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macsen rufus
08-25-2006, 12:04
Can't wait to try .... I'm just a bit :embarassed: that I decided not to bring my memory stick into work today. So will have to DL it tomorrow...
cegorach
08-25-2006, 12:13
That is too bad.
Tomorrow I will update the online guide - it was a busy night yeasterday - or rather today:inquisitive:
Deus ret.
08-25-2006, 13:41
awesome work, ceg! I'm truly enchanted. too bad the patch isn't save game compatible but the hell.....it's great! playing a campaign in Late very much resembles a slugfest with a lot of action going on and many units have a beautifully revamped combat appearance. congratulations! so far I've discovered only a minor glitch: there seem to be two types of Polish Pancerni in the game of which only one (not the "true" one I'm afraid, just some kind of kozacy) is buildable but apart from that the game has gained so many convincing features I'm led to play it over and over again.....if I don't do anything else in my summer vacation it's definitely your fault, ceg. :2thumbsup:
fantastic!
cegorach
08-25-2006, 14:01
The Pancerni isn't a glitch even if they have no unit description.
THey are earlier period Pancerni without the lance they gained after 1674.
Later period Pancerni so those from around 1674+ era use lances and bows and can 'dismount' into earlier Pancerni.
The mini-eras idea present in the mod means that Religious Turmoil and Sun Kings Ambition have both additional eras - earlier and later which begins in 1595 in Religious Turmoil and in 1674 in Sun King's. The online guide will be edited accordingly tomorrow.:2thumbsup:
Deus ret.
08-25-2006, 14:37
:embarassed: the real genius shines through when moderate spirits cannot but discover a faulty process .... or somehow like that. I'm impressed and I'll never open my mouth that quickly again :oops:
Many congratulations on completing the patch! :2thumbsup:
From what relatively extremely little I did on a couple of earlier graphics, I can appreciate, and am thus awe-struck, at just how tremendous an effort others and especially you Ceg have put into producing this work. Pike and Musket has become the pinnacle of not just MTW modding, but MTW, period!
I wish this was a real beer for you ~:cheers:
cegorach
08-25-2006, 16:48
Thank you Streety, but the pinnacle will be reached with the release of PMTW 2.0 - the final release for MTW VI - later we will move towards MTW2 engine.
The following needs still to be added
- more new animations, especially the colourful Landsknechts,
- more new music - I am getting more every day,
- new battle maps mainly for the castles,
- more historical battles and one or two additional historical campaigns,
- ECW finally playable in all modes this time it gets priority,
- new campaign map,
- various other changes and corrected errors (includes new info pictures, icons and descriptions).
This is also the testing ground for MTW2 project and something to play untill its release.
Regards Cegorach:2thumbsup:
beauchamp
08-25-2006, 19:54
Hey Ceg, just curious, do you need music for the Islamic factions? If so, I have alot of old persian, turkish and African music that I could upload for samples...just PM me if you are in need of some.
Thanks
This is looking very very good, I can't wait to try it out Multi.
Unfortunately my ISP employs proxy servers which means that to forums and sites like Rapidshare I have the same IP as everyone else behind that proxy. So Rapidshare either tells me I am already downloading or else have exceeded my limit.
Will there be any other mirrors for the patch? Or if there is anyone in the North London UK area with it I am prepared to drive over with my USB stick for it....
cegorach
08-26-2006, 08:20
Not for the next couple of days. I will need to check if there are any mistakes serious enough to re-release the patch.
For now only one minor glitch has been reported - Spainish early Celedas cavalry has wrong animation file in use.
If I re-release the patch a mirror will be provided, if not it will also happen in couple of days. Simply playing the mod by as many people as possible will be the best bug hunting I can have.
Because PMTW 2.0 will be ready only in several weeks' time re-releasing the patch seems to be a very good idea.:book:
cegorach
08-26-2006, 13:21
The reported glitches were removed, so was the error with some historical battles (wrong composition of the patch installed in a wrong place...)
All the links for the patch has been corrected accordingly, you can download the corrected version of the patch without hesitation because it won't affect any campaign you have in progress so it can be only better than now:2thumbsup:
Spurious
08-26-2006, 19:52
Just a couple of questions/possible bugs:
Was testing the new patch and checking out in single player skirmish in Religious Turmoil period, it seemed that a few sides I picked had none of their 'special' stuffs. Polish not having having anything but generic infantry (wagons/armenian archers/scots pike, that kinda thing) and cavalry was missing Hussaria in any form.
Also tried starting a campaign, but it crashed on loading up (as in load bar to full, changed to map, saw the pieces on the board for a fraction of a second then crash) with no error report.
Installed the patch last night, then grabed the fixed patch this afternoon and installed again. I didnt install the multiplayer pack or the old pieces (I like the P&M map pieces alot more). Anything im missing doing here?
Love the game by the way, (its pretty much an entire re-build now rather than just a mod I'd say) so have some fan worship from a guy who's had this steal many many hours of his life. :2thumbsup:
*cegorach1 gains +1 fan worship points*
The_Doctor
08-26-2006, 20:07
Welcome to the Org, Spurious~:wave:
Was testing the new patch and checking out in single player skirmish in Religious Turmoil period, it seemed that a few sides I picked had none of their 'special' stuffs. Polish not having having anything but generic infantry (wagons/armenian archers/scots pike, that kinda thing) and cavalry was missing Hussaria in any form.
There are mini-eras for the RT and SKA campaigns, you have to wait until 1595 or 1674 before some of their units become available.
I thought it was a bug as well.
Spurious
08-26-2006, 20:29
Welcome to the Org, Spurious~:wave:
There are mini-eras for the RT and SKA campaigns, you have to wait until 1595 or 1674 before some of their units become available.
I thought it was a bug as well.
Nah I know about in the campaign, that just wont run, and the skirmish mode is the bit which is lacking the troops. :inquisitive:
The_Doctor
08-27-2006, 00:01
Nah I know about in the campaign, that just wont run, and the skirmish mode is the bit which is lacking the troops.
I have no idea why the campaign will not load.
I have worked out why there is a lack of troops in the skirmish mode. The RT time period is spilt into two periods, this you already know. When you try to play a skirmish game in the RT period, you are playing in the early part of the RT period, when most of the units are not avilable.
I believe this is why Ceg included a MP mode as well.
First I must congratulate too the patch. It is very good. I shall try every singel country. (It is very good to study for tests while playing PMTW on slow computer :2thumbsup: )
I have a question though. New cool port-graphics have been included. Why havn't YanTrakens castle-graphics also been included?
Again, great work!
Has anyone tried to play Granada? I played with different countries but this one is my first with the patch and it seems really great, after 1572 it gets even more interesting......it seems that the only national troops I can build is the Granadian Militia ( great unit given its price and upkeep ), what's more I can't build any mercenary units even though I do have inns in mercenary provinces.....
...am I supposed to take over the world with militia, saharan cavalry and those desert crosbowmen?:):) Lesser Kazzar with it's cavalry can come to the rescue:) Other idea is to bribe units, I menaged to conquer all Spain and North Africa so my defensive position is good and I make loads of cash thanks to cheep units and great trade.....
However, Did You Ceg make Granada like that on purpose? Any chance for some units later in the game? I really like those two cavalry types they have, want them back!:)
Swoja droga rewelacyjny mod, duzo lepszy niz gra, ktora przeciez slaba nie jest:) Gratuluje i pozdrawiam:)
cegorach
08-28-2006, 07:56
You could say that 'karp myslal o niedzieli a w sobote leb ucieli...':laugh4: I actually started thinking about PMTW 2.0 rather too quickly I guess. The Granadan units are bugged - these were initially supposed to appear only in early and I forgot to correct the mistake when I finally managed to add Granada as a new faction...
Kazan doesn't have this problem nor any other new faction from any campaign.
At the end of the week I will correct this error and any other which will resurface somewhere -as before I will replace the old link and the changes won't affect existing campaigns in progress...
@Radier
New set of castle battle maps will be added and I want to have the castles to look at least a little similar to those. This is the main reason.
@Spurious
It is simple - mods with new provinces require lower map resolution 800 x 600 or something similar - this is the hardcoded limit which cannot be overrun.
Set the campaign map resolution to this and it should work as it should.
The Doctor is right about skirmish BTW - for reliable custom/multi mode I suggest to create a separate directory of patched PMTW and install MP pack there it is de facto a new game to explore with factions like Iroquois, Uzbeks or Ethiopia which are worth trying even if in custom mode only.:2thumbsup:
Regards Cegorach:book:
Ok roger that:) so I'm keeping my save untouched and wait for the updated version, by the way...will the Granadians have any other units from 1572? For example moorish infantry should be available to them
cegorach
08-28-2006, 15:32
Nope. Perhaps I will give them something from western mercenary range, but no more national units. Moorish infantry was solely for Morocco - the unit rosters are limited to circa 256 units in each campaign and in PMTW you have actually more than 700... This means that unit roster in the earliest campaign are the least varied ones contrary to MP where there is no need for something coming in 1572 and 1648 anymore - this is the reason why I managed to add over 60 new units in MP Age of Exploration...
The campaign mode's needs meant that the later the campaign the more diverse rosters become - e.g. in Sun King's Ambition you can see 4 types of Polish Husaria cavalry comaparing to one when starting in 1480 ( it appears in 1572).
Still the PMTW has more units than any other existing mod for MTW so there is no need to weep:laugh4:
Don't worry, nobody is weeping, at least not me, it would be cool to have some musket armed Granadian troops though, moorish Granada without moorish infantry seems missing something but I can still attack western musketeers with my javelins:) at least, when musket came into common use Granada was already spanish:)
oh, I forgot, will You update the on-line guide? Cheers
Spurious
08-28-2006, 17:35
Thanks, confusing on the resolution change since I was running quite happily at 1026x768 before the patch (still version 1.5 with the devided poland/other new territories), but hey, it works now and thats great. :2thumbsup:
Now I've just gotta chose which faction to play first, too many choices :laugh4:
Edit: one tiny question, is there a way to read all the unit text stuff when it goes off the bottom of the description box?
The_Doctor
08-28-2006, 17:44
Off Topic: Guddy, why do you have over 4 billion posts?:dizzy2:
On Topic: Do Montenergo get any other unit than the delis and the musket/guillera troops?
Off Topic: Guddy, why do you have over 4 billion posts?:dizzy2:
I was wondering that also...
:spammer:
cegorach
08-28-2006, 18:25
oh, I forgot, will You update the on-line guide? Cheers
On Wednesday, I wanted to do that last Saturday, but I took 36 hours long 'holidays' and now it will take a little more time - it is a working day after all...
it would be cool to have some musket armed Granadian troops though, moorish Granada without moorish infantry seems missing something but I can still attack western musketeers with my javelins:)
Hired mercenaries and Algerian infantry is good for that.
@Spurious
Edit: one tiny question, is there a way to read all the unit text stuff when it goes off the bottom of the description box?
There is no possible way to do that - I will finish all descriptions for PMTW 2.0 and edit the ones which are too long too.
@The Doctor
On Topic: Do Montenergo get any other unit than the delis and the musket/guillera troops?
Not really - they have several units from local Balcan area and little more - it was a small mountain nation which certainly is a challenge to lead.
They however start with several western units to recreate Venetian expeditionary corps which was fighting in this area and was joined by several Montenegrin clans. They were defeated in 1649 if I am correct, but it doesn't need to happen in campaign :2thumbsup:
And yes the information was very hard to find - I am no expert on Montenegrin or Serbian history either.:juggle2:
Delis are here because they were often Bosniak or Serbian and their task is to provide the poor Montenegro with some cavalry with very limited number of those...
Montenegro will have to use hired mercenaries in order to expand which is possible thanks to Cetinje monastery they start with and later may use buildable ones in skull marked provinces.
PLEASE continue reporting any mistakes you find - especially situations when the game CTD - some guys already mentioned such situations but I am not sure if it wasn't their fault actually - I decided to start my own campaign with Poland ( first time since the mod is playble actually... I like small factions more) in RT. I wonder if I find... how many mistakes I will find
Regards Cegorach:book:
cegorach
08-28-2006, 18:28
I was wondering that also...
:spammer:
Severla forum 'lives' perhaps...
Why do I have 4 billion posts?:) That is a good question:) I remember writing one post before this Granada discussion....
The_Doctor
08-28-2006, 18:41
Why do I have 4 billion posts?:) That is a good question:) I remember writing one post before this Granada discussion....
You should ask one of the mods/admin.
According to your profile, you have made 245,818,516.48 posts per day.:dizzy2:
There is thread about you in the watchtower, called "beat this".
cegorach
08-28-2006, 21:24
I posted there - knew that Neo would be Polish :laugh4:
Antagonist
08-28-2006, 22:51
Another fan offers his congratulations. ~:) The patch adds a lot to the already feature-rich 1.5. I'm especially enjoying custom battles with the MP patch. Just repelled a large and superior-equipped Portuguese army as the Songhai Empire.
I'm really looking forward to the next release, especially the long-awaited ECW campaign. :book:
Congratulations again,
Antagonist
Reenk Roink
08-29-2006, 01:19
Why do I have 4 billion posts?:) That is a good question:) I remember writing one post before this Granada discussion....
Guddy sir... :bow:
Please check this thread (https://forums.totalwar.org/vb/showthread.php?t=68331).
You are truly blessed. :grin:
:) haha thank You:) it must be some kind of a bug, I guess I had like 10 post tops:) . I wanted to write something to "my followers" in the thread You quoted but I can't even do that....
btw. playing Marocco is really a really a challange:)
take good care:)
Ceg, :help:
I've had a few CTDs, in both the early and middle period campaigns, whilst playing as England. All three CTDs occurred at the same point, just after fighting a battle and returning to the campaign screen, the first scroll comes up (saying I'd won or lost the region, or whatever, depending on the battle) then blam! CTD. On one occasion I got around the problem by going back to the last autosave and avoiding the battle. I went on for many years but it happened again. So I tried another campaign period and it happened again after a few years of play. It's pretty frustrating. Is it a program problem that anyone else has had, or is it just my machine settings or pathetic processor etc.
cegorach
09-01-2006, 19:42
The situation when it happens gives me no real clue what could cause that...
It was AFTER the battle when the campaign map was reappearing...hmm usually it would be map resolution ( should be 800 x 600), but here... I really do not know what to think. The moment when it happens is unusual to extreme.
Noone reported anything like that, maybe it is unique to England for some reason.:inquisitive:
Yes, between that first battle-result scroll and the next thing happening (such as buildings completed scrolls or the start of the next campaign round etc). My campaign and battle resolutions are 800x600, my desktop resolution is varied between 1024 and 1280, depending on whatever I'd been doing before playing. This problem happened to me occasionally with the previous P&M mods too (when my battle resolutions tended to be 1024). If no one else has had this problem playing as England then it must be my computer, but I can't see what just now. In the meantime I'll just try different screen/game settings and see if the problem dissappears, or maybe better still, play as a different faction and see if I get the same problem, but thanks for getting back to me Ceg. Cheers.
Deus ret.
09-02-2006, 13:36
Streety, I think know your problem. Only that it hasn't happened to me in PMTW (yet) but in XL IIRC when I fought an epic battle with the Byz against the Crusader States. After the battle was finished, the game would crash upon the first message of the new turn (the "province conquered" message appeared correctly), so I had to quit the campaign much to my chagrin. I don't know what to do in this case, either; I re-installed the game and it appeared again in BKB's super mod. It may have something to do with video drivers; there's a thread around discussing this issue (sorry, too lazy to look it up :) ).
hopefully you'll be more lucky in that than I am...
macsen rufus
09-02-2006, 15:49
Streety: another possibility.... did you quick-save and refight the epic battle more than once? I've had campaigns crash on me in that situation in vanilla and in other mods. A corruption in the records of what units are alive, or been killed off twice or something, I suspect. Sorry to say, I have no solution, though, I just put it down to experience :no:
Samurai Waki
09-02-2006, 17:53
I Have Finally Beat the game in 1735 as the Polish... after suffering two civil wars (and siding with Jan Sobieski during the second). Very well Balanced, the Russians were a piece of cake to destroy once I took Novgorod and Latvia.
