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VikingHorde
07-30-2004, 23:19
Medieval: Total War XL

I have made a new version of the game with new factions og music. The MOD will be split op in two, the MOD and a music pack. The music pack is not needed in order to play the game.


Features of version 2.0 Beta:
- New versions of Early, High and Late.
- New map with 9 extra provinces.
- 17 new factions. Included are: Armenians, Bohemians, Bulgarians, Crusader States, Cumans, Genoese, Hospitaller Order, Irish, Lithuanians, Norwegians, Portuguese, Scots, Serbians, Swedes, Teutonic Knights, Venetians, and Volga Bulgarians.
- The unplayable factions can now be played (Burgundians, Golden Horde, Novgorod, Papalcy)
- Lots of New units
- Landbriges removed
- Pagan religious buildings added.
- New Bank building for the fighting Orders.
- New unit stats
- Better game ballance, including a new trade struture.
- GA mode playable with all factions
- New GA og Prebattle shields for all factions
- Old game still playable
- Auto-install (very easy install)
- MTW: VI needed

No german version in the beta, will come later

Get the mod here (145MB):
http://www.3ddownloads.com/strategy-gaming...W_XL2.0BETA.exe (http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/VH_MTW_XL2.0BETA.exe)


Features of version 1.2:
- New versions of Early, High and Late.
- 13 new factions. Included are: Armenians, Bulgarians, Crusader States, Cumans, Genoese, Lithuanians, Portuguese, Scots, Serbians, Swedes, Teutonic Knights, Venetians, and Volga Bulgarians.
- New music for the added factions.
- Pagan religious buildings added.
- New GA og Prebattle shields for all factions
- The unplayable factions can now be played (Golden Horde, Novgorod, Papalcy)
- GA mode playable with all factions
- Old game still playable
- Easy to install
- MTW: VI needed


If you have questions, problems or feedback, then please post it here. This thread deals with anything related to this MOD.


Get the Version 1.2 + Update here (19 MB):
http://www.3ddownloads.com/strategy-gaming...TW_XL_MOD12.zip (http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/VH_MTW_XL_MOD12.zip)
http://www.3ddownloads.com/strategy-gaming...XL_Mod12fix.exe (http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/VH_MTW_XL_Mod12fix.exe)

Installation Order:
VH_MTW_XL_MOD12.zip
VH_MTW_XL_Mod12fix.exe

Get the Music Pack + Music Update here (51 MB):

http://www.3ddownloads.com/totalwar/MTW/St...L_MusicPack.zip (http://www.3ddownloads.com/totalwar/MTW/Stats/VH_MTW_XL_MusicPack.zip)
http://www.3ddownloads.com/strategy-gaming...ack12update.exe (http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/VH_MTW_XL_MusicPack12update.exe)

Installation Order with music:
VH_MTW_XL_MusicPack.zip (rar files inside, needs to be unpacked)
VH_MTW_XL_MOD12.zip
VH_MTW_XL_MusicPack12update.exe
VH_MTW_XL_Mod12fix.exe

Enjoy
*cheers*

Kali
07-31-2004, 09:15
http://212.238.194.39/iB_html/non-cgi/emoticons/biggrin.gif This mod sounds excellant. Particularly as you've got all the GA's working. Any chance you could tell us what new provinces you've added Viking Horde.
Cheers m8.

Despot of the English
07-31-2004, 14:59
I've just finished my first GA campaign as the Hospitallers and enjoyed it a lot (came 4th and the Pope won but you can't have everything.) I now intend to start an early campaign http://212.238.194.39/iB_html/non-cgi/emoticons/biggrin.gif .

I noticed that when the Golden Horde re-emerged they had a couple of units of Joms Vikings. This also happened when the Teutonic Knights re-emerged too.

VikingHorde
07-31-2004, 16:38
Quote[/b] ]This mod sounds excellant. Particularly as you've got all the GA's working. Any chance you could tell us what new provinces you've added Viking Horde

I have added the following provinces:
Algarve (Southen half of Portugal)
Murcia (Western part of Corduba)
Scania (Southen part of Sweden)
Levidia (Province south of Kiev)
Estonia (Northen part of Livonia)
Savoy (South of Burgundy)
Greater Poland (Poland devided in two)
Lesser Khazar (Khazar devided in two)
Mesophotamia (Syria devided in two)

A few other provinces have changed a little.



