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alioven
04-20-2004, 12:52
www.celtiberos.com > Descargas > MODS > Reconquista Mod 0.2
Download Reconquista Mod (http://www.celtiberos.com/modules.php?name=Downloads&d_op=getit&lid=28)


Soon a webpage will centralise all the info and news about the Mod, but some small facts:

- Specifically designed for MP playing: more fine-tuned RPS system than the standard game: now cav is useful vs swords, but beware of spears

- 16 new factions: 8 catholic, 8 muslim (1 mercenary faction for each religion) based in the geographical and historical regions from the Reconquista period, the fiercest and biggest battles of the medieval period in the Iberian fields, covering the Al-Andalus evolution. Galician, Portuguese, Leon, Castille, Zaragosa, Aragon, Catalonian, Valencian, Toledo, Granada, Cordoba and more to choose from.

- 132 new units, with total variety btw factions, but with balance in mind. All units have their counterparts, with mixed-type units: spears, poles, pikes, axes, swords, light cav, heavy cav, archers, camels.... all them have their use now.

- Greatly improved tactical potential for the game, no more boring "line-armies". You can use now tricks and baits against your enemy and see how effective are traps against units. Also, few things are son pleasant as seeing a rusher who relays only in swords and cav getting kicked out if he dares to frontally attack your balanced army and you have a minimum decent level and sharp eye.

- Only 2.9 mb to download, and then 5 clics to automatically install the game (plus a neat background image for installer ). The Mod won't interfere with your normal VI installation, no need to stat-swap or anything, just play normally whatever type of game you wish, be it Reconquista, Early, High, Late or Viking eras.

- New speed balance too, allowing better reactions and less energy exhaustion in battles played in big maps or with extensive use of team movements.

- Which mod can offer you neat Pink Camel Lancers??

- New religious order and mercenary units are kept in the Artillery section, with specifically designed groups for each faction in the game. These special units are intended for MP Campaign games and to add spice to normal MP games, but they need to be limited by rules to avoid imbalance, as they are usually better than normal units at same cost. Typical rules are 2 mercenary / 2 religious units max, 1/1 max or no special units at all.

- No Charlton Heston Cid there

- The cuttiest flags you have ever seen in a TW game.

- Elite Naphtas Mo won't never forget this mod hehehehe

- Mod available in Spanish, English and Italian versions.

- A unit information guide with stats is available included with the Mod. You will find it in your MTW folder. Spanish version includes a brief description of each unit beside stats, which will be translated soon.

- Almircar's excellent Army Builder Tool will make be available in a new update version to allow everybody search for the army he/she wants (ese Almirrrrr, gracias )

- Annie has also offered a future upgraded version of her Online Battle Analyzer for the Mod (merci ).

- Soon to be announced league tournament (another idea offered by Ann) and MP Campaign.

- Feel again the joy of feeling as noob as everybody else, considering nobody knows "perfect" armies and the game needs researching for miriads of possible combinations. Don't trust the pics of the units, trust their descriptions, and try to find the balance btw the 3 basic types of units while sticking to any of your preferred game styles. You can play 10 battles and have 10 different armies and game approachs. Right now, with normal VI, you have very few competitive or fun options.

- Designed with 10k in mind, so the good old "around 800 florins" rule still makes sense, allowing for fast learning curve of the new balance.

And prolly more things I'm forgetting right now, I've written this in a rush

C'mon, vets, this is much better than standard MTW VI. Show why Shogun was a better game, as this mod resembles it's gameplay much more than any other thing out there (except Barocca's Mod ). The time has come to give MTW a resurrection before RTW comes out...

http://www.iespana.es/kulthea/images/reconquistas.jpg

TosaInu
04-20-2004, 13:08
Hello alioven,

Looks nice. I guess the whole Celtiberos Clan should be credited as author in the download section?

alioven
04-20-2004, 20:05
Hmmm, nope, CeltiberoMordred is who has done it. Celtis aid in testing, and some ideas, graphics, etc. With some of the projects (translations, tournament, MP campaign...) there are people who specialises in the tasks (such as coding or web designing), but CeltiMordred is the man to credit for this :)

Right now, I'm just working as advertisement assistant, I think?