However, when playing it at Very Hard, Don't underestimate the Russians... their cavalry can be real killers.
The HRE and German States are also killers on your Cav... the Landskneckt are...evil... and my Lithuanian Winged Hussers were trounced multiple times, until I could afford better Polish Winged Hussers.
Great Job Ceg.! I'm going to try my hand as the Dutch now.
cegorach
09-02-2006, 18:11
That weird CTD might be due to the campaign map inherited after XL mod - because a new map will take more time I asked VikingHorde for that, besides it took only few kilobytes in the install ( there are no space-consuming .TGA map files this way).
I have discovered two minor mistakes - one in Religious Turmoil MP (badly defined Husaria animations - they have the same ones as this unit in historical battles) and one regarding Montenegro in the campaign ( no access to Eflak Wallachian infantry)...
Lithuanian Husaria ( Litewska Husaria) - is a cheaper substitute of the Polish one - historically Lithuanian army of the Republic suffered from worse steeds and problems with other equipment. On the other hand it was faster and lighter than the one in the Crown of Poland.
Still both can 'dismount' into fast and sword armed Husarze very good when facing light nomad cavalry.
In addition another type appears around 1674 replacing the best Winged Hussars ever - those from 1648+ period in the last campaign - that was to replenish their numbers after devastating wars of mid-XVIIth century and was done by mainly Sobieski himself.
I think I will re-release the patch again on Monday or tomorrow with those few mistakes corrected ( including those concerning Granada) + with new low resolution battlefield animations useful for weaker PCs.:2thumbsup:
Tomorrow I will update the guide as well - I had used some time to help OiM team with some research.
The updated guide will give you one suprise in the unit list - for future PMTW 2.0. Only for MP though.:book:
Deus ret., Ceg, and Macsen Rufus
So, based on what you all say and thinking back on what and when it has happened to me, I'm tempted to think it could be a quicksave problem. I tend to reach a major battle and think "oh crikey, I'll fight that one tomorrow" then quicksave it and quit the game to fight the battle the next time I play. To do this I tend to ALT TAB and then tell my computer to stop the game. I bet this quicksave thing is what it is - though why, of course, is another matter (perhaps Viking Invasion wasn't play tested enough???).
Thanks guys, I'll let you know if it happens without quicksaves. :2thumbsup:
.... I will re-release the patch again on Monday or tomorrow
Any chance of a mirror in addition to Rapidshare ?
Users behind transparent proxies cannot download from Rapidshare...
cegorach
09-02-2006, 21:08
Most likely there will be mirror download links.:2thumbsup:
Wladyslaw IV
09-04-2006, 15:21
Just trying to get some new posts here ~D Hmmm, what else... Still haven't made it past 1480, the other two eras I have yet to play. Umm, got to go food shopping today and put in a few applications for some JOBS (that thing you do that gives you money for more games ~D and also to kill some time while your computer is cooling off hahaha). No time for P&M as I have to reload it on this computer. Uhh, does 1/2 Polish count as being Polish or is it just halfway towards being perfect? Don't I get to pick whether the glass is half empty or half full?!
Another great mod for MTW is MTW XL. Just don't like those dang new provinces and the fact that my precious Poland is split in two compared to MTW vanilla.
And a real question: shouldn't Greater or plain Poland be the east and Lesser Poland is the west? It's backwards in XL and P&M.
Wladyslaw IV
09-04-2006, 16:09
I just see that one music pack, any others? Any new quickie versions to be released? Some modding can be done as far as building producing more units (or just some units) in the XV century campaign. Or is that the way people (and more importantly) the modders like it? Great idea of putting castles and keeps in most provinces though. So the only thing left is the actual many buildings, which now I see is the actual genius behind the mod.
Maybe I should venture out of my safe haven of 1480. But by 1557 the world is a much different place. And a little more accuracy is needed in province religions but that is easy to change. Burgundy was Catholic since the beginning to today. Navarre protestant. That is correct. PARTS of France protestant at different eras. North Germany protestant, south germany catholic. Scandinavia protestant. And eastern Poland and Lithuania were/still are Catholic, not Orthodox. The Balkans and of course Russia, orthodox. Not saying you made mistakes with all of them, I was just digging out of my mental religious map of Europe ~D
cegorach
09-04-2006, 16:49
@Wladyslaw IV
I have merged those posts of yours - in future please use the main thread.
Answers:
I just see that one music pack, any others?
These are on their way - I still have to find more music.
Any new quickie versions to be released?
No. Untill PMTW 2.0 in a couple of weeks - it will take some time to add more graphics, new campaign and battlefield maps and improve couple of things and add more other stuff.
Some modding can be done as far as building producing more units (or just some units) in the XV century campaign. Or is that the way people (and more importantly) the modders like it?
Remember that when starting in 1480 you have over 250 turns ahead - more, new units will appear since 1572 and 1648 - read the online guide for details.
Uhh, does 1/2 Polish count as being Polish or is it just halfway towards being perfect?
I will tell you a secret
It is a matter of choice if you want to be your are or almost are Polish
Just don't like those dang new provinces and the fact that my precious Poland is split in two compared to MTW vanilla.
It should be rather 3 provinces - Greater Poland with Poznan, Lesser Poland with Krakow and Masovia with Warsaw - that is the traditional way Poland is described/divided.
And a real question: shouldn't Greater or plain Poland be the east and Lesser Poland is the west? It's backwards in XL and P&M.
As it should be. However Greater Poland includes Masovia here - the map was given by VikingHorde from XL, but I am warking on a new one. With several changes.
Regards Cegorach:book:
cegorach
09-05-2006, 18:30
Tomorrow I will update the on-line guide. In addition I will re-release the patch - this time with additional install with low resolution animations - thet will improve the game performance for weaker computers.
I started serious work on PMTW 2.0 - the final release.
Here are some new units will appear in MP mode:
AZTEC EMPIRE
============ >>>> FOR PMTW 2.0
Macehualtin
Levy Spearmen
Aztec Warrior Priests
Aztec Senior Priests
Ocelotl
Tepoztopilli Cuauhtli
Maquahuitl Cuauhtli
Otontin
Cuahchicque
Allied Warriors
Allied Bowmen
AZTEC-CHICHIMEC ALLIANCE
======================== >>>> FOR PMTW 2.0
Tlaxcala Shielded Archers
Tlaxcala Archers
Chichimec Bowmen
Chichimec Warriors
Elite Warriors
INCA EMPIRE
============ >>>> FOR PMTW 2.0
Aucakpussak
Auquiconna
Mancopchincuzcos
Ayllucuzcos
Cacacuzco
Amazon Guards
Inca Nobles
Inca Levy Spearmen
Inca Levy Bowmen
Inca Levy Warriors
MAPUCHE
================== >>>> FOR PMTW 2.0
Mapuche Scouts
Mapuche Warriors
Mapuche Pikemen
Mapuche Archer
Mapuche Horsemen
Mapuche Musketeers
It is a part of the updated on-line guide.
Regards Cegorach:book:
Hi cegorach first of your mod is wonderfull but it CTD on the year AD 1511
when somme prince asked my princes to married its said no potrait found then it crached i did not see witch potrait it whase i am sorry about that but maybe you now i play the polisch -lithouw in campain age of exploration
Deus ret.
09-07-2006, 00:03
I also encountered the "no portrait" error message with princesses. hitting the return button solves the problem, although this may not be the case in marriage proposals.
in case of "no portrait" just hit enter, I don't have any ctd
Cheers
cegorach
09-07-2006, 22:45
Hmm... I will check, maybe one of muslim factions spawned an unwarranted princess or something, fortunatelly it cannot possibly cause a CTD.
Busy time this week...:dizzy2: I still need to update the guide, damn...
Inal_the_Great
09-08-2006, 03:56
Any news on number of maximum factions possible in the game? :book:
and release date is
US: Winter 2006
Europe: November 24, 2006
???
(Taken from www.ign.com)
Antagonist
09-08-2006, 21:21
So, am I the only one who experienced a moment of panic that this forum had disappeared? :dizzy2:
Antagonist
cegorach
09-08-2006, 21:45
I am afraid it will be repeated soon - when MTW2 comes out someone will notice this mod has no RTW section anymore.:inquisitive:
Yossarian
09-12-2006, 10:36
Hi! Just thought I'd start off with congratulating you, cegorach, on a fantastic mod. I'm impressed that you find the time and energy to work on this given M:TW's age and fairly limited following at the present time. I for one am very grateful that you're extending the lifespan of this great game!
Could I just make a few feelings known though? I was initially a bit overwhelmed about the sheer number of units, the different types of cavalry (playing as the Swedes) and the somewhat complex building tech tree. I'm still not used to it and am unsure if I ever will be, so I'm wondering whether this will be addressed to some extent in future versions of P&M?
Oh, and where can I find the XVI-XVII mod? Is it buried somewhere in this thread or is there a d/l link anywhere that I have somehow missed?
Again, thanks for all your hard work!
cegorach
09-12-2006, 11:41
XVI-XVII mod is the old name of PMTW - the thread is so old that I didn't want to change its name or start a new one.
The complexity of the new techtree or actually techtrees is the one feature which needs further testing - I am still not sure if the AI handles it correctly, though it seems to be better than I expected.
PMTW 2.0 - the final release for MTW VI will have a detailed guide how to build every single structure, but it will be slightly different than now, most likely some levels of new castles will be limited to certain regions/factions and I need to test that too first.
For now the online guide in this forum helps much and because I will update it today it should be really useful.:book:
Yossarian
09-12-2006, 12:45
Ok, thanks for clearing that up!
It's also good to hear the tech tree will be addressed and tested further, exactly the kind of response I was hoping for. I'll get back to playing as one of the eastern european factions while waiting for the next release, your campaign and battle stories are making me want to try and play as the Hungarians...
Thanks again!
cegorach
09-12-2006, 13:05
You have changed my mind. Slightly...
I will post more detailed upgraded faction introduction section in the guide. I am not sure if it will be today, though...:book:
hlawrenc
09-15-2006, 20:19
Tomorrow I will update the on-line guide. In addition I will re-release the patch - this time with additional install with low resolution animations - thet will improve the game performance for weaker computers.
Regards Cegorach:book:
As you have been told over and over, great work. I have had more fun playing Pike & Musket than any of the other mods. Question.. when you posted the patch I down loaded it immediately, but resolution problems like you mentioned. Maybe I missed it, but how do I get to the re-release patch so I can re-install and this time for the low resolution?
Again I really am having a ball with this mod! Thank you
Spurious
09-16-2006, 02:25
Just been thinking, that with P&M 2.0 being the final version of P&M for medieval, is there a possibility of a unit guide? Alot of the descriptive text makes interesting reading, and it does help to know even more about what you're building an army of, or facing up against. ~;)
cegorach
09-17-2006, 07:05
Forget my earlier announcement - I was away for some time and unable to do anything...:oops:
I will prepare the low resolution animations in few days time as well as the upgraded guide with detailed techtree and unit section. Every single one will have the building requirements described, also homelands ( zone of recruitment) will be described at least to some degree for each faction.:book:
cegorach
09-17-2006, 22:17
But first I have finally made first attempts for the new campaign map
https://i23.photobucket.com/albums/b356/cegorach/newmap3.jpg
https://i23.photobucket.com/albums/b356/cegorach/newmap1.jpg
https://i23.photobucket.com/albums/b356/cegorach/newmap2.jpg
:2thumbsup: A lot of major improvements. Could U post a large image of the new campaign map with province borders?:book:
cegorach
09-18-2006, 18:55
Not yet, it is very time consuming the scripting part is the worst one...
But I can show this
https://i23.photobucket.com/albums/b356/cegorach/LION.jpg
:2thumbsup:
Spurious
09-19-2006, 01:43
Looking good there :2thumbsup:
Should be a nice change to play over a new map arrangement.
Yossarian
09-19-2006, 07:49
Looks nice indeed! Could you please just give us a general idea of what has actually changed compared to the old campaign map? No need to report every minor detail though, just the major changes would be appreciated.
Cheers!
cegorach
09-19-2006, 08:15
Why not.
New provinces are added - mostly western europe
- Azores (islands in Atlantic) - Portugal occupied in most campaigns - increases their survival rate,
- Holland - second Dutch province - the Netherlands are cut from other land by channels (sea) except this province which is possible to invade from Flandres after crossing a bridge,
- Luxemburg - northern Lorraine - mostly for Spain,
- Rheinland - western Franconia,
- Munster-Oldenburg - western Saxony,
-Jutland - continental Danemark - the rest are on islands, hard to conquer,
-Royal Hungary - Hapsburg buffor state, will give them additional recruitment zone,
- Eastern Prussia - mainly for Brandenburg,
- Courland - additional Livonian province, mostly in Polish hands,
-Dalmatia - coastline of Serbia and Croatia, mainly for Venice,
THE COST - provinces which are delated or marged
-Murcia in Iberian penninsula,
- Lesser Armenia, Antioch, Tripoli, Edessa, Mesopotamia, Sinai - all merged with neighbours,
- deleted Libya and Arabia
As you can see a slaughter in Middle East, but you can't have everything...
Other areas are in real need of new provinces, especially Germany and also the middle eastern provinces were hardly so important - muslim factions from this are have large enough units to compensate for that.
There are other changes too - shape of some provinces is different e.g. Tyrolia is half-moon shaped blockng access from Italy to the east.
Now something DIFFERENT
The 5th last campaign called LION OF THE NORTH
starts in 1618 from the time of Bohemian rebellion and the beginning of the 30-years war.
New factions:
Courland,
Pomerania,
Palatinate,
Munster,
THis way Germany is a slaughterhause - you have Danemark, the Netherlands, France, Spain, Switzerland, Hessen-kassel, Bavaria, Palatinate, Saxony, Bohemia, Brandenburg, Munster, Poland and the Hapsburgs all in local area...
Invading Germany is now a nightmare with every sinle of those factions able to attack here or re-emerge... Imagine half of germanic factions re-appearing on the same turn - 50 000 strong rebellion can cause some headache :laugh4:
Regards Cegorach:2thumbsup:
Yossarian
09-19-2006, 12:29
Fantastic!!! Love that you're really trying to recreate the havoc of central Europe. By the looks of it this is really going to improve the mod. Great work cegorach! :2thumbsup:
I like these changes very much - but isn't that 9 provinces removed and 10 added? How does that work - is there a free space now?
cegorach
09-20-2006, 08:47
True, I forgot that Algavre is scrapped for Azores - same user, harder to invade.:book:
Galagros
09-20-2006, 11:38
Is all of this going to be delivered in a patch or are we going to have to reinstall?
cegorach
09-20-2006, 16:24
This will come in PMTW 2.0 - a complete new install ( music or movie packs will remain separate) something like PMTW 1.5.
After PMTW 2.0 will be released no new releases are planned - maybe only a patch after some time and more music packs.:book:
I am also going to add some historical battle packs for later - in the time when PMTW2 for MTW2 will be on its way to the public.:book:
ciprianrusu
09-21-2006, 10:15
This will come in PMTW 2.0 - a complete new install ( music or movie packs will remain separate) something like PMTW 1.5.
