Indeed it is, I can't wait to see all of the early era units for each faction. V4 of this mod is THE best late period experience I've ever had with the game, and I have no doubt the full release will do the same for early and high.
Printable View
Indeed it is, I can't wait to see all of the early era units for each faction. V4 of this mod is THE best late period experience I've ever had with the game, and I have no doubt the full release will do the same for early and high.
hi Toragasama i would like to have an inpression of this mod wot units are in it and wot country s there are in this mod so i now wot this mod is about i would like to see somme screenshots if its possible would be nice:san_cheesy: :san_cheesy:
The mod comes with very informative readmes.
http://wes.apolyton.net/4.00_Intro_Readme.htm
http://wes.apolyton.net/Faction_Descriptions.htm
http://wes.apolyton.net/Unit_notes.htm
http://wes.apolyton.net/Non-unit_notes.htm
Yeah, I have put well over a hundred hours over the years into those readmes, so I'll be pissed if everyone doesn't make good use of them.
I have been shocked at the lack of documentation available for the other major mods I have checked out, which I guess is why people are used to screenshots. About all you usually find for mods is a post in the mod thread with a succinct list of changes made, and nothing about why the author chose to make those changes, much less an overall summation on how the changes will affect and/or improve gameplay. I'm sure the creators have ideas of what they are trying to achieve, but how will you be able to measure your success and get feedback from other players if you never articulate your aims and objectives?
Anyway, do check out the readmes which come with the mod. The versions posted on the webpage are somewhat out-of-date now, but they will be accurate over 95% of the time. Other than the beautiful faction graphics made by Big John, the mod is all about gameplay, so to learn about it, you have to spend some time reading, then load it up and have some fun, though be warned that you will find AI performance has been improved at least one level over the vanilla game.
I have gotten in a couple of afternoons this past week on the campaign text for the Early campaign. All that's left to do is allot the starting units, then convert the other texts over from their Late versions, which I hope won't take very long. Barring any odd bug occurances, I should have the campaign out sometime this week.
The Medieval Mod IV v4.07 beta, the Early campaign, is now posted at my webpage, and it does look beautiful if I do say so myself. Thanks go out to Big John for that.
You may notice some graphics bugs in various places, and the Glorious Achievements Homelands have not been fully updated from the Late campaign, but there should not be anything there that would affect gameplay.
I was not able to integrate Bel's latest Heroes work, yet, nor update the various Readmes, but I am about to leave to visit my parents, and I may be gone for up to 10 days, so I have been working hard to get the mod out in time for your Christmas holidays, when I know many of you will have some extra time for playing.
If you have been considering making a contribution to my PayPal account, know that you can use credit cards or online bank account transfers in addition to transfers from other PayPal accounts. If you could drop me a $20, it would certainly be appreciated.
Merry Christmas, and I will be checking the thread should any problems surface.
Oh wow I've been looking forward to this! Gotta find some time to play that before Christmas and I'll let ya know how it goes. :san_grin:
Got some good playing in today, and haven't really noticed anything too bad. A few name errors here and there, but other than that it's been really smooth. I was surprised with the decision to have both the Almoravids and the Almohads in at the same time. The factions color changes are startling, but sharp and easy to tell apart so they've won my affection already. Might want to consider changing Serbia though, their color is VERY similar to Aragon's.
In my game as the Turks, the Almohads and Spanish quickly sandwiched the Almoravids but I'm curious to see how things turn out in more campaigns. I found the Turks to be much easier than in vanilla as well, since I was able to hold the Byz at bay without war since I own Nicaea and crush Egypt before taking Trebizond. I'm not sure how I feel about the changes to Turcoman Horse, I'll have to try some other factions to compare their cost effectiveness and building requirements.
Just wanted to drop a quick update now, since I'm not sure if I'll be able to play much more until a while after Christmas. Thanks for the hard work and pushing this out before Christmas, I and I'm sure many others really appreciate it.
WesW, thanks for your Christmas present!
I'm working in a new Heroes work about the Hungarians. I hope you include my latest works (Moorish factions and Serbians) in the next version. :san_smiley:
hi all ok i did read the links above but i am still not shure how to do it cane somme one explane how to put this wonderfull mod on my MTW wot do i do first step by step cane somme one please help me i am new at this ??
Install this to your Total War folder, unless you didn't install Medieval to the default folder it should already have the appropraite path selected.
http://wes.apolyton.net/Medmod_IV_v4_Maptex.exe
Then install this
http://wes.apolyton.net/Medmod_IV_v4.07.exe
Also you'll probably wanna read through the readme's on WesW's site ( I conveniently linked them a few posts up as well).
Let me know if you have any problems.
ok will do mate thx:san_wink:
Well, Wes, I hadn't expected to see any additions until after the holidays, but thanks. Have played three early campaigns while hiding from friends and relatives. Those people need to get a life; Christmas comes every year, but good mods are rare. ~D
So, I've gotten my butt kicked twice as the Celts; no money and easy access by just about anyone with a boat. They probably need a couple of boats to start, I may try that later. Playing now as the Sicilians. Campaign is pretty well wrapped-up, but it took until about 1255 to do it.
