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4.05 Update posted
The update is now posted. Texts and Graphics only. I named this one 4.05, which seems about right. You should see the change in the Main Menu screen, as well as the exe names.
I was crusing the Main Hall yesterday, and ran across an old thread that someone had linked to from a new thread, and it got me to reconsider the way I was using Peasants and the Musterfield to entice the AI to economically develop key provinces. I ended up re-designing the system, which allowed me to remove the Muster Field from the game.
I decided to use the Christian peasants to provoke the AI to build farms in fertile provinces, while I used the Muslim unit to get the AI to build Merchants in key trading provinces. Both units are available to everyone, but I set their priorities to zero, which I hope will keep the AI from contructing them. If it does, most likely in non-Homelands, be sure to let me know.
Note that Peasants may appear in peasant or bandit uprisings, though.
I changed a few of the region bonuses in southern France, notably Provence, but nothing major.
I finished implementing all the work that Aenlic and Belisario have created, so give them a thank-you if you notice some new names, heroes or famous kings, or the Office names for the Byzantines.
I would like to have similar Office name customization done for all the factions, and only a few have it as of now, so if you want to look into this, the mod could use it. The Office names are near the top of the Names.txt, in the Loc\Eng folder, if you are interested.
Another major addition to the mod is a new page in the Excel spreadsheet which contains the significant Provincial Attributes, such as land value, culture, rebelliousness and the benefits of governorship. It was very helpful for me in making out the Peasant lists, but I think everyone can use it, especially the land values.
This page also shows the name of the castle for each province, which I thought the more historically inclined might appreciate. I would also appreciate suggestions for new names from those of you who are knowledgeable about this area, if you think some provinces could be improved. I noted Volga-Bulgaria in particular which needs help.
When we were putting together the map last year, I asked the guys to use the name of the provincial capital for the castle, but now I think it would be better to either replace or combine that with famous castles in the capital, where present.
I found a few myself last month for southern Spain, but I am sure some of you know of others from different areas. Castles or palaces which served as the homes of factions would be particularly appealing.
Once I was able to see everything is a nice list, I went through and made a lot of changes to the gov benefits, as well as some of the land values.
While I was doing this, I went through and charted out the trade goods, and made a lot of changes there, too, mostly to spead them out, but I also added a good to some provinces which didn't have any, so that now most every coastal province should have something.
On the graphics front, all known unit glitches should be fixed, so be sure to report anything you come across. I also reverted back to the original Burgundian flag, and changed the colors for the Venetians and Byzantines back closer to their original settings.
I'll try and go over the heroes text soon and make a list of factions which could still use some work. I hope we are only about one more update away from finishing this campaign.
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Re: Medieval mod IV v4 beta: Path to Glory
So far, I've run three entire campaigns with the Papists with no problems. They all went to the end of the period. I use the Papists in these auto-trials only because the other factions generally don't attack them, and an attack will pause the game. I have also been playing a campaign as the Danes, mostly 'cause I wanted to see their Longbowmen. Again, no problems. Only things I've noticed are a few cosmetics, such as, the Portuguese allianace attempts are usually generated by King so & so of Scotland, Master so & so of the Outremers, etc. I know you're still working on the hero texts, so that's really not a problem.
It looks like you might have it playable enough to release soon. Thanks again.
~:cheers:
PS: I have tried to load the MM4b_units file with Gnome, but I'm now getting an error that indicates an improper format. Did you alter it? I was checking to see if Mercia was included as homeland for the Danes. They are, but it was eye-wrenching to find it without Gnome. LOL
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Re: Medieval mod IV v4 beta: Path to Glory
The Gnome editor, from what I surmise, is a fixed template, including the notes at the top of the file, so the Medmod text doesn't fit it.
Del Arroyo, I finally noticed your testimonial last night. I appreciate the gesture, but just know that I rarely peruse this forum (I have this thread in my Favorites), so the only place I'll be sure to see your questions is here.
Revenant, seeing only one Crusade unit in an uprising is pretty rare. The size of rebellions, as well as Crusades and Jihads, is determined by the cost of the units. When a rebellion is spawned, the game assigns a total cost to it, and then picks from the list of available units until it has met or exceeded that amount. The reason I reduced the cost of Crusade and Jihad units was so that more would be generated from the fixed amount available.
Applying this to rebellions, however, can result in huge uprisings. The average size was similar to that of the old rebellions from pre-VI, so I was satisfied with it while I was adjusting the unit lineups, but now I can set things up properly, and I'll try and make a note in the readme about implementing the old_rebels command line for those who like the big ones.
Quote:
Wes, just a couple of thoughts, etc., after my last bout of play:
Questions:
a) Is there any way to Limit the number of Agents per Faction, such as Bishops, et al., as well as Emmissaries, Spies and Assassins?
b) Any way to make the Command Stars invisible on the Campaign Map?
This would increase the challenge for me. Along with limited Spying (Hardcore Rules) I would not know until I hit the battlefield what level general I would be opposing. Make the game a LOT tougher.
c) Normally, as a human player, I Destroy all my Watchtowers, finding it more challenging limiting my *spy* capabilities.
After taking Constantinople/Thrace, I forgot to destroy the Watchtower, and noticed that with a WatchTower I could see all the way into Eprius!! TWO provinces away.
Perhaps, its a Late Era thing, but I don't recall being able to see further than the immediately neighboring provinces.
Should this be? If not, then is it related to having *smaller* provinces?
Is there a *setting* that denotes a radius for such buildings? If so, perhaps, given the, generally, smaller Provinces, this needs to be looked at.
No, there isn't any way to limit the number of agents, except by redusing their priority in the units text. This may be a good idea, anyway, since I seem to see the AI producing more of them than it should. Anyone else seeing this?
No, you can't remove any strategic info from the game. The Tower/Fort effects are lumped together and hardcoded.
You must have had something else giving you the ability to see into Epirus, as Ovaat is right about the neighbors setting this ability, and I checked the neighbors just to be sure.
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Re: Medieval mod IV v4 beta: Path to Glory
Been playing the Outremers. Very hard. Had to drop down to "normal" to even have a chance. ~D The added trade goods in Lesser Armenia helps greatly. I have noticed, however, that even though they control from Egypt to Khazar to Pannonia, they can't recruit Imperial troops nor Paramonai in the Latin provinces as per Faction Descriptions. Don't think they really need them, either. Also, their Late Era BG is listed as both Knights Hos. and Imp. Kav. The created BG are Knights Hospitaller. Still no problems with game-play nor CTD.
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
You must have had something else giving you the ability to see into Epirus, as Ovaat is right about the neighbors setting this ability, and I checked the neighbors just to be sure.
Should have posted, I check the files, as Lord Ovaat suggested. Didn't see anything relative at all. I check for any discrepancies re neighbors and regions. Nada.
It's possible it was *something* else, and would chalk it up to some oversight on my part, EXCEPT that once I destroyed the Watchtower, I could no longer see into Epirus from Thrace. An odd occurence. I'll keep an eye out to see if it happens again.
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I think it would be a good experiment to limit the priority of Agents. Little to lose I think, the board would a little less cluttered. The AI does appear to be producing more agents than it may need. This is particuarly so of Inquisitors. The AI doesn't make the best use of Inquisitors, imo, and even if it did, there isn't the need for so many of them. Regarding the other agents, I think it may be only Inquisitors that are being overemphasized.
The only caveate, might be the consideration of how dependant the AI might be in using its Agents, including Inquisitors, as *Spys*. If reducing the priority will result in fewer Agents in general, and/or Inquisitors in specific, I wonder if the AI's capability to spy out Provinces and Stacks will be effected to any significant degree?
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Re: Medieval mod IV v4 beta: Path to Glory
Oh, woe is me. I just installed the newest version of the graphics and text on a brand spanking new copy of VI, and I got a CTD when I selected the upper-left province in the Iberian pennisula playing as the spanish, and an immediate CTD right after loading a new campaign as the Portugese (both MM campaign late). The old version worked fine. Do you know the cause of this problem?
Crazed Rabbit
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Re: Medieval mod IV v4 beta: Path to Glory
Really don't know what to say. Need more specifics on hardware, etc. I've finished several campaigns on auto-run with the Papists, a regular campaign with the Outremers, and I'm currently playing with the Portuguese. I've encountered no problems at all. Well, I got my butt kicked the first three starts with the Outremers, but I bumped down to Normal and won. ~D Finding the Portuguese to be quite strong. Good starting position and resources. They don't seem to be able to build Lancers, but everything else seems OK. I took Leon (upper left Iberian province) rather early from the Spanish with no problem. I had been getting some CTD's with the last version, but this seems pretty smooth. Maybe ToranagaSama can offer some advise if he sees this, but he'll also need more info.
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Re: Medieval mod IV v4 beta: Path to Glory
Spotted some name glitches involving Papal Bishops and Cardinals:
Bishop: "Don Bernardo ( !!! Antiochia !!!)Could not translate."
Cardinal: "Don Gregorio ( !!! Aiello !!!)Could not translate."
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Re: Medieval mod IV v4 beta: Path to Glory
@Crazed Rabbit
Did you remember to install the patch?
Did you install MM in the correct order? Graphics first, Text second?
Just asking, sometimes we all forget.
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Re: Medieval mod IV v4 beta: Path to Glory
Wes, the Portuguese can build neither Lancers, Pavise Crossbows, nor Mounted Crossbows as per faction descriptions. Of the troops available for recruitment, Bellatores DO get a bonus in Leon, Knights of Calatrava DO get a bonus in Aragon, Cabelleros in Valencia, Catalan Militia Sergeants in Portugal, Andalusian Swordsmen in New Castile, and Almughavars in Murcia. Still no CTD's.
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Re: Medieval mod IV v4 beta: Path to Glory
I can't play that mod. As I have only 128 MB of RAM, MTW doesn't manage to start.
What if I try to mod that campmap/startpos text file and reduce it length. Would it help?
What if someone would be so kind and make saves of 1st year of campaign for each faction? Would it help? If so, could someone bo so kind and do it gor me? At least few factions. I'm interested in Byzantine factions (I mean Trebizond ..), Polish, English, Portuguese.
I've also posted one idea on Fall of Rome forum.
It would be cool in this mod too.
For Romans:
You could make building named Romanisation for Romans (and equivalents for each other nation) which would take long time to build, but its building would allow you to train units in province, reflecting fact, that originally hostile population already subdued to your rule and joins your army. It could be indestructible and perhaps generate some money, and you would start with only few provinces Romanized.
It could have more levels. First could be indestructible (meaning, that memories about your presence in province are still alive) and allow creation of some basic units, and second one destructive, this would allow training of best units. It could also faster convert population to religion of holder of province and increase happiness.
Perhaps you could use it for Med Mod, too.
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Re: Medieval mod IV v4 beta: Path to Glory
Yup, I have the patch installed, and the med mod in the right order. Actually, I just copied a vanilla folder I use for MP and installed on the copy, which has always worked before (even on earlier v4's of med mod).
I've got a
Geforce2 MX,
P4 1.3
~300+ RAM.
Win XP (admin account)
Dell 8100, several years old.
Never had any hardware problems with MTW before.
