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Re: Medieval mod IV v4 beta: Path to Glory
Hi wes
I really like your mod only one thing annoys me it is IMPOSSIBLE to play the russians in a late campaign. The second turn the golden horde attacks me with every thing they have(and the have allot) and even if you beat that(wich i did) the next round they just come back with even more!
I was thinking maybe its a good idea to give the russians muscovy back or reduce the numbers of the horde but keep them aggresive but i dont know how to do this all.
david
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Re: Medieval mod IV v4 beta: Path to Glory
I'm on my second 4.07 early campaign, hard, playing Almohads. My units were getting seriously outclassed, with knights, pavisiers etc. all around. Go Numidian spearmen! I got some better units by launching Jihads. I also sent 2 armies chasing and razing around Europe. Keeps the opposition down, and provides Jihad targets wherever I like.
I'm in 1205 now, and finally I'm getting some decent units:2thumbsup:
I've got all of the Iberian peninsula, and everything from there to Edessa/Anatolia +Thrace, Sicilia++
The Byzantines have twice been mighty and expansive, and twice collapsed due to lack of heirs. I've been allied to them both times. The other arab factions went quickly though I did not fight them, I took Morocco and the Iberian peninsula from the Spanish and helped the Byz wipe out the Seljuks after the Fatimids were gone.
My first campaign as Swedes was quickly boring for some reason. Everyone was at peace except HRE/Poland and me kicking Denmark's behind.
Minor issue: The Pechenegs are sometimes referred to as Outremer states (or something like that) + pre battle shields are mixed up a bit.
Nice mod:2thumbsup: :2thumbsup: :2thumbsup:
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Re: Medieval mod IV v4 beta: Path to Glory
I may give Muscovy back to the Novgorods when I make the High campaign for the next update. There have been multiple reports that it's impossible to hold off the Horde, though I wonder why they tend to always attack the Nov when there are so many other potential targets around.
Other than this and the technical issues, I guess everyone is happy with the basic gameplay and balancing. I haven't heard any follow-up complaints in that regard.
I am still playing AoE III, and enjoying it a lot, so I'm not in any hurry to put together an update unless there are some serious issues with the current version. I'll get to it eventually, though.
In other news, I got in my copy of PC Gamer a couple of days ago, with its cover story on Medieval: Total War 2, so I hope everyone is giddy with delight over that. Now I need to figure out how to get in on the beta.:help:
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Re: Medieval mod IV v4 beta: Path to Glory
cool, i`m really looking forward to playing it from begining to end when the Hight period gets released. :2thumbsup:
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Re: Medieval mod IV v4 beta: Path to Glory
WesW(I hope thats right...) I have to say, you have the best mod here. I hate the Napoleonic one. XL got boring because it changed EVERYTHING. Byraztine was the only other kinda interesting one. I think your mod is the best because it doesn't change EVERYTHING like XL or BKB does. They get boring because yeah, they give you more factions, but they are depressingly boring factions. You don't give as many new factions or troops or provinces, but you fix everything that the devs didn't do right, not destroy everything they DID do right. Thank you for this mod. I do hope you do NOT do this for Rome. Rome doesn't deserve your guidence.
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Re: Medieval mod IV v4 beta: Path to Glory
Hmm its good to see you tried to bash as many mods as possible there, well done!:juggle2:
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by The Blind King of Bohemia
Hmm its good to see you tried to bash as many mods as possible there, well done!:juggle2:
The only one I'm saying is bad is the Napoleon one. I won't get into it here, but I just really don't like it. I'm not saying your mod is bad, I just like WesW's better. Actually, if you show me how to make more then 3 MTW installs, I can have all of them.
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by The Blind King of Bohemia
Hmm its good to see you tried to bash as many mods as possible there, well done!:juggle2:
Oh, I reread my paragraph and I am bashing, sorry about that :( .
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by Gtafanboy
WesW(I hope thats right...) I have to say, you have the best mod here.... You... fix everything that the devs didn't do right, not destroy everything they DID do right. Thank you for this mod. I do hope you do NOT do this for Rome. Rome doesn't deserve your guidence.