After PMTW 2.0 will be released no new releases are planned - maybe only a patch after some time and more music packs.:book:
I am also going to add some historical battle packs for later - in the time when PMTW2 for MTW2 will be on its way to the public.:book:
Do i need the earlier version in order to install the new one? In other words do i need first to install the PMTW 1.5 and only after that i can install version 2.0?
cegorach
09-21-2006, 10:59
PMTW 2.0 will be a new and complete install - this will come no sooner than in 6 weeks from now.
For now only PMTW 1.5 + patch is available to play:book:
Panama Red
09-23-2006, 15:54
Definately looking forward to your new Lion of the North campaign, this just improves an already great mod that you have created. :2thumbsup: :2thumbsup: :2thumbsup:
It is mods like this that have caused me to come back to MTW from RTW. Graphics like RTW are nice, but game play like MTW ultimately is more important.
brother richard
09-25-2006, 22:22
Fantastic Mod you have done great work. I therefore feel bad posting this query
The query is - the names of the rulers of the various countries do not appear to be even remotely historically accurate (I am playing England - Age of Exploration and have started as Edward II). Have I messed up installing the patch or is it somthing is too tricky to do?
I hope you will forgive this impertinece
Richard
cegorach
09-26-2006, 06:49
Don't worry about that starting rulers are very hard for some reason to set up correctly... Only Stephen the Great of Moldova was possible to place correctly for some reason. I will care about that in PMTW 2.0.:book:
Eddy Longshanks
09-29-2006, 16:20
Hello cegorach
First off congratulations are in order for your superb effort at modifying MTW VI. I’ve been playing MTW since its inception, and always wanted to play Napoleonic with it, so my dream has come true.
I read through most of the forum and few of the bugs have been addressed already and it sounds like you are going to resolve these issues on your second installment. Although, I’d like to touch on the ones I found to be the most hampering. Most of the problems seemed to have occurred with the installment of the patch. Fortunately, I did not have any crash to desktops, but more resembling fatal errors.
1. Attacking Scotland from Northumberland in the Age of Exploration results in a ‘can not load hard sprites’ when attempting to go to the battle map. I could probably automatically resolve attack, but what fun would that be? I tried different factions attacking different provinces but didn’t find this an issue there.
2. Some animations or models don’t seem to be working on the battle map. I was fighting the Saxons and their town militia looked like blobs. My fortified musketeer mercs when ‘dismounted?’ looked like ghosts. Other new models where invisible or ghosts.
3. I tried 6x8 resolution but it only made matters worse. I have a top of the line processor, but a Savage pro 3 video card. The video card seemed to have held it’s own on previous installments of the game.
4. I played the first campaign but could not build a town watch in Wales to eventually get + 1 new model pikemen. I guess because they have no tradable goods?
5. Reinforcements come out in a strange order, probably the pre VI way. Calvary archers first, then cavs, and missile troops, then infantry ect..
On another note, but far less critical, I was wondering why the Prussians where not a faction late in the game. I thought they had some legendary regiments that fought at Waterloo.
My best regards,
Eddy L.
P.S.
Patiently waiting for the second installment. Woooooooohooooo!
cegorach
09-29-2006, 16:35
Hmm. It is not Napoleonic mod, but early-modern pre-Napoleonic one.
Napoleonic TW is much older mod made by the Lords - here is their webside
http://forum.thelordz.co.uk/
About these problems. I believe it is the question of the new more-demanding graphics. These are made in such way that high resolution is used more often which unfortuanatelly might cause problems with older computers.
You are the 3rd person who reports the problem.
Presently I don't really have time to handle that - some optional low resolution animation pack needs to be done to correct the issue, but lack of time and pretty low demand for this kind of pack means that it is not my priority.
Sooner or later I will correct it, but I use my spare time for PMTW 2.0 now currently finishing another stage of research ( the Lion of the North demnds that).
Regards Cegorach:book:
Aurelian
09-29-2006, 20:38
Hi Cegorach,
Really great mod. I've been playing it regularly for quite a while now.
As for the "hard sprites failed to load" message... I've had it too. It occasionally happens as a battle is loading.
The last time it crashed, I noticed that it also mentioned something about the deadpage coords failing to load. When I get home, I'll edit this post with the exact message.
Most battles play alright, and I didn't have this happen before the current patch. Could it be something related to the deadpage coords on new units?
cegorach
09-29-2006, 21:19
No, rather the new high resolution only animations. It is a matter of a graphic card really - some can't handle it right, thought it doesn't require so much I think.
Anyway another report makes the necessarity to add the new low resolution animations in re-released patch more likely to happen quicker.:book:
Eddy Longshanks
09-29-2006, 21:46
Hello again,
I started an Ottoman campaign on Age of Exploration and ran into the problem that the previous poster pointed out – fatal error. I got a CtD when attempting to attack the Georgians in Armenia. Well it was 2 fatal errors in succession. First was fail to load the hard sprites and then the dead sprites page that the previous poster mentioned and then CtD.
What you said about an old computer could be true but very unlikely.
1. The problem seems to happen on certain provinces.
2. The problem didn’t happen prior to patch.
3. The problem happens when trying to load the data into memory, in which would probably be a coding issue or corrupted data files. It’s probably just a semicolon or comma out of place, or anything like that.
That’s true you don’t have Napoleon in the mod, but the musketeers and regimental canons make it seem close enough for me. I must have been mistaken; I thought the game went past 1815. Oh well, it rocks anyways.
I wish there was some way I could help. I have 0 modding experience but I do have a 2 year computer programming degree.
Thanks for the link to the Lords site. I’ll check it out.
cegorach
09-29-2006, 22:06
It all goes smootly on my computer. The only possible cause can be the new high res. animations :book:
Nothing else could cause such problems as far as I know and I know much about this engine.:book:
Eddy Longshanks
09-29-2006, 22:54
I don’t have a great video card that’s for sure. :wall:
I’ll patiently wait for a patch if you decide to make one. Until then I’ll check out the lordz one and see if I have a little more success with that one.
Keep up the good work.
Eddy Longshanks
10-01-2006, 17:53
Hello Comrades in arms,
Anyone have a suggestion on a video card that will run this mod flawlessly? I’m starting to have withdrawal symptoms. I heard the older 4X 32 MB voodoo cards are pretty good for MTW, but not sure. Advice appreciated.
This is the junk card I have presently. I heard that it doesn’t even support Open GL, if you can believe that.
S3 ProSavage DDR (420, 430)
Memory Size: 32mb
Windows XP
CPU,
Compaq Presario
AMD Athlon™ XP 2600+
2.13 GHz, 480 MB of Ram
Eddy Longshanks
10-01-2006, 18:07
Sorry to post twice but I thought this was important to notice from the WinID program.
AGP v2.0, 4X speeds, 66 MHz PCI
Thanks again.
cegorach
10-02-2006, 13:04
Actually nothing special is necessary - I have Intel integrated graphics (up to 64) and had no problems, I have heard that other people do not have any with even weaker hardware...
Someone suggested it is rather a matter of AGP memory - (don't ask me what it means) and setting around 90 is all what is necessary...:book:
Eddy Longshanks
10-03-2006, 04:11
I went out and purchased a GeForce 5500 video card. Needless to say, the mod runs flawlessly now, but I had to roll back the video driver to get it to work.
:2thumbsup:
I'm playing my beloved ROUNDHEADS, but can't seem to build a master gunsmith to get line infantry. Is this on purpose or do I have to wait for a certain year or province?
:dizzy2:
Longshanks
cegorach
10-03-2006, 07:34
I can only say that you need Citadel - there are no other requirements.:book:
Spurious
10-07-2006, 22:49
I was starting a new campaign today, age of exploration saxons to be specific. The twist to this was I was going to use the -ian command line thingy so I can take advantage of the extra zoom on the battlefield camera (playing it in a top down view is rather nice I found) and also one other cunning thing. Changing between the factions in a turn so I can direct the AI ones to build better troops, upgrade alot of things and manage their economies better, so I wouldnt have something I had in my last game, which was an incredibly rich and large spanish empire seemingly only churning out endless militia units rather than anything which took more than a couple of musket shots and a small cavalry charge to beat.
Now I had a little problem with this. I cant change back to my own faction. I can seemingly only get the first 20 factions (1 to 0 on the keyboard then shift+1 to 0 ). So is there any way to either change the position number of a faction for myself, or access the remaining factions? (I tried ctrl+number, alt+number and ctrl+shift+number to no avail, they all just switched between the original 20 factions still).:help:
Eddy Longshanks
10-09-2006, 02:07
Even with my new video card, I noticed the Egypian archers halqa have screwed up animatians. Anyone else notice this or no how to solve this if possible?
:inquisitive:
cegorach
10-09-2006, 16:12
I will check the Halquas.:book:
-ian switch won't work well with PMTW - there are too many factions (30) and numerous of these are completely new, even replacing the old 'vanilla' ones in some cases ( Granada, Morocco, Kazan, Hessen etc.).
Regards Cegorach :book:
Just downloaded your mod yesterday and it's great! When are you planning to release 2.0 and approximately what size would it be(in mb)?
cegorach
10-18-2006, 18:53
150 % of the present size I believe. Auxiliary files (music, movies) will be used as before, in addition, of course.:book:
THe next and the last release will appear before December - something to play with untill MTW2 edition will be ready.:2thumbsup:
150 % of the present size I believe. Auxiliary files (music, movies) will be used as before, in addition, of course.:book:
THe next and the last release will appear before December - something to play with untill MTW2 edition will be ready.:2thumbsup:
Can't wait for it! I've played through some factions but ended up not continuing any single one of them as I'm still quite uncomfortable about how things work in the bad, not that its bad thing. Just have to get used to it though.
Can anyone suggest a good and interesting faction to start with?
Oh and I found out that there's something wrong with my campaign map. Some of the provinces don't have names written on them.
cegorach
10-19-2006, 07:22
[QUOTE]I'm still quite uncomfortable about how things work in the bad, not that its bad thing.
???
Oh and I found out that there's something wrong with my campaign map. Some of the provinces don't have names written on them.
It is not wrong, it simply saved much space - the new map will be different anyway.
Deus ret.
10-19-2006, 15:21
Cegorach, after playing your mod for another couple of weeks I really have to admit it's the most challenging MTW variant I ever saw. Played another Polish campaign in High and was amazed at what speed the Ottomans whittled the Russians away and owned most of the steppes after 25 years. Of course, it didn't take long until war erupted between me and them, and to my shame I have to admit that it was only through the use of my priceless 6-star assassin that I could get rid of that neverending Turkish onslaught. It was simply amazing, after fending off one 6.000-strong invasion force after another they kept on shipping in more and more supplies and attacking little later, threatening to overwhelm me. In the meantime Jan Zamoyski had attained 9 stars and the "field defence specialist" as well as "expert last stand" virtues, but alas, the command rating stops at nine....so when I realised that I couldn't sustain this war much longer due to my comparably limited building capacities, I resolved that their royal line had to go :shame:. That's the first time I have been forced to do such a thing in MTW, and not because of some playful mood but out of sheer emergency. Now the campaign has assumed a much more leisurely pace, with the Georgians, Persians, Wallachians etc. reemerging and claiming their little part of the cake each, leaving me, now the sole superpower in the Northeast, relatively unchallenged....but at what cost (my gamer's honor)! Truly a supreme and hard-to-digest mod. :2thumbsup: Just those HA's are too strong since most musketeers don't stand a chance against their superior range and are easily whittled away because of their lack of armor. In terms of PMTW battles, adapting to firearms instead of bows is not a particularly wise decision but I guess missile stats are pretty much hardcoded, so why complain....
cegorach
10-19-2006, 16:11
Just those HA's are too strong since most musketeers don't stand a chance against their superior range and are easily whittled away because of their lack of armor. In terms of PMTW battles, adapting to firearms instead of bows is not a particularly wise decision but I guess missile stats are pretty much hardcoded, so why complain....
It was designed intentionally.
There are two types of bows - ordinary and slightly better ones used by more elite units of bowmen/longbowmen/HA.
Several types of firearms from pistols to flintlock muskets have the one superior advantage which is the fear they cause. There are other factors making them better choice - ammunition lasts for longer time, greater killing power, armour piercing, lower price of the musketeers and when it comes to more advanced muskets the range is similar as of the bowmens'.
I can advise using more western type musketeers since Haiduk-like infantry has shorter range (with much greater fire rate though - the result of their firestorm tactic) + using warwagons if possible (for Poles easily available by dismounting Piechota polska or cossack Dzhura). Some mercenary or native archers ( e.g. Redshanks or Tatarzy) are a good additional support.
Overall all the several types of firearms have their advantages - pistols have superb fire rate great to break enemy pikemen, Haiduks have medium range and great firepower making them excellent at causing panic and charging the enmy later and those guys with heavy muskets have the range to deal with most enemies, but slower firerate so might not be able to stop enemy cavalry - maybe veteran or Swedish musketeers and flintlock users are the only ones able to combine this all.:book:
Aurelian
10-19-2006, 19:14
Hello Cegorach,
I can't wait to start playing your mod again! Is there any chance that you might be able to create lower resolution versions of the problem animations before 2.0 comes out? Might as well see if that solves the problem, or if there is some other issue at play.
Also, are you still looking for music? I've got a pretty decent collection of renaissance-era cds and the like. If you'd like, I can go through them and see if there is any music that might work.
By the way, have you considered some Janissary music for the Islamic factions? The Turks do have military bands that play recreations of Janissary marches. Might be good battle music for the Ottomans. Lots of drums.
cegorach
10-19-2006, 20:16
The low resolution animations will appear either in the basic install of PMTW 2.0 or as an additional one - I think it will be done this weekend - for now I have nothing planned for these two days anyway.
More music is always welcome - especially for the Orthodox factions, but anything useful - think about battles - is welcome too.
You can always select something you like, upload this somewhere and let me and other people decide i.e. I will decide, but others might like to hear it before.:laugh4:
Anyway the more, the better - I must admit I am suprising myself with the sheer amount of data I found in recent months, but music is not the area I made so much progress unfortuanatelly...:book:
???
What I meant was that this is certainly one of the most complex mods that I have ever seen and that CERTAINLY is a good thing.
It is not wrong, it simply saved much space - the new map will be different anyway.
All right then. I can't wait for 2.0!
Antagonist
11-05-2006, 19:33
Any news on the new version?
Antagonist
cegorach
11-06-2006, 14:37
Soon there will be :book:
Kavhan Isbul
11-10-2006, 20:23
Cegorach, thank you very much for this mod. It is not my favourite period, but all the work and research you have put into it has made it something truly superb. I have one question - where can I find an excell sprreadsheet with units stats and building requirements?
Inal_the_Great
11-14-2006, 10:40
Hey!
Just so you guys know I am still around :) I am practicing my blender 3d skills so hopefully by December - January I can start making some good models.
Right now I am spending alot of time for university and soccer :coffeenews:
Cya later
~:wave:
Wladyslaw IV
11-23-2006, 03:03
For Medieval I that is?
cegorach
11-23-2006, 11:20
OK guys.
I can say we have new castle maps - directly from NTW1 these star-sheped castles will fit the timeframe very well. Besides the AI needs some support in assaulting the walls and the one walled fortresses are all we need.
I am going to use a mixture of old MTW1 and new NTW1 maps for that + I am going to throw one or more province specific fortresses too.
I hope to show you more soon.:book:
Aurelian
12-04-2006, 06:57
Hi Cegorach,
1) The new castle maps sound cool. When you say "one walled fortresses" do you mean that the new fortresses will only have a single ring of walls (instead of the concentric rings we have now)?
2) By the way, I have been going through my music collection looking for appropriate Renaissance-era music. I've found a few tracks that might work. I'm also going to get in touch with an early-music expert that heads up one of my favorite groups (Micha from Wolgemut (http://www.wolgemut.net/recordings.html)) and see if he has any suggestions. Still a work in progress, but there has definitely been some progress.