I'll try the whole installation again in a bit if this doesn't present an obvious solution.
Crazed Rabbit
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Re: Medieval mod IV v4 beta: Path to Glory
"You've got to...
Make your own kind of music,
Play your own kind of song,
Make your own kind of Medmod,
Even if nobody else plays along..."
Coming to you from my unfortified bunker in Florence, Alabama.... (and if you haven't been watching Lost, shame on you.) ~;)
Well, I have been resting up this week, after a hard time last week. Mostly dabbling on the internet. I didn't realize it has been so long since I last browsed the thread.
Btw, anyone listen to J-pop? I don't speak Japanese, but some of it's good to listen to when you are posting and such, and using it as nice background music. If you like to sample- I guess some would call it "pirating", like I do- try out Maaya Sakamota or Mika Nakashima.
(And yes, I'm about to turn 36 in a couple of weeks. The older I get, the more convinced I am that I was born a decade or two too early. Oh well, at least I have my TI-30 III from high school to keep me company. Got me through all my college engineering courses.)
Rabbit, did you install the maptex portion to the new copy you made? That might cause those kinds of crashes.
Belisarivs, was it you who emailed me on Monday? Are things alright now?
As for the buildings, that type of feature would be good, but unfortunately this game doesn't have that feature. The EB team was planning to use such a concept in their mod, back in the Spring when I was advising them. You may want to contact them and see how it's working.
Ovaat, thanks for the Portuguese info. The crossbow units were indeed bugs. The Portuguese aren't supposed to have access to Lancers, however.
If you study the minor factions, they commonly have some restrictions on their Royal units, especially the Late era ones.
In the Faction Descriptions readme, the minor factions are listed on the line below the magor ones, such as the way the Spanish and Aragonese are listed together, followed by the Portuguese below.
If the Royal units are listed separately for a faction, beside their name, it means they are different from the ones for the major factions.
Also you mentioned the Outremer units in a previous post. If you notice in the readme, their are capitalized letters (initials) at the end of the entries for several Late-era units, which denote that they are exclusive to that faction. There were intially more instances of this when I had the Scots, Welsh and Irish all in the mod.
It's good you pointed it out, though, since this means that a lot of other people would be confused, too. I have gone in and re-worked the faction descriptions to try and make it clearer. There are so many things about these two factions which need noting that I was uncertain how to present it without making an entire line of "Note:"'s
Kull, thanks for the names note. I had seen that myself earlier, but had forgotten about it. It's corrected now.
Btw, are you guys seeing Horde emisarries in your games? I had been, but it hadn't dawned on me that I wasn't supposed to, until I got an email about it. I went into the units text, and all I can figure out is that they are getting poverty-stricken, and this unit is all they can afford to pop out. I reduced their priority to zero, from 1, since no one should be worried about Emisarries in that circumstance. I hope this does the trick.
I have not been seeing any Peasants in my game, and all factions have access to them, but with zero priority in all circumstances.
I also went through and reduced the priority of Inquisitors and second-order priests, so hopefully they won't show up as much, either.
How are rebellion strengths? Do they seem about right? Since most of them occur to the AI, I figure reducing their strength should help keep factions from crumbling so easily.
Seeing agents in Gotland, etc.- ran across a mention in another thread about VI upgrades, where you can use the z,x,c and v keys to display various types of map pieces. I had totally forgotten about this little upgrade.
Use the z key to cycle between displays of different types of units. It should allow you to reveal any obscured units.
Heroes-
There are still several major factions which have a dearth of heroes, if anyone is interested in researching them.
Almohads- no one after 1180, even though Belisario add a few earlier.
Egyptians- only 6 generals, none after 1239.
Turks- they only have one between 1190 and 1320.
Balkans- this entire region is almost bare.
I need to contact Russ Mitchell. Don't know where he has been lately.
Russians\Novgorods- only a few, those I added from my own research a few months back. They still need a lot of help. Originally they had no generals, not even Nevsky.
Danes- only two generals at present. Surely there are some more out there.
Scotch-Irish- no heroes from Ireland, only Wallace and Dunbar for the Scots.
Btw, I was perusing the manual a couple weeks ago, and noticed that the lead designer was responsible for researching the kings and heroes, which fits with my theory that this area received a first pass, early in game development, which would explain the erroneous unit types for agents, and was never re-visited to flesh out the factions which an Englishman would be less familiar with.
This is just one more example which supports my theory that someone like me is needed in the company structure to remain focused on core balancing and development after the lead guy's attention gets divided as the game gets closer to launch. Oh well, maybe one day....
Finally, I got a hilarious email forward a my cousin which I thought you guys would enjoy. That's all for today.
Subject: ABBOTT AND COSTELLO ON COMPUTERS
ABBOTT AND COSTELLO'S COMPUTER CONVERSATION
You have to be old enough to remember Abbott and Costello, and too old to REALLY understand computers, to fully appreciate this. For those of us who sometimes get flustered by our computers, please read on...
If Bud Abbott and Lou Costello were alive today, their infamous sketch, "Who's on first?" might have turned out something like this:
COSTELLO CALLS TO BUY A COMPUTER FROM ABBOTT...
ABBOTT: Super Duper computer store. Can I help you?
COSTELLO: Thanks. I'm setting up an office in my den and I'm thinking about buying a computer.
ABBOTT: Mac?
COSTELLO: No, the name's Lou.
ABBOTT: Your computer?
COSTELLO: I don't own a computer. I want to buy one.
ABBOTT: Mac?
COSTELLO: I told you, my name's Lou.
ABBOTT: What about Windows?
COSTELLO: Why? Will it get stuffy in here?
ABBOTT: Do you want a computer with Windows?
COSTELLO: I don't know. What will I see when I look at the windows?
ABBOTT: Wallpaper.
COSTELLO: Never mind the windows. I need a computer and software.
ABBOTT: Software for Windows?
COSTELLO: No. On the computer! I need something I can use to write
proposals, track expenses and run my business. What do you have?
ABBOTT: Office.
COSTELLO: Yeah, for my office. Can you recommend anything?
ABBOTT: I just did.
COSTELLO: You just did what?
ABBOTT: Recommend something.
COSTELLO: You recommended something?
ABBOTT: Yes.
COSTELLO: For my office?
ABBOTT: Yes.
COSTELLO: OK, what did you recommend for my office?
ABBOTT: Office.
COSTELLO: Yes, for my office!
ABBOTT: I recommend Office with Windows.
COSTELLO: I already have an office with windows! OK, let's just say I'm sitting at my computer and I want to type a proposal. What do I need?
ABBOTT: Word.
COSTELLO: What word?
ABBOTT: Word in Office.
COSTELLO: The only word in office is office.
ABBOTT: The Word in Office for Windows.
COSTELLO: Which word in office for windows?
ABBOTT: The Word you get when you click the blue "W".
COSTELLO: I'm going to click your blue "w" if you don't start with some straight answers. OK, forget that. Can I watch movies on the Internet?
ABBOTT: Yes, you want Real One.
COSTELLO: Maybe a real one, maybe a cartoon. What I watch is none of your business. Just tell me what I need!
ABBOTT: Real One.
COSTELLO: If it's a long movie, I also want to watch reels 2, 3 and 4. Can I watch them?
ABBOTT: Of course.
COSTELLO: Great! With what?
ABBOTT: Real One.
COSTELLO: OK, I'm at my computer and I want to watch a movie. What do I do?
ABBOTT: You click the blue "1".
COSTELLO: I click the blue one what?
ABBOTT: The blue "1".
COSTELLO: Is that different from the blue w?
ABBOTT: The blue "1" is Real One and the blue "W" is Word.
COSTELLO: What word?
ABBOTT: The Word in Office for Windows.
COSTELLO: But there are three words in "office for windows"!
ABBOTT: No, just one. But it's the most popular Word in the world.
COSTELLO: It is?
ABBOTT: Yes, but to be fair, there aren't many other Words left. It pretty much wiped out all the other Words out there.
COSTELLO: And that word is real one?
ABBOTT: Real One has nothing to do with Word. Real One isn't even part of Office.
COSTELLO: STOP! Don't start that again. What about financial bookkeeping? You have anything I can track my money with?
ABBOTT: Money.
COSTELLO: That's right. What do you have?
ABBOTT: Money.
COSTELLO: I need money to track my money?
ABBOTT: It comes bundled with your computer.
COSTELLO: What's bundled with my computer?
ABBOTT: Money.
COSTELLO: Money comes with my computer?
ABBOTT: Yes. No extra charge.
COSTELLO: I get a bundle of money with my computer? How much?
ABBOTT: One copy.
COSTELLO: Isn't it illegal to copy money?
ABBOTT: Microsoft gave us a license to copy Money.
COSTELLO: They can give you a license to copy money?
ABBOTT: Why not? THEY OWN IT!
(A few weeks later...)
ABBOTT: Super Duper computer store. Can I help you?
COSTELLO: How do I turn my computer off?
ABBOTT: Click on "START".
P.S.- Your friendly neighborhood Spiderman reminds you to always save long posts to your clipboard before submitting, in case the server is going haywire at that moment.
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by WesW
Belisarivs, was it you who emailed me on Monday? Are things alright now?
As for the buildings, that type of feature would be good, but unfortunately this game doesn't have that feature. The EB team was planning to use such a concept in their mod, back in the Spring when I was advising them. You may want to contact them and see how it's working.
No, I wasn't.
I was speaking about idea, that many players dislike idea of Homelands, because it limits them too much.
I posted my idea of Romanisation in Fall of Rome thread.
My idea would allow to extend number of provinces where you van train units by logical way, that you have to subdue population of province. This would represent building named Romanisation (as I said, it was intended for mod Fall of Rome, that's why it's named Romanisation, but each nation would have own unique building of that style, but I can't find name for that for other nations, that's why I call it Romanisation, Polish would have Polonisation, if I'm correct).
For example every Polish unique unit will require Polonisation to be build. It would take some time, but when you build it, you will be able to train Polish units elsewhere. But when you set construction time reasonably long (as well as price), it will prevent player to train units in newly conquered provinces, but won't look weird when you hold them for long time (Romans started as City state and were able to train Legions in Spain and Galia later, after all).
Polish would also start with few regions Polonised (so, they will have Polonisation building built in appropriate regions, I think, that it is easier, than set for each unit where it can be trained). If it sounds confusing, simply ask. I'm not born English speaker, but I'm definitely not analphabet, which makes me harder to express my ideas. Good luck.
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Re: Medieval mod IV v4 beta: Path to Glory
lol! that abbott and costello bit was pretty good! 'who's on first' of the computer age, great idea!
hey wes, after this weekend, i should have some time to work on the graphics again. let me know if/what you want. btw, did you ever get those georgian graphics i re-sent you like a month ago?
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by Belisarivs
No, I wasn't.
I was speaking about idea, that many players dislike idea of Homelands, because it limits them too much.
I posted my idea of Romanisation in Fall of Rome thread.
My idea would allow to extend number of provinces where you van train units by logical way, that you have to subdue population of province. This would represent building named Romanisation (as I said, it was intended for mod Fall of Rome, that's why it's named Romanisation, but each nation would have own unique building of that style, but I can't find name for that for other nations, that's why I call it Romanisation, Polish would have Polonisation, if I'm correct).
