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Byte
11-01-2002, 22:06
Well i`ve been playing with a set of data i made a week or two after i got Medieval, and i thought someone would wanna try them out, if u guys r interested ill upload it, heres a copy->paste from the readme i compiled:
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The Dawn of victory mod beta
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Before playing please read this file carefully.
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I or this mod has nothing to do with CA or Activision, this is work done by a fan of this great game and the developers of Medieval: Total War have no responsibilities over it!


So what's this mod?
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Well after playing a couple of times and seeing a lot of stuff i was really dissapointed i didn't see some units in my game, which is understandable since there are a lot of factions that die early on and you never get to see most of the 120 units. I was also pissed to see i couldn't 'normally' buy templars and other crusade units. This with the need for a more traditional tech tree for my games i decided to edit a few stuff. One thing led to another and i changed A LOT of stuff from the unit productions and did a few minor changes in the build producion file too.

You can't seriously think this is realistic?!?!?!?!
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This is probly the reason some people would want to kill me http://www.totalwar.org/ubb/smile.gif BUT.... i didn't care about realism or historical accuracy i just wanted a new style of play. THIS IS NOT A HISTORICAL MOD IN ANY WAY! Furthermore this mod is made for me and only me, if you don't like it don't blame me, i just thought someone out there might enjoy it besides me, and frankly i think a change is needed from all those "super historical campaigns" that have popped up before.

Aren't all of these changes making the game unbalanced?
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Thought i dont really care much about balance as long as it doesn't make a faction TOO week or strong, i changed a lot of data to *try* and balance the units/factions. When i finished fiddling around with the data files i stopped making any changes to balance the game and just adjusted the amount of florings in the campaign txts.
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Ok now that this is off my chest lets get to the good stuff!
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Features:
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-All factions now have a huge units list(30+ excluding war machines) across the game. Basically there are Orthodox, Byzantine, Muslim and Catholic unit lists which have some minor differences in order to avoid two factions having the same "stuff".

-All factions can now train a superunit for the hefty amount of 1750 florins =c) These units are 75 Templars/Knights Hospitaller/Knights Santiago/Khwarazmian Cavalry.(These are a bit weaker than their counterparts but are fast and have armoured horses) These units are VERY strong thought also very expensive.

-Factions can now train foot knights.

-Knights are split in three categories, the Feudal, the Chivalric and the Gothic, these are respectively stronger the former ones. Some factions have some variations ie/ instead of gothic knights they get teutonic. More about the knights is that Spain/France/Arangon now get Lancers which are even stronger than the super units but of course have a smaller size.(40)

-The Almohads now share some Spanish units and vice versa because of the influenced of the two factions.

-The muslims have Ottoman Infantry to counter European Foot Knights.(especially Gothic) They are skilled in everything, they have a bow and have the melee capabilities of european footknights, their only downfall is their Tribal nature which allows them a higher charge bonus but lower discipline(or morale, dont remember) than Knights.

-I have added valour bonuses from buildings other than Spearmakers ie/Bowyer, Horse Farmers etc. I believe this was going to be fixed in the patch too.

-You get merceneary attraction bonuses from building ports and dockyards. You also get some more income from them.

-Since i screwed up adding the Russians, Novgorod are now the true Orthodox faction with land power almost as much as High period Russia.

-The campaign starts from 900 and is supposed to change periods in 1000 and 1125, althought messed up, if anyone can fix this PLEASE do and send me the file to release a new one, thought you might prefer the game the way it is now. Also there are no units in any provinces, only buildings. To offset this i changed the starting treasure in order to avoid early expansion, althought i dont think it will unbalance the game too much.

-As i`ve said i did a lot of stuff and cant really list all of these here, it would be easier to check the data files http://www.totalwar.org/ubb/smile.gif

-Also i dont know if this should be considered a bug/screwup/feature/whatever but i messed up with Early.txt and you can build Late units from the start. I didn't find anything out of place since the later units are of course more expensive so you still start with normal units.
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Installation:
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1. Move the two files "crusaders_unit_prod11.txt" and "crusader_build_prod13.txt" to the main directory of the game, BACKUP THE ORIGINAL FILES SO YOU CAN REVERT BACK TO THE ORIGINAL FILES OF THE GAME!!!
2. Place "Early.txt" in the "GameDir:\campmap\startpos\" folder while also backing up the original file.
3. Start the game.
Note: If you want any other campaigns to work with this mod remove all the lines that add units in the campaign file
ie:/
"MakeUnit:: ID_ROME Spearmen 100
MakeUnit:: ID_ROME UrbanMilitia 60"
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This is all please have fun and if you find any bugs inform me so i can fix them. http://www.totalwar.org/ubb/smile.gif

Andreas Throumbaris aka "Byte"
2002

barocca
11-02-2002, 15:28
by all means upload it
http://www.totalwar.org/ubb/biggrin.gif

Byte
11-02-2002, 17:19
I`ve just uploaded it to http://www.totalwar.org/Downloads/Mtw_Uploads/MTWbeta/