3) Lastly, I was looking through the Pike & Shot bifs and trying to figure out what the problem might be with them that is causing crashes. You mentioned that some of the new bifs were done in higher resolutions and that that might be the issue. Exactly which bifs are the new ones? I looked at a good sampling of the bifs and didn't find any files that were particularly large.
I also noticed that some of the bifs had thick red lines and hand written notes going through particular figures. I assume that that was your way of noting to yourself that those figures were not going to be used? Could that be an issue in some way?
cegorach
12-06-2006, 09:29
1) In general yes - starshaped one 'layer' walls.
2) Good. Music will be useful also for the new edition for MTW2 so it is always welcome,
The main thing is to have the music which fits the mood - battle music especially.
3) The new animations from the patch - only here they do not have low res bifs and use high res all the time, slightly better graphic cards automatically re-scale them as required, worse apparently can't.
It works well on slightly better computers ( on 64 grapgic card it works marvellously), but in PMTW 2.0 I will give the option to choose weaker animations too.
The notes are of no consequence - they were used to mark places for new bow shooting animations, those however might not appear...
They do not appear in the game anyway in no way.:book:
Mainly for Deus Ret and Cegorach, and anyone else interested, regarding Bows versus Muskets:
I don't know how much people on this forum get into such historical issues, so forgive me if this is old news, or should be placed in the Monastery section of the forum, but having played the mod, I think Ceg probably has the bow-musket balance just about spot-on. There's actually been some research on longbows v muskets (but almost nothing good on-line, except once in New Scientist, for which you have to be a subscriber; and stay away from Wikepedia, whose inputs can be inaccurate or half-knowledge passed off as facts, when it comes to more esoteric points). Anyway, I did some studying on the demise of the English/Welsh longbow a few years ago. In terms of pure penetrative killing power, the longbow was not outperformed by the musket until the early 17th Century, and when combined with the issues of accuracy and reloading times, it remained superior until 18th Century breech-loading rifles, and probably still had more reliability too, until the handguns of the 19th Century.
What caused the demise of the longbow in Britain was not the advent of the musket but the availability of quality bowmen. A longbow required constant training and practice from early childhood, eventually requiring of a man an incredible 250-300lb (110-130kg) pull and steady aim through his two bow-fingers! I witnessed one televised demonstration of such a pull putting a longbow arrow (which, by the way, was a yard/metre long!) through a medieval castle's 6-inch (150cm) solid oak door at a range of 80yds (73m), such that its bodkin tip just emerged the other side. Also, a longbowman's shoulders and musculature became necessarily, purposefully deformed as he grew from childhood to achieve these powers. By comparison, a musketeer could be taught in a few weeks, and have no special strength. During the Hundred Years War the French would often simply cut off the two bow-fingers of any English and Welsh longbowmen they caught, then release them, subsequently useless, back to the English army. Hence the origin of the British V-sign, used by their bowmen as a to taunt the French soldiers, to demonstrate they still had their two bow-fingers. These powerful arm muscles also made the English & Welsh longbowmen quite deadly in melee (something not widely appreciated by military historians today), and they were not mere skirmishers like other bowmen, but true multi-purpose troops. The main reason for avoiding melee was not really because other melee-troops were better, but because longbowmen were too precious, but at Agincourt Henry V, with 5,000 bowmen and only 1,000 knights & men-at-arms, had no choice but to keep his bowmen in the melee, and the effect against 36000* French was devastating (*French figures vary, but don't believe anything less than 24000 - the figure that French historians of the day used).
England's king Henry VIII is at least partly, if not mostly, to blame for the demise of the English longbow during the 16th century. Access to muskets and gunpowder could be more readily controlled, but the bow could not, and he feared their power in the hands of the low-born, so kept banning their practice, then occasionally reallowing it in time of trouble with France. Certainly, there are a few French accounts from as late as the Enterprise of Boulogne in 1544, where French troops, no longer used to being on the receiving end, were shocked and panicked by English longbow fire. But Henry VIII's on-off banning orders meant that just within a generation or two, by late 16th century, the longbowman was a rarity long before muskets would otherwise have made them obsolete.
Deus ret.
12-20-2006, 15:19
Thanks for the informative reply, streety. In terms of the mod, I guess this would mean that bowmen should become much more expensive as time goes by, at least for the English. I know that the Russian mounted nobility refused to use guns until the end of the 17th century and later only did so because the backwardness of their weaponry led to some catastrophic military defeats; not to speak of the Turkish army which ignored military modernization until much later and was subsequently pushed out of the Balcans, not posing too much of a threat to the Hapsburgs after 1683. But that's the issue I spoke about: Mod-wise, Russian or Turkish HA's still rule supreme as late as 1680 - except the player has good fast cavalry to match them. That's why I always had the most success as Poland. Battling the Ottoman Empire with the Hapsburgs' (or other Middle/West Europeans') slowish army is not a nice task at all. I had similar experiences when fighting the Russians as the Swedish. I mean, it would be nice to have the historically quickly declining value (be it strategic or whatever) of non-gunfire missiles reflected in the mod, but as it is, a cav-heavy Ottoman army from 1550 can still wreck havoc upon, say, French troops from over a century later because of the musketeers' lack of armour and range. Hordes of HA's carry the game, something well-known from MTW, and I hoped that this would somehow change. After what you've written, maybe a general increase in cost would be appropriate to reflect their decreasing numbers.
PS Cegorach, are you still alive? I'm dying to see v2.0 :whip: :beam:
cegorach
12-21-2006, 20:54
[QUOTE]I know that the Russian mounted nobility refused to use guns until the end of the 17th century and later only did so because the backwardness of their weaponry led to some catastrophic military defeats;
As below the declining quality factor cannot be recreated, but still you won't see any Zant feudal cavalry in later campaigns and Pomiestnaya cavalry is getting softer too. Of course there is the question of the huge nymbers of them, but this way I represent the large size of Russian armies and the very large population of the entire country (first or second in Europe).
not to speak of the Turkish army which ignored military modernization until much later and was subsequently pushed out of the Balcans, not posing too much of a threat to the Hapsburgs after 1683
I disagree. Military it was still very dangerous, the problem was the weak commanders and the declining quality fo the army - in the mod terms it would mean much more Muslim Levies and and weaker feudal cavalry. The problem is that I did recreate the weaker quality of their feudal horsemen in the last campaign, but I cannot do this in other - 256 unit limit means that I can't fit more units so it is impossible to add weaker and weaker feudal sipahi - their decline is impossible to recreate. I did what I could so for example Yenicheri Tufekci are weaker during 'Religious Turmoil', but stronger in early and late ( early - obviously, late - Kuprulu's reforms temporary made thir units more efficient). Perfectly accurate mod cannot be made. Not with this number of units and factions.
but as it is, a cav-heavy Ottoman army from 1550 can still wreck havoc upon, say, French troops from over a century later because of the musketeers' lack of armour and range.
Actually the Ottomans were dangerous to the westernised armies - the Austrians requested as much Polish cavalry as possible in 1683 because they realised their own is inferior.
Musketeers are still very good - you have lots of ammunition which the HA waste very quickly and the muskets are far more efficient - greater killing power and the fear factor is on their side too.
I found the westeneside armies extremely good to use against the eastern cavalry of the Ottomans or Tatars, but the problem lies in their SIZE - if led properly they are dangerous so use concentrated musket firepower supported by cannons.
Of course the AI isn't best at using gunpowder units, but I can't really correct that. At least I have seen enemy muskets shooting instead of running away several times which managed to rout my own cavalry so it is not so bad.
PS Cegorach, are you still alive? I'm dying to see v2.0
Alive, but barely... NO changes, though. The mod will be released, but it will happen in January.:idea2:
cegorach
12-23-2006, 19:25
Even with PMTW2 in more active phase old, good MTW1 hasn't been abandoned yet.
PMTW 2.0 is coming
some screens from the 4th campaign Lion of the North
Bohemian musketeers
https://i23.photobucket.com/albums/b356/cegorach/BOHEMIAN.jpg
Courland cuirassiers attack Pomeranian militia
https://i23.photobucket.com/albums/b356/cegorach/COURLIPOMER.jpg
Palatinate cuirassiers fight militia of Munster Bishopric
https://i23.photobucket.com/albums/b356/cegorach/PALATINVSMUNSTER.jpg
militia of Ragusan republic
https://i23.photobucket.com/albums/b356/cegorach/RAGUSA.jpg
The final starting positions of the factions in the campaign
https://i23.photobucket.com/albums/b356/cegorach/LION2.jpg
Antagonist
12-23-2006, 22:04
Looking good. :2thumbsup:
Looking foward to it. Will the ECW campaign be available?
Antagonist
cegorach
12-23-2006, 22:40
Of course - so there will be 5 campaigns in general.
ECW is actually almost a new mini-mod itself with over 80 units and completely new structures created only for the campaign.
Some of those such as 'Prince Rupert is recruiting !' have very special use and add a lot of new 'character' to the campaign.
Fighting in ECW will be very different from other 4 campaigns, believe me !
I will show some screens after the holiday break.:book:
Great work Cegorach still waiting patiently for version 2 with ECW as you put it as new mini-mod itself with over 80 units and completely new structures created only for the campaign! Again the pic's are outstanding work.
:2thumbsup: :2thumbsup: :2thumbsup:
Congratulations on the new campaign! Looks really good !
but if you are going to include the Ragusan republic than for God's sake why not the Romanian principalities?. When 1.5 came out i said "okay... let them go so more important factions can come", but when i saw Montenegro and Circassia were added and now these 2 i was shocked.
Each of the Wallachian principalities was at least 5 times larger and more populous and had much larger armies than all those others.
Anyway it's your mod and you may do as you like with it...
Lions of the North, awesome!! :smash:
cegorach
01-03-2007, 19:41
Just one lion.:beam:
Some new units will appear in the new campaign - some names require translation or have it somewhere, but not at this moment so I will use several english terms to explain those.:2thumbsup:
Transylvanian - Huszárok ( elite, heavy Court Hussars)
Zöld Puskások (elite musketers - not Haiduks)
Szekély lovaspuskások (dragoons)
Bohemian - Zemska Hotovost (cavalry)
Zemska Hotovost (infantry)
Moravští Jezdci (cavalry from Moravia)
Pikanýri (pikemen and bodyguards)
Pommern - Duke's Musketers
Sweden - German 'Coloured' Pikemen
German 'Coloured' Musketeers
Livland Cuirassiers
Finnish Infantry
France - Mounted Fuisilliers
Scotland - Light horsemen
England - Doublearmed Men
Ragusa - Ragusan Militia (bodyguards)
Capoletti (light cavalry)
German factions (all) - Veteran Pikemen
Veteran Musketeers
Ringerpferde (cavalry)
Half-cuirassiers
Mounted Pikemen
Balcan regional troops - Bulgarian Haiduks
Slavonian Militia
Morlachs
generic, unavailable directly (by changing the mode only)
- Mounted Musketeers
+++
some moved from the Sun King's Ambition mainly Cossacks and Poles, bu also Finns, Russians, Swiss, Scots and Turks + the famous Fortified Position.
IN ADDITION in MP install for this period you will see Hawaii and Siberian troops to give some taste of exotic warfare.
@gugul
Well, it is not about importance - at least not always.
The main idea is to give the taste, the grasp of the period in each campaign - that is why I can add minor faction here or there, but cannot keep something larger, but less useful to the general balance of a campaign.
For this reason I could throw Circassians, Montenegrins or Ragusans , but not any of Romanian states.
Simply during the Lion of the North we have Transylvania at the peak of its power and importance. It managed to controll the Romanian states to lesser or greater degree + moved towards Hapsburg domains besiging Vienna twice. That surely is something I couldn't miss.
Romanian states declined in importance after Michael the Brave and during the last two campaigns I didn't want to use them for the balance purpose. After all even a minor faction while reappearing may bring some real havoc.
So in the Lion it's Transylvanian power and for Sun King's that would be the Cossacks, Tatars, Poles , Transylvanians and Ottomans all marching through this territory and fighting each other.
I could place minor factions in remote corners here and there, but not anyone in the key place.
You have after all the Romanian countries in two first campaigns and in both they have some real power and importance.
Besides I wanted to have something as diverse as possible and only this way you can keep so many factions and so many players interested - nowhere else you have all croat Ragusa, romanian Moldavia and Wallachia, polish-lithuanian-belorussian-ukrainian-jewish-german-armenian-scottish etc Poland, circassian... Circassia, latvian Courland and many, many more.
And why not ?:2thumbsup:
Well... you are right in what you said (and was aware of the state the 2 countries had degraded during that period) since playing new factions is fun but i just don't want other players to think there was nothing there:D.
Anyway... i am looking forward to playing 2.0 and especially curious to seeing the new campaign. I am sure it will be fun since you've done a great job with the mod so far:).
Cheers!
ElectricEel
01-15-2007, 19:54
A while ago, I wrote in a thread in the Main Hall that I would try this mod and post my impressions. I have been rather occupied lately, which is the reason for the long delay, but here they are.
I got MTW with the Eras pack and haven't played it much. Not that I've played Rome for quite a while, either (I am currently waiting for EB to get their next release out). I am not a very skilled player.
I started my first serious campaign in this mod as the Livonian Confederacy in the Age of Exploration scenario. A few turns in, Poland and Russia began fighting, and I decided to join in on the side of Poland. The russians were a pushover, only bothering to fight once I had their huge, but poor-quality army cornered in a single province (Lesser Khazar). They did give the poles a beating, though. The first actual battle of the campaign happened when I went to relieve the poles being sieged by Russia in Lithuania - they might have been able to handle it on their own, but I didn't want to take any risks. I believe Poland lost Chernigov and Pereyslavl to Russia, which I then took for myself. Poland was also attacked by Denmark, Sweden and some other factions; they were reduced to only Lithuania, Smolensk and Kiev before they made peace with most of their foes. (Denmark took Prussia, Brandenburg took Poland's other terrorities. Sweden made no gains and got at least one of their kings executed.)
I took all of Russia's provinces. After I took their last province, Lesser Khazar, Georgia foolishly attacked me; they held Khazar, Georgia and Armenia with their relatively weak army. I pushed them to Armenia without a battle; at this point, the AI used an exploit to prevent me from crushing it :thumbsdown: . With our armies in our respective provinces, we both ordered our armies to attack each other. However, the AI would always cancel the attack, and somehow, this caused my army's attack order to be also cancelled, resulting in a stalemate :inquisitive: .
After a few turns of this, I made peace with Georgia, who were later finished off by our neighbours...
https://img177.imageshack.us/img177/6189/ottomansconqueredff2.jpg
...the Knights of St. John, who have conquered the core terrorities of the Ottoman Empire! :dizzy2:
They didn't do this alone, of course; they had help from Venice (who called a national levy on Rum at one point) and Egypt, and probably some other factions. Still, pretty impressive for an one-province minor. They appear to have a fairly strong military, but are occupied with Venice at present. They have been excommunicated. I do not think it is prudent to fight so far from my powerbase, so I decided to leave them alone and focus my expansion towards the west. I have garrisoned Georgia with a full stack, led by a 6-star prince, and am expanding the fortress there in case of war, and to discourage the Knights from starting one.
After I made peace with Georgia, I chose weakened Poland-Lithuania (now just Lithuania...) as my next target. I wiped out the royal family in one turn. The fortresses are still holding in rebel hands, but will fall soon. Here is the present state of the world (1518 AD):
https://img296.imageshack.us/img296/8636/knownworldvc2.jpg
Denmark has just gone to war with Sweden. Sweden has less than 300 men in total, so they will be crushed soon; however, I plan to intervere, since Sweden is my ally and I can gain a couple of wealthy provinces in the progress. Another possible target is the Crimean Khanate; I had a long-standing alliance with them, but it is no longer in effect because they are fighting my ally, the Moldovian Principality. Their provinces are moderately wealthy, would give me another port to the Black Sea, and would smooth out my geographical borders.
