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"poland should't get a catsle because the polish civ nver build catsles."
Huh? I'm not sure what you are talking about. Poland built plenty of castles. There are examples of them all over the country.
http://www.daewoo.com.pl/~dflaszyn/castles2.htm
Just some of them are on this page(Some are much later palaces or castles that were renovated during the Renaissance).
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Boleslaw Wrymouth, thanks for the info. I think warriorofmight must have been pulling our legs because there's no way Polnad didn't have castles. http://www.totalwar.org/ubb/smile.gif
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Gurk! Another late night, the face in the mirror this morning looked something like a demented panda.
I'm now into the late 1200's with my Sicilians and in order to speed things up a bit I decided to *shock* cheat! Curiously however the .mattesartori. worked, but the .worksundays. didn't - could this be because the Scicilians were not originally meant to be a playable faction?
Once again, probably not a bug with the mod!
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hi, great mod, i like the starting positions MUCH better this way, as it is much closer to the truth
a few notes however,
(1) if i remember correctly, the main members of the first crusade were France and the Sicilians, but they do not have a level 2 castle, church, chapter house at start
to make the game mechanics reflect history, it would be nice if you could make the provinces of siciliy and ill de france have all those structures in 1092, so that in 1096, they could launch a crusade if they wanted to follow history, as oppossed to launching one 1112 as the "game mechanics" of building would force it
(2) i dont think it is your fault, but when i tried Aragon last nite, everytime i clicked on the "glorious achievement" or point button on the interface, i froze and later crashed.
This didnt happen with the original start up factions, so im guessing this applies only to the "new" factions, so stay away from this button - unless aragon or myself are the only ones experiencing this problem.
Good job!
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Galestrum:
Quote hi, great mod, i like the starting positions MUCH better this way, as it is much closer to the truth
a few notes however,
(1) if i remember correctly, the main members of the first crusade were France and the Sicilians, but they do not have a level 2 castle, church, chapter house at start
to make the game mechanics reflect history, it would be nice if you could make the provinces of siciliy and ill de france have all those structures in 1092, so that in 1096, they could launch a crusade if they wanted to follow history, as oppossed to launching one 1112 as the "game mechanics" of building would force it[/QUOTE]
Sicily doesn't have a chapter house even in the Late game so I can't justify putting one in the Early period. But consider Ile de France done. You can download the new one from the same website above using the same link. Thanks. http://www.totalwar.org/ubb/smile.gif
When you say a Castle 2, do you mean a Keep? Because in the 1092 campaign, both of those provinces have castles at least that high.
Quote (2) i dont think it is your fault, but when i tried Aragon last nite, everytime i clicked on the "glorious achievement" or point button on the interface, i froze and later crashed.
This didnt happen with the original start up factions, so im guessing this applies only to the "new" factions, so stay away from this button - unless aragon or myself are the only ones experiencing this problem.[/QUOTE]
Yes, the original non-player factions might be kind of tricky so please be careful and save every turn.
Quote Good job![/QUOTE]
Thank you. http://www.totalwar.org/ubb/smile.gif
[This message has been edited by Paladin (edited 09-24-2002).]
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For me the game doesn't crash but it just doesn't show anything. I guess Aragon/Burgundy/etc - the minor factions turned major - just don't have any glorious achievements programmed.
Gilbert de Clare
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Any thoughts about eiminating movement between England and France? It seems that the French invade and occupy England with great ease. Any thoughts about seeing that easy movement stopped?
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yea now the have castles but at the time your mod starts poland was owned by the german empire. they'´ve got a king but he hast to pay money to the germans, because the hre conquered it and i want to sai that there is no castle at the beginning
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Quote Originally posted by Warriorofmight:
yea now the have castles but at the time your mod starts poland was owned by the german empire. they'´ve got a king but he hast to pay money to the germans, because the hre conquered it and i want to sai that there is no castle at the beginning[/QUOTE]
The HRE never conquered Poland. Poland's relationship with the Empire and the Pope was quite complex but at the time that this mod starts the Emperor had allowed the Duke of Bohemia to crown himself King of Bohemia and Poland, although this had little practical effect. Tens years later (after the mods starting date), the new king reasserted Polish sovereignty(Boleslaw Wrymouth http://www.totalwar.org/ubb/smile.gif) by winning the Battle of Psie Pole (Dog's Field, I love that name) against Henry V and forced Bohemia and the HRE to renounce all claims on Poland.