For example every Polish unique unit will require Polonisation to be build. It would take some time, but when you build it, you will be able to train Polish units elsewhere. But when you set construction time reasonably long (as well as price), it will prevent player to train units in newly conquered provinces, but won't look weird when you hold them for long time (Romans started as City state and were able to train Legions in Spain and Galia later, after all).
Polish would also start with few regions Polonised (so, they will have Polonisation building built in appropriate regions, I think, that it is easier, than set for each unit where it can be trained). If it sounds confusing, simply ask. I'm not born English speaker, but I'm definitely not analphabet, which makes me harder to express my ideas. Good luck.
Interesting, if one were to view Vanilla as Easy, and the MedMod as Hard, implementing the above would result in something in between---*Less Hard*?
Why do that?
Doesn't make too much sense. You pay a great deal in Florins and Turns, for What? In less Time and Cost, you can Train and Move your unique units from your *Home* province(s) to wherever they are needed. All it takes is *planning*.
Contrary to what many allege, the Homelands concept is NOT restricting! It simply *Limits* the player from indulging in unreasonable excess. It compels the player to focus more upon *planning*, adeptly utilizing his units and battlefield basics and *intangibles*.
Question @ Belisarivs:
In your Romanization concept are there any limits upon which units can be produced by the building? For example, if playing as the Almo, will you be able to build the *camel* unit(s) in Flanders? Or, Nubians?
Additionally, the Concept is presumptious, in that it presumes that EVERY Faction is/would be capable of EQUALLY assimulating their style of warfare/technology to other regions; and/or in the reverse, that every faction is equally capable of incorporating the style of warfare/technology of the regions they conquer.
Did this happen historically? Was every historical faction capable of Romanization? If so, to what degree? If not, then what's the point?
Doesn't the game, and the MedMod, already effect *assimilation*? Yes, logically so, in the areas where regions meet:
Western/Eastern Europe
Northern/Southern Europe
Southern Europe/Africa-Middle East
Eastern Europe/Asia
Wherever these regions meet there exists *assimilated/cross-units*. This is logical and historical.
For all the questions and reasons I pose, my vote is NO!
I think maybe what is needed is a *Guide* for the MedMod: "How to Beat the MedMod".
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Re: Medieval mod IV v4 beta: Path to Glory
Hello guys! This post is exclusively dedicated to the spanish faction. I have corrected the changes in the list of spanish kings
provoked by my new list of names: now should appear Alfonso VI (Early), Alfonso VIII (High) and Alfonso XI (Late). I have elaborated
also a definitive list of spanish heroes (9 agents and 21 generals). My next post will be dedicate to the danish faction: now I have twelve
danish heroes but I want improve the new list a little.
FAMOUS_KINGS:: FN_SPANISH1 12
//name no. c d p a portrait vnv
0, 6, 3, 5, 5, 5, -1, defender2 //Alfonso VI the Brave, king of Leon (1065-1109) and Castile (1072-1109)
0, 7, 3, 5, 5, 5, -1, attacker2 //Alfonso VII the Emperor, king of Leon and Castile (1126-1157)
1, 3, 2, 4, 5, 3, -1, secret_lust2 //Sancho III the Desired, king of Castile (1157-1158)
0, 8, 3, 5, 5, 5, -1, defender2 //Alfonso VIII the Noble, king of Castile (1158-1214)
2, 3, 5, 4, 6, 3, -1, pious2 //Fernando III the Saint, king of Castile (1217-1252) and Leon (1230-1252). He joined definitively the kingdoms of Castile and Leon.
0, 10, 2, 5, 5, 5, -1, educated2 //Alfonso X the Wise (1252-1284)
1, 4, 3, 6, 5, 4, -1, secret_anger3 //Sancho IV the Brave (1284-1295)
0, 11, 3, 4, 5, 4, -1, lawman2 //Alfonso XI the Judge (1312-1350)
4, 1, 3, 5, 3, 3, -1, prisoner_killer4 //Pedro I the Cruel (1350-1369)
3, 2, 3, 5, 5, 3, -1, attacker1 //Enrique II de Trastámara (1369-1379)
3, 3, 1, 4, 5, 5, -1, zealot2 //Enrique III the Sufferer (1390-1406)
3, 4, 2, 2, 5, 3, -1, vaccilator2 //Enrique IV (1454-1474)
SetStartLeader:: FN_SPANISH1 0 6 6 2 1 0 0 0 //Early Startpos
SetStartLeader:: FN_SPANISH1 3 6 8 3 2 0 0 0 //High Startpos
SetStartLeader:: FN_SPANISH1 7 6 11 4 4 1 0 0 //Late Startpos
FAMOUS_HEROES:: FN_SPANISH1 30
//forename surname date, c, d, p, a, l, vnv, TYPE ID_REGION PORTRAIT
"Diego", "Gelmírez", 1067, 1, 1, 6, 7, 7, no_v, BISHOP, ID_LIMBO, -1 //He became bishop of Compostela in 1100. He was appointed Archbishop in 1120, and he held the office until his death in 1140. He was also the guardian of the young Alfonso VII after the death of Alfonso VI in 1109. He exercised a controlling authority in the midst of the turbulent political scene during the early years of the twelfth century.
"Raimundo", "de Toledo", 1081, 1, 0, 6, 5, 6, educated3, BISHOP, ID_LIMBO, -1 //Raimundo was from Salvetat in Gascony. He migrated to Spain from France. He became bishop of Osma in 1109 and archbishop of Toledo in 1125. His most celebrated cause of fame was the founding of the School of Translators in Toledo. He died in 1152.
"Rodrigo", "Jiménez de Rada", 1169, 2, 6, 5, 5, 6, no_v, CARDINAL, ID_LIMBO, -1 //Historian, Bishop of Osma (1208), Cardinal and Archbishop of Toledo (1209). He participated in the organization and in the campaign of Navas de Tolosa (1212), and also in the military expeditions of Fernando III the Saint. His work more noted is "Historia gothica" or "Crónica del Toledano". He also wrote "Historia Arabum". He died in 1247.
"Domingo", "de Guzmán", 1171, 1, 3, 7, 4, 5, secret_prisoner_killer4, INQUISITOR, ID_LIMBO, -1 //Founder of Dominicans (1215). He combated the Albigensian heresy. He was canonized in 1234.
"Gonzalo", "de Berceo", 1198, 2, 0, 6, 4, 5, no_v, BISHOP, ID_LIMBO, -1 //First Castilian poet of known name. He was educated in the monastery of San Millán de la Cogolla (La Rioja) and was ordained priest. His works more noted are "Vida de Santo Domingo de Silos" and "Milagros de Nuestra Señora".
"Arcipreste", "Juan Ruiz", 1282, 3, 0, 3, 3, 4, educated2, BISHOP, ID_LIMBO, -1 //Archpriest of Hita and important poet. He suffered a long prison by order of the Archbishop of Toledo. He wrote "El Libro de Buen Amor".
"Gil", "de Albornoz", 1310, 2, 6, 5, 5, 6, no_v, CARDINAL, ID_LIMBO, -1 //Gil Álvarez Carrillo de Albornoz: Archbishop of Toledo and closer collaborator of Alfonso XI. Later he was forced to exile by Pedro I the Cruel. He went to the papal court at Avignon and Clement VI named him cardinal in 1350. He recovered Rome for Clement VI. He died in 1367 at Viterbo (Italy).
"Fernando", "Martínez", 1340, 2, 5, 6, 3, 6, no_v, INQUISITOR, ID_LIMBO, -1 //Dominican anti-Semite and prize git.
"Ruy", "González de Clavijo", 1350, 4, 2, 4, 6, 7, no_v, EMISSARY, ID_LIMBO, -1 //Chamberlain in Castile. He was sent as an ambassador to Timur Lang to stop the Turkish advance (1403-1406). He visited Samarkand, Teheran, Trebizond and Constantinople. He wrote "Embajada a Tamerlán".
"García", "Ordóñez", 1055, 3, 5, 5, 3, 7, courageous1, GENERAL, ID_LIMBO, -1 //Count of Nájera and one of the most important magnates in the court of Alfonso VI. He was "Alférez Real" (Royal Standard-bearer) and tutor of the infante Sancho. He died defending the castilian prince in the Battle of Uclés (1108), in which the same infante and many christian soldiers were killed. He was also personal enemy of the Cid.
"Raimundo", "de Borgoña", 1060, 2, 4, 4, 4, 6, farmer2, GENERAL, ID_LIMBO, -1 //Son of William the Great of Burgundy. He came to Spain to fight in the disastrous Battle of Sagrajas in 1086. He was appointed Count of Galicia and married to Queen Urraca, daughter of Alfonso VI. He repopulated Salamanca and Ávila. He was decreed legal successor to the throne, but died prematurely in 1107. His son Alfonso Raimúndez reigned as Alfonso VII the Emperor.
"Álvar", "Fáñez", 1065, 4, 3, 5, 4, 8, fearsome2, GENERAL, ID_LIMBO, -1 //Nephew of the Cid, he was one of the most prominent figures in the court of Alfonso VI. He acted on numerous occasions as Alfonso's envoy to the Kings of Taifas. He fought in the Battle of Uclés in 1108 (a Christian defeat in front of the almoravids). He became governor of Toledo: his leadership in the defense of the city was decisive during the almoravid siege of 1109. He recovered Cuenca in 1111, but was killed in 1114 while defending Queen Urraca's cause against the Aragonese.
"Pedro", "González de Lara", 1080, 5, 5, 4, 3, 5, mightywarrior2, GENERAL, ID_LIMBO, -1 //He was a distinguished noble of the Lara family. He was extremely powerful in Castile and exerted great influence in the court of Alfonso VI. He grew even more prestigious during the reign of Queen Urraca, with whom he maintained intimate relations for a time. He fought energetically for Urraca's cause, but after her death in 1126 he allied himself with Alfonso I of Aragon. He was reluctant to submit to the authority of Alfonso VII and was banished. He was killed in a duel with the Count Alphonse Jordan of Toulouse in 1130.
"Gutier", "Fernández de Castro", 1090, 4, 4, 4, 4, 6, smarttalker1, GENERAL, ID_LIMBO, -1 //He was an eminent member of the Castro family of Castile. His presence is recorded in both the court of Alfonso VI and in the retinue of Queen Urraca. He is famous for his opposition to her marriage with Pedro de Lara. He lent military strength to Alfonso VII's forays into Andalusia. He was also guardian to Sancho III and royal tutor to Alfonso VIII.
"Munio", "Alfonso", 1100, 3, 3, 5, 4, 6, defender1, GENERAL, ID_LIMBO, -1 //Munio Alfonso was a Galician noble who became a celebrated captain in the forces of Alfonso VII. He was mayor of Mora and vice-governor and military leader of Toledo.
"Manrique", "Pérez de Lara", 1110, 2, 3, 5, 5, 7, educated2, GENERAL, ID_LIMBO, -1 //Son of Pedro González de Lara, he enjoyed the same power and prestige as his father in the castilian court. He was royal standard-bearer ("Alférez Real") during most of the reign of Alfonso VII. He was tutor and regent of Alfonso VIII. He was killed by the chief of Castro family (rival of the Lara family) at the battle of Huete in 1164.
"Fernando", "Rodríguez de Castro", 1120, 3, 5, 3, 4, 6, killer1, GENERAL, ID_LIMBO, -1 //Chief of the Castro family during the confrontations with the Lara family for the regency of Alfonso VIII. He killed Manrique Pérez de Lara at the battle of Huete (1164). He was known for his astuteness and slight chivalry ("artero, pero no buen caballero").
"Diego", "López de Haro", 1150, 4, 4, 6, 3, 8, attacker2, GENERAL, ID_LIMBO, -1 //5th Lord of Vizcaya. He was a distinguished noble of the ancient Haro family. He was royal standard-bearer ("Alférez Real") and the best friend of Alfonso VIII the Noble. He was praised for his aggressive actions in the Battle of Navas de Tolosa (1212), where he commanded the vanguard of the army. He died in 1214.
"Álvar", "Núñez de Lara", 1160, 4, 4, 4, 4, 5, smarttalker1, GENERAL, ID_LIMBO, -1 //Powerful Count of the Lara family. He was "Alférez Real" (1199-1201 and 1208-1214). He fought in the Battle of Navas de Tolosa (1212). He snatched the regency of Enrique I (1214-1217) from the Queen Berenguela and for a time he was the only ruler of Castile. In 1217 he rebelled against Fernando III the Saint. He died in 1219.
"Ruy", "Díaz de Yangüas", 1170, 3, 3, 6, 3, 6, scarred1, GENERAL, ID_LIMBO, -1 //Master of Calatrava. He had an outstanding participation in the Battle of Navas de Tolosa (1212). He was left one-handed after the battle and renounced his position.
"Lope", "Díaz de Haro", 1180, 4, 4, 5, 5, 8, mightywarrior2, GENERAL, ID_LIMBO, -1 //6th Lord of Vizcaya. He was son of Diego López de Haro. He fought beside his father in the Battle of Navas de Tolosa (1212). He was known as "Cabeza Brava" (Brave Head) due to his courage and his military skills. He became trusted man of Fernando III the Saint. He died in 1236.
"Ramón", "Bonifaz", 1196, 2, 5, 4, 5, 6, attacker1, GENERAL, ID_LIMBO, -1 //Castilian marine of french origin. He was mayor of Burgos (1227-1246). He was naval officer at conquest of Seville by Fernando III the Saint in 1248. Later he held the office of inspector ("veedor") of the royal income in the castilian ports.
"Alonso", "Pérez de Guzmán", 1256, 3, 3, 5, 4, 8, defender2, GENERAL, ID_LIMBO, -1 //Alonso Pérez de Guzmán (1256-1309), castilian knight. He is famous for his defense of Tarifa during the Merinid siege of 1294. He didn't surrender the stronghold despite that his son was prisoner of the muslims, who threatened with kill him. For this decision he was known as Guzmán el Bueno (the Good).
"Infante", "Juan Manuel", 1283, 2, 4, 4, 6, 4, educated2, GENERAL, ID_LIMBO, -1 //Adelantado of Murcia and lord of extensive domains. He was a rebel noble, ambitious and intriguer. However he was a good and original writer: "El Conde Lucanor", "Libro de los estados", "Libro del cavallero e del escudero"...
"Juan", "Núñez de Lara", 1300, 3, 4, 4, 4, 4, envy1, GENERAL, ID_LIMBO, -1 //Allied with the Infante Juan Manuel he led various rebellions against Alfonso XI (1333, 1336). Later he became reconciled with the king and fought in the Battle of Salado (1340) against the merinids. He added to his domains the Lordship of Vizcaya married with the heiress of the Haro family (rival of the Lara family). He died in 1350.
"Pero", "López de Ayala", 1332, 2, 3, 6, 4, 6, man_of_reason3, GENERAL, ID_LIMBO, -1 //Poet, chronist and knight. He was captain of the castilian fleet, mayor of Toledo and Royal Chancellor. He was captured two times: in the Battle of Nájera (1367) and in the Battle of Aljubarrota (1385). He was the first humanist of the spanish literature.
"Infante", "Fadrique de Castilla", 1334, 3, 3, 5, 4, 4, pious2, GENERAL, ID_LIMBO, -1 //Master of Santiago. Son of Alfonso XI and his lover Leonor de Guzmán. Together with his brothers Enrique (future Enrique II), Tello and Sancho fought against Pedro I the Cruel, which had killed his mother Leonor (1351). He participated in the baronial rebellions in 1354-1356. While his brother Enrique looked for help in France, he was killed by order of Pedro I (1358).
"Ruy", "López Dávalos", 1357, 4, 2, 5, 3, 6, fearsome2, GENERAL, ID_LIMBO, -1 //Constable of Castile (1400), Adelantado of Murcia (1396) and favourite of Enrique III. He was a victim of the intriguer Álvaro de Luna: he was exiled accused of supposed deals with the muslims of Granada. He was kindly, a brave soldier and fond of astrology ("plazíale mucho oír a estrólogos").
"Diego", "Hurtado de Mendoza", 1365, 4, 3, 5, 5, 6, builder3, GENERAL, ID_LIMBO, -1 //Admiral of Castile (1389). He was one of the most influential figures in the court of Enrique III. He fought against the muslim piracy and attacked Tanger (1400). He was affable, ingenious and great builder ("plazíale mucho fazer edifiçios e fizo muy buenas casas").
"Álvaro", "de Luna", 1390, 3, 6, 4, 5, 6, avarice2, GENERAL, ID_LIMBO, -1 //Constable of Castile (1423), Master of Santiago and favourite of the weak king Juan II. Very greedy, intriguer, nepotist and rebel killer. He won the Battle of Olmedo (1445), but in 1453 he was executed by his enemies.
//Spanish Heroes Translations
["Diego"] {"Diego"}
["Gelmírez"] {"Gelmírez"}
["Raimundo"] {"Raimundo"}
["de Toledo"] {"de Toledo"}
["Rodrigo"] {"Rodrigo"}
["Jiménez de Rada"] {"Jiménez de Rada"}
["Domingo"] {"Domingo"}
["de Guzmán"] {"de Guzmán"}
["Gonzalo"] {"Gonzalo"}
["de Berceo"] {"de Berceo"}
["Arcipreste"] {"Arcipreste"}
["Juan Ruiz"] {"Juan Ruiz"}
["Gil"] {"Gil"}
["de Albornoz"] {"de Albornoz"}
["Fernando"] {"Fernando"}
["Martínez"] {"Martínez"}
["Ruy"] {"Ruy"}
["González de Clavijo"] {"González de Clavijo"}
["García"] {"García"}
["Ordóñez"] {"Ordóñez"}
["Raimundo"] {"Raimundo"}
["de Borgoña"] {"de Borgoña"}
["Álvar"] {"Álvar"}
["Fáñez"] {"Fáñez"}
["Pedro"] {"Pedro"}
["González de Lara"] {"González de Lara"}
["Gutier"] {"Gutier"}
["Fernández de Castro"] {"Fernández de Castro"}
["Munio"] {"Munio"}
["Alfonso"] {"Alfonso"}
["Manrique"] {"Manrique"}
["Pérez de Lara"] {"Pérez de Lara"}
["Fernando"] {"Fernando"}
["Rodríguez de Castro"] {"Rodríguez de Castro"}
["Diego"] {"Diego"}
["López de Haro"] {"López de Haro"}
["Álvar"] {"Álvar"}
["Núñez de Lara"] {"Núñez de Lara"}
["Ruy"] {"Ruy"}
["Díaz de Yangüas"] {"Díaz de Yangüas"}
["Lope"] {"Lope"}
["Díaz de Haro"] {"Díaz de Haro"}
["Ramón"] {"Ramón"}
["Bonifaz"] {"Bonifaz"}
["Alonso"] {"Alonso"}
["Pérez de Guzmán"] {"Pérez de Guzmán"}
["Infante"] {"Infante"}
["Juan Manuel"] {"Juan Manuel"}
["Juan"] {"Juan"}
["Núñez de Lara"] {"Núñez de Lara"}
["Pero"] {"Pero"}
["López de Ayala"] {"López de Ayala"}
["Infante"] {"Infante"}
["Fadrique de Castilla"] {"Fadrique de Castilla"}
["Ruy"] {"Ruy"}
["López Dávalos"] {"López Dávalos"}
["Diego"] {"Diego"}
["Hurtado de Mendoza"] {"Hurtado de Mendoza"}
["Álvaro"] {"Álvaro"}
["de Luna"] {"de Luna"}
//Some Spanish Offices
royal_palace "Mayordomo Mayor" (Early and High), "Camarero Mayor del Rey" (Late)
constables_palace "Alférez Real" (Early and High), "Condestable de Castilla" (Late)
marshals_palace "Merino Mayor" (Early and High), "Justicia Mayor del Rey" (Late)
chancellery "Canciller Mayor de Castilla" (Late)
admiralty "Almirante de Castilla" (Late)
cathedral "Arzobispo de Toledo" (All Periods)
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by ToranagaSama
Interesting, if one were to view Vanilla as Easy, and the MedMod as Hard, implementing the above would result in something in between---*Less Hard*?
Why do that?
Doesn't make too much sense. You pay a great deal in Florins and Turns, for What? In less Time and Cost, you can Train and Move your unique units from your *Home* province(s) to wherever they are needed. All it takes is *planning*.
Contrary to what many allege, the Homelands concept is NOT restricting! It simply *Limits* the player from indulging in unreasonable excess. It compels the player to focus more upon *planning*, adeptly utilizing his units and battlefield basics and *intangibles*.
Question @ Belisarivs:
In your Romanization concept are there any limits upon which units can be produced by the building? For example, if playing as the Almo, will you be able to build the *camel* unit(s) in Flanders? Or, Nubians?
Additionally, the Concept is presumptious, in that it presumes that EVERY Faction is/would be capable of EQUALLY assimulating their style of warfare/technology to other regions; and/or in the reverse, that every faction is equally capable of incorporating the style of warfare/technology of the regions they conquer.
Did this happen historically? Was every historical faction capable of Romanization? If so, to what degree? If not, then what's the point?
Doesn't the game, and the MedMod, already effect *assimilation*? Yes, logically so, in the areas where regions meet:
Western/Eastern Europe
Northern/Southern Europe
Southern Europe/Africa-Middle East
Eastern Europe/Asia
Wherever these regions meet there exists *assimilated/cross-units*. This is logical and historical.
For all the questions and reasons I pose, my vote is NO!
I think maybe what is needed is a *Guide* for the MedMod: "How to Beat the MedMod".
Your oppinions make sense, but what prevents you from restricting Romanisation stuff for each nation to different provinces with different build times, prices ...? This isn't attempt to make game easier, but move it closer to reality.
Personally, I would restrict some units even further. For example Kataphraktoi trainble in Bulgaria or Constantinople look weird (Constantinoples were known to be ignorant to warfare) ...
I find weird when Polish are able to train units in newly conquered Bohemia (as Poland was more often held by Bohemians than Bohemia by Polish) or Hungaria, but when these regions are held for some time, I find it logical, that you can train units there.
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Re: Medieval mod IV v4 beta: Path to Glory
I actually think "Romanization" is a good idea. It would actually probably be easier to implement than the current "homelands" concept and require less overlap and fudging.
You could still put a healthy number of units on a restricted province basis, and only have more generic units trainable in assimilated provinces. Or perhaps do it more by region, for instance-- camels trainable in the entire desert region, in an province with "Egyptianization" or "Almohization", but not anywhere in Europe.
And for differences between cultural aptitudes for assimilation, you can vary the building time and cost for each faction's "-ization". Sounds good to me. Realistic, option-expanding, and more wieldy than the current model.
DA
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Re: Medieval mod IV v4 beta: Path to Glory
Wes struts in wearing a new pair of alligator skin boots, and a matching wallet in his back pocket. (He left the purse in the car.) ~;)
31-3, who would 'a thunk it? Unfortunately, the jinx is still in place, too, with Prothro's gruesome compound fracture, which means he is out for the rest of the season, but at least he went out with the best game of his career (so far).
Great work, Belisario. I have implemented your latest work into the files.
Only a few factions have customized Office names, if any of the rest of you have suggestions.
As for Romanization, as I said before, I don't know how to implement such a concept, and from my gameplay experiences, I think the current Homelands setup is working fine. From my experiences, all you need are one or two provinces capable of constructing any given unit in order to fill out your forces.
My strategy is to take advantage of the provincial unit bonuses for your heavier units, and use the rest for the other unit types you need. The thing that usually holds me back is money, rather than access to units.
The Romanization concept would make more sense for TW:Rome, where settlements can be destroyed or moved. I understand the historical accuracy of Romanization, but I actually don't think it would be best for gameplay with the Medmod, with the way the Homelands concept is performing in my games.
I really think the present setup is striking the right balance, forcing you to precisely manage your territories while still giving you access to the full variety of unit types and gameplay areas, such as the naval and trade aspects.
One thing that may go un-noticed is how striving for your homeland provinces simulates the growth of empires among their native peoples, as defined by culture.
Another thing is that, by the time you take a well-developed province outside your homeland, your empire is usually pretty big, which means you probably have other provinces capable of producing any unit that the new province would offer.
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Re: Medieval mod IV v4 beta: Path to Glory
Well, and what if some nation develops pretty large empire and you (or some other nation) repell it from its homelands? They are lost.
This happened to me playing as Russians from early in 3.14. Almohads conquered nearly whole western half of Europe and went to war with me. I have destroyed their entire navy, so British or Swedes managed to land in Spain, conquered it and I have conquered north Africa. They held France, northern Italy and Germany (so, their empire was still pretty large) but had no chance to reconquer their homelands as they lost pretty large number of troops already. They were rich, but had no chance to refill ranks. This is weakest point of (IMHO exellent) idea of Homelands.
Understand, I really enjoyed your 3.14 mod. It was my favourite (together with Fall of Rome mod). Idea was really perfect, but empires repelled from their lands have almost no chance to resist for longer time.
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Re: Medieval mod IV v4 beta: Path to Glory
Belisarivs, you have just made Wes's point. When "Rome" falls, Rome ceases to exist. There is no going back. One may lose one's capitol in real life. This has happened on numerous occassions, even to the US, but if you lose your entire country, rebuilding is no longer possible. Except, maybe, through civil disobedience/rebellion. I can see your point, though, with Islamic factions. Their base isn't so much a territory issue as religious. Russians aren't Russians without Russia; Moors are Moors regardless where they are.
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Re: Medieval mod IV v4 beta: Path to Glory
Good arguments can be made for both sides of "Romanization" debate. Whether it should be included in this mod is not for me to say, but from my limited knowledge of modding I do think it could be done if one chooses. It seems to me it could be done with a building or a line of buildings as a requirement to your higher level troop lines. The cost should be high and building times long to represent the effort to win over a population. Of course there are details that would need to be worked out and maybe some that can't and make this not even an option. Even if a workable solution could be found I don't think it would work with a homelands concept, it would most likely be one or the other. Wes has probably already thought of this and my thought that some details can't be worked out is true. Just thought I'd throw it out there if somebody wanted to run with the idea and see if I'm starting to understand how modding is done.
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Re: Medieval mod IV v4 beta: Path to Glory
It's just not possible to add the concept to this mod. You would either have to make duplicate units for each faction in order to require the special building, and no more entries are available. Or, you would have to add a special line of buildings for each faction, which would be very cumbersome to begin with, if it can even be done. This is just for starters. I am sure there would be other complications.
The Homelands concept isn't ideal in all situations, but I think those situations are rare, and faction survival in those circumstances generally ahistorical. I mean, how many empires survive if they lose control of their native homeland? I can't think of any.
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Re: Medieval mod IV v4 beta: Path to Glory
Well, if the empire remains large but its territory slowly "moves" over time, then its original "homeland" is no longer really its homeland, is it?
Also, as far as the technical aspects of implementing "romanization" goes, note that in the unit_prod file you can set up an OR situation in column 17 (building requirements). I've done it myself when tweaking the game to my liking. It works. How to do it, though?
If you already know this (haven't closely examined the MedMod files to be sure), ignore the next few paragraphs.
Look at the original CRUSADERS_UNIT_PROD11.txt file that shipped with the game. You'll see that spies have something like "{{BROTHEL},{NEW_BROTHEL}}" under building requirements. That format essentially says "you can build a spy if you have either a BROTHEL *or* a NEW_BROTHEL."
I'm pretty sure the same thing occurs in the original build_prod file under MILITARY_ACADEMY. It has something like "{{UNIVERSITY},{GRAND_MOSQUE}}" under building requirements. You'll notice that in the game Islamic factions cannot build Universities but, with a Grand Mosque, *can* build Military Academies. Likewise, Christian factions can build Universities but not Grand Mosques, yet they can build Military Academies.
You can even have OR conditions for a specific level of a multi-level building. For example, you can set SPEARMAKER to require a CASTLE while SPEARMAKER2 requires *either* (SPEARMAKER & CASTLE2) *or* CASTLE3 by doing the following under building requirements:
"{CASTLE},{{SPEARMAKER,CASTLE2},{CASTLE3}},..."
Setting up building requirements for the unit_prod file shouldn't be too difficult. It'll just take some time.
The biggest trouble will come from trying to set up the build_prod file. You want buildings with the following traits:
1. Faction-specific (i.e. can't build "Egyptianization" as the Almohads)
2. Long enough build time that you have to hold new provinces for a number of years before you can crank out faction-specific units
3. Short enough bulid time that you can replace them fairly quickly in your homeland if someone, for example, occupies your homeland for one turn before you kick them out again
You might experiment with the following:
1. Give each faction a faction-specific "I want to [faction]-ize this province" building with a 1-turn build time and minimal cost (0 if you like).
2a. Make a multi-tiered "[faction]-ize" building for each faction. If you want a 10-year "[faction]-ize" process then make 10 tiers.
2b. Make each level of "[faction]-ize" take 1 turn to build and cost a fraction of the total "[faction]-ize" cost. If you want a 10-year process costing 20,000 florins then make each tier cost 2,000 florins.
2c. Do NOT make the "[faction]-ize" faction-specific (continue reading -- this will make sense in a bit)
2d. Make each level require the preceding level *and* the "I want to [faction]-ize this province" building for that faction. (i.e. set building requirements to "{I_WANT_TO_BYZIFY_THIS_PROVINCE},{BYZIFY1,I_WANT_TO_BYZIFY_THIS_PROVINCE},{BIZIFY2,I_WANT_TO_BYZIFY _THIS_PROVINCE},..."
2e. Faction-specific troops can only be built once the very top level of "[faction]-ize" is built. Optionally, add four extra tiers to the building that each cost 0 florins and 1 turn, and allow unit construction for all these levels. (i.e. if you want a 20-year TURKIFY process, give it 24 levels and allow unit construction at TURKIFY20) Thus you can lose a homeland province once and not lose anything significant.
Notes on this method:
1. Since capturing a province (even if you oust the attacker the next turn) will destroy all faction-specific buildings and (key word) *degrade* a few existing ones, the multi-tiered non-faction-specific "[faction]-ize" buildings will be robust enough to withstand some abuse. In other words, if the Sicilians occupy your Egyptian homeland and you kick them out the next turn, you'll have to rebuild your "I want to Egypt-ize this province" building (1 turn with a trivial cost) and then rebuild the one or two levels of damage that *may* have been done to your "Egypt-ize" building (minimal time and cost).
2. In new provinces you're trying to (same example, you're Egypt) "Egypt-ize," any disruption will hurt your "Egypt-ize" process. Note, though, that a small disruption won't outright destroy it. You may want to make the first (and only the first) level of "Egypt-ize" take a few years to build. So if your province is retaken after three years it'll screw up the process. However, if you've held it for 50 years and fully "Egypt-ized" it, it'll take at most a turn or two to have it back in tip-top condition and cranking out units.
3. Another fun possibility: Make the first X levels of "[faction]-ize" faction-specific but the rest of them non-faction-specific. This solves the problem in note #2 while discouraging the player from trying to "[faction]-ize" border provinces due to the possibility of disruption.
4. This requires covering note #3 beforehand: To decrease the number of new buildings added, you can create a [faction number]-tiered building for the "I want to [faction]-ize this province" building. Make each tier faction-specific with the same requirements. Then make each level of "[faction]-ize" require the correct level of this building (since the first level requirement will cover all factions). To add absolute error-proofing, make a second building mirroring it, but with the factions ordered backwards (i.e. if "I want to [faction]-ize 1" for the English uses tier 1, make it require the last tier of "I want to [faction]-ize 2"). Then make the "[faction]-ize" building require the correct level of both. This will, however, increase the (re)building time of "[faction]-ize" buildings by 1 turn. So if you lose one tier of "Turk-ize" when Edessa is taken, the reconstruction time increases from 2 years to 3. If you do as I stated in step 2e, you'll still be able to build units during this time. It'll simply delay new building construction an extra year.
Those are my thoughts, anyway. I probably meant to include something and simply forgot it, this being is an awfully long post and all. Ultimately, I think both that "romanization" is superior to "homelands" conceptually and that it's very possible in the game files. I'm sorry if my explanation, wordy as it is, is difficult to understand. It makes sense to me (particularly since I once implemented the retarded kid brother of this idea in my personal copy of the game).
-
Re: Medieval mod IV v4 beta: Path to Glory
No offense meant to anyone, but I've been waiting for the completion of this mod for, what?, almost two years? I suggest we help Wes finish it if we can, and then you guys can tinker with the files all you want. ~D
-
Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by Lord Ovaat
No offense meant to anyone, but I've been waiting for the completion of this mod for, what?, almost two years? I suggest we help Wes finish it if we can, and then you guys can tinker with the files all you want. ~D
Right you are. My posts aren't intended to delay MedMod, but make it even better.
Quote:
Originally Posted by Wesw
The Homelands concept isn't ideal in all situations, but I think those situations are rare, and faction survival in those circumstances generally ahistorical. I mean, how many empires survive if they lose control of their native homeland? I can't think of any.
How is native homeland recognised? If it is place of origin of nation, then I can think about Turkish. Their origin isn't from Asia Minor.
Concept of MTW is heavily ahistorical, as it was impossible to conquer whole Europe in reality. This is source of troubles for MedMod, which doesn't count with possibility of loss Homelands, while holding still large empire. How do you force AI to defend some provinces better than others?
Quote:
Originally Posted by Lord Ovaat
Belisarivs, you have just made Wes's point. When "Rome" falls, Rome ceases to exist. There is no going back.
But Roma has fallen few times, Constantinople and Paris, too. Yet these nations managed to survive for longer or shorter period.
Quote:
Originally Posted by Lord Ovaat
I can see your point, though, with Islamic factions. Their base isn't so much a territory issue as religious. Russians aren't Russians without Russia; Moors are Moors regardless where they are.
I don't agree. Russia was named by Russians, not vice versa. In Middle Ages, this region wasn't named so. And it isn't as much religious issue, it is racial. You can simply recognise Moor from other Europeans, but not Russian.
-
Re: Medieval mod IV v4 beta: Path to Glory
Hi guys! I have finished the promised work about the danish faction (a new list of 20 heroes, new offices and new forenames and surnames). The list of danish heroes in MTW is disappointing, four heroes but only one is really danish (Saxo Grammaticus) and the others are swedish (Ingrid Elovsdottir and Bo Jonsson Grip) and icelandic (Snorri Sturluson, who would be an interesting hero for a norwegian faction). But I found a spanish translation of the [I]Gesta Danorum[I] of Saxo Grammaticus and got a pretty information for the first heroes (Skjalm Hvide, Knud Lavard, Absalon...). Then I resorted to the Wikipedia, but the danish webpage. With the help of a good bilingual dictionary completed my work, and with a lot of patience! Ready for enjoy a new historical experience with the danish?
FAMOUS_KINGS:: FN_DANISH1 8
//name no. c d p a portrait vnv
0, 1, 3, 4, 3, 4, -1, fearsome1 //Oluf I Hunger (1086-1095)
1, 1, 4, 4, 4, 4, -1, fearsome1 //Erik I Ejegod (1095-1103)
1, 2, 3, 6, 3, 3, -1, secret_paranoiac4 //Erik II Emune (1134-1137)
5, 1, 4, 5, 3, 4, -1, mightywarrior2 //Valdemar I den Store (the Great, 1157-1182)
5, 2, 4, 4, 3, 3, -1, attacker2 //Valdemar II Sejr (the Victorious, 1202-1241)
1, 5, 2, 3, 3, 3, -1, envy //Erik V Klipping (1259-1286)
7, 2, 3, 4, 3, 3, -1, tyrant1 //Christoffer II (1320-1326)
5, 4, 4, 4, 3, 4, -1, mightywarrior2 //Valdemar IV Atterdag (What times we live in!, 1340-1376)
SetStartLeader:: FN_DANISH1 0 8 1 0 0 2 4 0 0 0 //Early Startpos
SetStartLeader:: FN_DANISH1 4 8 2 3 1 3 6 2 0 0 //High Startpos
SetStartLeader:: FN_DANISH1 6 8 2 6 1 3 6 2 1 2 //Late Startpos
FAMOUS_HEROES:: FN_DANISH1 20
//forename surname date, c, d, p, a, l, vnv, TYPE ID_REGION PORTRAIT
"Skjalm", "Hvide", 1062, 4, 4, 4, 3, 6, mightywarrior2, GENERAL, ID_LIMBO, -1 //Powerful noble from Sjælland and founder of the important Hvide family. He stood high in the favour of royal power, being entrusted to manage the possessions of the king. The prince Knud Lavard was raised by him. He died in 1113.
"Asser", "Rig", 1080, 3, 3, 5, 5, 6, pious2, GENERAL, ID_LIMBO, -1 //Powerful noble from Sjælland. He was son of Skjalm Hvide. Valdemar I den Store was raised at his court of Fjenneslev together with Asser's son Absalon. He founded the monastery of Sorø. He died in 1151.
"Knud", "Lavard", 1096, 4, 2, 5, 4, 6, chivalrous2, GENERAL, ID_LIMBO, -1 //Knud Lavard (the Protector), chivalrous and popular danish prince, son of Erik I Ejegod and father of Valdemar I den Store. He was employed as king Niels's earl in the duchy of Schleswig-Holstein, where he was very popular. He was murdered by his cousin Magnus in a forest near Ringsted in 1131. He was canonized in 1169.
"Magnus", "den Stærke", 1106, 3, 5, 3, 3, 4, killer1, GENERAL, ID_LIMBO, -1 //Magnus Nielsen or Magnus den Stærke (the Strong), danish prince son of the king Niels, he became king of Sweden (1125-1130). Magnus viewed his cousin Knud Lavard as a likely contender for the danish throne and killed him in 1131. A civil war ensued as Knud's half-brother Erik tried to avenge his death and Magnus died at the Battle of Fotevik (1134).
"Esbern", "Snare", 1127, 4, 3, 4, 5, 7, builder3, GENERAL, ID_LIMBO, -1 //Esbern Snare (1127-1204), nobleman and warrior. He was son of Asser Rig and brother of Absalon. He fought together with his brother and Valdemar I den Store in the Battle of Grathe Hede (1157), in which Valdemar got hold of the throne. He built about 1170 the castle of Kalundborg. Around this grew up the town of same name.
"Ærkebiskop", "Absalon", 1128, 5, 3, 8, 6, 8, mightywarrior2, GENERAL, ID_LIMBO, -1 //Absalon (1128-1201) was the chief counsellor of Valdemar I den Store, and the promoter of the imperial policy which, for three generations, gave Denmark the dominion of the Baltic. He was elected as bishop of Roskilde in 1158 and as archbishop of Lund in 1171. He conducted in person various victorious campaigns against the Wendish pirates (1168, 1170, 1184). He was the founder of København. He was equally great as churchman, statesman and warrior.
"Sune", "Ebbesen", 1140, 3, 4, 5, 3, 7, zealot1, GENERAL, ID_LIMBO, -1 //Nobleman and warrior. He was nephew of Asser Rig. He belonged to the close inner circle of Valdemar I den Store together with his cousins Absalon and Esbern Snare. He was a zealous participant in the campaigns of Valdemar I. He died in 1186.
"Rane", "Jonsen", 1240, 2, 3, 4, 4, 5, paranoidc1, GENERAL, ID_LIMBO, -1 //Nobleman from Sjælland. He was "Kammermester" (Chamberlain) of Erik V Klipping. He was with him when a group of unknown men murdered the King (November 1286). He was declared traitor and outlawed. He fled to Norway, but was captured and executed at Roskilde in 1294.
"Stig", "Andersen", 1250, 3, 6, 4, 3, 4, defender2, GENERAL, ID_LIMBO, -1 //Nobleman from Jylland. Also known as Marsk Stig. The king Erik V Klipping was assasinated in 1286 and a number of the most powerful noblemen led by him were outlawed by the danish court. He died in 1293.
"Jakob", "af Halland", 1260, 3, 5, 4, 3, 5, envy1, GENERAL, ID_LIMBO, -1 //Great-grandson of Valdemar II Sejr. He was appointed Count of Halland in 1283. He was hostile toward Erik V Klipping and he was one of the noblemen outlawed after his murder. He struggled together with the group of outlaw noblemen and since 1305 took refuge in Norway at the court of Håkon V. He died in 1310.
"Gerhard", "af Holsten", 1292, 3, 5, 4, 4, 4, mightywarrior2, GENERAL, ID_LIMBO, -1 //Gerhard III the Great, powerful german Count of Holstein and the biggest pawnholder of mortgaged Denmark. He was appointed as the Regent and guardian of his nephew Valdemar III. He was killed in 1340.
"Niels", "Ebbesen", 1300, 4, 4, 4, 3, 7, killer1, GENERAL, ID_LIMBO, -1 //Danish nobleman and national hero. He killed the Count Gerhard III of Holstein (April 1340) when the mortgaged Denmark was in hands of german counts during the Interregnum (1332-1340). He died in a battle near Skanderborg's Castle (December 1340).
"Henning", "Podebusk", 1320, 2, 3, 4, 5, 7, smarttalker1, GENERAL, ID_LIMBO, -1 //Danish statesman, member of the Podebusk family from Rügen. In 1350 he entered at service of Valdemar IV Atterdag, to whom he served loyally in his german affairs. After the death of the king (1375) he played a leading role securing the succession of Oluf III, son of Valdemar IV's daughter Margrete and Håkon VI of Norway. He was also a loyal servant for the Queen Margrete. He died in 1388.
"Ærkebiskop", "Eskil", 1100, 1, 1, 6, 3, 6, pious2, BISHOP, ID_LIMBO, -1 //A man of profound piety, he was always zealous for the welfare of the church. In 1134 he was consecrated bishop of Roskilde and in 1137 as archbishop of Lund. He favoured the introduction of various monastic orders in Denmark. He designated Absalon as his successor.
"Saxo", "Grammaticus", 1141, 1, 0, 4, 3, 6, educated3, EMISSARY, ID_LIMBO, -1 //Historian. He was born in the bosom of a noble family from Sjælland. He wrote his chronicle "Gesta Danorum" by order of Absalon. He had a vast knowledge of the latin and he was an expert on nordic legends and traditions.
"Svend", "Aggesen", 1150, 1, 0, 4, 3, 6, educated2, EMISSARY, ID_LIMBO, -1 //Historian. He was born in the bosom of a noble family from Skåne but originate from Jylland. He wrote his chronicle about the year 1186 and he was witness of the wendish campaigns in 1184 and 1185.
"Anders", "Sunesen", 1167, 1, 1, 6, 3, 6, educated3, BISHOP, ID_LIMBO, -1 //Son of Sune Ebbesen and successor of Absalon. He studied in Paris and also probably in Oxford and Bologna. He transmited his knowledges to the danish clergy. He was appointed archbishop of Lund in 1201. He died in 1228.
"Jakob", "Erlandsen", 1200, 1, 1, 6, 3, 6, pious1, BISHOP, ID_LIMBO, -1 //Archbishop of Lund (1254-1274). Erik IV Plovpenning's envoy to the Council of Lyon (1245).
"Boethius", "de Dacia", 1241, 1, 0, 4, 3, 6, educated3, EMISSARY, ID_LIMBO, -1 //Danish philosopher and grammarian active at the University of Sorbonne in Paris. He was one of the most known proposers of Averroism (an interpretation of Aristotle founded on the andalusian philosopher Averroes) and wrote several books in Latin. He died between 1280 and 1290.
"Jens", "Grand", 1251, 1, 1, 6, 3, 6, pious1, BISHOP, ID_LIMBO, -1 //Archbishop of Lund (1289-1302). He died in 1327.
//Danish Heroes Translations
["Skjalm"] {"Skjalm"}
["Hvide"] {"Hvide"}
["Asser"] {"Asser"}
["Rig"] {"Rig"}
["Knud"] {"Knud"}
["Lavard"] {"Lavard"}
["Magnus"] {"Magnus"}
["den Stærke"] {"den Stærke"}
["Esbern"] {"Esbern"}
["Snare"] {"Snare"}
["Ærkebiskop"] {"Ærkebiskop"}
["Absalon"] {"Absalon"}
["Sune"] {"Sune"}
["Ebbesen"] {"Ebbesen"}
["Rane"] {"Rane"}
["Jonsen"] {"Jonsen"}
["Stig"] {"Stig"}
["Andersen"] {"Andersen"}
["Jakob"] {"Jakob"}
["af Halland"] {"af Halland"}
["Gerhard"] {"Gerhard"}
["af Holsten"] {"af Holsten"}
["Niels"] {"Niels"}
["Ebbesen"] {"Ebbesen"}
["Henning"] {"Henning"}
["Podebusk"] {"Podebusk"}
["Ærkebiskop"] {"Ærkebiskop"}
["Eskil"] {"Eskil"}
["Saxo"] {"Saxo"}
["Grammaticus"] {"Grammaticus"}
["Svend"] {"Svend"}
["Aggesen"] {"Aggesen"}
["Anders"] {"Anders"}
["Sunesen"] {"Sunesen"}
["Jakob"] {"Jakob"}
["Erlandsen"] {"Erlandsen"}
["Boethius"] {"Boethius"}
["de Dacia"] {"de Dacia"}
["Jens"] {"Jens"}
["Grand"] {"Grand"}
OFFICE NAMES
["Earl Chamberlain of Denmark"] {"Kammermester"} //Similar to Chamberlain. The hero Rane Jonsen occupied this office.
["Master of the Stables"] {"Konstabel af Danmark"} //In this case I have translated the term solely.
["Earl Marshal of Denmark"] {"Rigsmarsk af Danmark"} //Commander in charge of kingdom's defense. The hero Stig Andersen occupied this office.
["Chancellor of Denmark"] {"Kansler af Danmark"} //Person in charge of the Royal Chancellery. The hero Anders Sunesen occupied this office.
["Minister of the Treasury"] {"Drost af Danmark"} //The Highest Counselor of the King. The hero Henning Podebusk occupied this charge.
["Archbishop of Lund"] {"Ærkebiskop af Lund"} //Archbishop of Lund (Scania). The great hero Absalon occupied this office.
PROVINCIAL TITLES
["Jarl of Denmark"] {"Jarl af Jylland"} //Earl of Jutland (the continental part of Denmark, divided in two earldoms: "Jarl af Sønderjylland" (Earl of Southern Jutland) and "Jarl af Nørrejylland" (Earl of Northern Jutland). Other titles: for the danish isles "Jarl af Sjælland" (Earl of Zealand) and for the danish possessions in the south of Sweden "Jarl af Skåne" (Earl of Scania).
// 3: danish_forenames
ADD_FORENAMES::
"Oluf"
"Erik"
"Niels"
"Svend"
"Knud"
"Valdemar"
"Abel"
"Christoffer"
"Abel"
"Agge"
"Anders"
"Asløg"
"Asser"
"Axel"
"Åge"
"Åsmund"
"Bengt"
"Birger"
"Bjørn"
"Bo"
"Christoffer"
"Ebbe"
"Erik"
"Erland"
"Esbern"
"Eskil"
"Filip"
"Finn"
"Folke"
"Frode"
"Gert"
"Grim"
"Gudbrand"
"Gunnar"
"Hagen"
"Hans"
"Harald"
"Henning"
"Ib"
"Inge"
"Jakob"
"Jens"
"Jesper"
"Jørgen"
"Kaj"
"Karl"
"Keld"
"Knud"
"Lars"
"Mads"
"Magnus"
"Mikkel"
"Mogens"
"Morten"
"Niels"
"Oluf"
"Peder"
"Poul"
"Preben"
"Ragnar"
"Ragnvald"
"Rane"
"Rasmus"
"Rikard"
"Sigurd"
"Skjalm"
"Steen"
"Stig"
"Sune"
"Svend"
"Søren"
"Thorbjørn"
"Thorgeir"
"Thorstein"
"Thorvald"
"Toke"
"Troels"
"Trygve"
"Ulf"
"Valdemar"
"Viggo"
"Vilfred"
"Yngvar"
// 3: danish_surnames
ADD_SURNAMES::
"Estridsen" //Royal Surname: the House of Svend Estridsen (1047-1448)
"Abelsen" //Patronymic surnames: forename + the suffix -sen
"Aggesen"
"Andersen"
"Asløgsen"
"Assersen"
"Axelsen"
"Ågesen"
"Åsmundsen"
"Bengtsen"
"Birgersen"
"Bjørnsen"
"Bosen"
"Christoffersen"
"Ebbesen"
"Eriksen"
"Erlandsen"
"Esbernsen"
"Eskilsen"
"Filipsen"
"Finnsen"
"Folkesen"
"Frodesen"
"Gertsen"
"Grimsen"
"Gudbrandsen"
"Gunnarsen"
"Hagensen"
"Hansen"
"Haraldsen"
"Henningsen"
"Ibsen"
"Ingesen"
"Jakobsen"
"Jensen"
"Jespersen"
"Jørgensen"
"Kajsen"
"Karlsen"
"Keldsen"
"Knudsen"
"Larsen"
"Madsen"
"Magnusen"
"Mikkelsen"
"Mogensen"
"Mortensen"
"Nielsen"
"Olufsen"
"Pedersen"
"Poulsen"
"Prebensen"
"Ragnarsen"
"Ragnvaldsen"
"Ranesen"
"Rasmusen"
"Rikardsen"
"Sigurdsen"
"Skjalmsen"
"Steensen"
"Stigsen"
"Sunesen"
"Svendsen"
"Sørensen"
"Thorbjørnsen"
"Thorgeirsen"
"Thorsteinsen"
"Thorvaldsen"
"Tokesen"
"Troelsen"
"Trygvesen"
"Ulfsen"
"Valdemarsen"
"Viggosen"
"Vilfredsen"
"Yngvarsen"
"Blåtand" //Other surnames: descriptives, locatives...
"Ejegod"
"Flemming"
"Grand"
"Grathe"
"Hunger"
"Hvide"
"Kakke"
"Klipping"
"Lavard"
"Laxmand"
"Lodehat"
"Menved"
"Plovpenning"
"Podebusk"
"Rig"
"Skåning"
"Snare"
"Sejr"
"Trylle"
"Tveskæg"
// danish_forenames
["Oluf"] {"Oluf"}
["Erik"] {"Erik"}
["Niels"] {"Niels"}
["Svend"] {"Svend"}
["Knud"] {"Knud"}
["Valdemar"] {"Valdemar"}
["Abel"] {"Abel"}
["Christoffer"] {"Christoffer"}
["Abel"] {"Abel"}
["Agge"] {"Agge"}
["Anders"] {"Anders"}
["Asløg"] {"Asløg"}
["Asser"] {"Asser"}
["Axel"] {"Axel"}
["Åge"] {"Åge"}
["Åsmund"] {"Åsmund"}
["Bengt"] {"Bengt"}
["Birger"] {"Birger"}
["Bjørn"] {"Bjørn"}
["Bo"] {"Bo"}
["Christoffer"] {"Christoffer"}
["Ebbe"] {"Ebbe"}
["Erik"] {"Erik"}
["Erland"] {"Erland"}
["Esbern"] {"Esbern"}
["Eskil"] {"Eskil"}
["Filip"] {"Filip"}
["Finn"] {"Finn"}
["Folke"] {"Folke"}
["Frode"] {"Frode"}
["Gert"] {"Gert"}
["Grim"] {"Grim"}
["Gudbrand"] {"Gudbrand"}
["Gunnar"] {"Gunnar"}
["Hagen"] {"Hagen"}
["Hans"] {"Hans"}
["Harald"] {"Harald"}
["Henning"] {"Henning"}
["Ib"] {"Ib"}
["Inge"] {"Inge"}
["Jakob"] {"Jakob"}
["Jens"] {"Jens"}
["Jesper"] {"Jesper"}
["Jørgen"] {"Jørgen"}
["Kaj"] {"Kaj"}
["Karl"] {"Karl"}
["Keld"] {"Keld"}
["Knud"] {"Knud"}
["Lars"] {"Lars"}
["Mads"] {"Mads"}
["Magnus"] {"Magnus"}
["Mikkel"] {"Mikkel"}
["Mogens"] {"Mogens"}
["Morten"] {"Morten"}
["Niels"] {"Niels"}
["Oluf"] {"Oluf"}
["Peder"] {"Peder"}
["Poul"] {"Poul"}
["Preben"] {"Preben"}
["Ragnar"] {"Ragnar"}
["Ragnvald"] {"Ragnvald"}
["Rane"] {"Rane"}
["Rasmus"] {"Rasmus"}
["Rikard"] {"Rikard"}
["Sigurd"] {"Sigurd"}
["Skjalm"] {"Skjalm"}
["Steen"] {"Steen"}
["Stig"] {"Stig"}
["Sune"] {"Sune"}
["Svend"] {"Svend"}
["Søren"] {"Søren"}
["Thorbjørn"] {"Thorbjørn"}
["Thorgeir"] {"Thorgeir"}
["Thorstein"] {"Thorstein"}
["Thorvald"] {"Thorvald"}
["Toke"] {"Toke"}
["Troels"] {"Troels"}
["Trygve"] {"Trygve"}
["Ulf"] {"Ulf"}
["Valdemar"] {"Valdemar"}
["Viggo"] {"Viggo"}
["Vilfred"] {"Vilfred"}
["Yngvar"] {"Yngvar"}
// danish_surnames
["Estridsen"] {"Estridsen"}
["Abelsen"] {"Abelsen"}
["Aggesen"] {"Aggesen"}
["Andersen"] {"Andersen"}
["Asløgsen"] {"Asløgsen"}
["Assersen"] {"Assersen"}
["Axelsen"] {"Axelsen"}
["Ågesen"] {"Ågesen"}
["Åsmundsen"] {"Åsmundsen"}
["Bengtsen"] {"Bengtsen"}
["Birgersen"] {"Birgersen"}
["Bjørnsen"] {"Bjørnsen"}
["Bosen"] {"Bosen"}
["Christoffersen"] {"Christoffersen"}
["Ebbesen"] {"Ebbesen"}
["Eriksen"] {"Eriksen"}
["Erlandsen"] {"Erlandsen"}
["Esbernsen"] {"Esbernsen"}
["Eskilsen"] {"Eskilsen"}
["Filipsen"] {"Filipsen"}
["Finnsen"] {"Finnsen"}
["Folkesen"] {"Folkesen"}
["Frodesen"] {"Frodesen"}
["Gertsen"] {"Gertsen"}
["Grimsen"] {"Grimsen"}
["Gudbrandsen"] {"Gudbrandsen"}
["Gunnarsen"] {"Gunnarsen"}
["Hagensen"] {"Hagensen"}
["Hansen"] {"Hansen"}
["Haraldsen"] {"Haraldsen"}
["Henningsen"] {"Henningsen"}
["Ibsen"] {"Ibsen"}
["Ingesen"] {"Ingesen"}
["Jakobsen"] {"Jakobsen"}
["Jensen"] {"Jensen"}
["Jespersen"] {"Jespersen"}
["Jørgensen"] {"Jørgensen"}
["Kajsen"] {"Kajsen"}
["Karlsen"] {"Karlsen"}
["Keldsen"] {"Keldsen"}
["Knudsen"] {"Knudsen"}
["Larsen"] {"Larsen"}
["Madsen"] {"Madsen"}
["Magnusen"] {"Magnusen"}
["Mikkelsen"] {"Mikkelsen"}
["Mogensen"] {"Mogensen"}
["Mortensen"] {"Mortensen"}
["Nielsen"] {"Nielsen"}
["Olufsen"] {"Olufsen"}
["Pedersen"] {"Pedersen"}
["Poulsen"] {"Poulsen"}
["Prebensen"] {"Prebensen"}
["Ragnarsen"] {"Ragnarsen"}
["Ragnvaldsen"] {"Ragnvaldsen"}
["Ranesen"] {"Ranesen"}
["Rasmusen"] {"Rasmusen"}
["Rikardsen"] {"Rikardsen"}
["Sigurdsen"] {"Sigurdsen"}
["Skjalmsen"] {"Skjalmsen"}
["Steensen"] {"Steensen"}
["Stigsen"] {"Stigsen"}
["Sunesen"] {"Sunesen"}
["Svendsen"] {"Svendsen"}
["Sørensen"] {"Sørensen"}
["Thorbjørnsen"] {"Thorbjørnsen"}
["Thorgeirsen"] {"Thorgeirsen"}
["Thorsteinsen"] {"Thorsteinsen"}
["Thorvaldsen"] {"Thorvaldsen"}
["Tokesen"] {"Tokesen"}
["Troelsen"] {"Troelsen"}
["Trygvesen"] {"Trygvesen"}
["Ulfsen"] {"Ulfsen"}
["Valdemarsen"] {"Valdemarsen"}
["Viggosen"] {"Viggosen"}
["Vilfredsen"] {"Vilfredsen"}
["Yngvarsen"] {"Yngvarsen"}
["Blåtand"] {"Blåtand"}
["Ejegod"] {"Ejegod"}
["Flemming"] {"Flemming"}
["Grand"] {"Grand"}
["Grathe"] {"Grathe"}
["Hunger"] {"Hunger"}
["Hvide"] {"Hvide"}
["Kakke"] {"Kakke"}
["Klipping"] {"Klipping"}
["Lavard"] {"Lavard"}
["Laxmand"] {"Laxmand"}
["Lodehat"] {"Lodehat"}
["Menved"] {"Menved"}
["Plovpenning"] {"Plovpenning"}
["Podebusk"] {"Podebusk"}
["Rig"] {"Rig"}
["Skåning"] {"Skåning"}
["Snare"] {"Snare"}
["Sejr"] {"Sejr"}
["Trylle"] {"Trylle"}
["Tveskæg"] {"Tveskæg"}
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Re: Medieval mod IV v4 beta: Path to Glory
Well, I had never noticed that there was an either/or option for units, but unfortunately this doesn't help much. Between provincial restrictions for the units, which is what the Homelands concept is based upon, building priorities, adding I don't know how many new building lines, etc., it's just not possible.