I've had fun playing this. Some notes:
-England and Scotland have been fighting for a while, England seemingly the stronger of the two, but neither has gained the upper hand. I am not sure what is current balance of power between them, though it seems the scots have a serious loyalty problem (probably because they have lost provinces often, though they have always taken them back).
-France is being gangbanged, and has absolutely no allies. Probably not unusual.
-The centre of trade in Volga-Bulgaria doesn't permit the recruitment of urban militia... Intentional?
-Foot knights may be a little *too* good... They are basically armored landsknetch (sp?) pikemen that cost less than half the price and have the added advantage of being able to use swords and shields, too. There is a serious temptation to recruit only knights as close combat troops (especially as I can only recruit from two provinces at the moment). Then again, I am swimming in money in this campaign due to having conquered Eastern Europe - perhaps the knetchpissen would seem like a more attractive alternative if I had to worry more about money.
cegorach
01-15-2007, 20:32
[QUOTE]However, the AI would always cancel the attack, and somehow, this caused my army's attack order to be also cancelled, resulting in a stalemate :inquisitive: .
Very interesting, but possible. Sometimes when two factions attack at the same time each other the engine cancells both attacks, anyway very interesting to see that.
...the Knights of St. John, who have conquered the core terrorities of the Ottoman Empire! :dizzy2:
Good one ! I like the way sometimes the game behaves - completelly impossible to predict for sure.
-The centre of trade in Volga-Bulgaria doesn't permit the recruitment of urban militia... Intentional?
Yes. The only reason why the trade center is here is to give access to some Russian units for the Kazan Khanate - they can't build russian military reform structures for obvious reasons.
-Foot knights may be a little *too* good... They are basically armored landsknetch (sp?) pikemen that cost less than half the price and have the added advantage of being able to use swords and shields, too. There is a serious temptation to recruit only knights as close combat troops (especially as I can only recruit from two provinces at the moment).
Maybe, but have much smaller units - sometimes it is the decisive factor.
Besides try to dismount them you will see something you might find useful:2thumbsup:
ElectricEel
01-15-2007, 21:55
Maybe, but have much smaller units - sometimes it is the decisive factor.
Besides try to dismount them you will see something you might find useful :2thumbsup: Yes, I noticed that.
Icefrisco
01-16-2007, 20:57
...the Knights of St. John, who have conquered the core terrorities of the Ottoman Empire!
ive had the same complaint for a while! they always seem to form a gigantic empire and navy from just rhodes!
other then that i have very few complaints, since this is by far the best mod i have ever played! ive had just a few mods but this is the best!
cegorach
01-16-2007, 21:36
It seems that the AI can handle their fleet better when only one sea area is sufficient to invade something, but the game is different every time - I remember fighting the Turks with my Bavarians in this campaign - they conquered everything up to Switzerland so there is random factor in the campaign.:book:
Any news on when you will finish your next patch with ECW included? Great work and enjoying the MOD! :2thumbsup: :2thumbsup: :2thumbsup:
cegorach
01-17-2007, 00:56
It won't be a patch, but a full release with one self-installer required to run the mod ( there will be more optional ones, but this is only for adding more stuff such as music, movies etc).
About the ECW soon I should show some screenshots. Besides I am toying with pretty weird idea of 2 campaigns on British Isles - second involving the Spanish Armada... ECW for sure, perhaps Armada as well...
cegorach
01-17-2007, 21:05
With the release of the coming PMTW 2.0 you will see a new campaign on the British Isles - English Civil Wars.
Beginning
After the battle at Marston Moor and the start of Montrose's revolt in Scotland.
https://i23.photobucket.com/albums/b356/cegorach/civilwar.jpg
* Isle of Man will be given to the Cavaliers - the rest will stay this way.
Factions
Cavaliers
Beaten at Marston Moor, but not yet broken. Montrose will distract the Scots and after the army recovers from the last defeat the roundheads will feel the full power of the Cavalier horsemen !
Roundheads
The north is cleared from the enemy, but he is still dangerous. Defeat him and watch out for the Scots and the Irish.
Covenant Scots
You have to beat the rebels and later use the fact the English are fighting each other.
Irish Confederates
Clear Ulster and get rid off the English invaders. Can you dare for more ?
Ulster
- unplayable
Will act as a notable distraction for the Irish
FEATURES
Minimalised techtree.
Recruitment tags - you have a limited number of structures to rise troops - some of those special.
Easy and cheap to build or re-build allow rising soldiers for your cause.
Differences in importance of a province, its wealth, support of the population to your cause and finally the factor who actually rises them - all affect the speed of recruitment and the size of the units you can get.
This means that London acts as a real powerbase for the Roundheads where they can rise large units of infantry much quicker than Cavaliers if they ever grasp the capital.
This means that even if the Cavaliers manage to push them to the south-east corner of England they will still have the ability to recruit large armies.
Recruitment tags are limited to:
- 3 for the Irish (one special),
- 4 for the Scottish (one-two special),
- 7 for the Cavaliers (5 special),
- 9 for the Roundheads (2 special),
see some of them if you like here:
Irish
https://i23.photobucket.com/albums/b356/cegorach/44444.jpg
Scottish
https://i23.photobucket.com/albums/b356/cegorach/cove1.jpg
https://i23.photobucket.com/albums/b356/cegorach/cove2.jpg
https://i23.photobucket.com/albums/b356/cegorach/cove3.jpg
Cavaliers
https://i23.photobucket.com/albums/b356/cegorach/charlesrecruits.jpg
https://i23.photobucket.com/albums/b356/cegorach/cornish.jpg
https://i23.photobucket.com/albums/b356/cegorach/montrose.jpg
https://i23.photobucket.com/albums/b356/cegorach/rupert.jpg
https://i23.photobucket.com/albums/b356/cegorach/wales.jpg
https://i23.photobucket.com/albums/b356/cegorach/whitecoats.jpg
Roundheads
https://i23.photobucket.com/albums/b356/cegorach/cromwell.jpg
https://i23.photobucket.com/albums/b356/cegorach/fairfax.jpg
https://i23.photobucket.com/albums/b356/cegorach/parlordrecruitment.jpg
https://i23.photobucket.com/albums/b356/cegorach/parlrecrutmentzwykla.jpg
https://i23.photobucket.com/albums/b356/cegorach/parliament1.jpg
The system of recruitment points such as those will be used in the main europen campaign for the PMTW 2.0 - to represent nomadic nations.
I will show some screenshots from the ECW campaign later.:egypt:
i have seen how random the ottomans are on one of my games were huge!!! but within 10years were only in armenia:laugh4: :laugh4: on one game they were taken out by venice within 8years
cegorach
01-24-2007, 23:28
Finally something interesting to show.
Mounted Pikemen
When marching, fighting or standing still they do not use their steeds.
https://i23.photobucket.com/albums/b356/cegorach/mp1.jpg
https://i23.photobucket.com/albums/b356/cegorach/mp2.jpg
But when they need to move quickly they mount the steeds and re-deploy quickly.
https://i23.photobucket.com/albums/b356/cegorach/mp3.jpg
Present in the new campaign Lion of the North and available to all German factions ( Hapsburgs, Bavaria, Brandenburg, Saxony, Palatinate, Munster, Hessen, Pommern, Courland) + for Bohemia and by the German Petty State for those factions which can create one (e.g. Poland or Spain).
The unit will be excellent for those who like cavalry armies - together with musket armed dragoons these dragoon pikemen will be able to create a defensive line wherever necessary.
Their main flaws however will be small numbers (50 men), slightly weaker stats and the inability to fight well in forested areas (have horses which cause such problem).
I am quite proud of this unit - it required some cunning approach to create this hybrid.
More later.:yes:
Icefrisco
01-26-2007, 17:19
wow! thats a great idea! can you show some other new units?
cegorach
01-27-2007, 20:53
Here is something els
The idea is useful for mods using areas of recruitment or homelands so its use might be limited.
Basically I tried to represent the horde from RTW in the older MTW VI engine.
So we have those zones of recruitment limiting the number of provinces which can rise soldiers, but for mobile societies of nomadic nations it seems somehow unfair.
I decided to replace the zones by more sophisticated design - a certain ( e.g. 5) number of UNIQUE (so only one each) buildings.
Each building can rise soldiers, but the number will still be small enough - because there are only 5 such buildings only 5 provinces can rise units of fleet-hoved nomadic cavalry.
Because there are only 5 such places we can ABANDON the restriction of the areas of recruitment and allow recruitment everywhere !
Now there is another thing to remember - the structures should be cheap and easy to build (for example 250 florines and one turn to erect one) so creating one will never be a problem.
So we have a situation when we have 5 provinces, each with one camp , but later our empire conquers more. New provinces in new areas which in would be away from our area of recruitmen, but now it is no problem - simply destroy whatever camp/-s you need and buid it anywhere you like.
This way your recruitment centers follow your army - exactly as a nomadic nation would do. Because you have a limited number of those you will never create oversized army larger than it would be in reality, but also you would have the soldiers where they are necessary.
There are numerous possibilities to explore:
- 2 level camps with the second level as more permanent settlement which would allow recruiting more advanced soldiers,
- mixed recruitment - some units from the camp, some from the original homeland,
- camps can be limited by a certain resource e.g. called grassland so will be possible to create only in certain provinces where the grasslands were more suitable to the nomadic horde's needs,
and many, many more.
So in general the idea has its obvious advantages:
- allows to create mobile empires, nations on move which will never be too large,
- improves looting income because the omads will not need too many buildings on their own and can burn and destroy everything else (if allowed),
- nomadic faction will be harder to eliminate, because it can always re-build its camps somewhere else, it has no real homeland and doesn't need too much to create an army after all,
Of course nothing is without certain flaws:
- the AI never destroyes what it built so they will not benefit from the idea too much,
- the AI might decide to build ALL camps in one place too... Fortunatelly the risk can be lowered by giving CATHEDRAL_INCOME to every single one and the AI has a hardcoded limit of such buildings possible to rise in one province - this way it will never construct too many in one place.
- the camp still needs a sort of a castle in the same province, but one level fort is enough. I suggest to allow building such structures in one turn's time.
- finally it might be a good idea to rise the number of soldiers in nomadic units because the army might be seen as too small by the human player (when he fights against it) - from my experience I can propose 100 men for each unit of cavalry and no changes for infantry (cavalry should be the main power of the army anyway.
Still I assume some of you can find the idea very interesting and useful.
Here are the screenshots of such sructure from the incoming last release of PMTW mod.
https://i23.photobucket.com/albums/b356/cegorach/camp2.jpg
https://i23.photobucket.com/albums/b356/cegorach/camp1.jpg
Regards Cegorach
ElectricEel
01-27-2007, 23:35
Interesting stuff. You're really stretching the old MTW engine to its limits.
cegorach
01-28-2007, 00:30
I will just say that even tanks, airplanes or flying dragons which spit fire are possible in MTW VI - the engine is more flexible than most of the modders dare to think. :yes:
cegorach
01-28-2007, 13:26
Some dragoon units in the lion of the North campaign will use the same steed as the Mounted Pikemen i.e. vanishing when not necessary see some results here
https://i23.photobucket.com/albums/b356/cegorach/rus1.jpg
https://i23.photobucket.com/albums/b356/cegorach/rus3.jpg
and most bizzare one
https://i23.photobucket.com/albums/b356/cegorach/rus2.jpg
those guys were late so took their horses.
bobbysocks
01-28-2007, 16:21
Looks great! Been playing v1.5 for a couple of months now:beam:
Two questions:
1) Do you have any idea when v.2.0 will be ready?
2) Is it possible to add dead bodies? I feel like somethings missing when there are no dead guys lying around after a fight...
Deus ret.
01-28-2007, 16:46
Ceg, this is AWESOME! I knew MTW was superior to RTW and M2TW engines, but what you extract from it seems almost superhuman! can't wait to play 2.0, although I guess it will still take a while given all those new features you're implementing all the time :beam: :2thumbsup:
edit: oh and btw ...only if I got you right, but why are you taking on a M2TW version? I can't play it on my computer but have tested it thoroughly and all I can say it's basically RTW with a different design, but similar limitations. gets somewhat dull after a while, contrary to M1TW....
cegorach
01-28-2007, 20:24
Ceg, this is AWESOME! I knew MTW was superior to RTW and M2TW engines, but what you extract from it seems almost superhuman! can't wait to play 2.0, although I guess it will still take a while given all those new features you're implementing all the time :beam: :2thumbsup:
edit: oh and btw ...only if I got you right, but why are you taking on a M2TW version? I can't play it on my computer but have tested it thoroughly and all I can say it's basically RTW with a different design, but similar limitations. gets somewhat dull after a while, contrary to M1TW....
MTW2 despite its numerous flaws has certain advantages. Of course the freaking patches will mean the mod will not really take off for some time, but at least the research will be complete.
I am slowly becoming a kind of authority in this area and I might be able to use that for something more material than just 'fame and glory'... :laugh4:
PMTW for MTW1 will be continued, polished etc - it is a testing ground for some ideas, especialy historical battles.
Besides the guide for the mod must be expanded (and COMPLETED !), perhaps with a historical supplement and a tactical one.:sweatdrop:
@bobbysocks
Looks great! Been playing v1.5 for a couple of months now
Two questions:
1) Do you have any idea when v.2.0 will be ready?
2) Is it possible to add dead bodies? I feel like somethings missing when there are no dead guys lying around after a fight...
Glad you enjoy it.
1. Not yet. It is a question how efficiently I will use my time. There are things which require really some time - such as reforming the entire castle line - new battlemaps, some castles limited to certain factions etc.
2. To some extend. The size of the mod makes it difficult. PMTW is 15 times larger than STW mod, 4 times than NTW and twice/three times as big as BKB's Supermod and there are limits even to the number of dead bodies, unfortuanatelly.
The price for ambitions, I guess:wall:
bobbysocks
01-28-2007, 21:59
I don´t think its necessary ro include bodies of all units. But I kinda like to see what damage my cannon inflicts and the overall results off battle. Anyway - suberp effort and I really enjoy your work so far :2thumbsup:
Icefrisco
01-29-2007, 04:00
I will just say that even tanks, airplanes or flying dragons which spit fire are possible in MTW VI - the engine is more flexible than most of the modders dare to think.
im really hoping thats a hint that ur making a ww1 mod! thats the only thing that could be better then pmtw(seriously, the only thing)
cegorach
01-29-2007, 13:17
I was thinking about Civil War mod (Russia after 1917 and the numerous wars out there), but it has very low priority.
HOWEVER you might want to check THIS
something interesting to see.:yes:
https://i23.photobucket.com/albums/b356/cegorach/DOUBLE1.jpg
https://i23.photobucket.com/albums/b356/cegorach/DOUBLE2.jpg
https://i23.photobucket.com/albums/b356/cegorach/DOUBLE3.jpg
English Double-armed Men
Yes all those guys are in the same ONE unit.:egypt:
cegorach
02-02-2007, 23:21
The next release is coming.
I can't for sure tell when it will happen, but it is not demanding in time required to make the things work as they are supposed to.
Unfortuanatelly there is no way I can do it without some long hours spent before the computer - it cannot be started one day and continued for a week or so, I need to stay for hours each time to finish things such as new provices and new castle maps.
Many phases of this work are very boring - REALLY boring and complicated with high level of attention necessary all the time (too easy to make a grevious mistake).