[This message has been edited by Boleslaw Wrymouth (edited 09-26-2002).]
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Quote Originally posted by Warriorofmight:
yea now the have castles but at the time your mod starts poland was owned by the german empire. they'´ve got a king but he hast to pay money to the germans, because the hre conquered it and i want to sai that there is no castle at the beginning[/QUOTE]
Every map I have looked at indicates that Poland was not under the HRE and that they were a nation onto themselves. Also, Poland had plenty of castles. If you disagree, I would ask that you please provide a link to the contrary.
I appreciate your feedback.
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Paladin,
The earliest known stone castle in Poland dates from the 10th century and is situated on an island on Lake Lednica. Of course the most common type of castle in the 900's and early 1000's was of the earth and timber kind, but this was typical all over northern Europe (I believe the first stone castle in Britain dates from 1067).
The HRE's attempts to force Poland into vassalage ended in failure which is why maps that indicate political relationships show Poland as an independent realm.
I don't see any reason to change your mod. http://www.totalwar.org/ubb/smile.gif
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Quote Originally posted by Boleslaw Wrymouth:
Paladin,
The earliest known stone castle in Poland dates from the 10th century and is situated on an island on Lake Lednica. Of course the most common type of castle in the 900's and early 1000's was of the earth and timber kind, but this was typical all over northern Europe (I believe the first stone castle in Britain dates from 1067).
The HRE's attempts to force Poland into vassalage ended in failure which is why maps that indicate political relationships show Poland as an independent realm.
I don't see any reason to change your mod. http://www.totalwar.org/ubb/smile.gif[/QUOTE]
OK, great, thank you. http://www.totalwar.org/ubb/smile.gif
I've made some adjustments since the first upload, including setting up a chapter house in Ile de France so that a Crusade can appear as per history. If you wish to try out the 1092 mod with the changes, please download it again from http://home.pacbell.net/jpaladin/1092Early.zip . Thanks. http://www.totalwar.org/ubb/smile.gif
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Quote Originally posted by Paladin:
Any thoughts about eiminating movement between England and France? It seems that the French invade and occupy England with great ease. Any thoughts about seeing that easy movement stopped?[/QUOTE]
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Ye you could remove England from the game.
Hope this is of some help.
Lord Krazy:-()
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No, that wasn't helpful but then again I'm sure you knew it wasn't before you said it. http://www.totalwar.org/ubb/tongue.gif
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UPDATE:
As part of the continuing effort for historical accuracy, balance, and playability, I have made some additional changes to the 1092 campaign game. The new file is available at:
http://home.pacbell.net/jpaladin/1092Early.zip
Following are the new changes I made:
- Upgraded Fort to Keep in Wessex.
- Added a Shipwright in Wessex.
- Removed neighbor link between Wessex and Flanders. (It is far too easy for the French to move troops to England when historically the French only were able to mount raiding parties of the English coastline. So in the game, if the French want to invade England, first, they will have to build a fleet and fight it out with the English on the sea then on land.)
- Added (2) Archers 60, Peasants 100, Spearmen 100, and a Barque to Wessex.
Please let me know if you have any questions or comments. Thank you.
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Will d/l and try it out. Nice to see that stupid link between England and France be removed.
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Hi,
I appreciate your hard work. Is there some reason that your early campaign won't work with ECS no agent mod files? When I have his production files installed and your campaign NO campaigns show up at all.
I'd really like to play your mod, but I don't really want to have to deal with the 12 billion agents you have to drive around again.
BTW, is there a file somewhere that explains the layout of crusader units and building files? I've tried loading them up in Works and they're ... Well, they're worse than Diablo 2's files, so far as figuring out what's going on.
