-2007, 22:29
Hi and welcome Couch Potatoe,
Don't worry, M:TW Gold edition is perfectly compatible with all modifications that require a Viking Invasion installation. The only issue with it is that it inconveniently installs into a different directory to what most installers expect. This makes the installation process a little more work than normal.
To install a modification on the Gold Edition, simply utilize the installer as normal and follow the on-screen instructions. When the program asks for the location which you wish to install the mod, change the path to "C:\Program Files\The Creative Assembly\Medieval - Total War - Gold Edition". Press next and let the installer work it's magic upon your gaming files! Once it's completed its work, open up your M:TW shortcut and, hopefully, you should have a fully operational version of XL installed and ready for use.
Hope this helps you, good luck, cheers!
Question for the Modder: When playing as the Papacy; is it possible to excommunicate and call for support against other factions?
Wladyslaw IV
07-30-2007, 02:01
Does anyone want to make one last "improvement" of this or at least add a Welsh faction? I'm obessing there is no Welsh, when there could have been. ARGHH... OD, CD, OCD.
I'm sure Viking Horde would have no objection.
Kavhan Isbul
07-30-2007, 22:34
Question for the Modder: When playing as the Papacy; is it possible to excommunicate and call for support against other factions?
I am not the modder, but the answer to your question is deffinitely not, as this is hardcoded and cannot be modded. However, anyone attacking the Papacy will get immediately excommunicated, and the Pope can attack whoever he wants unpunished, whioch is a huge advantage IMO.
Hi guys,
Got an installation question. I had MTW-Gold edition (the sega one), and had downloaded and installed the 2.1 patch. It seems to work (i.e. got the XL eras and others), but when I try to play the XL eras, there are some errors about missing Hospital.bif and Pagan Monument.bif, then it just goes back to the main menu.
Also, when I play the normal era, I can't save the game !!!
I just realised that maybe because I haven't install the full version (2.0), so just want to confirm. With the MTW-Gold 2.01, should I install XL full 2.0 then the full patch 2.1 ?
Any other link to get the 2.1 patch?
The Darkhorn
08-08-2007, 02:20
Is XL no longer available? I tried the link from Omanes Alexandrapolites's post a few posts up and the the site said it was no longer available?
Why don't you try the link on the first page ? It's still available, but you'll have to wait 6 minutes .
Haven't really tried it yet, but it finally worked on my machine. However, as I copied my old MTW folder (with saved games in it), the saving problem I reported on previous post may be because of these saved game. So my 2cents advice is to delete all saved games after doing a copied, then install XL
Sorry if this is somewhere already in this thread, but there is a small question. I downloaded the small 2.0 version, and there is a small insignificant problem. At High and Late Start there are no factional descriptions for the new ones. I checked and found that they exist in the loc folder together with the early ones, any idea why I in-game only have the ones in early?
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