The Homelands concept was developed to hinder the snowballing effect on faction power that occurs as your empire expands, and makes the later phases of the game non-challenging. From my experiences, the current Homelands are more than large enough to supply the number of troops needed to conquer the map in a timely fashion. It's not perfect in all situations, but I think it's a great addition to the game.
I have been under the weather pretty bad the last few weeks, and haven't been able to work on the mod much. I haven't even felt like playing it the last 10 days. I saw the doctor Tuesday and got a bunch of stuff, so hopefully I'll be up and around more in the next few days.
For now, here is the list of current castle names, if some of you know of some specific castles to recommend.
["Achaea Castle_xzy"] {"Thebes Castle"}
["Volga-Bulgaria Castle_xzy"] {"Volga-Bulgaria Castle"}
["Algeria Castle_xzy"] {"Algiers Castle"}
["Al-Gharb Castle_xzy"] {"Silves Castle"}
["Anatolia Castle_xzy"] {"Antalya Castle"}
["Anjou Castle_xzy"] {"Angers Castle"}
["Antioch Castle_xzy"] {"Antioch Castle"}
["Apulia Castle_xzy"] {"Taranto Castle"}
["Aquitaine Castle_xzy"] {"Bordeaux Castle"}
["Arabia Castle_xzy"] {"Kerak Castle"}
["Aragon Castle_xzy"] {"Barcelona Castle"}
["Armenia Castle_xzy"] {"Yerevan Castle"}
["Austria Castle_xzy"] {"Vienna Castle"}
["Auverge Castle_xzy"] {"Clermont Castle"}
["Bavaria Castle_xzy"] {"Munich Castle"}
["Bohemia Castle_xzy"] {"Prague Castle"}
["Brittany Castle_xzy"] {"Nantes Castle"}
["Bulgaria Castle_xzy"] {"Turnovo Castle"}
["Burgundy Castle_xzy"] {"Dijon Castle"}
["Campania Castle_xzy"] {"Naples Castle"}
["Carniola Castle_xzy"] {"Ljubljana Castle"}
["Champagne Castle_xzy"] {"Blois Castle"}
["Chernigov Castle_xzy"] {"Vladimir Castle"}
["Cordoba Castle_xzy"] {"Calahorra Castle"}
["Corsica Castle_xzy"] {"Bastia Castle"}
["Crete Castle_xzy"] {"Candia Castle"}
["Crimea Castle_xzy"] {"Cherson Castle"}
["Croatia Castle_xzy"] {"Zara Castle"}
["Cyprus Castle_xzy"] {"Nicosia Castle"}
["Dauphine Castle_xzy"] {"Grenoble Castle"}
["Denmark Castle_xzy"] {"Roskilde Castle"}
["Edessa Castle_xzy"] {"Edessa Castle"}
["Egypt Castle_xzy"] {"Cairo Castle"}
["Epirus Castle_xzy"] {"Dyrrachium Castle"}
["Flanders Castle_xzy"] {"Ghent Castle"}
["Franconia Castle_xzy"] {"Bamberg Castle"}
["Friesland Castle_xzy"] {"Groningen Castle"}
["Georgia Castle_xzy"] {"T'bilisi Castle"}
["Gotland Castle_xzy"] {"Visby Castle"}
["Granada Castle_xzy"] {"Alhambra"}
["Ile de France Castle_xzy"] {"Paris Castle"}
["Ireland Castle_xzy"] {"Dublin Castle"}
["Jerusalem Castle_xzy"] {"Jerusalem Castle"}
["Khazar Castle_xzy"] {"Sarkel Castle"}
["Kiev Castle_xzy"] {"Kiev Castle"}
["Languedoc Castle_xzy"] {"Toulouse Castle"}
["Leon Castle_xzy"] {"Leon Castle"}
["Lesser Armenia Castle_xzy"] {"Sivas Castle"}
["Levidia Castle_xzy"] {"Peresechen Castle"}
["Libya Castle_xzy"] {"Tripoli Castle"}
["Liguria Castle_xzy"] {"Genoa Castle"}
["Lithuania Castle_xzy"] {"Vilnius Castle"}
["Livonia Castle_xzy"] {"Riga Castle"}
["Lombardy Castle_xzy"] {"Milan Castle"}
["Lorraine Castle_xzy"] {"Nancy Castle"}
["Macedonia Castle_xzy"] {"Thessalonica Castle"}
["Mazovia Castle_xzy"] {"Warsaw Castle"}
["Mercia Castle_xzy"] {"Nottingham Castle"}
["Moldavia Castle_xzy"] {"Cetatea Alba Castle"}
["Morocco Castle_xzy"] {"Marrakech Castle"}
["Murcia Castle_xzy"] {"Murcia Castle"}
["Muscovy Castle_xzy"] {"Moscow Castle"}
["New Castile Castle_xzy"] {"Alcázar of Toledo"}
["Nicaea Castle_xzy"] {"Nicaea Castle"}
["Normandy Castle_xzy"] {"Rouen Castle"}
["Northumbria Castle_xzy"] {"York Castle"}
["Norway Castle_xzy"] {"Akershus Castle"}
["Novgorod Castle_xzy"] {"Novgorod Castle"}
["Old Castile Castle_xzy"] {"Burges Castle"}
["Pannonia Castle_xzy"] {"Esztergom Castle"}
["Papal States Castle_xzy"] {"Perugia Castle"}
["Poitou Castle_xzy"] {"Poitiers Castle"}
["Poland Castle_xzy"] {"Krakow Castle"}
["Pomerania Castle_xzy"] {"Mikilinborg Castle"}
["Portugal Castle_xzy"] {"Lisbon Castle"}
["Provence Castle_xzy"] {"Marseille Castle"}
["Prussia Castle_xzy"] {"Konigsberg Castle"}
["Rome Castle_xzy"] {"Rome Castle"}
["Rum Castle_xzy"] {"Iconium Castle"}
["Ruthenia Castle_xzy"] {"Halych Castle"}
["Ryazan Castle_xzy"] {"Ryazan Castle"}
["Sardinia Castle_xzy"] {"Cagliari Castle"}
["Savoy Castle_xzy"] {"Chambery Castle"}
["Saxony Castle_xzy"] {"Dresden Castle"}
["Scotland Castle_xzy"] {"Edinburgh Castle"}
["Serbia Castle_xzy"] {"Beograd Castle"}
["Sicily Castle_xzy"] {"Palermo Castle"}
["Silesia Castle_xzy"] {"Wroclaw Castle"}
["Smolensk Castle_xzy"] {"Smolensk Castle"}
["Swabia Castle_xzy"] {"Stuttgart Castle"}
["Sweden Castle_xzy"] {"Stockholm Castle"}
["Syria Castle_xzy"] {"Damascus Castle"}
["Thrace Castle_xzy"] {"Constantinople Castle"}
["TransDanubia Castle_xzy"] {"Eger Castle"}
["Transylvania Castle_xzy"] {"Nagyvarad Castle"}
["Trebizond Castle_xzy"] {"Trabzon Castle"}
["Tripoli Castle_xzy"] {"Tripoli Castle"}
["Tunisia Castle_xzy"] {"Tunis Castle"}
["Tuscany Castle_xzy"] {"Florence Castle"}
["Tyrolia Castle_xzy"] {"Innsbruck Castle"}
["Valencia Castle_xzy"] {"Valencia Castle"}
["Venice Castle_xzy"] {"Venice Castle"}
["Verona Castle_xzy"] {"Verona Castle"}
["Volhynia Castle_xzy"] {"Lviv Castle"}
["Wales Castle_xzy"] {"Caernarfon Castle"}
["Wallachia Castle_xzy"] {"Bucharest Castle"}
["Wessex Castle_xzy"] {"Tower of London"}
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Re: Medieval mod IV v4 beta: Path to Glory
A few minor problems:
1) Mamelukes have a "Sultan ( !!! KhalZl !!! )Could not translate. II"
2) Mamelukes also have a Jihad General with a name error (didn't write down which name)
3) Swabia has a Copper Mine (but no copper resource so it generates 0 gold)
4) Danes and Swedes start game with Svea Axemen and Nordic Karls (and those are the "special units" for Sweden and Norway), but they aren't in the build lists for either faction.