Quote[/b] ]I noticed that when the Golden Horde re-emerged they had a couple of units of Joms Vikings. This also happened when the Teutonic Knights re-emerged too.

Jepp, I have seen it a few days ago. It's just a minor thing I have forgotten in the unit prod. files. It will be corrected.

PseRamesses
08-01-2004, 09:19
VH,
I must praise the excellent work youve done with 2.0. You know Ive played 1.0 since you released it but the new beta is almost MedMod-class, absolutely outstanding. The removal of peasants altogether and the upping of farm incomes proved to be effective. The AI now builds not only great stacks but also improves upgrades in the provinces, almost like a human player.
By now Ive played some 30-50 years with the Swedes, Danishs, Norwegians, English, French, Spanish, Almohads, Egyptians, Turks, Byzantines, Russians and Novgorodians and the experiance is the same all around.
The adding of tough Scots and Irish, only accessable by sea and thus risking an x-com puts the English in a jam. The adding of Murcia and Algarve on the Iberian penninsula makes a Spanish game alot tougher. Adding provinces like Savoy and Mesopotamia makes mine and Katanks blitz-strategies almost unplayable. The russian steppes now is a real challenge with the Lithuanians, Volga-Bulgarians, Cumans, Russians and the Novgorodians all fighting for it. The adding of a, seemingly rebellious Estonia (much like Livonia) is great. The division of Khazar and Kiev makes this region very interesting for the player. Putting Bohemians smack in the middle surrounded by HRE, Poles and Hungarians was great. Not only do the put up a comp but also tries effectively to move in on her neighbours.

Another thing that really stands out are all the new units which are great VH. I must say Im impressed with your work and XL is turing out to be the next runner up for best MTW-mod along with MedMod. Im really looking forward to the finished version. Thanks

Despot of the English
08-01-2004, 11:32
I think the best MTW mod is out of VikingHorde's and BKB's. Medmod's good but those two are superior with how many playable factions there are available and the new provinces.

VikingHorde, any chance of adding Constantinople as a home province for the Venetians at the start of the High period? I'm thinking about the fourth crusade here and Venice's key role in the Latin conquest of Byzantium. That'd be great

Despot of the English
08-01-2004, 11:34
Sorry to double post but I'd like to clarify when I said home province for the Venetians I was referring to GAs and not as an actual Venetian province.

VikingHorde
08-01-2004, 17:29
@PseRamesses: Thanks for the info, it's nice to know how the AI works.

@Despot of the English: Maybe they should have the provinces as a GA. There are no Latin kingdom, so it's ok to add it. The GA homeland should be 1204-126X I think.

08-01-2004, 17:38
Hello there,

this mod looks great, but there's just one thing, as I wanted to see the new units, I went into custom battles, but I was not able to see those new units, actually only three standards units for the cumans, peasent, archers and militia (in high era) http://212.238.194.39/iB_html/non-cgi/emoticons/rock.gif Is it normal? Before installing the mod I've applied the patch for VI 2.01 should I have done so ?

Speedfreak

Despot of the English
08-01-2004, 22:12
Quote[/b] (VikingHorde @ Aug. 01 2004,17:29)]@Despot of the English: Maybe they should have the provinces as a GA. There are no Latin kingdom, so it's ok to add it. The GA homeland should be 1204-126X I think.
Sounds good. Constantinople should be worth at least 5 points.
As it isn't possible to create new objectives for the GAs, allocating potential homeland provinces for a faction is maybe the only way to get round this.

VikingHorde
08-01-2004, 22:39
Quote[/b] ]this mod looks great, but there's just one thing, as I wanted to see the new units, I went into custom battles, but I was not able to see those new units, actually only three standards units for the cumans, peasent, archers and militia (in high era) Is it normal? Before installing the mod I've applied the patch for VI 2.01 should I have done so ?

I have not added all units to custom battle mode, but I will add them soon. I wanted to send out the campane first to find bugs and errors. The final release will have all units in custom battle.


Quote[/b] ]Sounds good. Constantinople should be worth at least 5 points.
As it isn't possible to create new objectives for the GAs, allocating potential homeland provinces for a faction is maybe the only way to get round this.

It's sadly the only way to add Constantinople, so I hope RTW will be better. Maybe i'll make a MTW XL mod for RTW http://212.238.194.39/iB_html/non-cgi/emoticons/tounge.gif

Armchair Athlete
08-02-2004, 02:21
A medieval total war XL mod for RTW would be awesome But anyway I have played this version quite a lot (and loving it) just a couple of easily fixable bugs I picked up;

In High period, Anatolia (property of the Turks) has a church costructed in it, and as Muslim factions cannot build churches this causes freezes and pop up messages. Just a case of removing it from the startpos file.

Another one which I dont know if it is intentional or not, but for the office names for the Crusader states you have spelt Jerusalem as Jarusalem. I dont know if that is the way it was spelt back then or it is just a spelling mistake

Finally for some balance suggestions, it is quite balanced already (and the AI puts up a good fight now) but there are a few things that need looking at IMHO.

I think the Burgundinians in late need more starting heirs, they only get one before the king dies from old age and so when I play they often get wiped out quickly.

I feel that Serbian Valesta (spelling?) cavalry are slightly overpowered, if built in Serbia they can have plus two valour (province and master horse builder) plus the fact they are 40 man heir units and often have valour raising virtues. Also they can dismount into valour two chivalric foot knights. I easily won just abusing this, maybe change it so they need a master horse breeder instead of a horse breeders guild, so they cannot gain the plus one valour from a MHB.

I also think that Halberdiers are also now overpowered, now that their morale is so high and they have a higher attack, coupled with a very large defense/armour. They just dont run away anymore, they sit there killing and killing. Also with the super halberdiers, there is no real reason to build chivalric foot kights, they are a smaller unit with only one more attack and morale. I suggest lowering the Halberdiers morale back down to about two or so, so they have quite poor morale. This will also give a reason to use the smaller Chivalric Foot Knights (as they have a significantly better morale).

Just my 2 cents worth, but an excellent mod, great work My favourite so far.

Despot of the English
08-02-2004, 10:49
VikingHorde, just wondering, how difficult is it to alter the campaign map and add new provinces?

VikingHorde
08-03-2004, 14:00
@Armchair Athlete
Thanks for the info, specially the bug info.

@Despot of the English
It's not that hard to change the campaign map and add new provinces.

Admin
08-06-2004, 22:49
Posted: Aug. 02 2004,16:57
VikingHorde

@Armchair Athlete:
Thanks for the info, very usefull. Im going to edit the prod. files.


VikingHorde, just wondering, how difficult is it to alter the campaign map and add new provinces?
It is not too hard to do. Adding a new provinces means removing another one..

Admin
08-06-2004, 22:49
Posted: Aug. 02 2004,17:59
Beetlio

Hey there Vikinghorde.

Some interesting unit propositions:

Mediterranean Corsairs - everyone loves pirates! these should take the form of light infantry with shortbows, fast, below average stats - around 2 attack, 1 defence, armed with sword and bow. Trainable by all factions in Algeria, Tunisia, Malta, Rhodes, Crete and Cyrenacia.

Ugrian warriors - decent footsoldiers from the Volga valley and Ural mountains fighting for the Volga-Bulgarians. 60 man unit armed with spears + shields - 1 attack, 2 defence, good morale. Available to Volga Bulgarians

Admin
08-06-2004, 22:50
Posted: Aug. 02 2004,18:03
VikingHorde


Hey there Vikinghorde.

Some interesting unit propositions:

Mediterranean Corsairs - everyone loves pirates! these should take the form of light infantry with shortbows, fast, below average stats - around 2 attack, 1 defence, armed with sword and bow. Trainable by all factions in Algeria, Tunisia, Malta, Rhodes, Crete and Cyrenacia.

Ugrian warriors - decent footsoldiers from the Volga valley and Ural mountains fighting for the Volga-Bulgarians. 60 man unit armed with spears + shields - 1 attack, 2 defence, good morale. Available to Volga Bulgarians
Thanks for the units, they look cool :p