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Final version of the MTW XL mod
The final version of my mod is out now. It has:
- 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
- New Hospital, Bank and Royal bank building added.
- 3 pagan religious buildings added.
- Pagan shaman, Emissaries, spies and assassins
- New unit stats (Units have more correct stats, higher morale. Battles are now much harder and fun!)
- Improved AI (Build better units, better empire building)
- New trade structure (The AI can't handle a trade network in the original game, giving the player a big advantage. Trade income has therefore been reduced and farm income increased by 30%)
- GA mode playable with all factions
- New GA and Prebattle shields for all factions
- Old game still playable, but only with the 9 new provinces.
- Auto-install (very easy install)
- English and Spanish language
- New music (large version only)
- MTW: VI needed
Here is the link for the new mod :evilgrin:
The small version:
http://www.3ddownloads.com/strategy-..._XL2_Light.exe
The big one:
http://www.3ddownloads.com/strategy-...W_XL2_Full.exe
More info, click here:
https://forums.totalwar.org/vb/showthread.php?t=31201
Enjoy!!! :charge:
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Re: Final version of the MTW XL mod
Aah, forgot to put this in thew mods forum?
And are you open to critisism? Cos if not then don't read the following.
I'll try to be as constructive and helpful with this stuff about your mod, which I am sure you worked very hard on.
A lot of mods are designed to look good primarily and nothing else, especially gameplay is one thing that I dislike about many mods. HTW is the only one I have played so far that actually got it right, but on first glance yours did not (on first glance, I mean) This is because:
-I was playing as the Scots on early, who have a terrible economy and who I even got a massive rebellion which crushed me in the first year, even when I built peasants and watch towers and had very low taxes for.
-All *playable* factions should have reasonable economies as well as either a strong balance of fairly good provinces or at least a decent capital.
-In many mods I also find the problem of 'being swallowed whole' where one faction can easily destroy another on the first turn (eg. prussia and poland on NTW) Has this changed in yours?
-Factions need to have variety, at least *playable* factions do, to stop the game from being stale and yawnsome. This is why the Burgundians where not playable (even though they emerge in the late period, but that could have been changed) and why the Aragonese where only made playable in VI.
-I find that in many mods factions are not only strong, but also able to build their best units right away. In the original MTW, I liked how you had to work hard for particular units, e.g. Gothic Knights. But in say HTW, the Spartans/Lakedemoni can get their superb hoplites right at the start, and for not that high a cost either. NTW did quite well with this however.
-The only mod I ever generally play is the MedMod, simply because the gameplay is considered above all else, especially the graphics which are all clones. But I don't really care about graphic cloning, as long as the gameplay is good.
-I hope that if your mod doesn't already have all of these things, it should be put in. I like the new factions and provinces (which are what by the way?) more than the BKB ones. (BKB is still good)
Thank you for your time spent reading this, and I hope that you will take what I said (even slightly) into account.
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Re: Final version of the MTW XL mod
Erm...................the links lead nowhere.
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Re: Final version of the MTW XL mod
@Silver Rusher
I have done a lot of editting to help out the small factions. The beta was not that much balanced, but this have changed now. I like some of the things about medmod, specially the big stacks comming your way. The new polish provinces should help out the poles, but also the bigger buildup of units should make things harder. The first mod I made was mostly about graphics and more factions, my new mod is more about gameplay. The beta was a test of my ideas for new gameplay
@Spartiate
The server has properly crashed. If it dosn't get online tonight, then it can be downloaded at 3Ddownloads when Tosa uploads it. I will post the link as soon as it happens. :wall:
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Re: Final version of the MTW XL mod
Wow, with all these new factions and provinces, AS WELL as specially tweaked gameplay. I think it's good that landbridges have been removed, as it was boring to just be able to move from corsica to sardinia, but now with that possibility of it being impossible due to blockades, it will add a lot to the strategic element. (hopefully) And mods with strategy considered are always worth downloading, maybe even buying.
Do the new units have new graphics? If so, can I see them?
Plus, what are the new provinces?