Thanks again.
Hasta la VISA,
Or Mastercard,
V'ger gone
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V'ger:
Quote Hi,
I appreciate your hard work. Is there some reason that your early campaign won't work with ECS no agent mod files? When I have his production files installed and your campaign NO campaigns show up at all.[/QUOTE]
Thank you, someone else had said the same thing. I don't what the problem is but I have downloaded the "no agent" mod and I will be working on that feature next because I agree that the spy feature is far too powerful and unhistorical a tool in the game.
Quote BTW, is there a file somewhere that explains the layout of crusader units and building files?[/QUOTE]
I'm not sure. I haven't tried looking for them.
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Warmaker:
Quote Will d/l and try it out.[/QUOTE]
Thank you.
Quote Nice to see that stupid link between England and France be removed.[/QUOTE]
Yes, thank you. I still can't figure out the logic between having that link there in the first place. It's so unhistorical. In every game I have played, because of that link, the French would inevitably roll right into Wessex and onto victory over the English. That did not happen. Other than small raiding parties, the French could never ship over a sizable invasion force. If they want to do it, let them build a damn fleet like everyone else.
(By the way, I still think the British should blow up the damn Chunnel before the freaking EU-bastards use it to invade you. http://www.totalwar.org/ubb/tongue.gif )
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Hello,
Thanks for your work on the noagent thing. At first, I wanted to be rid of agents because of the nuisance, now I want to get rid of them because using them properly is so unfair to the computer players. I'd rather play on as much of a level field as possible. Sending a dozen spies in after an inquisition to start a revolt is fun the first time, but feels a lot like cheating.
Vaya con gusto,
V'ger gone
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try removing the reliquery and monastery from constantinople
http://www.totalwar.org/ubb/biggrin.gif
(reliquery and monastary do not exist in no agent mod)
[This message has been edited by barocca (edited 10-09-2002).]
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Barocca,
AH! THANK you! Geez. Why didn't I think of that?
Hasta la bye-bye,
V'ger gone
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Hi,
Well, that only partially solved the problem. I could select the campaign and choose a faction, but after much screen switching (a la the intro screens where the screen switches resolutions several times between intro sections) I found myself staring at the desktop.
Sigh,
V'ger gone
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odd
not having CTD problem's combining ECS noagent and Paladin 1092Early (minus monastery and reliquery)...
[This message has been edited by barocca (edited 10-09-2002).]
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Hi,
Well, I'm not having problems now, either. I rebooted and reapplied the noagents and 1097 mod file (that I'd edited to take out the Monastery and Reliquary). No problems. I guess something just got woppyjawed and stayed that way until I rebooted. Thanks for everything, y'all.
Almohads, Turks and Egyptians,
V'ger gone
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UPDATE:
1. I have removed Spies from the game but I don't see a reason why Emmissaries, Assassins, Princesses, Bishops, Arch-Bishops, and Priests shouldn't remain in the game. All are historically accurate. Assassinations did happen and I think the game does a good job with the odds. You can easily protect against Assassins with Border Forts.
2. Secondly, anyone notice that in the "Age of Feudalism" you don't start off with any Feudal Knights? For example, if you play the English, you can't build your first Feudal Knight until 56 years after the game starts!! That means if you're playing the 1087 game, you have to wait until 1143 or, until 1148 if you're playing the 1092 game in order to see your first Feudal Knight!!
Kinda silly, isn't it? Well, I've fixed that by making it possible to build Feudal Knights right away, as is historically accurate. If you can build those types of Knights, you also start off with one unit of Feudal Knights. This one unit represents feudal Knights gathered from throughout the factions' provinces. Then, if you have the Florins, you can start building as many of these "treasury suckers" as you like.
You can download the latest update at: http://home.pacbell.net/jpaladin/1092Early.zip
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Hi,
It's not that I have a problem with the computer's use of agents or think they are ahistorical, it's just there are too darn many of them and you can't track their progress well via the menues.
If you could easily sort their menu and tell who was "out of the country" I might put them back in. (Though honestly, they're just too many and you can't stack them and they're just a pain to deal with. My agents, I mean.)
I don't know, maybe I'll put back the religious agents at some point. They're not TOO bad. Though what I'd do about an enemy inquisitor without assassins, I don't know.
Thanks for your update. I'm having a great time with your mod, though I think Tripoli should be given back to the Elmos. It's got that goldmine and, even though it would be slightly ahistorical, I'd like to see the Elmo Hordes again.
In this campaign (I'm Egypt, Hard) I tried making nice with everyone and the Turks allied with me. A little later they attacked. I beat them back, taking Rum, Armenia and Edessa.
They asked for a truce and I granted it. A little later, they asked for alliance and I did that. Heck, they're the only faction I'm allied to. Everyone else broke off when the Turks attacked.
They went to war with the Byz. Those two went hammer and tongs for a while and Turkey had Byz down to 2 provinces, but couldn't take Con. Eventually, Byz recovered and all the Turks own is Anatolia and Greece.
Now I've got the French Avon ladies calling and the Spanish on the way. (I.e. Crusades.) Great fun. Just wish I knew why France has Khazar and the rest of southern Russia except for the Crimea.
Thanks for the fun.
Ciao,
V'ger gone
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paladin, if you make feudal knights in 1082, and you are able to build chapter houses, then you will have templars, hospitallers and teutonic knights on horseback by at least 1090. this didnt happen until at earliest 1119and by then there was only one religious military order - i know this may not matter to you, but as you are looking for historical accuracy, you might want to look into a way of mayking the game unable to build those units until later
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V'ger:
I'm glad you're having fun with the mod. Thanks for the feedback. http://www.totalwar.org/ubb/smile.gif
Quote It's not that I have a problem with the computer's use of agents or think they are ahistorical, it's just there are too darn many of them and you can't track their progress well via the menues.[/QUOTE]
I don't bother keeping track of them. I make them and send them to do their missions and if they get killed, I don't care, I just build some more. They're cheap.
Quote If you could easily sort their menu and tell who was "out of the country" I might put them back in. (Though honestly, they're just too many and you can't stack them and they're just a pain to deal with. My agents, I mean.)[/QUOTE]
I just keep one priest or bishop in each province and then some assassins in strategic locations. That's it.
Quote I'm having a great time with your mod, though I think Tripoli should be given back to the Elmos. It's got that goldmine and, even though it would be slightly ahistorical, I'd like to see the Elmo Hordes again.[/QUOTE]
The Elmos can very easily take that province. Are you finding that they don't? If so, let me know and I'll check to see how I can modify that.
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TuffStuffMcGruff:
Quote paladin, if you make feudal knights in 1082, and you are able to build chapter houses, then you will have templars, hospitallers and teutonic knights on horseback by at least 1090. this didnt happen until at earliest 1119and by then there was only one religious military order - i know this may not matter to you, but as you are looking for historical accuracy, you might want to look into a way of mayking the game unable to build those units until later[/QUOTE]
Thank you for the feedback.
Actually, the start date for the campaign is 1092, not 1082.
Second, depending on what source you check, the Templars were established as early as 1112 and the Hospitallers as early as 1113.
Third, it takes 4 years to build a church, 4 years to build a chapter house, and 4 years to build a Crusade. That brings you to 1104.
Fourth, it takes a number of years just to reach Palestine from, for example, Wessex, so by the time you reach Palestine, it's pretty close to when the Templar's and Hospitaller's were formed.
The exception is Ile de France where a Chapter House and a Church were included in a previous update. Starting from there, the Crusade gets started a little earlier but it still reaches Palestine around the historical time of 1099.
Also, keep in mind that although the Templars and Hospitallers are created in the Crusade, they can't be used for anything else outside the Crusade until the Crusade is over. So again, the modifications uphold the historical aspects of the game.
Therefore, the modifications are absolutely necessary if we're going for historical accuracy. http://www.totalwar.org/ubb/smile.gif