Yeah, WesW is fine. Or just Wes.
When I decide to mod a game, I like to play it until I am pretty proficient; good enough to start spotting the things the AI doesn't do well, or that seem unbalanced or broken. I also rely on what other players are saying on the forums. Then I start small, working on balancing and fixing the existing game, with specific reasons for every change made.
Only after that do I start looking at expanding the game, and then I consult other players heavily, and make sure to have a definite plan for each stage before beginning work.
I also put an emphasis on documentation and readmes, both for myself and the people who are thinking about using the mod.
All of this means that I may not be the first guy to come out with a mod, but it helps ensure the quality of the finished product.
As for Rome, I played it for a while early last year, but it just didn't captivate me like Medieval did/does. I consulted for the EB guys for a little while, but eventually decided to come back and finish the mod for this game.
After this mod, the next project I plan on doing is for Medieval 2. Hopefully CA will have the kinks worked out on all the new Rome stuff, much as Rome did for the new Medieval features. The thing which turned me off for Rome was that they messed up the battles. There were also some other sloppily-implemented features and things which were fine in Medieval, but which ended up broken in Rome. I just hope that CA doesn't add a bunch of new stuff for Med 2 that messes it all up. The plan to add the Americas to the game made me cringe, for example.
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Re: Medieval mod IV v4 beta: Path to Glory
Wes, like you, I found RTW to be a let-down after MTW. Sad, really, because the engine was so good. While there were a lot of glitches in the battles, I also found the overall campaign gameplay to be, well, simply annoying. After about two months of fighting it--and modding it--and battle the never ending string of rebels, I uninstalled. Bought BI, but haven't even played it. Can't bring myself to start a campaign. Yeah, this is all OT, but we need to keep the thread from falling off the front page, lol.
While waiting for you to finish MedMod, I've been fooling around with NTW and Imperial Glory. Now, IG's battles are really arcade--no ammo limit, no fatigue, no pause & command, no skirmishing, etc., BUT, the campaign has some really good features that absolutely should be included in all of these games. An alliance is an alliance. You can NOT attack a faction you are allied with, but they only last 12 turns, which is good. Trade is better thought-out. You can improve relations with other factions, trade with them, etc. It's more realistic in a lot of ways. Oh well, maybe we'll live long enough to see some company put it all together in a single game. Nah. Then there'd be nothing to look forward to or whine about.
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Re: Medieval mod IV v4 beta: Path to Glory
Cheer up Wes, the final version of the Medmod is coming up soon. I haven't spent much time with the game lately. But I'll try to finish a new work about the Eastern Slav factions, i.e., Novgorod, Kiev, etc. Believe me, this is a very complicated history!
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by Belisario
Cheer up Wes, the final version of the Medmod is coming up soon. I haven't spent much time with the game lately. But I'll try to finish a new work about the Eastern Slav factions, i.e., Novgorod, Kiev, etc. Believe me, this is a very complicated history!
Well, there's no rush on the factions. I am still having a ball with AoE III.
Re the Slavs, from what I know it's indeed very complicated, and the surviving historical info is very sketchy. Anything you can put together would be a major accomplishment.
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Re: Medieval mod IV v4 beta: Path to Glory
hi mate this AoE III, or medmod wot is where cane i find info about this and are you making a update for your mod aswell wes???
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Re: Medieval mod IV v4 beta: Path to Glory
Wes,
Don't know if you're still working on this or not. If so, I've found a few small errors in the early campaign.
The Pecheneg sometimes show up as the Outremer States in various event windows. It looks as if they weren't changed out in the Medmod_early_faction_specific.txt file in the sections for factions_special_xyz and factions_special_caps-xyz. I also noticed that they are missing from the Clan districts sections of the Medmod_default_region_specific.txt file as well.
For some reason, which I can't quite track down, the pre-battle shields are off, with the wrong flag showing for the enemy faction.