I can only add that all the letest additions and ideas were created in short periods of time I could spare for modding activities - so at least the inactivity gives me some fresh approach and allows breaking/bending new rules each time.
If come of you called PMTW the ultimate TW experience you will be shocked by the new additions I will add or already did...:yes:
Deus ret.
02-03-2007, 13:07
Yeah! Beers up, 2.0's coming....like an ultra edition of MTW ~:cheers: I'm really looking forward to the release, ceg. but don't trouble yourself too much....
Hear hear! :smash:
Good news Ceg.
Icefrisco
02-03-2007, 17:49
i cant wait!
Wladyslaw IV
02-05-2007, 21:28
ahh - the main thread. Can I ask for two things? One is let O.E. have access to all areas (Poland) and let Pl. recruit whatever it wants, so long as the area "had" it? Other than that good show. And finish the map, damn it! Just ask VH if you can borrow his from XL.
I will just say that even tanks, airplanes or flying dragons which spit fire are possible in MTW VI - the engine is more flexible than most of the modders dare to think. :yes:
I suppose it´s making the sprites that´s the main obstacle for a MTW mod. I don´t know, but somehow I imagine that to be more difficult, or at least more work-intensive, than just making the models for RTW & co. and let the engine do the animating, or is it?
That´s the price of the flexibility.
Wladyslaw IV
02-14-2007, 18:20
Can I post a request? Allow dead bodies again and let the colored bar next to an army fluctuate according to the army's size? Thanks.
cegorach
02-14-2007, 21:43
[QUOTE]I suppose it´s making the sprites that´s the main obstacle for a MTW mod.
In fact it is relatively easy and allows incredible things with the right approach.
MTW VI is incredible game to mod and very flexible too.
Some imagination and knowledge and you can achieve miracles.
Wladyslaw IV
Can I post a request? Allow dead bodies again and let the colored bar next to an army fluctuate according to the army's size? Thanks.
Dead bodies - damn difficult.
Second thing unlikely because takes hours to correct with much luck and little chance to succeed.
One is let O.E. have access to all areas (Poland) and let Pl. recruit whatever it wants, so long as the area "had" it?
Nope. Not in this mod, but I will change the custom battles slightly in SP install to allow using all kind of units anyone really wants to try first.
Still Custom hurts those units which can change their battle mode...but no pain no gain.
And finish the map, damn it! Just ask VH if you can borrow his from XL.
It is from XL already, always has been....:juggle2:
Wladyslaw IV
02-15-2007, 03:23
Why block Turkey from Poland? Just so it won't be invaded? The Turks had access, all the had to do was march north... ~;)
And why such a limited recruitment pool? Does it really have to be historically accurate, or just fun? Historically accurate... :shame:
Is Ireland in in 1480? That would be kelterific...
Irish fish smells like grass. Oh, just shoot me! It'll never happen again.. :cheerleader: :saint:
cegorach
02-15-2007, 08:35
[QUOTE]Why block Turkey from Poland? Just so it won't be invaded? The Turks had access, all the had to do was march north... ~;)
Direct access was rather hard. ALWAYS that is why both states rarely fought each other. Offensive warfare in Moldavia/Ukraine region is hard e.g. in 1621 Turks lost about 60 000 men, in 1651 Cossacks lost over 100 000, in 1660 Russians lost entire army and had to rebuild it completelly ( a rare event, but not against the Commonwealth), during the wars from 1672 to 1699 Ottomans lost over 100 000 men.
There was no direct route from Turkey to Poland, only via Wallachia and Moldavia and this is well recreated in the mod.
Besides without the limits the Ottoamsn usually moved noth ignoring their eternal enemy - the HRE.
And why such a limited recruitment pool? Does it really have to be historically accurate, or just fun? Historically accurate... :shame:
Limited ? Some countries have access to over 40 units (Poland) !
Simply you need to expand in the traditional areas of interest of a faction + Germany and Italy give you always the numerous mercenaries in almost each one province.
Is Ireland in in 1480? That would be kelterific...
Nope - other factions are more important, no space left.
Oh, just shoot me! It'll never happen again.. :cheerleader: :saint:
Maybe later.:croc:
Wladyslaw IV
02-15-2007, 10:23
You seem to be leaving out Irish Fish smells like grass - spring in fact!
But I see the point now with difficult access, that it existed in reality. So just expand as Poland and I can get access to German or Russian units, although highly unlikely I would just prance into Russia unless attacked first.
And I have a question - is there faction relationships, somewhere in the database? It seems to me there are, I just can't find them.
And I made my own mini mod for Medieval I. Want to know how to increase "Cash arrives from the church - 1000 florins" to Cash arrives from the Church - 5000 florins. And also to make the time to make peace before being excommunicated 4 years instead of 2. Don't really know if this is possible.
Anyway, happy :book: ing and I'm going to get my :coffeenews:
*EDIT*
And how do you make those little bars I see all the time at twcenter? The ones in people's sigs? I want my own too God damnit!
Icefrisco
02-19-2007, 16:37
few questions:
are there going to be any new factions in 2.0?
any new buildings?
what about new provinces?
bobbysocks
02-19-2007, 19:33
I love this mod and Im really looking forward to 2.0
However I still have problems with frequent ctds, which is strange because I can play Napoleonic TW, and MTW without any of these problems. So it seems the ctd is caused by this mod somehow. Anyone else experienced this?
And could we please, please, pretty please have at least some dead bodies in the next version?
cegorach
02-20-2007, 17:52
few questions:
[QUOTE]are there going to be any new factions in 2.0?
Courland, Ragusa, Munster, Palatinate, Bohemia, Pomerania + Siberian Natives and Hawai in the MP.
'English' campaigns have other factions, easy to guess.
any new buildings?
Over 20 for sure. Only3-4 in the main campaign however.
what about new provinces?
About a dozen.
@bobbysocks
I love this mod and Im really looking forward to 2.0
However I still have problems with frequent ctds, which is strange because I can play Napoleonic TW, and MTW without any of these problems. So it seems the ctd is caused by this mod somehow. Anyone else experienced this?
Most likely graphic drivers are to be blamed. It can be also the case of weaker graphic cards - older computers have problems with enhanced animation quality in the mod.
And could we please, please, pretty please have at least some dead bodies in the next version?
Hope so, but it might come with a patch after a couple of months (there will be some errors to correct for sure.
Wladyslaw IV
02-20-2007, 22:15
@Wladyslaw
AND Irish fish smells like grass......
Polish fish smells like frozen chicken.
But what I should be asking, will 2.0 be save game compatible with 1.5? So I don't start a new campaign today just to have to restart 3 days (months) from now?
:idea2: This is always too funny to look at. Look! :idea2: He's doing it again! hahahahha
cegorach
02-22-2007, 13:22
It seems that thanks to this discovery
https://forums.totalwar.org/vb/showthread.php?p=1437696#post1437696
of sharrukin
I can fit even more units in each campaign.
It means that some units unavailable in some campaigns will appear everywhere - miner teams, fortifications, some guard units among others.
I will also add more new units because I have about 25 free slots in each campaign now.:2thumbsup:
I will probably add more agents as well - Polish envoy, Polish agent, Italian Assassin, French emissary are my initial ideas for now - all are possible because agents ignore the hardcoded limit of units in MTW VI.:2thumbsup:
More fun, more realism, but more time to wait - unfortunatelly you can't predict everything... and I thought I know almost everything, another lesson of humility, I guess.:laugh4:
Ehh, it seems there will be those 1000 units in PMTW 2.0 after all.:yes:
It seems that thanks to this discovery
https://forums.totalwar.org/vb/showthread.php?p=1437696#post1437696
of sharrukin
I can fit even more units in each campaign.
It means that some units unavailable in some campaigns will appear everywhere - miner teams, fortifications, some guard units among others.
I will also add more new units because I have about 25 free slots in each campaign now.:2thumbsup:
I will probably add more agents as well - Polish envoy, Polish agent, Italian Assassin, French emissary are my initial ideas for now - all are possible because agents ignore the hardcoded limit of units in MTW VI.:2thumbsup:
More fun, more realism, but more time to wait - unfortunatelly you can't predict everything... and I thought I know almost everything, another lesson of humility, I guess.:laugh4:
Ehh, it seems there will be those 1000 units in PMTW 2.0 after all.:yes:
Whoa...way cool.:2thumbsup:
bobbysocks
02-22-2007, 15:46
Sounds great! Just a little longer wait then:yes:
BTW I´ve been trying to ad dead bodies, but can´t get i t to work. Just a thought - would it be possible to keep one of the original infantry units and one of the original cavalry units and add them to the Deadpagecoords to represent all dead bodies?
Been trying that - but as I never done any modding I´m not sure how to get it to work.
I don´t mind if all bodies look the same, but I would really want them in the battles, as it´s always fun to see where the fighting takes place and how intense it has been, it really adds to the atmosphere.
[QUOTE=Ciaran]
In fact it is relatively easy and allows incredible things with the right approach.
MTW VI is incredible game to mod and very flexible too.
Some imagination and knowledge and you can achieve miracles.
It´s just that there are so many mod changing the graphics for RTW, but only four for MTW (Middle Earth, Silmarillion, Napoleonic and Pike & Musket), that´s what prompted my statement. Out of curiousity, how do you make sprites for MTW? Or don´t you want to give away your secrets ~;) ?
cegorach
02-23-2007, 12:41
Windows Paint is all what is necessary, actually.:laugh4:
Preparing animations is like drawing a cartoon, all you need is someone with such skills and patience (YanTraken, streety) + someone to direct the work and combine the animations into the right files (me).:whip:
cegorach
02-23-2007, 14:58
After several ours of great, intellectual affort :juggle2: I created the list of new units which will appear in Age of Exploration in PMTW 2.0.
Thanks to some other discoveries I managed to put entire 50 additional units, mainly taken from other campaigns, but with several completelly new added as well.
So let's see.
France will get
Coustilliers who are llight spear-armed horsemen used to chase after fleeing enemy.
Will be available only to 1572.
Royal Cravates - light cavalry wearing eastrn european clothes copying Croat fashions.
They were light skirmishers used to harrass enemy, scout and outflank him. True light cavalry France needs at that time.
They will appear from 1572 and will require Richelieu's reforms.
Poland gets
Drabi - who are infantrymen of Hussiate ancestry. Available only to 1572 will add some firepower.
Hetman - is additional Polish general. His purpose is to allow more extensive use of filed fortifications which Poles erected often in defensive battles.
Will appear from 1572.
Hungary will get
Bohemian Infantry - not always of Czech origin, but mainly coming from Bohemia they have the same purpose as Polish Drabi.
German states (all of them) get
Musketeers ( Catholic states) - large range of their heavy muskets adds some killing power, but slows the rate of fire and makes them often a little more difficult to redeploy.
Musketeers (Protestant states) - Dutch muskets were lighter than those in southern Germany, but had smaller range and killing power. On the other hand they are faster to reload and the entire unit is a little easier to move.
ALL or almost all states of fully european culture get two types of general.
1. Armed with lance and riding armoured horses are very similar to Men-at-arms, but are better in every way + will have exceptional power in siegies.
Available to 1572.
2. Late general which dismounts into Fortified Position - looks the same as the present one.
Will appear from 1648.
A number of MERCENARY units will appear in each campaign. Some are known, others are new - including:
Mercenary Mounted Arquebusiers They have more ammunition and are better than ordinary Mounted Arquebusiers + can fight as mounted pistoliers if you change their battle mode.
In both cases are excellent to disrupt enemy pikemen and to cause large losses in a critical part of a battleline.
Will be available to 1572. But only if you hire them.
Balcan Haiduks rather cheap and pretty good light infantry possible to find in Balcan provinces. They will be able to hide everywhere and should be quick enough to outflank any enemy infantry, but their quite small firepower and low morale can be a problem.
Available from 1572.
Mounted Haiduks - another Balcan unit. Mercenaries and bandits fight as agile light cavalry and can dismount to Balcan Haiduks.
May appear from 1572.
In addition there will be a new option open to some pikemen units if they change their battle mode..
They will be able to deploy (different battle mode) in defensive formation - with pikemen mixed with musketeers in one unit.
Such unit will be able to hold the line against enemy cavalry and will get some ranged support from the musketeers deployed in the formation.
Unfortunatelly it will suffer against enemy infantry in close combat.
Finally there is anew concept MIRROR UNITS
new experiments and testing allowed me to add new possibilities to get some of the existing units.
MIRROR unit on its own doesn't really do anything and is possible to use only in custom battles, but in campaign its main purpose is to give access to some existing units.
This way there will appear new scottish and german units (+ one cossack) which though will have its own description if recruited will appear as something different - ordinary mercenaries Scots or Cossacks.
Anyway they will allow some factions to get certain units faster or cheaper (or both) with diffeent building requirements too.
So here is the first campaign and I still think of new agents in the game.:egypt:
Most of new soldiers will be simply shifted from other campaigns which in this way will become more interesting and with wider choice of fighting forces.
I am not going of course to add too many, only those I find justified or adding something new to a faction's choice of fighting tools.:book:
Sounds really great and still patiently waiting for your update! Will it be soon?
:2thumbsup: :2thumbsup: :2thumbsup: :2thumbsup:
Icefrisco
02-28-2007, 03:14
cool. i cant wait for this mod to come out. ive been waiting forever.
cegorach
02-28-2007, 08:18
Why didin't you try 1.5 + patch ??:inquisitive:
PMTW 2.0 will take more time than expected, but most likely will be ready before Easter.
There is so much space now, soooo much to explore.
In addition I am going to upgrade unit rosters.
Basically
Each faction will get - one unit of heavy cavalry
- one unit of medium cavalry with firearms
- one unit of light, fast cavalry to chase the routed enemy,
- one unit of heavy infantry (pikes/spears/pole-axes),
- one unit of missile infantry,
and one unit of light infantry which hides everywhere
This is the key, but of course it will be different in many cases. Still unit rosters should be easier to explore and use now.:2thumbsup:
I thought the unitlimit was reached in all campaigns.
Is it because of Sharrukins discover and your enchantment of it?
Love this mod, keep goin'
cegorach
03-04-2007, 17:11
I must admit that the discovery and my later research in the matter give so many possibilities that I can literally double the number of unitsif I want to...
I am still quite confused and sometimes really don't know how to use this, but I can promise one thing - the mod will not become more complicated than it is - most of the changes will be hidden to some degree allowing more, but easy to use options.:2thumbsup:
Deus ret.
03-06-2007, 12:42
Ceg, sometimes I wonder if you also do other things apart from modding. well, if you're only half as good in those as you are in mod-making, then your life has to be some kind of serious success story.
anyway, I'm still eager to play 2.0! the MedMod (with which I tried to bridge the waiting time) is gradually becoming boring...
cegorach
03-06-2007, 15:05
I am doing fine.:beam:
Anyway I have couple of new ideas which I am testing (or rather will be this evening) - I will describe them later when I am sure it works...
For now I can only reveal one - there will be differences in size and cost of certain units depending where they are recruited.
The mirror unit project means that you will get bigger units of Mercenary Pikemen etc in for example Germany, but those will be smaller in provinces such as Novgorod or Crete and STILL you will be able to mix both units without any problems - it will de facto remain ONE unit for all purposes except their size and cost.:2thumbsup:
Another thing.
I will create a huge thread to guide you through the unit rosters of ALL Ffactions with screenshots, building requirements as well as descriptions of all unique structures and lists of historical heroes.
Hoepefully some of you will be able to post some tips how to use certain units in the game or how to play with some factions, but your tips and ideas will be possible to post in a different thread - if there is someone willing to start I will just in case create such thread and sticky it - right now.:2thumbsup:
Deus ret.
04-03-2007, 14:03
Salve Ceg,
the pictures you posted in the Glorious victories thread reminded me of a similar thread here in this forum, but since I got no pictures, I just thought I'd ask about PMTW 2.0....just so you know there are still people very much interested in the release :yes: Despite mainly playing MedMod now I'm eagerly awaiting the Lion of teh North campaign!
cegorach
04-03-2007, 18:38
Don't worry. I am kinda shellshocked...
I am still adding new units and there is no end of it...
I am sure there will be more than 1100 of them...:hide:
The trick is to keep it easier to master and use than in 1.5.
Really... it is KILLING me.
Right now I also am waiting for a translation from Serbian about Montenegrin army at that time ( last campaign has this faction) and I am searching for some details about Bohemian forces.
Overall nothing too complicated, but takes time - especially writing all the new descriptions...:dizzy2:
Fortunatelly most of new units will be available only by changed battle mode in the game.:yes: So it is rather adding quality and new options to the existing forces than throwing too many completelly new units - which will be numerous anyway.
Comparing to PMTW 1.5 considering all new options the mod will almost DOUBLE its size.:beam:
Hi mate
you still working on the update mate??
cegorach
04-27-2007, 10:50
Hi mate
you still working on the update mate??
Of course. Next time I will throw some screenshots about the progress done for now.
The most time consuming part is writing all the new descriptions for the massive 1100+ units in the mod - ok, ok - 'only' 800-850 need those descriptions, but it is shattering experience anyway.:dizzy2:
Icefrisco
04-28-2007, 03:08
cant you just release the descriptions in a later patch?
cegorach
04-28-2007, 10:05
No. I need to finish it once and for all if possible. Later patch/es might be used to add more animations, historical battles and correct existing mistakes, but not what I can do right now..:book:
thx mate :2thumbsup: :2thumbsup:
cegorach
05-12-2007, 10:47
I have a bad message.
NO dead bodies can be added in this mod. It is only possible if ALL unit sets in ALL periods were more similar or even completelly the same.:shame:
Deus ret.
05-13-2007, 13:38
A 'bad message' you call that? It could have been much worse, like 'due to xxx I can no longer work on PMTW 2.0. The project is abandoned, sorry etc.'
After all, it isn't those bodies which make MTW or PMTW so great!
Just a one time message to express my appreciation for creating this jaugernaut of MTW moding innovation:
With or without bodies, Pike & Musket is one of the most enjoyable to play, most historically accurate to the detail, most interesting unit abounding, most aesthetically pleasing and cared after mods out there.
Only a large, wholehearted c o n g r a t u l a t i o n s will do for the one man band that put this forth - and no less.
I am awaiting for v2.0 - whenever its ready.
Many Thanks
Noir
cegorach
05-17-2007, 07:57
A 'bad message' you call that? It could have been much worse, like 'due to xxx I can no longer work on PMTW 2.0. The project is abandoned, sorry etc.'
That would NEVER happen before PMTW 2.0 is released, but even this might be updated with some addons...
For examp[le I would like to have Landsknechts animations, more diverse Muslim cavalry animations etc.
For now I can announce that as far as PMTW 2.0. is concerned research of any type is complete with Montenegro and Siberian tribes finally done.
Now I need to take some time to put the changes in the game.:book:
Deus ret.
05-20-2007, 20:49
Yay! 2.0, we're coming.....
Already looking forward to play another campaign with the Huguenots. I daresay they're the most difficult faction I've seen so far. Or maybe I'll stick with the Hapsburgs in the 'lion of the north' scenario and give those Swedes some hell?
aleksandar macedonian II
05-28-2007, 22:49
Ooo yes I can't wait to play ECV campaign,and Cego mentioned Montenegro so perhaps work on mod is nearly done.:2thumbsup:
Cangrande
06-27-2007, 22:52
Hello! Anyone there? Cooo...go away for a few months and there's nothing going on?
What's the latest with PMTW? My own 'copy' of 1.5 doesn't seem to work at all well, no campaign for a start.
I'm now living on a battlefield! Calliano, August 10 1487, somewhere beneath my feet fought Swiss, Landsknechts and Venetian heavies!
Any P&M news much appreciated!!!
cegorach
06-30-2007, 11:04
Hello! Anyone there? Cooo...go away for a few months and there's nothing going on?
What's the latest with PMTW? My own 'copy' of 1.5 doesn't seem to work at all well, no campaign for a start.
I'm now living on a battlefield! Calliano, August 10 1487, somewhere beneath my feet fought Swiss, Landsknechts and Venetian heavies!
Any P&M news much appreciated!!!
PMTW 1.5 offers full campaign. With the patch it is even better.
If there is a problem with your game it is most likely a video driver, too large campaign map resolution (will crash if that is too high) or wrong installation.
PMTW 2.0 will be a final release combining everything and adding a lot of new featurews.
OK. It seems that I will finally finish the mod - have some days off to be used for the mod.
I expect at least 2 weeks of hard (12 hours per day) of modding - mostly unit descriptions and battle maps.:yes:
Yossarian
07-01-2007, 09:36
Cheers cegorach! I still find it amazing that you bother with a MTW mod still after all these years. But you should know there are people like me who really appreciate it! Noone else seems to bother with the renaissance period much at all.
So a big thanks to you!~:thumb:
AlJabberwock
07-07-2007, 10:17
Heh,
And consumers are never sated. I am fascinated with this period and yet I can't bring myself to go back to sprites. No chance of bringing a WTW2 version into life?
Yeah, I know, its just eye candy, but, may the prophet strike me down should I lie, I have 7 and 40 years and still love the incredible beauty to the panoply of war that is offered by the MTW2 modelling and graphic APIs.
Al Jabberwock
Wladyslaw IV
07-11-2007, 20:36
Is the MP map with the New World the one used in BKB's Age of Warlords? If so, don't use it with SP! (Cut off Eastern Europe :inquisitive: ) If it includes ALL of Europe + eastern NA, why not use it with SP too, if you have time?
No dead bodies = a janitor cleaning up the field of battle after each shot. :help: I'm sure you can find a loophole to allow dead bodies. :hmg:
OMG! this is sick! :belly:
And this has to be the longest smiley ever :helloo: (I stared at it for 2 minutes, until I got bored... )
cegorach
07-16-2007, 07:35
There will be no dead bodies - I would have to demolish the entire unit roster and change the idea of the mod completely which won't happen.
About the engine - MTW2 is fine, but MTW VI allows numerous things impossible with MTW2 - dismounting, extensive use of fear factor a huge number of units...
Besides it is more complicated and I am going to have fully finished edition of this mod working first before MTW2 is ready - or playable at least...
Deus ret.
07-20-2007, 00:53
I see it's rewarding to get online once in a while.... Great news, Cegorach! Count me among those who are hungrily awaiting PMTW 2.0. The enjoyment of it will probably be dampened slightly by the fact that it will be the last version ....but I guess it will be so great that pretty few wishes will remain unadressed. Also, one has to acknowledge that old games like MTW are dying off in the end....
Here's another person eagerly awaiting 2.0 - and still playing 1.5. MTW1 may be getting on a bit but its balance of playability and realistic immersion (with a bit of modding) is still unbeatable in my view. In those respects, PMTW is several times better than the original - so can't wait to see what new or corrected stuff there is in 2.0. Go Cegorach!:yes:
Hi Cegorach! Still waiting patiently for version 2 of course, and if you can't get dead bodies I know I can live with it for the rest of game content you are spending on the game! Great Work!
:2thumbsup: :2thumbsup: :2thumbsup: :2thumbsup:
cegorach
07-21-2007, 12:27
Hello everyone !
I just wanted to add that few days ago I found some additional information about two MP-only factions and their army - Songhai Empire (MP pack 2nd campaign) and Mapuche (will appear in 2.0) - both will see their rosters redefined a little.
Second faction might be interesting because Mapuche were the only Native American force able to beat the Europeans using their own weapons and tactics - yeas pike and shot + cavalry tactics.:beam:
I am trying to squeeze some additional animations for their cavalry but might also end with using european animations - we will see soon.:inquisitive:
Wladyslaw IV
07-30-2007, 02:17
Well! Pa duh! And don't kill yourself working on this, we can wait :candle:
And don't get too excited about P&M2 - infact, consider it in theory. I know when I have two things I want to do, the first gets rushed and the second I don't even start. Hell, there isn't even a P&M2 :laugh4:
It will be alot of work and we are very appreciatory about P&M 1 :beam:
The lordz even said there is not a definete answer about a NTW 3 with a campaign map for MII. And also Lady Meg proposed to me, she's such a sweety.
:driver: Sorry, this one made me laugh hahaha.
ELITEofWARMANGINGERYBREADMEN88
07-30-2007, 04:33
You make a hell of a mod,Cego :-)
my Swiss Empire is Huge!!!!!!!!!!
cegorach
07-30-2007, 15:34
The Swiss are scary if you are FACING them - because even 10 can stop 400 other people for some time you need to make hard decisions.
Right now I am trying to figure how to add few changes improving the mod even further. I want to include all possible discoveries and possibilities offered by the engine which IS STILL more flexible than that of MTW2...:smash:
I would just like to say that this mod is my favorate for MTW and I am eagerly waiting the new release. Thank you for all of your hard work. :2thumbsup:
seireikhaan
07-31-2007, 03:36
Hey guys, I decided to give this mod a whirl, see what it was like. I must say, rather different, but quite enjoyable so far. However, I have one question. It's probably rather obvious, but i haven't yet been able to figure it out. For the units that have the choice of either bow or firearm, how exactly do I choose? Help would be appreciated.
Also, tried Ottomans on Religious Turmoil. Man, nobody likes me. I can't imagine why...:sweatdrop:
EDIT: I couldn't get the download for the patch to work. It kept saying it couldn't locate the file when I tried to download it. Is this a problem w/ my computer or w/ the website?
cegorach
07-31-2007, 07:34
Hey guys, I decided to give this mod a whirl, see what it was like. I must say, rather different, but quite enjoyable so far. However, I have one question. It's probably rather obvious, but i haven't yet been able to figure it out. For the units that have the choice of either bow or firearm, how exactly do I choose? Help would be appreciated.
Also, tried Ottomans on Religious Turmoil. Man, nobody likes me. I can't imagine why...:sweatdrop:
For most of such units there is no such choice - the information is linked to some hardcoded stat lines in missile fiel...
It is quite complicated and doesn't matter too much anyway.
For some of them you can chose such option BEFORE the battle - 'dismount' the unit and you will see...
EDIT: I couldn't get the download for the patch to work. It kept saying it couldn't locate the file when I tried to download it. Is this a problem w/ my computer or w/ the website?
I have checked a minute ago and it works perfectly...:inquisitive:
ELITEofWARMANGINGERYBREADMEN88
08-06-2007, 20:18
Hey,
I think you guys should make a P&M MP Tournment :-)
cegorach
08-09-2007, 22:00
When the 2.0 is up, why not, but I will need to write a detailed guide for MP part of the game to give more idea what units are for what purpose...
OK. My short holiday are over. It is damn hot here after wet July - which with my luck actually was my holiday... typical - so as usually I will have the odds against me. I got used to that anyway...:laugh4:
Wladyslaw IV
08-09-2007, 22:28
So any idea of when? I'll go off and play 1.5, but some prediction at all will be suprisingly sweet.
MII's version will be the mod of all mods for the game of all games. I think MII has more possibilities than RTW had.
cegorach
09-22-2007, 09:35
I am freezing any work on this project (apart from some research) to the day of the elections in Poland 21st October 2007.
It is too important to me and takes priority over everything else.
I am sorry, but that is far too serious.
Wladyslaw IV
09-22-2007, 13:38
That's fine, take some time off. PRIDE before modding. This is freeware (mods). PRIDE is your life. We love Poland and we love Cego. Enjoy the elections, take care, and we'll see you back at the end of October.
(You've been working too hard anyway :dizzy2: )
cegorach
09-22-2007, 14:18
What the hell are you talking about ? What pride ?
I will do everything so the democracy in Poland won't be threatened by some incompetant morons and that is more important than any entertainment and anything which I do for fun - this is LIFE.
Wladyslaw IV
09-22-2007, 14:23
Umm, pride = life.
Do what you have to do. That is your nation. Just as I, as an American, have the right, freedom and duty to vote in the 08 elections.
cegorach
09-22-2007, 21:18
I am not just a voter. That will be enough for this off-topic mini-thread.
I plan to use this topic for finishing the mod later so that is all.
Deus ret.
09-30-2007, 15:20
Whatever....as long as this gets finished some day. And no matter how far that day still is in the future, it will be a GREAT day!
Heh, somehow I can't help thinking that after the 21st we might see Ceg either in prison or in the Sejm :laugh4: okay just kidding. I like bad jokes. Sorry!
Time to return to my High/Swedish campaign again which I fired up just a week ago. Man it's HARD! Those darn Russians never seem to run out of manpower, and once they're neutralized the Ottomans come knocking. They seem to have acquired a strange preference for massive expansion into the steppes as with the latest patch.
This is made worse by the lack of ports on the northern shore of the Black Sea once the Ottomans have conquered the provinces, so any troops transferred there will stay there (including the Sultan) -- in view of their considerable capacity to provide for reinforcements this means over 1,000 troops per year on average. All those have to be killed somehow, and it doesn't become easier by most of them being missile cav. With Poland and a sufficient number of Hussars it was annoying rather than problematic to wipe the floor with them, but Sweden 1)is a lot poorer, 2)has fewer provinces to recruit fresh troops in and 3)has no such outstanding unit like Hussars, at least not at that time.
Nevertheless....the endless streams of Ottoman blood ripe for the slaughter at least have already valoured up my main army by 2-3 levels ~D Too bad that by now they're rather too depleted to fight properly....
cegorach
10-01-2007, 13:49
The biggest problem I faced (when playing some factions against the numerour enemies) is the shortage of the ammunition, but I can suggest to keep a number of those as reserves - though rather NOT the regimental cannons. I would also keep at least 3 'normal' cannons and use them to maximum effect.
The artillery is a very useful tool, mainly as a deterrent for those large masses missile cavalry (large targets) and save a lot of trouble
In the end I can suggest some mercenary cavalry too - poorer morale, true, but faster, easier to recruit and expendable (with some exceptions).:book:
Wladyslaw IV
10-07-2007, 13:42
The troubles I've faced is these Orthodox factions going "barbaric" on everyone, having barbarian raider ai. I understand the mod is a focus on the 15th 16th and 17th centuries, a period I love, but I just wish there was a more 'appropriate' ai for them. Is ai codable/changable at all? And for that matter, in any TW game?
If not, it was the smart and only decision. Case in point being, Catholic needed the Catholic options, as part of the Counter-Reformation, Protestant needed SOMETHING better that BR ai, and Orthodox didn't participate much in religious ordeals. I guess it being the only option... great work Ceg! :idea2: ~;) (EDIT - wink seems more logical than laughing)
Getting back to my :coffeenews:
And I leave you with ...
This one is a wee bit scary :The end:
And this one makes me feel ultra cool ~;) :verycool: Kind of reminds me of the 80's. Eh well....
cegorach
10-12-2007, 08:17
Generally I thought it is not really worth the effort - the AI will change any moment after all. Only unit and building priorities are changed sometimes.
IN 2.0 I will change few AI behaviour sets - desperate_defence for Montenegro for example - and I will do it solely because of your posts. Thanks for the inspiration.:yes:
P.S. Sadly there will be no Reindeer cavalry for the Siberian folks ( MP only faction like the Hawaii) - there is no way to put them in the game at the moment - besides it would be chariot-like animation i.e. VERY hard.
seireikhaan
10-13-2007, 23:49
I've decided to give P&M another shot, and I must say, I've been having a blast! Got whaled on as France, went from 9 allies to 2 allies and war with 5 factions in a span of 10 years! Verrry challenging, I must say. I look forward to PM V2, but please, work on your elections first. As much as I'd like to have V2 sooner, I also believe politics are more important, and in your case, perhaps more important than I, as an American, can possibly comprehend.
cegorach
10-18-2007, 06:53
GOOOD NEWS everyone - most likely I will re-gain some help with the animations - which means it is possible we will seee some most spectacular units ever done for MTW VI in this mod .:beam:
Davidian
10-18-2007, 10:36
This mod truely is the EB of MTW. I cant wait for it to be done.