I haven't seen any faction that is "overpowered", including the Mongols when they come in. The Byz seem pretty tough, but that may just be this campaign; I hadn't noticed them thrashing folks before this. Only glitches I've encountered are with some heros (Malcolm of the Scots keeps getting the "can not translate" message) and the faction assignments are out of cinque, leaving marriage proposals from the King of Scotland for a Portugese princess. Don't know if he had that OK'd with the Portugese king or not. Also, the access numbers with IAN are different, further indicating a discrepancy in order. NO CTD's at all. Not even slow "thinking". Good job. I'll let you know if anything weird happens, which reminds me. I did have an unusual re-emergence in Aquitane after taking it from the English. French, Spanish, and Aragonese all at one time, with thousands of troops for each. I decided to abandon the provence. :tongueg: But I can't figure anything you would have modded could account for that. BTW, all of the re-emergences and rebellions I've encountered are really good. Good type and mix of troops. No catapult only groups, lol.
Well this mod finally dragged me back to this forum :) I haven't played the Early campaign yet, since I'm kinda hoping to wait until everything's finished, but I just updated from 3.14 to 4.07 yesterday and began a Late campaign as the Poles, and got my butt handed to me within just a few turns. Kind of a pleasure actually, as the difficulty has definitely been kicked up a notch. Watch out for those back-stabbing Hungarians everyone, and thanks a ton Wes for the great mod! Hope to see it finalized soon, so I can be more in my element in the High Period (guns are scary).
the moose is rubbing his hands together!!!
ive been waiting like an expectant father for the early edition
top drawer Wes
ill give it a whirl tonight(ill not tell the better half!).
:laugh4: :laugh4: :laugh4:
cool, nice job wes! do i still owe you some graphics? khelvan duped me into wroking with EB (that's my story and i'm sticking to it!), but i can probably do a couple of very small things if you still need something. hey, 'bama won and auburn lost.. you must be happy. ~:)
Hey!
Got 4.07 and played a couple early campaigns (hard difficulty) as France over the holidays -- great mod, lot of fun, MTW is really "where it's at" for gameplay -- but in both my games the Byzantines totally dominated. By 1170 they'd have an empire from Spain all the way to Ukraine, led by 10-star generals, supported by total naval dominance and archers who can stand up to French knights... it's a nice challenge but not really suited to my gameplay style. The Egyptians and Turks seem to be consistently underpowered in my games -- they really need a few more provinces.
England also insisted on a suicidal attack on me five turns in both times, and were quickly overrun by the Celts, who, even after victory, don't seem interested in ports or ships.
But, yeah, it is a lot of fun. I may try again on medium difficulty.
Hi, everyone. I just got back from my parents' yesterday. I checked the thread a couple of weeks ago to see if any CTD's or such had popped up, but this is the first time since then. It's nice to see that gameplay seems to be pretty well balanced.
Myself, I like it that one or more AI factions can grow in size and power as the game progresses, to keep up with the human player. You just don't want it to be the same faction every game. A key alliance or victory early in the game can propel a faction to power, especially with naval powers in the Mediterranean, so try several games before becoming convinced that any one faction is over-powered. It's actually typical for posters to make contradictory statements on the power of a given faction, such as the Byz or Venetians.
Myself, I have been playing Age of Empires III, enjoying the campaign, but it doesn't have the replayability of MTW, so I may be coming back to the fold soon. I had enjoyed most all of the changes in Civ IV until it became evident that the unit settings weren't all that well designed, especially the faction advantages. Combat is so rudimentary, even compared to Call-to-Power II, that it's hard to get into very much, and babysitting settlers gets old after a while. However, it was nice to see Locutus, Dale and some of the other guys I worked with on the CtP mods get mentioned in the Civ IV manual for their help on its beta.
John, there weren't any graphics for the Pechnegs in the shields\colours. I think some of the other factions may need some adjustments for this folder as well. IIRC, these graphics only show up in the custom battle menu, so they aren't critical, but it would be nice to have them to finish out the mod.
Well, continue to enjoy the mod, and in the next few weeks I'll add in the new work that Bel has sent in, and anything else that still needs to be added or adjusted, as well as the High campaign.
Great mod! I you have put a lot of thought and effort in it and it shows. :2thumbsup:
My 2cents to the development of this excellent mod: I've played the early campaign with Almoravid and Portugal and tried to play with Pechenegs. I played only for 10-20 turns. Issues so far:
1) CTD with Pechenegs. When I clicked on their captial province I was told that the art for Pagan Shrine is missing. In buildings list there is blak question mark instead of a picture. For the first few times I could continue play after the error message but on the fourth or fifth time the game CTD.
2) A gameplay issue: when you attack AI with overwhelming numbers and AI forces are too big to fit comfortable in the castle the AI usually retreats out of the province. Very prudent although it makes taking provinces with castles a lot easier. Unfortunately AI always tries to retreat out of the province even when there is no other province left. Every time I attacked the last province of a faction AI decided to retreat out of the province instead of fighting or/and retreating to the castle. Since there was no other province left I captured the AI force - end of a faction. This makes the game far too easy and castles far less useful for the AI. If I remeber correctly the AI in Vanilla does not retreat from the last province.
