VI definite mod- tried yet??
if you don`t have an english version and/or a 56k modem you maybe tried this mod,
Definite Mod for VI (at the "where it all should be" org)
it opens the dismouted knights, lowered trade income and increased farm income...andandand
sofar i encountered a much harder fighting as the enemy has better armies quite soon. and thereby acts a little more agressive.
i couldn`t find any comments, but i think there should be some..
Re: VI definite mod- tried yet??
first online comment:
the mod is a nice one. nice because it "opens" all crusader-units, swordbrothers(feudal foot) and chivaleric counters. additionaly some other units are enabled in various time-eras; like early varagian guard for example
it also changes ballists and archer-ammo to their own profit, and increases gunnery-skill of gunners
at least the whole income is HUGE! mine & farm income are pushed way up, while trade is reduced (mind the AI)
as a result;
big armies, many foes, many merry..
if you dislike the time-phase of "building empire" and like to jump right to "empires & bloodsheft; a fairy tale" ..this mod is exactly (if you don`t have the version to play the real mtw-mods) what you need.
nice? yes! you can chose and remove (backup) as easy as copy/paste.
i chose the units and the "projectiles", but have no need for big-beef, right away...but it made me "think" very carefully in: year 5 !!!
Re: VI definite mod- tried yet??
Re: VI definite mod- tried yet??
to the download site of *the org*? this site!?! :furious3:
Re: VI definite mod- tried yet??
Re: VI definite mod- aftermath
a thing to correct: make "dismouted-faris" available, they are cool!!!!(~desert), too.