Dionysus9
04-20-2004, 20:07
I've downloaded and installed it and am looking forward to a good game

TosaInu
04-20-2004, 21:06
Thanks alioven,

CeltiberoMordred will be credited then, his name becoming an hotlink to the Celti page. I understood that a central homepage will be made for that?

The installer looks great, I'm probably locked up for a while, but looking forward to try it.

alioven
04-20-2004, 23:43
Yes, a central page in spanish/english versions will be made soon for it. For now just use Mordred's name as hot link as you have suggested. Thanks for all, Tosa http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

Kansuke
04-21-2004, 11:42
Thank you Mordred et al.,

I am downloading it right now, look forward to trying it tonight.

*Bows*

Tomisama
04-28-2004, 03:21
Reconquista Questions

On the spec sheet missile units are rated with a numerical value, and a class of range weapon. For example there is a 2 Short Bow, 2 Long Bow, 7 Composite Bow, 1 Cross Bow.

What does the numerical value mean, and what is the difference in the bows?

Also, in my first Recon game last night I was told the standard play was 2 max. Then when I looked at the logfile later I noticed I was the only one abiding the 2 max rule. So is that real or what? Personally I did not playing with only two of a kind, too difficult.

Insert: (In re-reading just saw “Typical rules are 2 mercenary / 2 religious units max, 1/1 max or no special units at all” and "around 800 florins" for a balanced game. I’m pretty sure I’m out of my league here, :( but maybe just tired ;| )

One last thing. Analyzing the games on the logfile reader, the speeds of only a few units showed up. Most read “//”, no numbers. No big deal really, just kind of strange. Wondered if those numbers are available somewhere?

Have not played enough to draw any conclusions, but I can say the Recon game seems to have a natural flow to it, similar to some other mods I have played. I did enjoy that very much :D

Thank You Sir Mordred :)

Tomi

Dionysus9
04-28-2004, 07:06
2 max probably referred to the number of allowed units out of the artillery menu...those are high valor elite mercenary type units.

Tomisama
04-28-2004, 13:07
http://www.totalwar.org/forum/non-cgi/emoticons/gc-dizzy2.gif I'm catching on here (slow but sure).

Will be glad for the stat translations, my Spanish is early 1960s L.A. S.A. Street limited I'm afraid http://www.totalwar.org/forum/non-cgi/emoticons/gc-book2.gif

Req Maps are basiclly Cristina and Musulmana, with Aldea, H-Aldea, and P Aldea distinctions. I have only played on two (dont remember which right now), but they both ended up being Castle centered (small fort really) . I'm thinking not all are Castles, but would like to know which ones are?

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

alioven
04-29-2004, 15:26
All that info is being put together in a web page, but I'll try to answer your questions, Tomi :)


Quote[/b] ] 2 Short Bow, 2 Long Bow, 7 Composite Bow, 1 Cross Bow.

Among other changes, the standard archers were given the arc that cav-archers had in VI, to diferentiate it from the Elite archers. Standard archers have 80 men, while Elite archers are 60 men units, some of them useful in h2h combat like hybrids were in old Turk armies. Those Elite archers use the Composite Bow, which has a slighty greater accuracy. Long bow is available for some specific elite archers, including some mercenaries. Cross Bow is for CrossBows (ahem), which somewhat resemble the old missile wars of VI. However, in Reconquista the crossbows are not supposed to win vs standard archers in a direct confrontation for several reasons (including number of men, lack of pav, slow recharging, less men...), but they are much better at shooting at infantry of cav in later stages of the game. Now the missile wars are much more flexible and interesting than in VI, if you learn how to take profit of the several options available ;)


Quote[/b] ]Also, in my first Recon game last night I was told the standard play was 2 max. Then when I looked at the logfile later I noticed I was the only one abiding the 2 max rule. So is that real or what? Personally I did not playing with only two of a kind, too difficult.


As Bachus said, that rule applies to the number of units in the Arty section (excluding the artillery units themselves) allowed in any army. This mod was created for a MP Campaign hosted inside Celtiberos Clan, but after some considering it was decided to give it to the open public. In the Campaign there are role factors that limit mercenaries and religious units automatically, but in MP games it has to be decided beforehand by hosts. As mercenaries are much better units than standard ones at a cheap price, they unbalance the games. Reconquista Mod is aimed for 10k games with no mercenaries at all, or with only a few (like 2 merc. max). In future versions, the costs of the mercenaries for standard MP games will be adjusted to their "real" cost, so they won't need any special rule. Also, a bonus era add-on will be created for Campaign games.


Quote[/b] ]One last thing. Analyzing the games on the logfile reader, the speeds of only a few units showed up. Most read “//”, no numbers. No big deal really, just kind of strange. Wondered if those numbers are available somewhere?

Speed has been changed for the units, giving more variety, and also armor is usually lower than in VI games (as it was in the real battles of the Reconquista centuries ago). The upcoming web page will give full info about all the stats changes and features in spanish and english. LadyAnn has stated that in the future she will adapt her Battle Analyzer to the Reconquista Mod (merci m'lady).

Maps currently included in the Reconquista Mod Pack are designed for the Campaign, to address specific settings that could arise while playing it. In the future, if time and job allows us, we will adapt some of the historical battles hosted in Celtiberos site to the Mod, together with some maps, but it's a secondary project for now ;)

Enjoy :)

Louis de la Ferte Ste Colombe
04-30-2004, 11:55
Regarding mercs and religious units... Given it's not possible to enforce the 2 max rule efficiently (ie, without dropping the game), I'd suggest to just drop them in the next version (if there is one) for MP (you do whatever you want for Celti's campaign http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif ).

If there are some units that it might be interesting to get, just increase the price a bit, and put them in their regular menu, not in artillery anymore.

Louis,

CBR
04-30-2004, 13:12
AFAIK all mercs/religious units will be made normal for next version so no rules will be needed (some stats/costs will be tweaked)

Of course it still doesnt solve the problem that you really dont need all the units in this mod. If all the special units are being changed then we will have even more to pick from.

I might be biased as I have other methods to try and achieve balance.. But as long as you have loads of money and upgrades to fiddle with then we will never need that many units.


CBR

KyodaiSteeleye
05-01-2004, 11:37
I'd just like to say that i played the Recon mod for the first time MP last night, and its REALLY fun. Loads of different unit types, lovely coats of arms, mercenaries are fun and most of all the swordsmen penalty against cavalry is genius - it automatically adds 25% to the gameplay, as spears are now useful again

Well done

http://www.totalwar.org/forum/non-cgi/emoticons/gc-yes.gif http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif

1dread1lahll
05-02-2004, 02:13
My intrest is piqued, however im suspicious...by 2.01 Cav beat spears. Cav beat archers and now Cav beat swords. What beats cav in this mod? (I expect camels will be of little value as I see people play it at 10k; and they are cav too). Have spears been 'pumped'? or are they now only of value aginst swords because swords have been devalued? And what good are swords how? You say rushes die now..is that because they are still taking swords?, or they have not brought an all cav army yet? At 10k (2.01) cav has unmatched morale/charge bonuses/speed. You say balanced armies are winners now, to me a balanced army is some archers, some cav, some swords, some spears or pole-arms. What is balanced to you?, cav archers, sword armed cav, lance armed cav? I am not being sarastic here, as I said i'm interested. Plz respond to the questions in non antagonistic way.... especially in reguards to spears, have they been given more value? Or just swords less

CBR
05-02-2004, 02:46
Spears in general have +1 attack compared to VI. Some spears also have +1 extra attack v cavalry.

And a lot of swordunits have less combatpower compared to cost..not all though.

Some polearms have better anti cav stats but I havent tried them yet. Camels work fine as anticav for me heh.

As it is right now you dont need a balanced army.. at least for some factions. But AFAIK there will be some changes..dont know precisely how many. Cavalry will get better v swords because of higher charge value and I think something extra is in for the spears..at least some spears.

But I dont agree on spears being beaten by cav in 2.01. They just take their time. Ever since swipe and lancers were removed the all cav army is pretty much dead as swords can nail them.

When I use spears and get slaughtered its not the cav that is the problem but pumped up swords...


CBR

Spartacus
05-02-2004, 11:10
can you play single player?

CBR
05-02-2004, 11:44
You cant play campaign but there are still custom battles.