And, a little modding question, how on earth did you fit 9 more provinces and 14 factions? I thought that those were limited (factions: 32 and provinces: 99)
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Re: Final version of the MTW XL mod
Quote:
Originally Posted by Silver Rusher
Wow, with all these new factions and provinces, AS WELL as specially tweaked gameplay. I think it's good that landbridges have been removed, as it was boring to just be able to move from corsica to sardinia, but now with that possibility of it being impossible due to blockades, it will add a lot to the strategic element. (hopefully) And mods with strategy considered are always worth downloading, maybe even buying.
Do the new units have new graphics? If so, can I see them?
Plus, what are the new provinces?
And, a little modding question, how on earth did you fit 9 more provinces and 14 factions? I thought that those were limited (factions: 32 and provinces: 99)
The new provinces are Estonia, Scania, Mesophotamia (or something like that), Great poland, Lesser khazar, Murcia, Algarve, Levidia and Savoy.
The game is now set up in 3 independant campaigns, so that there allways will be the max amount of factions (30). The old setup wasted faction "spaces", because some factions are only in 1 or 2 periods. The hidden province Africa (Sahara) has been removed and 9 new ones have been added. Basicly Im trying to max all periods within MTW limits.
Sadly I don't have any pics on my HD, but I might add some later. The graphic changes I have made are only new shields and weapons. Most of the borring white shields have been replaced by new ones that has the faction colours (changes colour).
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Re: Final version of the MTW XL mod
silver rusher, just wondering, are you a proffesional sycophant???? how can u say this:
-I hope that if your mod doesn't already have all of these things, it should be put in. I like the new factions and provinces (which are what by the way?) more than the BKB ones. (BKB is still good)
you are saying that u enjoy the new provinces, but u then contradict urself by asking what they are??
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Re: Final version of the MTW XL mod
Quote:
Originally Posted by Duke Dick
silver rusher, just wondering, are you a proffesional sycophant???? how can u say this:
-I hope that if your mod doesn't already have all of these things, it should be put in. I like the new factions and provinces (which are what by the way?) more than the BKB ones. (BKB is still good)
you are saying that u enjoy the new provinces, but u then contradict urself by asking what they are??
He might have just meant he likes how some of the bigger ones have been divided up or something, but can't remember the exact names of them. Not everyone has expert knowledge about middle ages political boundries.
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Re: Final version of the MTW XL mod
Er this is for mtw or mtw/vi? ~:confused:
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Re: Final version of the MTW XL mod
Quote:
Originally Posted by Lonewarrior
Er this is for mtw or mtw/vi? ~:confused:
It is for MTW VI with the 2.01 patch
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Re: Final version of the MTW XL mod
as soon as i can d/l it and install you can be sure that i will do so. ~:)
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Re: Final version of the MTW XL mod
Quote:
Originally Posted by VikingHorde
It is for MTW VI with the 2.01 patch
Excellent Thanks :2thumbsup:
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Re: Final version of the MTW XL mod
it's excellent fun, play it. :duel:
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Re: Final version of the MTW XL mod
I really liked some of the stat changes, fast Urban milita is defnitly an inetersting thing.
I could propably write some kind of unit guide to your mod, but I am too stupid to get the total unit change list out of the modded data, so you would have to e-mail it or pm it.
I planned it like this:
Example:
Unit: Lithunian infantry
Comparable too: Vikings/Byz Infantry
Stat line:
Other facts: Units of 100, pretty cheap, buildable from start.
Building reqs: Swordsmith + Level 1 armoursmith
Descritpion: Propably the best infantry of the east, they are even a match to the fearsome Byz Infantry. As a Lithunian player, these guys will be the mainstay of your army, I tend to use them in 33x3 formations as 50x2 gets a bit unwieldy. They can beat nearly anything if fighting in a wood, what they cannot beat can usually be swarmed by your numbers. In contrast to other Axemen, their good Leadership coupled with huge numbers offers them significantly better odds against Cavalry.
Like all mellee infantry, ridden bowmen of all kins can ruin their days, so be sure to support them against such foes.
