 MTW_VI_Sheets.zip
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 Yas_units_master_201f.zip
Unittool made by Yas Terazawa for MTW VI 2.1.
V2.0.624 for MTW VI 2.0 (that is unpatched).
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 MTW_ichi_unit_avail_by_era_v1.zip
Excel sheet made by ichi showing availability of units in MTW.
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 formationdatafiles.zip
Document from CA about unit formation files (FormationData\*.txt)
Written by Longjohn
Uploaded by GilJaysmith on 25.4.03
No guarantees, no support
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See also
Tools
Guides & FAQ
Tools
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 Hero_FAQ_v1.1.zip
v1.0
Medieval: Total War Hero List FAQ by Benjamin Hunke
Contents:
1) Version History
2) Legalese
3) Word From The Author
4) Heroes
- Almohad
- Aragonese
- Burgundian
- Byzantine
- Danish
- Egyptian
- English
- French
- German HRE
- Golden Horde
- Hungarian
- Italian
- Papist
- Polish
- Rebel
- Russian
- Sicilian
- Spanish
- Swiss
- The People of Novgorod
- Turkish
5) Acknowledgments
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 tootee_corrected_mtw_stats_v11.zip
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 Actarus_TechTree_CC_10.zip
MTW techtree in Word by Actarus. Nice pictures and French legend.
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 frostone_MTW_RegionGuide_v10.zip
M:TW - The Region Guide by frostone
version: 1.0
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 WW_unit_prod_notes.zip
Notes by WesW about the unit production files.
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 MTW Farm Amortization-Fay(26Jan).zip
v1
Farm Amortization Schedule for Medieval: Total War
--------------------------------------------------
[ This text file has the "take home" message from the spreadsheet, if you don't have Excel. Also it has a few more notes made after the spreadsheet.]
Mike Fay, Ph.D. (mikestar@speedfactory.net) 1/5/03 based on MTW v. 1.00 data. Later MTW versions are probably the same, though; only the raw data (see spreadsheet tab) might have changed.
I will probably not update this any more, but if I do, it'll be at TotalWar.Org. This can be freely passed around and even modified, but just retain credit to me and state what you added (in case you're wrong, lol).
Use at your own risk. I'm not affiliated with the game makers in any way.
The amortization period is the time needed to "pay back" something one has invested in. In terms of MTW, it is the time needed to recover the cost of upgrading a farm. It's a mental handle on how profitable a farm is. Use these tables to decide whether they're worth upgrading.
Example: A province currently has a farm at the Improved 20% level, which has revenue of 119 florins. The game shows you that the 40% level will have a revenue of 139 florins, so you will be making 20 extra florin a year with the 40% upgrade. Since it costs 1000 florin to make the 40% upgrade, it will be amortized (paid off) in 50 years (1000/20) and everything past that is profit.
The "New level of revenue" table below should be compared against the revenue of the NEW upgrade to be built (on the Build popup), not against the revenue of the existing farm (which would be a different table). "Am Yrs" is the Amortization Years.
Level & Cost
------------
20% 40% 60% 80%
600 1000 1500 2500
--- ---- ---- ----
Am Yrs NEW level of revenue needs to be:
------ ---------------------------------
10 374 694 1181 2286
25 150 278 472 915
40 94 174 295 572
50 75 139 236 457
60 62 116 197 381
75 50 93 157 305
100 37 69 118 229
Revenue Difference needs to be:
-------------------------------
10 60.0 100.0 150.0 250.0
25 24.0 40.0 60.0 100.0
40 15.0 25.0 37.5 62.5
50 12.0 20.0 30.0 50.0
60 10.0 16.7 25.0 41.7
75 8.0 13.3 20.0 33.3
100 6.0 10.0 15.0 25.0
Update (spreadsheet is still the 11/2/02 version):
It's hard to keep all the above numbers in your head, and I noticed that if one does a little rounding, a few Amortization Years will have numbers that are a lot easier to remember. So here it is... you might start by memorizing one line as a benchmark, then the others after you've learned it (and/or your game has progressed to where a different row is more relevant):
Rounded Numbers --
Level & Cost
------------
20% 40% 60% 80%
600 1000 1500 2500
--- ---- ---- ----
Am Yrs NEW level of revenue needs to be:
------ ---------------------------------
25 150 300 450 900
40 100 200 300 600
75 50 100 150 300
Note how 40% and 60% are 2 and 3 times the 20% value, and the 80% value is 2 times the 60% value. Also, the 40-Year row is 2x, and the 25-Year Row is 3x, the revenue of the 75-Year row.
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 MTW_V&V.zip
A 13 page guide by Lord Romulus listing 241 of MTW's V&V:
1 "Great Warrior"
"He has a natural talent for combat, making him less likely to die in battle. +5 health"
2 "Mighty Warrior"
"His reputation for skill at arms is spreading as his fighting skills grow. +10 health, +2 valour"
3 "Famous Warrior”
"He is famous for his skill on the battlefield. Few can match him in single combat. +20 health, +3 valour"
4 "Natural Leader”
"He leads his men from the front, gaining much respect and inspiring his men. +2 morale, +1 loyalty”
5 "Fine Leader”
"He leads from the front, taking risks but gaining much respect and inspiring his men. +4 morale, +2 loyalty”
6 "Great Leader”
"He leads from the front with great courage, and all who follow him love him for it and are inspired. +6 morale, +3 loyalty”
7 "Legendary Leader”
"He leads from the front magnificently, inspiring awe in his troops and pride in his people. +6 morale, +3 loyalty, +1 happiness"
8 "Killer Instinct”
"He has a talent for killing, making him quite effective on the battlefield, and discomforting those who stand against him.”
9 "Natural Born Killer”
“He is so adept at killing in hand to hand combat that few can match him, and those that are wise fear him.”
10 "Secret Killer”
“He enjoys killing too much. He deliberately kills in practice tourneys, and tortures and kills any who offend him. So far he has managed to keep this vice secret.”
11 “Murderer”
“His habit of torturing and killing has become public knowledge. He is feared and hated because of it."
12 “Scarred”
“He has been in the thick of things in battle and has some ugly scars as result, making him look quite intimidating. +1 dread”
13 “Impressive Scars”
“His habit of putting himself in harm's way has given him some gruesome scars, and one or two war wounds that trouble him from time to time. -5 health, +2 dread”
14 “Hideous Scars”
“His hideous scars make him terrible to behold, and have given him a matching temperament. He also is almost crippled by several old wounds, making combat difficult. -5 health, +3 dread, -3 valour"
15 “Not so Bold”
“His reluctance to get directly involved in hand to hand combat has not gone unnoticed, and undermines the morale of his men. This reputation, however undeserved, is difficult to shake. -2 morale”
16 “Timorous”
“He has fought many battles but seldom gets into combat himself. His men joke about this, but it also lurks at the back of their minds as they put themselves in harm's way. -4 morale, -1 valour”
17 “Cowardly”
“His deliberate avoidance of combat in the past has become a source of ridicule. No efforts on his part can change this now. His men are reluctant to risk their lives when he will not. -6 morale, -2 valour"
18 “Good Runner”
“He is remembered for the way he ran from the battlefield on more than one occasion. Perhaps he had no choice, but whispers among his men say otherwise. -3 morale”
19 “Doubtful Courage”
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 Wes_Medmod_IV_1.1b.zip
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 fenir_A Guide to Editing Medieval Total War.v1.zip
This is 47 pages guide.
A Guide to Editing Medieval Total War
Originally Produce by “Wellington”, Taken From the www.totalwar.org Forums. Reproduced by fenir.
Part 1. The Basics, Images, and BIF files.
There are over 120 individual units in the game. Each unit is built up from a combination of the following -
- a generic unit
- a generic mount (for cavalrymen)
- a specific weapon (optionally)
- a specific shield (optionally)
For example, the generic unit 'Peasant' is used for multiple specific units -
- Peasant
- Spearman
- Pikeman
- FeudalSergeants
.... and MANY others!
These specific units are different insomuch as they carry different weapons/shields, and (in the case of cavalry) may use different mounts.
The generic units are contained in their own folders within the folder 'Textures\Men'. The images for these are contained in 2 BIF's in each of the generic-unit folders.
The relationship between a specific-unit and the generic-unit (in terms of which generic-unit and, optionally, generic-mount to use for any specific-unit) is contained in the crusader_prod11.txt file.
Most graphics associated with the generic-units are contained in their own folders, within the folder 'Textures\Men' (flags and banners are not). These generic-units are represented by 2 BIF files, for the low-res and high-res images. Each of these 2 BIF's contain 12 frames.
The low-res BIF frames are all 256x256, the hires ones 512x512. Images in the high res BIFs are twice the size of the low-res ones. This is important for weapons/shields resizing when a specific unit is being 'built' in the MTW engine.
These BIF files also contain images of all weapons and shields that may be used, in conjunction with the generic unit, in order to create a specific unit.
Both BIF graphics plates have the same name as the folder, with the high res BIF plate adding "_H" for differentiation. For example, the unit plates for the specific-unit Longbows are contained in the folder 'Textures\Men\Bowman', along with several related text files, and be named -
- Bowman.bif
- Bowman_H.bif
(Note: within the generic unit folders there is also a TGA file - ignore it - it isn't used)
Any figure image, shield image or weapon image in a BIF is defined by its own 'image rectangle', the size of this image-rectangle being constant for all 12 frames.
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See also
Tools
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 tootee_stats_difference.zip
An excel file by Tootee showing the differences between unitstats in MTW 1.0 and 1.1.
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 MTW_target_eatcoldsteel_rebellions_threads.zip
Forum discussion with CA coders about rebellions.
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 ButhcerPB-UnitsBuildings 17_09.zip
An Excel sheet prroviding information about MTW buildings per faction.
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 FU_techtree.zip
A flash techtree by ButhcerPB.
viewme
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 Giskard_mtwcamphowto_V2.zip
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 techtree_Yas.zip
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 xl_MTWBuildingandUnitData_Excel.zip
PDF version
ButcherPB
---------
Thanks All. It took me a whole lot longer than I thought but It turned out alright, eventually
All of the data came from the two crusader text files in the game's folder. They won't inport to Excel very cleanly. At least they didn't for me. However, just upen the text file in Notepad (or any text editor), select all data, and paste it directly into an open Excel Worksheet. That should work.
Any and all of you can use/re-post/mod my docs anyway you want. Also, I'm on an extended business trip and I'm having some printer problems where I'm staying so I have not had a chance to make them print all nice and pretty.
Regarding the cross religion/faction units question, I'll have to check on that. However, I separated the units by factions using the data straight from the files so unless the original files are screwed up (possible since I don't know if the game actually uses them and if they are just for reference) or the query I wrote in Access is wrong (also possible ), they're probably correct.
BTW, if you find any errors or have suggestions or whatnot, let me know.
PrintFriendlyUnitData.zip
13 september 2002
Barocca
This is the first 2 sections of ButhcerPB's
excel sheet for unit and building data
reformated to be A4 printer frienly.
Open in excel and print from there,
leave current formatting in place,
(format is landscape/90%/minimal margins)
Output is 12 legible pages,
Containing all buildings and alphabetical (almost) listing of unit types.
Faction specific data is not here,
Time prevents me reformatting that data at this time,
but listings of factional availability are included in the pages.
Validity of data is unchecked at this time,
and may change with the release of the patch.
Glaring errors please post at www.totalwar.org - editing/patches forum
(The Dungeon)
Barocca
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 MTW_Unit_stats_by_Yas.zip
Excel unit stats created by Yas Terazawa
ver. 1.00
Clan Berserk:
http://shogun.cafe24.com/medieval
U can find Visual Unit_stats_tables, many data there.
AB_access_Unit_Stats.zip
Based on Yas Excel file here is a small Access 97 database. You can compare different units and modify the data presented in the "Vergleich" form.
Copyright Arnold Bühler. This can be distributed freely for private use. Commercial distribution is not allowed.
Have fun
Arnold Bühler
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 Target_production_files.zip
Name: Target
Date: 6th September 2002
These are the original Excel files used to create the building and unit production text files. I've uploaded these because opening the .txt files that come with the game in Excel and then saving out the files again produces errors that stop the game working. They were created in Excel 2000, so they probably won't load into earlier versions of Excel.
In order to create new building and unit files that can be recognised by the game, save out the excel file as a TAB-DELIMITED text file. The option to do this is in the "Save As" dialog box in Excel. From the "Save As Type" dropdown list, choose the tab-delimited text option and then save.
Don't forget to make backups of your existing crusader_build_prod13.txt and crusaders_unit_prod11.txt files before you overwrite them with new ones.
Have fun.
Target
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See also
Tools
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 JZTemple_MTW-unit-info.zip
Excel and txt information about MTW units created by JZ Temple.
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