3) Minor issues: some errors in leader names, sometimes a wrong shield art in battle preview, eg Turks moon for Spain (or maybe Aragon).
Curious, what is your "gameplay style"?Quote:
Originally Posted by bouis
You might want to try the earlier version 3.14. I strongly suggest anyone knew to the mod try it before v.4 beta.Quote:
But, yeah, it is a lot of fun. I may try again on medium difficulty.
Totally agree. Mr. Mierer needs to get on the bandwagon, and really give CA a run for their money.Quote:
Combat is so rudimentary, even compared to Call-to-Power II, that it's hard to get into very much, and babysitting settlers gets old after a while.
Speaking of the Byz, I did notice in the campaign I played with them that generals pop out like gerbils. I managed to have at least one 8 or 9 star in each province bordering another faction, and each stack seemed to have multiple generals ranking from 7 to 4. It was absurd. But.....and this is important...I can't think of anything Wes might have changed that would have affected this type of general production. And, no, I wasn't playing "easy", lol. Most of the time with other factions, I'm thrilled to see a two-star turn out of production. Then again, he's usually a three-toed, inbred, senile, pervert. Oh, well. Like the girl said about her boyfriend, "Hmmm. Two arms, two legs, a head. Yeah. I can work with that."
The byzantines start with a high influence emperor with a lot of command stars. When that is the case, his offspring will have a lot of stars too. It is quite normal to see that. It also works for other factions (like spanish and almohad in vanilla mtw-vi). Or if you manage to gain a lot of influence and command stars as any given king (even the egyptian or germans can produce kick-ass heirs).Quote:
Originally Posted by Lord Ovaat
Cutepuppy, you're correct about the heir potential. Most factions will start with a leader with decent command stars, and their heirs have potential to come in just below them--usually. That's why I never bother "grooming" a "next-in-line" heir for command. I'll work on the others, who usually have better potential anyway, because there's a good chance they can become "regulars" when the king kicks it. What I was actually commenting on was the number of extremely high ranking generals being produced simply by recruiting them. It was excessive, and I've never seen it that bad before playing the Byz. But I still think it was a hard-coded fluke, not a MOD glitch.
many thanks for the new mod, it`s given MTW a whole new lease of life. :2thumbsup:
I like to sit back in Europe, playing defensively and only expanding historically. Maybe I'll launch the occassional "punitive expedition" every now and then, but I live to crusade. That's why I love to play France.Quote:
Originally Posted by ToranagaSama
Any particular reason? Does it have an early campaign?Quote:
You might want to try the earlier version 3.14. I strongly suggest anyone knew to the mod try it before v.4 beta.
Oh, one other thing I noticed is that in all the games I've played I only saw one AI faction launch a crusade -- England, in a late-era game. I wonder if there's some way to tweak that.
Bouis, TS suggested 3.14 because it's the same basic mod, but it's not a beta. It's complete, and plays well in all periods. The newer version, 4, is still a beta, with only the early and late eras available, with an occassional glitch. It introduces some different factions and game-play changes.
The Byzantine generals are probably the result of special hardcoding. Originally, Byz units were all priced like mercenaries, meaning very expensive. To compensate, the Byz were given bonuses to their generals, especially the royal line. However, this didn't work out very well under AI control, especially given the old problem with the Sea of Marmara and financing. Therefore, I reduced the cost of Byz units to normal way back in the early editions of the mod. I haven't seen any reports of this making the Byz over-strengthed.
OTOH, I do know that there can be quite a bit of difference between the starting strengths of generals from game to game.
Crusades can be made more numerous by reducing their cost in the units text. The setup now is geared more towards their use by the human rather than AI players, since the AI doesn't use them all that effectively anyway. Too, historically there were only a couple of Crusades per era, so imo their frequent occurance in the original game was not in keeping with history.
There is indeed a bug in regards to the Pech. You can correct it by opening the Early text, in MTW\campmap\startpos, and altering line 2445 to read:
SetReligion:: FN_PECHENEG REL_PAGAN
The Pech are erroneously set to REL_CATHOLIC.
Hi Wes
I downloaded your mod yesterday and installed it but i got a critical error
I installed M:tw then the 1.1 patch then 2.01 then your mod v4.07
then i tried starting it then i got this error
https://img18.imageshack.us/img18/9274/weswerror9zo.jpg
Please help
David
Do you have VI installed, also?
Yes
I found out that its not only with this mod it seems. The problem lie's with the 2.01 patch has anyone else had this?
I just dl'ed earlier and started early camp as Fatimids. You, modders, never stop to amaze me. I'm kinda trying to adapt though as I had been playing XL for a long time.
By the way, some kings' names are "roman numeral" in early era. Seljuks get a lot of princesses although I'm not sure whether it's a bug or not. The pre-battle shields are out of order (well, Seljuks have Castilians' for sure).