Something appears wrong with the leader names for the Celtics, with the old King !!! name !!! problem.
Kiev starts with a port and a shipyard, even though it is now landlocked. I think these were probably meant for Levidia (the old Brandenburg).
There appears to be a bug somewhere which allows both the Western and Muslim peasants to be created once the requisite buildings are built by any faction.
Trade seems to be working wonderfully; and the sea-faring states like the Venetians, Sicilians and Genoese are particularly vicious once they get rolling.
A few factions could use a boost to their starting units, to keep them from being destroyed AI to AI to early. The Danes are particularly susceptible to an early exit or getting locked onto Gotland via the Swedes' stronger starting position. The Celtics seem to get wiped fairly quickly by the English, and could probably use another ship. The Serbs are just hopelessly outmatched by everyone else around them and are always the first faction eliminated by the AI.
I think the Lithuanians would benefit from having their homeland provinces switched from being the same as the Poles to being the same as the Teutonic Order.
That's all for now. Hope you're still working on it off and on, in between AoEIII sessions. ;)
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Re: Medieval mod IV v4 beta: Path to Glory
Great mod! However, Wes, if you ever come back to the mod there is one issue which considerably weakens the AI. The problem is that when a province is invaded by a clearly superior force (AI or human) the defenidng AI tends to retreat out of the province even when it has a large castle and strong force in a nearby province. This behavior greatly reduces the usefulness of castles for AI and since taking the castle has the consequence of pillage, it also reduces the AI's effectivness in producing quality troops. Worse still, sometimes the AI retreats out of the province even if it was its last province in the beginning of the turn. This makes it easy to take out factions. I have no idea what causes the problem or whether it can be fixed.
Other than that I am really enjoying the mod. There are some minor issues (like the wrong shields in prebattle screen, invalid leader names and pecheneg being substitued with outremer states) but these do not reduce the efectiveness of AI. Great work, Wes!
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Re: Medieval mod IV v4 beta: Path to Glory
Unfortunately, another important issue. The crusade path seems to not work correctly. I played with English in late era and had taken Egypt with crusade. I launched another crusade to a province bordering Egypt. As the first move I had to land the crusade on one of the Iberian provinces. Then the crusading army became stuck: I could not advance it any further because there no "legal move" for it.
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Re: Medieval mod IV v4 beta: Path to Glory
hi WesW,
first of all, great mod. I very much appreciate the reworking of the units and the homeland system which starts to kick in fully once you're about to streamroll in vanilla. awesome work!
just the inevitable questions, of course. what about the high period, for once? it seems that the map is thoroughly bugged, with russian, egyptian and sea territories occupying parts of france and the like. I mainly ask because 'high' is my favourite era to start in....could as well start an 'early' game and more or less refrain from expanding but that won't be the same.
besides, congrats for splitting the baltic sea into several minor areas. that was definitely necessary! you just could have drawn some borders between these areas, or is it just my screen that won't display them?
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Re: Medieval mod IV v4 beta: Path to Glory
Hi Wes & Company,
Just started playing your mod a couple of days ago, and I wanted to give you some kudos for the good work.
I'll probably make a more substantive comment after I've gotten a few games under my belt, but I've been very happy with the gaming experience so far. I started a campaign as the Poles in Early, and I've really enjoyed the unit types and map changes. Very different feel. I'll jump into an HRE game next so I can fight as many opposing armies as possible.
After playing MTW for the last few years, it's great that mods are still coming out that can keep me interested.
BTW, it would be a shame if a final version of this mod didn't come out at some point. It's too good. Maybe the community can help fix some of the little glitches here and there.
Thanks for the great mod.
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Re: Medieval mod IV v4 beta: Path to Glory
Hi Wes & Company,
Just started playing your mod a couple of days ago, and I wanted to give you some kudos for the good work.
I'll probably make a more substantive comment after I've gotten a few games under my belt, but I've been very happy with the gaming experience so far. I started a campaign as the Poles in Early, and I've really enjoyed the unit types and map changes. Very different feel. I'll jump into an HRE game next so I can fight as many opposing armies as possible.
After playing MTW for the last few years, it's great that mods are still coming out that can keep me interested.
BTW, it would be a shame if a final version of this mod didn't come out at some point. It's too good. Maybe the community can help fix some of the little glitches here and there.
Thanks for the great mod.
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Re: Medieval mod IV v4 beta: Path to Glory
super mod Wes,i hope your up for tinkering with MTW2,
i spotted a problem when playing england early mod but in the late/high period
it seems anyone in control of the tuetonic states can build their units?
also can you tell me what you removed to stop rebels building units,i want them to be able to build peasants
hope all is well at home Wes.
thanks
da moose
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Re: Medieval mod IV v4 beta: Path to Glory
/edit: nevermind, got IV beta installed and working.
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Re: Medieval mod IV v4 beta: Path to Glory
Some observations from my first game of this mod. Great mod btw, love it so far and was drawn to it mostly for the home province features.
- Playing as English in early era I get a lot of !!! name !!! "can't translate" errors showing up, not sure if there is a pattern.
- France's starting cavalry is devastating. Even with my cav dismounted and having 2x as many men as the french they still obliterate my armies, it's like their cav is indestructible. This might be due to my next point...
- England seems to start with some really crappy units and I can't figure out how to advance them to Feudal Men-at-Arms or some other significant cavalry-counter in a speedy manner. Does anyone have a tech tree written up for this mod? The changes to the tech tree are significant and I'm surprised to see no new tech tree document.
Keep up the great work Wes! I'm a new MTW player and really appreciate the steps you've taken to mod this game.
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Re: Medieval mod IV v4 beta: Path to Glory
MedMod IV is sort of on hold, Morrigan. We haven't heard from WesW in a while. The v4 version of the mod is unfinished. I'm not certain it ever will be finished.
If you look back in this thread, you'll find a link to the previous - completed - version of MedMod, which is still available; although it isn't listed on Wes' site. Look for the link to the MedMod IV v3 text and graphics files. That version is complete, contains all the various readme and Excel files with the unit and building information and changes. It has fewer new factions and doesn't use a completely new strategic map; but it has all the wonderful MedMod qualities WesW modded, including the concept of homelands for building factions' units and changes to the way mercenaries and sea trade works.
Edit: I looked back and found the links for you.
On a clean, unmodded, version of MTW:VI patched to 2.01, install the graphics file first, then the second file. Both links are working. Good luck!
http://wes.apolyton.net/Medmod_IV_v3_Graphics.exe
http://wes.apolyton.net/Medmod_IV_3.14.exe
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by Morrigan
- France's starting cavalry is devastating. Even with my cav dismounted and having 2x as many men as the french they still obliterate my armies, it's like their cav is indestructible. This might be due to my next point...
- England seems to start with some really crappy units and I can't figure out how to advance them to Feudal Men-at-Arms or some other significant cavalry-counter in a speedy manner.
really? when I played as the English in early, I was able to overrun the French within, say, 5 years. granted, the catapults available in Anjou are not the unit you need most when starting out, but there are some excellent knights recruitable in Normandy; besides, your island provinces are well capable of supplying a hefty war in France. Once you've captured Ile de France (preferably with the first strike) and have defeated one or two armies it's basically over for the French anyway, whereas your main provinces are out of their reach.
I made a quite similar observation when starting with the French. Despite having a 50:40 numerical advantage in the (family) knights, I had to struggle seriously not to be completely obliterated by those English bastards. Their +1 knights from Normandy indeed gave me some hell and when I was just about to re-establish the borders of 1087 those Aragonese goodfornaughts attacked....
play France or the HRE if you want a challenge.
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Re: Medieval mod IV v4 beta: Path to Glory
I've put in many hours playing the English now, longbows are available to me as are Gascon Knights. France is long gone (I let them burn themselves out fighting HRE and then grabbed some choice provinces when they were weakest).