CBR

Spartacus
05-02-2004, 11:46
that's fine http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

KyodaiSteeleye
05-02-2004, 19:19
As i said above, swords have a negative modifier vs cavalry - so for instance if you look at the readme - most sword units have two values for att/def, eg: 5(4)/4(3)- the exception being some selected sword units, which i'm guessing are meant to have experience fighting cavalry units, and so don't have a modifier - eg: norman mercenaries.

Spears generally have good modifiers vs cavalry, and there aren't really any ubber cavalry in the mod anyway, so spears and polearms work well against them. Meanwhile equivalent cavalry will beat sword units (eg: a val 0 knight unit won't beat a good val 2 sword unit, but a val 1 prob's will)

CeltiberoMordred
05-08-2004, 20:24
The Recon mod v0.3 is now available. Download it clicking here (http://www.celtiberos.com/modules.php?name=Downloads&d_op=getit&lid=32)

GENERAL CHANGES

- It's basically a version to improve the balance. Mercenary and Religious prices have been adjusted in order to be balanced compared with the regular units. Some spears now have better stats, as well as the cavalry charge strenght has been raised, so it punishes those armies which have a lack of anticavalry troops.

- Totally translated for English, Italian and German versions and, with a patch, also available in French.Revised the English and the Spanish translations.

- Now the Religious units can be found among the regular infantry and cavalry.

- The Mercenaries, as well as the Religious units, are now balanced, so there's no need of any restriction about the use of those units.

- The graphic and colours for the Zagarosa shield have been improved.

- The look of some unit have been improved.

- Added a new faction: the Murabitins, with 4 new unique units.

- Available, using a patch for this version, a new era called "campReconquista", with the old unbalanced Mercenary and Religious units, that will be used for multiplayer campaigns.

- Added 5 new Historical Battles: Campos Cataláunicos, Covadonga, Farum, Muret and Toledo.(Battles made by CeltiberoIdibil and Karmipoka).

- Added a new Historical Campaign: Almogávares.(Campaign made by Karmipoka).

- 17 new maps. (Thanks to CeltiberoIdibil, CeltiberoLoky and Karmipoka).

AggonyDuck
05-12-2004, 18:28
Hmmmmmm, I like the mod a lot.... http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
But I think Berber Camel Lancers are a bit overpowered though...not that I complain.... http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif

CeltiberoMordred
05-12-2004, 22:50
Thanks Ducky http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

Berber camel lancers have the same stats (attack, defense, armor, morale and price) than the regular Bedouin camel warriors of MTW/VI... They only have +2 in charge, but all cavalries have in this mod that +2.

Their morale is lower than other cavs, their speed is lower too, and they can be easily killed by any anticav unit; even arrows harm them a lot.

Perhaps you are accustomed to kill cavalry with swords, and that can be the problem: to kill camels, you need anticav http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif or missile units, not swords http://www.totalwar.org/forum/non-cgi/emoticons/gc-inquisitive.gif nor horses http://www.totalwar.org/forum/non-cgi/emoticons/gc-confused.gif.

Tomisama
05-13-2004, 01:34
Would I be correct in saying:

Range kills Swords kills Spears kills Cavalry kills Range

I know it’s not all that simple, but basically is that the intent?

And what about hybrids like Horse Archers, what would be the best counter against them?

I am really enjoying learning about the Recon Mod (I call it). Beyond the more realistic play, the new maps are really great The only thing I wish is that there was a list categorizing their major fetchers, as there are now so many maps.

Anyway, I wanted to add my thanks to the others, for all your hard work on this http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

Any news on the Reconquista site? Looking forward to that http://www.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif

Thanks

Tomi

alioven
05-13-2004, 04:40
http://reconquista.celtiberos.com

Available both in spanish and english versions. For now it only has the main information about the Mod (balance approachs included), and a poor aspect for now (will have to kill all that red http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif ). Of course, download link is included http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

In the near future, if I don't get another absent week like I had some days ago, it will get improved from time to time.

Enjoy.

AggonyDuck
05-13-2004, 19:34
hehehe, Mordred I'm more accustomed to killing cav with cav, killing swords with cav in the rear and killing anticav with 2 cav units attacking from front and rear.... http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
But hmmmmm maybe you're right though, I shouldn't rely on my good ol' custom battle unit effiency tests.... http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif