Great to hear it macsen! I just got VI, so I'll be trying the Early and High eras shortly.
Do the various factions have temples for their respective Gods? E.g. Rimmon for the Aramaemens, Baal for the Phoenicians etc.
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Great to hear it macsen! I just got VI, so I'll be trying the Early and High eras shortly.
Do the various factions have temples for their respective Gods? E.g. Rimmon for the Aramaemens, Baal for the Phoenicians etc.
Hi Ignoramus, glad to hear you'll be joining us in the Bronze Age :2thumbsup:
Temples are something that need a bit more work. So far most of the "muslim" cultures (ie literate, eastern kingdoms) just have a generic "temple" and "temple complex", but the Egyptians have a 'Shrine of Horus' for everyday use, and also four unique temples: Set, Ra, Amun and Ptah which have offices associated with them ("Leader of Ra division" etc which have properties somewhat relevant to the god in question - eg Set is pretty heavy on dread, Amun heavy on acumen etc etc, but all have some command boost as well, as befitting a general leading one of the Pharaoh's four divisions :2thumbsup: ) The temples also give morale up to +4 for Ptah.
The Israelites have tabernacles and a unique Temple of Solomon (to train Mushite Shiloh Priests and Aaronid High Priests). The Temple also has an income as it centralised all sacrifices to one site. Aaronid priests also spread dissent, due to the controversy over the sacrifice thing....
The Prytani have Stonehenge which CANNOT be rebuilt if it's destroyed (build req = citadel, Prytani can't build a citadel ~D), and this has a +4 morale boost. A good reason to not lose Wessex :beam: Other pagans can only get up to +3 morale from Pagan Sacrificial Shrine.
The other thing I will do with the temples is add more offices, so even where the building itself may be "generic" the title will be more specific: Hittites to get a "High Priest of Teshub", Phoenicians "High Priest of Ba'al" (or El, or Ashtarte etc) and so on. I'll probably do these when I go over the titles - I need to tie in offices etc to the recent tech-tree changes I made, so it makes sense to do it all together.
One other thing: I've decided to add in Urartu as a faction for the Late era, and shall be getting on with research there, but they will have very humble beginnings - they didn't really emerge as a power in 980BC, so a bit of building-up is in order. But the unit roster will be interesting I hope, and also it will break up the dominance of certain units in that part of the map.
I'm playing my game as the Prytani (so I could easily take Briton and Ireland quickly :egypt: ) none of the Briton or Irish provences ctd which was very good, it was some of the provences in central europe and France that are giving me slight problems with ctd, I'll try to remember the names when my memory begins to work again :P
@ Sigma: I wonder, were you facing the Ligurians by any chance -- their faction number is above 20 and so any FACSHIELD folder unit would CTD in battle...
catch you tmrw :2thumbsup:
UPDATE:
New faction:
Spoiler Alert, click show to read:
EDIT: The new shield & colours are now done, and a few Urartuan units added: Urartuan Royal Guard, Urartuan Spearmen, and Urartuan Horse Archers. Also the king names are sorted.
Currently using temporary shield and names, just to get them working ~D Will do a proper shield and name file for them tonight.Also added a new unit for Trebizond and Armenia only: Cascan warband (at last!) which is a smallish sword + javelin unit that can hide in the open, and pretty much all the Urartuans can train early on (I said this had to be a challenging start position). Excellent ambushers for defence, though :2thumbsup:
A few more province names changed as well - bye-bye 'Genoa', it's now 'Liguria', and Provence has become 'Western Liguria', Armenia is obviously Urartu, and Rome has reverted to its Etruscan name 'Ruma'. I really wish there were some reliable ancient names for north and west Europe, though :no:
Nice mate ill be playing acient total war again and do somme bug report mate i did have little time the past fue months
So I'm guessing old school Armenia is going to have some of the best heavy cavalry ?