I'd say my biggest remaining point of difficulty with this mod is the lack of a tech tree diagram/chart. The home province changes are significant and those massive Excel spreadsheets are tedious to work with making it hard to determine what to build next in a given province.
Great mod though, the AI seems to be more competitive than plain vanilla MTW, even the small factions. I'm eager to try other factions after this current campaign is finished. I'm not sure I will win it as the Genoese are absolutely dominating the Med, stretching from Spain along the African coast up into the Russian steppes, plus owning almost every island in the Med as well as many rich italian and southern european provinces.
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Re: Medieval mod IV v4 beta: Path to Glory
Great mod. I like the extra challenge it provides. Excellent work! Now for my commentary:
I think the game can be improved by adding generic militia quality units that can be trained in non-homeland provinces. As things stand right now, I find that there is very little to motivate me to not burn fully developed cities like Paris or Constantinople to the ground for spending money. There is absolutely no benefit to keeping captured provinces high tech aside from the money making buildings, and even these can be comfortably put to the torch in some provinces. Also, holding a piece of land for 100 years and not being able to conscript anyone from it is a little silly.
Just my two cents. Many thanks!
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Re: Medieval mod IV v4 beta: Path to Glory
Hello
just downloaded the mod and I must say Im really enjoying it...
one question though
playing as the Cumans I noticed the voices and such are european in combat...
that in the obvious errors in the names in the Celts and Argonese factions...
was wondering if there is any plans by Wes, or someone else, to address some of these little problems via a patch? :inquisitive:
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Re: Medieval mod IV v4 beta: Path to Glory
oh and it wont let me look at the province of moldavia - instead i get this
"PAGAN_SHRINE has been declared as PAGAN, but its IMAGETYPE_ICONIC was requested from campmap\review_panal\building\CATHOLIC and was not present there or in the root directory"
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Re: Medieval mod IV v4 beta: Path to Glory
You can look at it, simply click away the error message. It's not a big issue even though it might be confusing.
BTW WesW is no longer active in this thread so you'll likely have to deal with this and other problems by yourself I'm afraid....
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Re: Medieval mod IV v4 beta: Path to Glory
Hi everyone. I have been meaning to post for ages now, but various things have kept me from it. I tried out a new medicine this Spring, Lyrica, which really messed with my ability to concentrate and focus my thoughts. It got so bad that I couldn't compose coherent emails, and sometimes had trouble conversing verbally. Since I had built up the dosage gradually, I didn't realize how bad things had gotten until I got off of it. All I knew is that every time I thought about modding, things just "wouldn't work", I guess is the only way I know to describe it. I was still checking in on the thread every once in a while, but didn't know what to tell everyone.
Things have finally returned to normal the last month or two, but after all this time I just can't get enthused about the mod anymore, with the sequel coming out and all. The things which still need to be done in the mod are mainly debugging and other tedious things, and it's just hard to get into it when you're not playing the game anymore. My chronic pain condition just makes it that much harder.
I have kept all of the historical files and such that everyone sent in, even the ones which I didn't get around to implementing in the mod. When Medieval 2 comes out, I plan on being one of the first in line to get it, and then I will see about whether it will be worth it to convert this mod over to the new game.
Right now I am playing Civilization IV, and the updates they made this Spring finally solved enough of the annoyances to make it enjoyable. The expansion pack comes out on the 25th, and right now the only modding I plan to do is re-working the units, using a lot of the knowledge I picked up researching for this mod. What I plan to do should only take a single evening or so. The way my pain condition has worsened this year, something small is about all I can handle anymore. I don't like to talk about my condition much, but I just wanted you guys to know that leaving this mod unfinished is not something that I decided upon lightly.
So........ I guess this will end the official work on the mod. Everyone is of course welcome to continue discussing it. Thanks to everyone who contributed and participated in its development, and I hope you enjoy the two campaigns that were, well, "practically" finished. If you play Civ IV, check out Dale's Combat mod, as I would like to include my alterations in his work.
I'll probably start popping up in some of the Med 2 threads when that game gets closer to release, so I hope to see you around soon.