Wladyslaw IV
10-18-2007, 22:07
This mod truely is the EB of MTW. I cant wait for it to be done.
Yes, I was thinking that too. Total conversion. Total fun. That's our PMTW :beam:
Havent played mtw in such a long time, I decided to start it up again last night. This mod defintely looks like something I would like.
Icefrisco
10-20-2007, 05:12
Cegorach! Hey. I havent been on the org in so long and I hoped that PMTW would be out. Im glad it will be out soon. Good luck and dont rush it.
Some reviews of the mod, mostly just bullet points of the good and bad:
Where are the descriptions? I hate to whine, but it looks like the modder just gave up halfway. All I got to go by on what a unit does is the picture.
No events. I know its not really a important thing but the events were interesting on the original game.
During the "religious tormoil" period most countries get mercenery troops to recruit. Im no historian, but countries didnt use just mercenaries. That would lead to a very crappy army.
I like the regimental cannon unit idea! The task of moving your cannons in sync with your infantry is a challenge.
Did you not imagine people would play as granada? All you have to train is granadian militia. Which are good in the beggining, but cant compete at all in the later ages.
Is the main modder possibly french? The french have a wonderful selection of units, but much more then the other countries (at least the ones iv gotten too).
Jihads dont work.
Only some countries get crusades, iv only seen the computer use them though (France, portrugal, the knights, saxons, english dont have them at least)
When you do put in the unit descriptions, they run off the screen and it has the ... anyone have a idea how to read the rest of it?
The 2 parts of the ocean is a good idea. Now the venetians or ottomans cant have navies way over in the north sea without having a base over there.
Where are the bayonets? Musketmen get eaten up by any other unit like nothing, im not saying they should be as good as melee infantry but they shouldnt be that easy.
These were mostly negative comments, but I still like the mod. Seems uncompleted.
Davidian
10-22-2007, 09:07
Congrats dude! Hope Poland will do beter under this rule.
Hi Cegorach,
I think the elections did go out like you hoped for?
I`m really addicted to MTW and especially to your mod! Its great work and all i was looking for! I love that time and all the units of the mod. I read some books about warfare and am impressed about the historical realism of the mod!
Actually im playing a campain with the hapsburgs, conquering Northeurope, while watching France and Switzerland fight:2thumbsup:
So, even while i love 1.5 i`m excited about playing 2.0 (like everybody else here)! All those progress you described sounds astonishing!
Keep it up! Your work is so much appreciated!
Holy bandit, about the unit descriptions. It's because there are like 1000 units in PMTW. :P Plenty of writing is needed to fill that.
ELITEofWARMANGINGERYBREADMEN88
10-23-2007, 14:59
One of the Best Mods I ever played. Go Swiss!!! :yes: :beam:
cegorach
10-23-2007, 15:34
VICTORY !!!! :D :D :D :D
https://i23.photobucket.com/albums/b356/cegorach/z4598984X.jpg
https://i23.photobucket.com/albums/b356/cegorach/18e3b31400149666471dbf7a.jpg
PO won in the yellow areas - DECISIVELY - in my region 49 to 21.
https://i23.photobucket.com/albums/b356/cegorach/w.jpg
Sejm (lower house)
https://i23.photobucket.com/albums/b356/cegorach/wy.jpg
Senat (upper house)
https://i23.photobucket.com/albums/b356/cegorach/wy2.jpg
I have no idea how I've managed to survive the last two years. It was one, big nightmare of incompetence, stupidity and arrogance which was getting wose with every passing month.
Now it is the time to heal the wounds and deal with the divisions created by the morons and their propaganda.
The forces of light have won a crushing victory - now it is the time to live an ordinary, 'boring' life.
:2thumbsup:
cegorach
10-23-2007, 16:04
Some reviews of the mod, mostly just bullet points of the good and bad:.
It is always good to read some. ;)
Where are the descriptions? I hate to whine, but it looks like the modder just gave up halfway. All I got to go by on what a unit does is the picture.
The rest will be done for 2.0 - some must be corrected (too long, spelling errors, etc.) - overall it takes some time to write them.
No events. I know its not really a important thing but the events were interesting on the original game.
Hardcoded - impossible to mod.
During the "religious tormoil" period most countries get mercenery troops to recruit. Im no historian, but countries didnt use just mercenaries. That would lead to a very crappy army.
There are two types of mercenaries - ordinary infantry hired from several places/areas or even 'bought' - generally non-native or simply mostly from foreign sources. And those are represented by these 'buildable' mercenary units.
Second are the real hireable mercenaries which can be hiread as in the vanilla MTW.
Basically - the first type prevails in the armies of the states which had limited in size/non-existent national armies. It makes no point to give EVERYONE their own vanilla pikemen/musketeers/etc if their numbers were very small. ;)
Did you not imagine people would play as granada? All you have to train is granadian militia. Which are good in the beggining, but cant compete at all in the later ages.
It is a bug - ALL or almost all of their units will be available in later periods i.e. after 1573.
Is the main modder possibly french? The french have a wonderful selection of units, but much more then the other countries (at least the ones iv gotten too).
No, I am not French.;)
Countries which had diverse and interesting armies have such in the mod or will have (a number of units will apppear in 2.0) - those which do not have them... don't get them..
Jihads dont work.
It wil be corrected.
Only some countries get crusades, iv only seen the computer use them though (France, portrugal, the knights, saxons, english dont have them at least)
Only catholic states can have them and only some got those - it is to recreate 'national levy' or special types of mobilisation which those countries employed. These are supposed to help to fight the Ottomans and Russia as well.
When you do put in the unit descriptions, they run off the screen and it has the ... anyone have a idea how to read the rest of it?
Read above.
Where are the bayonets? Musketmen get eaten up by any other unit like nothing, im not saying they should be as good as melee infantry but they shouldnt be that easy.
Only late infantry gets those - as in real life. Try to use the musketeers in woods if you like melee with them, but overall use your pikemen and cavalry.
Only certain eastern type infantry (Polish, Hungarian, Russian, Cossack) are better in fighting enemy cavalry, but that is all historically justifie - I have made 'some' effort to learn about it.;)
These were mostly negative comments, but I still like the mod. Seems uncompleted.
That is why it is 1.5...
macsen rufus
10-26-2007, 11:33
I fired up a new campaign last night, and am already on my thrid attempt at it. Morocco in "Religious turmoil" is seriously difficult - new Princes popping up faster than the economy can feed them. Fourth attempt I will focus on getting Songhay first rather than mines/farms, maybe I can get a sound economy then. What makes it really difficult is the two closest potential enemies (ie sources of new territories ~D) are Spain and the Ottomans, both of whom can retaliate big time if you attack them..... In one attempt I took on the Ottomans and my king had three amazing defensive battles with rapidly dwindling forces, but eventually they just threw a stack of Zirlis at me and I had to retreat to the castle. They assaulted, I won, then my king died anyway.... one tough campaign :2thumbsup:
cegorach
10-26-2007, 13:05
The Songhay conquest structures give you the access to the Tuaregs who are quite useful in desert areas - in fact it is one of the best cavalry units in the game...
macsen rufus
10-26-2007, 13:55
Tuaregs who are quite useful
:yes: :yes: I managed to get a couple of units trained, one of which turned out to be the expert against odds attacker hero :2thumbsup: The Tuaregs and the title really make it worth building earlier in the campaign I think, I left it too late.
Wladyslaw IV
10-28-2007, 10:55
Well, ceg, glad to see you back. And not imprisoned either :dizzy2:
Was this election for president or the sejm, I'm assuming the sejm is equivalent to the US's House of Representives and Senate.
Those (brothers) can't think of their names, are they still the president?
Well glad to see democracy has turned over a new leaf in yet another country, and I as an American, see it as my duty to spread democracy in the saying "one vote is worth one drop of blood". FUGGLE AUTHORITARIANISM.
Ehh, 2.0, take your time. But I have at least one question: will 2.0 be able to be made on a clean install of 1.5, or do we need a fresh install of MTW VI vanilla?
Oh, right, to the smilies... ( :laugh4: ) :404: WTF?
:wizard: Aint this one funny, kind of reminds me of Quest for Glory back in '92.
:belly: And this is still sick beyond believe. A smiley pervert would only enjoy this.
Ok dude, see ya.
ELITEofWARMANGINGERYBREADMEN88
10-28-2007, 15:17
Well, ceg, glad to see you back. And not imprisoned either :dizzy2:
Was this election for president or the sejm, I'm assuming the sejm is equivalent to the US's House of Representives and Senate.
Those (brothers) can't think of their names, are they still the president?
Well glad to see democracy has turned over a new leaf in yet another country, and I as an American, see it as my duty to spread democracy in the saying "one vote is worth one drop of blood". FUGGLE AUTHORITARIANISM.
Ehh, 2.0, take your time. But I have at least one question: will 2.0 be able to be made on a clean install of 1.5, or do we need a fresh install of MTW VI vanilla?
Oh, right, to the smilies... ( :laugh4: ) :404: WTF?
:wizard: Aint this one funny, kind of reminds me of Quest for Glory back in '92.
:belly: And this is still sick beyond believe. A smiley pervert would only enjoy this.
Ok dude, see ya.
You Did QFG :clown: ? Doesn't that smile look like that dude from QFG1, don't remember his name.
Anyhow,
I hope the Swiss will be in P&M 2.0??
Wladyslaw IV
10-29-2007, 09:00
Hmm, weirder than me.. :juggle2:
Yeah, I did QFG 1, his name was Erasmus. And I remember Carl the Gatekeeper, that arrogant guy at the front gate to the main town of Spielburg, the one always flipping the dagger in his hand. And those pixies.. man! They were hot as hell!!!
So seriously, they just don't make games like they used to.... :no:
Pirates! Gold was my all time favorite, back from 93. That game even with it's shitty 2D graphics and pixels the size of Texas, just captivated me for that whoooole summer.... ~:(
cegorach
10-29-2007, 20:17
Well, ceg, glad to see you back. And not imprisoned either :dizzy2:
Was this election for president or the sejm, I'm assuming the sejm is equivalent to the US's House of Representives and Senate.
Those (brothers) can't think of their names, are they still the president?
The moron (the president) is still there and will be for another 3 years (unless impeachment will be used - unlikely, though).
Sejm is like the House of Representatives, Senat is like Senate, though in Poland both serve for 4 year and there is one election for both at the same time.
And Poland has over 500 years of democratic tradition (first Grand Sejm was called for in 1492 for example) - the last two years are like the 'hangover' of our political system, but perhaps a necessary one because the political scene has been healed to large extent. In general it is back in normal, finally.
@{BHC}KingWarman888
I hope the Swiss will be in P&M 2.0??
I have no plans to remove them or ANY other faction, actually.
There will be new factions added to the campaign for sure, but that is thanks to the 3 new campaigns added in 2.0.
That ends all off-topic discussion guys - I am quite happy to work on the mod again without any annoying distractions from our politics.:2thumbsup:
seireikhaan
10-30-2007, 04:17
Just curious, Cegorach. Is there any kind of time table that you've set up for a release date?
cegorach
10-30-2007, 21:33
Most likely not in November, but we will see.:book:
To prove that something is going on here is the in-game image of Russian light cavalry.
Remember that this bright gren and pink are replaced by faction colours when on the battlefield...
https://i23.photobucket.com/albums/b356/cegorach/lekkakawaleriaros.jpg
Yep, it is YanTraken again. ;)
Maybe after Sunday I will be able to post some screens, from the game already.:juggle2:
Hi,
can somebody please tell me how you can buil flemish pikemen in Flandern???
The Dutch/Swedish Brigade is a limitited building, right? got really confused...:dizzy2:
Anyways, my Hapsburg Empire started at 1490 rules 3/4 of europe. Now its 1572 and I can use all those new units! So much fun, especially the Regimental Cannons! :2thumbsup:
cegorach
11-06-2007, 12:02
Hi,
can somebody please tell me how you can buil flemish pikemen in Flandern???
Here you go
"{ARMOURER, TOWN_WATCH2,SPEARMAKER2,INN}"
Which basically means you need the INN (exactly like with any other mercenary troops) and some expanded structures.
The Dutch/Swedish Brigade is a limitited building, right? got really confused...:dizzy2:
You can build those everywhere... of course you need the earlier military reforms to be build first.
Literally all of those need a gunsmith, spearmaker and horse breeder - and of course a castle, but new units will not appear before their time comes anyway.
In addition a number of countries has its own reforms - Sweden, Poland, Russia, Moldavia, England, Spain...
Thanks man! Can`t wait to have them.:laugh4:
Greetings!
Thanks Cegorach for your help in installing. PMTW 1.5 is wunderbar!
I have also downloaded the patch, and installed the main patch (but not the MP pack or "old army" pack). I noticed a thread saying that the Thirty Years War would be included in this patch; is this correct?
I do not play MP, only single player, and will probably need a new computer to play MTW2, so PMTW1.5 will do nicely for now.
So, where do I find the 30 Years War addition?
Thanks for all you do, and congrats on your election victory.
Lambere
cegorach
01-07-2008, 16:09
30 Years War wasn't really planned to appear before 2.0 where a new campaign map and new campaign starting in 1619 will allow waging it on the grand map.
Playing 1.5 with the patch is a very good way to realise how the mod works and what to use, we will see how much it wll be useful for 2.0 - I am toying with a couple of ideas which might give additional options to the game unseen in any other mod, just like with those already present in patched 1.5.
You might want to test MP install anyway - there are over 80 units unavailable in single player and new factions - Ethiopia, Songhai, Iroquis and Uzbeks + unit cost is balanced more than in 'vanilla' patch so custom battles work better.
Nevertheless single player is the main area of my efforts to make the game HARD - of course only if played on expert level.:yes:
Hound of Ulster
01-07-2008, 18:30
release date for 2.0 is..........?
I hate waiting.
cegorach
01-07-2008, 21:09
Today I have received the new map. I need at least two weeks for implementation.:book:
Hound of Ulster
01-08-2008, 02:59
When can we expect a release of PM 2.0 with all the added goodies.
Wladyslaw IV
01-08-2008, 10:13
I think he said he was shooting for the end of January. That of course might run into early February.
cegorach
01-08-2008, 10:52
Implementation of the new map starts today
https://i23.photobucket.com/albums/b356/cegorach/00000003.jpg
https://i23.photobucket.com/albums/b356/cegorach/00000004.jpg
The map was prepared by macsen rufus according to my demands. Great wark for which I am really greateful.
I will now set the buildings and units + finish a couple of things which are necessary to see the new map working - we won't need a desert in the middle of Germany for example. :juggle2:
Wladyslaw IV
01-08-2008, 11:03
Wow... Impressive. The EB of MTW VI, definetly.
Hound of Ulster
01-08-2008, 22:47
inset map of the Canaries?
Cool.
cegorach
01-09-2008, 09:48
Azores, actually - the last hope of AI Portugal.:yes:
Looking great as usual! Still patiently waiting for your MOD.
Hound of Ulster
01-09-2008, 23:17
now if thier was a way you could have multiple campaign maps....
seireikhaan
01-10-2008, 05:50
Hmm, verrrry interesting. Looks like stellar work as usual by Macsen. :2thumbsup:
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