Units to kill: weaker Sword types, Spears, Light Cavalry, Knight-like units und favorable conditions(e.g. in woods or if the Knights cannot get a charge bonus).
Units to watch out for: Ridden Archers, heavier heavy infantry (Varangarians, Chiv foot Knights etc.)
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Re: Final version of the MTW XL mod
Quote:
Originally Posted by Mightypeon
I really liked some of the stat changes, fast Urban milita is defnitly an inetersting thing.
I could propably write some kind of unit guide to your mod, but I am too stupid to get the total unit change list out of the modded data, so you would have to e-mail it or pm it.
I planned it like this:
Example:
Unit: Lithunian infantry
Comparable too: Vikings/Byz Infantry
Stat line:
Other facts: Units of 100, pretty cheap, buildable from start.
Building reqs: Swordsmith + Level 1 armoursmith
Descritpion: Propably the best infantry of the east, they are even a match to the fearsome Byz Infantry. As a Lithunian player, these guys will be the mainstay of your army, I tend to use them in 33x3 formations as 50x2 gets a bit unwieldy. They can beat nearly anything if fighting in a wood, what they cannot beat can usually be swarmed by your numbers. In contrast to other Axemen, their good Leadership coupled with huge numbers offers them significantly better odds against Cavalry.
Like all mellee infantry, ridden bowmen of all kins can ruin their days, so be sure to support them against such foes.
Units to kill: weaker Sword types, Spears, Light Cavalry, Knight-like units und favorable conditions(e.g. in woods or if the Knights cannot get a charge bonus).
Units to watch out for: Ridden Archers, heavier heavy infantry (Varangarians, Chiv foot Knights etc.)
A unit guide could be great. There is an exel file the root of the MTW folder (I think it's called xl_stats or something like that) that has info on unit stats. I will try to find the rest of the data not included in the file.
The mod is now moved to 3D downloads, the links on the top has been updated.
~:cheers:
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Re: Final version of the MTW XL mod
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Re: Final version of the MTW XL mod
I just installed the new version of XL. Afwul lot of effort has gone into the mod and it shows. Good work! ~:cool:
I was wondering what would be the most challenging faction to play in the XL? I picked Serbs because they are in the middle of map and have only one province. However, their special sword units seems to make my life too easy. What do you think is the most challenging faction?
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Re: Final version of the MTW XL mod
Quote:
Originally Posted by Cruelsader
I just installed the new version of XL. Afwul lot of effort has gone into the mod and it shows. Good work! ~:cool:
I was wondering what would be the most challenging faction to play in the XL? I picked Serbs because they are in the middle of map and have only one province. However, their special sword units seems to make my life too easy. What do you think is the most challenging faction?
Thanks ~:) I think the Armenians or scots are the hardest factions, maybe also the Lithuanians becase of the lack of good heavy cav (just like in history). The serb swordmen have about the same strength as verstern swordmen, but they also have a billmen kind of unit.
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Re: Final version of the MTW XL mod
Well, the Lithunians certainly arent:P
Ask my Lithunain infanrty commander who is currently on garrison duty in Egypt, at 1160:p
The Lith infantry is simply amazing...
I would say Volgo Bulgarians in high, bascailly you got some ok Cav and the horde will be on your toes in 15 years.
I would say that Scotland is a bit easier than Armeina, storming engalnd is not that difficult, you got some ins for a reason.
In addtion, the English King start in France, so you will have free riegn for a while.
Armenia hmm...
I did not play with them, but their positon is certainly not favoruable.
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Re: Final version of the MTW XL mod
Scots did not seem to be difficult. You are right about their cavalry, of course, but their position on the strat map is very good, their special spear unit is great and highlanders come very cheap. I conquered all English provinces on the island in 6 years, then built a navy and conquered Ireland. At that point I decided to quit the campaign because it seemed simply question of time when I would win. Sure, several AI factions had ships but I was building my navy up fast and soon they would not really had chance to invade British Islands. Once my homelands are secure and cranking out troops... no chance for the poor AI.