Hi RA - yes, indeed! It seems even in the days of Urartu cavalry from that region was pretty good - even though cavalry was still a shiny new invention straight out of the box :2thumbsup: From what I've read so far on Urartu, they took a lot of Assyrian ideas for their military, had good horse breeding stock and quite well advanced metallurgy. Far from being a sideline in the area, apparently at one time they controlled an area that reached from the Mediterranean coast in Cilicia, into modern Iran and up into Colchis (Georgia)
Really the Urartu Kingdom should begin in about 840BC, so it's a bit of an anachronism at 980BC, but you have to make some compromises with game mechanics :beam:
The unit roster so far is:
Urartuan Royal Guards (BG) - heavy cav similar to Assyrian Qurubte sa shepe guards - dismount to Ur. spears
Urartuan Horse Archers - (similar to Cimmerian HA but 120 instead of 80 man unit - can dismount to Eastern Archers)
Cascan warband (homeland Urartu and Trebizond only - available to Urartu and pagan factions only)
Urartuan Spearmen - similar to Assyrian kisir sharruti spears
Eastern Light Cavalry (dismount to eastern swordsmen)
Light chariots
Tribal warriors
Slingers
Miners
Battering ram (homeland unit in Assyrian sphere of influence)
When you spread out a bit more other units become available in their homelands, eg Lydian units westward across Asia Minor, Chaldean skirmishers in Assur etc.
You will notice there are no archers in there yet - I'm still undecided, and might just leave them with the HA (which can dismount when needed), pending further research...
Unique offices: "Royal Metallurgist" with Copper Mine Complex, and "High Priest of Khaldi" with temple complex.
I'm currentlyplayingtesting the faction, and it is an interesting start position stuck between the Neo-Hittites, Assyrians and Cimmerians, and I've also come to blows with the Israelites, who are being surprisingly aggressive in this game - they wiped out the Assyrians (no Babylonian captivity in this alternate universe :laugh4: )
The strategy so far seems to be defensive turtling with opportunistic lightning attacks whenever the neighbours look weak.
Hi folks - I'm going to be off-line til 6th August, but all being well shall return with a new install with the last era in place :2thumbsup:
Well mate
you have a nice holiday cya soon :2thumbsup:
Hi folks, I'm back, and as promised....
.... there is a new release :balloon2: :balloon2: :balloon2:
I will put it into the downloads sticky later, but you can get it here
This includes the new era, a total of 26 factions and 102 units across all eras, and the animations are sorted so that no "facshield" folders are used, which will cut out a major source of CTDs. The castlemaps have been reorganised, there are some new info pics, and lots of extraneous and duplicated material removed, so the installer now only weighs in at 115MB instead of 246MB as before (which means twice as many downloads per day!)
It is a complete new install, and not compatible with old save games. It is best installed as a completely fresh version, although it MIGHT work if installed over your beta copy, but no guarantees - I've not tested it this way.
There is also available a small spreadsheet available which gives a basic unit guide - ie who can train what units, in which provinces, and with which buildings. There are NO UNIT STATS in this guide -- I'd like to say that they were omitted to keep the surprise element and not spoil your game experience, but the truth is they got deleted by accident when I was preparing the spreadsheet :wall:
There's still a bit of tidying up to do, but not enough to delay the release. I also hope to add in a bonus campaign later....
Glad to see you back macsen.
I hope you'll do another ancient campaign. There are not many mods like these around.
Good to be back, too, except being on-line means being at work :laugh4:
The bonus campaign will (ok, it's still a 'might' at this stage) also be an ancient timeframe, but will require some changes to the campmap - I think I have the tools to do that, now - and will use some of the HTW animations not used so far in Ancient TW. It will have fewer factions, so I'll be able to use the "facshield" folders for animations (part of the long-term planning in this last release, by the way :2thumbsup: )
BUT before I start, I will need to check out some other mods to make sure I'm not re-inventing the wheel...
Hi mate
welcome back
but for somme reason i cant get this to download i cane download every mod except this one it s the samme problem i have before:dizzy2:
Hi Axel - I don't know what the problem is - there's been six copies downloaded so far, so it's definitely working at the hosting end. And this time that's not enough to have used up all the daily bandwidth (should be able to do 8 full downloads per day, now). All I can suggest is keep trying... Have you tried to get the unit guide, at least it will prove if it's a more general problem, or just the big file...
GL + keep trying
Hi mate
yes i tried to download the unit guide and i got the same problem, i really dont know wot the problem may be i switch of my virus protection and ad watch and firewall and still i cant download, but this is only with Acient downloads mate i never ever did have problems with downloading i even downloaded other mods to see if the problem may be with my PC,but they all work fine this is really strange.
I hope somme one cane help me or tewll me wot the problem is i really want to download this mod
i just tried it again and it did nt work i download all my programs with download accelera 5 plus. and it says cannot retrieve file info. cannot search for mirrors thats wot it say s on bottom of Downlaod Accerera
I just tried to log in to mydatabus.com and it looks like the site is down :oops:
I'm going to have to check my emails, see if there's any explanation come through. More news when I have it...
It's now back online, so you can all continue the downloads :balloon2:Quote:
Originally Posted by mydatabus
And the bonus campaign is coming along nicely, but I doubt it will be ready for a few weeks....
No mate still not working for me :dizzy2: verry odd
Ok the unit list work just fine i got the unit list but the mod wont work is there somme other place i cane download this mod mate???
Hi Axel - yes, very odd - it's been downloaded 17 times now, so it's definitely working at that end, and we're nowhere near the bandwidth limit at the moment (though I can't be sure about last night, or whenever you last tried it). Have you tried doing it just with your browser rather than a DL manager? It's simply a file sharing site, so it's designed for bog standard browsers to handle.
And, no, there are no ther copies available, just on the one server.
Is there anyone else having problems?
ok mate i got the mod:2thumbsup:
must i install it over the other one or must i install MDW and install the mod again ??
Hi Axel, it's designed to go on a fresh clean install of XL lite, but I think it will work if you put it over the beta - but I've not tested it. The instructions in the sticky have been updated if you have any doubts.
Make sure you remove the old unit_prod and build_prod files if you do try it over your beta copy :2thumbsup:
Ok mate so i will put a fresh Medieval total war with update s on and install the mod .
ill will be doing this this week thx mate:2thumbsup:
It didn't work for me when I installed it over the beta, you will get weird results...
Hi Sigma, thanks for comfirming that! I thought it might not work, as so much has changed, notably all the unit animation folders. On the plus side, I think it might actually go straight on to MTW-VI without the XL - I realised over the weekend that I seem to have duplicated the XL bits from my development copy into the the install, but I still have to check it. Didn't mean to, I hope VH is the forgiving type....
Another thought I had was that by reorganising some of the directories, there's a chance that the install could become some 30MB smaller as well!
If this works out there could be a version 2 release, but it will take a while to test it all out - technically speaking, if I don't use textures sub-directories, it won't be necessary to include the MapTex.tga files in the download, and they are huge files.
I've also started work on a new campaign map, with a view to making an expansion pack later. I have to get some new tools working, like LMM, or it will be a very long-winded job to do it all "by hand", but what I tried over the weekend convinced me I can do it, given enough time! Basically I've successfully moved Northumbria into Africa, and worked through all the border info etc so it now works as eastern Libya, instead - and Scotland is twice its old size and has a border with Mercia! I hope when the expansion is done it will all make sense. Look on it as part of the map-making learning curve :2thumbsup:
Edit: whee - finally got the correct version of ReadBif and the latest DLL required, so hopefully my LMM will now work! If so, then it's full steam ahead on the new campaign map for the expansion ....
I can't seem to install XL properly. I get the new campaign maps, but not the factions.
Hi Ignoramus,
What version of MTW:VI do you have, and is it fully patched? I'm not aware of any difficulties with XL before, it's a pretty well tried-and-tested mod by now. And do you have the XL patch as well?
Anyway, as per the last post, I think Ancient should now install straight into MTW:VI without needing XL, so maybe give that a go... I'm going to test that myself tonight, so should have more idea tomorrow.
What factions are you missing?
Hi Macsen
Great news that you have learned to Mod the map - it must be pretty hard or it would have been done a lot more times.
I downloaded latest version no probs and it looks and plays really well. But it would look even better if you could get rid of anachronistic map names like Antioch, Wessex, Normandy, Ile de France etc (though what to put in their place isn't always simple) and it would play even better if Mid-East conquest didn't ram up against the buffers of available provinces so quickly and fewer factions were one-province-wonders.
If you can Mod the map, possibilities are almost endless. I wonder what your bonus campaign could be...:beam: