All the best for you Wes, whatever you might be doing. Be it finished or not, you have left to us (at least to me) a great and seemingly neverending source of fun, indeed a new dimension in MTW :bow: see you around!
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All the best for you Wes, whatever you might be doing. Be it finished or not, you have left to us (at least to me) a great and seemingly neverending source of fun, indeed a new dimension in MTW :bow: see you around!
cya around Wes,hope you get better enough to mod MTW2 :)
take care mate.
anyone have a problem playing the french???
i have loads of CTD's and it just wont budge past 1205
any ideas chaps:help: :help: :help:
i got a problem as well
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PAGAN_SHRINE has been declared as PAGAN, but its IMAGETYPE_ICONIC was requested from campmap\review_panel\buildings\CATHOLIC\ and is not present there or in the root directory.
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OK
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this is wot i got i dont now wot to do with it maybe somme one nows i hope:help:
somme one???
any one please !!!!
To all those experiencing problems, you probably installed it on the wrong order, there are three sections that need to be installed. One needs to be installed before the other, the other part doesn't matter I think.
Now, that is where my problem lies. I installed them all, probably in the wrong order, but it still works apart from a few little things.
1)I get a CTD before every battle with Turks and every custom battle. I have not tried anyother battles.
2)There is no High campaign. Is there meant to be a high campaign? When I do select to do one there is only the original factions, and they are liberally spread over the map (Egypt has French holdings, Russia as well) and some regions are like the Sahara - you cant invade them and they appear transparent on the mini map.
3)I DLed all three files.
One is called - Medmod_IV_v4.07, there other - Medmod_IV_v4_Maptex, and lastly - Medmod_IV_v4_un-install. Which of these do I install first? Please help, I think this is the key to solving my problem. In the readme it is very poorly explained.
Critisms aside, this is quite simply the best MTW mod out there :2thumbsup:
There are loads of units, plenty of new proves in places that matter, infact everything seems just better. I love how Greece is split up into 3 provs, A generic Greece was to insulting to my history eyes, infact so was a huge prov called Naples, argh! Thank God that its not 2 proves. Also, the Byzantines have recieved a Major overhaul, they now get decent infantry. Every Catholic faction now has there own units as well, no longer Feudal and Chivalric units for all, they have regional names and different stats. Good work.
Lastly, someone please help me!
Hi Shaun same here mate, there s no high period by my game as well i did ask this a time ago (seepage13) and this is wot somme one said :
Re: Medieval mod IV v4 beta: Path to Glory
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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.
so i think myne is install t OK and i did all wot this good person said so i hope this will help you mate
I love this mod! However, I think that Wes simply did not finish the High campaign, and therefore it is not included. Which is too bad, but it is still a great mod and I actually find all the factions fun to play with.
There are a few bugs. For example, for some reason in Early the Pechenegs appear as catholic. Clicking on Moldova then gets an error message
displayed, which is pretty annoying even though the game does not crash to desktop. I simply went into the startmap early file and changed the Pecheneg religion to Pagan. I still get an error message if I build a Royal Estate with them, but then I only need to press the space bar once or twice and the game continues. I also think the Serbs are Catholic too, so I changed them to Orthodox.Quote:
PAGAN_SHRINE has been declared as PAGAN, but its IMAGETYPE_ICONIC was requested from campmap\review_panel\buildings\CATHOLIC\ and is not present there or in the root directory.
**** Using default image ****
Hi Kavhan Isbul how did you change from catholic to pagan where did you change it in wot file and how??? cane you teach me ???
you are correct,Wes never did the high period
still love this mod though,can wait for MTW2
also,in the late period of the early game,most of the russian area of the map can build tuetonic knights etc
Apparently this is also true for the High period, when everyone can build Teutonic Ordet units in the order's homelands, and I had a lot of fun building an army of Teutonic sergeants and Men at Arms (plus an occasional unit of Sword Brethern) with the Pechenegs. I think it is a bug, but with a huge stretch of imagination perhaps if the Pechenegs were to conquer these lands and destroy the HRE, they could recruit some Germanic mercenaries and even themselves adopt heavier armor in the North and West, where their cavalry starts to lose its advanatge due to heavily wooded terrain? Also, all the factions which can build Varjobbagy can build them even outside their homelands, in provinces with Slavic population - from Macedonia to Lithuania and Pomerania. And the Fatimids can build desert archers and nubian spearmen throughout Africa, even in Morocco, which is not a homeland. Makes perfect sense, and there seem to be additional such loopholes in the homelands system (everyone can build Claymores in Scotland), some intended and some not. And I love crusades and jihads for their unique units (not to mention Outremer units for these factions that can crusade).Quote:
Originally Posted by sprucemoose
Anyway, you can play the high period if you start from early, the game does not end in 1205 fortunately and you get all the high units.
Axel: go inside your Medieval Total War folder and I think there was a folder called campmap. Then check for text files named startmap early, high, and late. Go into the early one and scroll down until you get to the point where factions' religions are defined. You will see something like FN_Pechenegs religion=catholic. Simply change it to Pagan and save the file. You can also consider changing the Serbs to Orthodox, for the sake of historical accuracy (you do not want to get a warning from the Pope if you attack them with say the Sicilians).
All,
I've been playing medmod as Kiev and cannot upgrade my royal court. I've got the prerequisite buildings but for some reason there is no option to build say a royal estate, etc. Any ideas what could be happening?
Thanks,
Ron
Quote:
Originally Posted by buzzerb87
Correct, in the original game only some factions are able to build the upper level Royal buildings. Wes DID add a few more factions to the original list.
(Originally only 2 factions could build the Baronial Estate)
in Wes's mod: (for the old medmod1.85 for MTW)
Royal Estate and Baronial Courts can only be built by "Ara, Bur, Dan, Eng, Fren, Ger, Ita, Pap, Sic, Spa, Swi, Pol, Hun" and
Baronial Estates by "Ital, Ger, Dan, Pol, Hun"
I don't imagine there is much difference for this between the old 1.85 mod (which I use) and the V4 PtG mod (which your using)
IF you want to change this so you CAN build them you need to edit the "crusader_build_prod13.txt" file. and insert your faction to the list for the line starting with "3[tab]ROYAL_COURT[tab]......"
Near the end of the line you will see a listing of factions in Brackets {}
"{}, {FAC1, FAC2, FAC3}, {FAC1, FAC2}, {FAC2}" Just add your faction to the last 3 sections if you want to be able to build them. [or delete ALL faction names if you want EVERYONE to be able to build them. "{},{},{},{}"]
Later,
BlackHat,
Thanks for the help. I tried to add the Kievians to the crusader_build_prod_13.txt file, but when I try to start MTW I get an unknown faction error for the Kievians. They are set as playable in the Early and Late eras. Do I need to set them as playable in the High era for this to work?
Thanks,
Ron
thx mate ill give it a go tonight
Well, I answered my own question. Setting the Kievans playable in High does not cause the game to crash on load. I still can't build the baronial estates, etc. Is there somewhere else that I need to change as well? I guess I could always mod the boyars and russian retainers such that they don't need the upper level buildings to train.
The reason I want to do this is that I've modified the start year in early to 1160. I wanted to fight the Horde and have them play much like the did historically. Moving the start date gives Europe less chance to build up to stop them. In the few times I've done this, the Horde is pretty much impossible to stop short of Poland. I think this gives the game a more true to history feel.
Ron
Hello WesW.
Wheather the Kievians are playable or not in High eras should not matter for this.Quote:
Originally Posted by buzzerb87
If your getting unknown faction error, I would make sure 2 things.
First, That Kievians IS the name of the faction, (ie, its not the Novgorod renamed Kievians in the LOC files, in which case you would need to use the actual faction name Novgorod.) Find the faction name in the Startpos files (Early, Late or High, which ever era your playing)
Second, Make sure its spelled correctly and in upper case letters.
And finnaly be aware that this MIGHT not show up in current games being played. Some changes to the game files will show up in the current game, but I am not sure if this is one of them. It might also cause current games to crash. (I do a little tweeking to the game when I notice something I want to change.) Sometimes the saved games will crash the first time after a change, but will play on the second try.
(make sure you make a copy of the file and save the origional as a master, and work on the copy. If you cant get it to work or it causes crashes, delete the modified version and go back to using the origional.)
Later,
what are the 12 new factions?
When I modded the game files in order to finally correct some bugs outlined above (faction cultures/religions etc), I encountered something strange.
It all went well up to there, but while I was correcting the entries for homelands (because e.g. the Byzantines have no homelands in Late) I discovered that WesW, for whatever reason, has split the Byz in two, and uses "FN_BYZANTINE2" in the startpos/buildings/etc. files for Late instead of "FN_BYZANTINE" which declares the faction and all associated stuff in Early.
So I changed each and every entry in the Late units, buildings and startpos files etc. from "FN_BYZANTINE2" to "FN_BYZANTINE", and nothing else .... but now the Late period doesn't show up anymore in the campaign selection screen! Of course, I've made back-ups of all relevant files, so there won't be any trouble reverting back, but I'd definitely prefer to get the mod to work properly!
Can anyone comment on this? Similar experiences etc.? Or maybe even a hint...?
I no next to nothing about modding except fixing a few things in the MedMod (such as allowing the Cumans to build ships, which is what they were originally intended to be able to do and fixing the Serbs and the Pechenegs' religions), but I think that Wes might have declared a second Byzantine faction in order to be able to change their crests, which is different in Late than in Early. This is why perhaps you need to use FN_BYZANTINE2 in late, because otherwise the shields or whatever these are called will not work, thus rendering the whole Late campaign unplayable. I am sure someone with greater modding knowledge will be able to explain it far better than me.
Thank you very much for the hint! I also altered the shields & colours along with the regowner_table and added some more office titles from buildings...works perfect! now, the Byz have just the same appearance colour-wise as in Early (yes their beautiful purple...), but at least now their homeland points count doesn't stop at 1321 :2thumbsup: thanks again!
How are you guys making the 'High' Era playable exactly (for 4.07)?
Could you post in detail the steps necessary?
(And by 'in detail' I mean so simple that even computer illiterates like myself can't mess it up :laugh4:)
Thanks!!!
I've been dying to play the High Era ever since this new version of this fantastic mod came out!!!
Amarok, so have we, but unless you do substantial modding, there is no way to make the High Era campaign work. It is a small mod in itself.
I'm not that sure any more if enabling High would be that good an idea. The horde is already quite powerful in this mod, and with only 25 years of preparation they would be a complete blast. All the more in combination with the utter lack of polearms,* making it next to impossible to survive as Eastern faction. Even the nicest of bridges likely wouldn't help that much; besides, it's a much more rewarding thing to beat them without such (somewhat cheesy) circumstances....
*the billmen excepted, but the English are among the least likely to be attacked by the Khan's followers.
The Poles actually have Polish Militia, which is a billmen-like unit. But that is about it. The Italians have Popolo Infantry (again billmen), but none of the Italian factions is likely to get in contact witht he Horde. The Russian Rogatina Infantry, also available to the Cumans, is a poor spear unit, not nearly as efficient as a polearm unit.
However, the Mongols despite the valor bonus in Khazar are not undefeatable. With the Cumans I had a civil war arounf 1200, which left me with pretty much 25 years to prepare for the Mongols, while at the same time fighting the French who insisted on invading my Baltic provinces (hard to get a fleet there, especially as they have two 10-ship stacks with 4 stars leaders) and the Sicilians, who started a naval war, depraving me of pretty much any trading income (plus a few islands). The trick is to kill the Khan before any Mongol heirs have matured, and then bribe the Mongol rebels while they are sieging your castles. So it should not be impossible to do if starting in High, just very very tough, but hey, you are trying to rewrite history and defeat arguably the greatest invaders in the Middle Ages. In reality the Mongols swept through Eastern Europe, winning a series of battles against Cumans, Volga Bulgars, Russians, Poles, Germans, Bohemians and Hungarians, so they should be hard to stop. And this is precisely why I like the MedMod - it is Tough with a capital T, and therefore closer to reality.
It was mentioned that there's a difference between regular bows, mongol bows, and compound bows. First of all, didn't the Mongols use compound bows? And what exactly are the differences between all the bows? Help would be appreciated.
the best hint I can give you is to download & install the mod and view the readme files. I'm afraid the projectile table from the unit notes doesn't fit in here; just to provide a short overview:
1) shortbow - standard bow, high firing rate, mediocre range, lowest lethality of all missile weapons. used by almost all catholics and basic HA's.
2) compound bow - bow used by Muslims and English archers; same range as above, but smaller, more sophisticated missiles mean faster reload times and more ammo, plus a light armour piercing effect.
3)Mongol bow - bow used by all Mongol units, and Welsh longbowmen. good range, reasonable accuracy and a noticeable bonus vs. armour. not much worse than the longbow overall; usually guarantees that the horde is really nasty to fight, even more so in open terrain.
4)longbow - the bow of the English longbowmen which appear in Late and are quite formidable thanks to this waepon. superior range, high accuracy and the best bonus vs. armour for bows. however ammo is not really plentiful and rather high draw and reload times also are to be noted as downsides.
hope it helps.
Is this mod worth downloading?
Also, is this mod playable if you only have the original MTW??