I picked Bohemians instead because I noticed that they got killed very early in all XL games I had started so far. They are indeed quite difficult! I built my army as fast as I could but very soon reached the point where I could not upkeep them. So, I decided to attack Germany who was strongest by the number of armies but who was fighting many of his neighbours. For the first 20 years or so I could only raid occasionally (hoping to get a province without a siege) but most of the time I defended Bohemia and survived only thanks to ransom money. Eventually, Germany's armies diminished (the usual kill+capture ratio was 1:12 in my favour and Germany was fighting other factions too) and I started serious offensive. In 20 years I have conquered most of what used to be Germany and Italy. Germans are doomed but I could still lose because my forces are spread thin and all my neighbours have big stacks on the border. They are my allies but .... you know. ~;)
In any case, the mod is very interesting! Thanks! :2thumbsup:
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Re: Final version of the MTW XL mod
I have not tryed any of the factions my self, only used the -ian mode to balance the mod. It was only a gez :juggle2:
High period is properly more fun, because most factions are more developed. Even though the AI has a new setup, it still takes time for them to build up. Early expansion makes the game easier, but the game will get harder once the other factions gets up and running. Right now im playing as the byz in high period and there are stacks on all borders in 1221 (allies, but for how long). I only have one stack to defend all borders, but got lots of ships to move it around. Asia minor, constantinopel and greece is mine and im building lots of troops. I just hope I can build enogth in time :duel:
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Re: Final version of the MTW XL mod
If anyone have found bugs or things that needs to be corrected, please let me know. I will put it all into a patch.
About making things harder, I have just herd at the .com that using "nuttermode" with the mod makes campaings insane. Sounds cool, haven't tryed it though.
~:cheers:
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Re: Final version of the MTW XL mod
Quote:
Originally Posted by VikingHorde
If anyone have found bugs or things that needs to be corrected, please let me know. I will put it all into a patch.
About making things harder, I have just herd at the .com that using "nuttermode" with the mod makes campaings insane. Sounds cool, haven't tryed it though.
~:cheers:
ummm whats nuttermode? btw found no bugs so far.
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Re: Final version of the MTW XL mod
Quote:
Originally Posted by Armchair Athlete
ummm whats nuttermode? btw found no bugs so far.
I think it's some kind of code that you use just like cheat codes. I think it is written like this ".nutter." without the " ingame.
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Re: Final version of the MTW XL mod
ahh yes now I remember, I think it is the cheat where everything is built in one turn? Thanks.
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Re : Final version of the MTW XL mod
seems cool. I need to find time to test that.....
Just a question, as I'm not sure to have understood : the new faction are IN ADDITION to the old ones, or do replace them???
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Re: Re : Final version of the MTW XL mod
Quote:
Originally Posted by el_slapper
seems cool. I need to find time to test that.....
Just a question, as I'm not sure to have understood : the new faction are IN ADDITION to the old ones, or do replace them???
The Italians are replaced by the Venetians and Genoans. The swiss have been replaced by another faction, but all the rest of the old factions are there. :charge:
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Re : Re: Re : Final version of the MTW XL mod
Quote:
Originally Posted by VikingHorde
The Italians are replaced by the Venetians and Genoans. The swiss have been replaced by another faction, but all the rest of the old factions are there. :charge:
impressive. Sure I will test that this weekend(not possible at work)
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Re: Final version of the MTW XL mod
Sounds good, Ive been planning to try to do a mod to add the Irish into the game so this should save me the tears and frustration!
When you say its an addon and you can still play the old mode, does this mean that when choosing your campaighn you have 7 options? I ask because more than one person plays the game on my pc and some of them may not appreciate a harder ai.
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Re: Final version of the MTW XL mod
Yes, you will have 7 options. The campaigns with harder AI are marked with a XL (Early XL, High XL and Late XL). There is one change to the old campaings and that is the 9 extra provinces. The AI, units, factions ect. are the same. The change to the old game was done to make the mod more solid, because the mod and game would then share the same map.
~:cheers: