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Re: Medieval: Total War XL
Quote:
Originally Posted by axel
hi mate thx for reply i have a fresh MTW with 1.1 patch then i done Vikinginvasion with 201 patch so now i have to do the full mod 2.0 and then the 2.1 patch for the mod???? and are there somme screeshots of the mod??? :duel:
Jepp, just install the full mod 2.0 and then the 2.1 patch ~:) . There are no uploaded screeshots at the moment, they have disapeared some time ago.
EDIT: You can maybe find some pics on this page from the mod. A lot of people have posted pics from XL campaigns and other mods:
https://forums.totalwar.org/vb/showthread.php?t=47087
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Re: Medieval: Total War XL
Oops. My bad. I forgot the mod patch in my instructions. Nicely caught.
As for screenshots of XL, the only things that are really visually different are the loading screen and the map. There are a few additional unit shields and the like as well. The only difference in the map is the province boundaries. Everything looks very similar to regular MTW, so the need for screenshots isn't huge.
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Re: Medieval: Total War XL
thx mate cant waith to play the mod ill download it in the weekends and ill let you now :bow: :bow: :bow: :bow: :bow:
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Re: Medieval: Total War XL
VH...I'm playing an early/expert game as the volga's (my first as a brand new faction) and its going really well. But something strange happened, my Muslin king had two princesses ~:confused: they worked fine, could move around and court husbands. I've married them off to a couple of generals and the game is still running fine, but thought I'd let you know
"life as a spearman...never at the sharp end"
:charge:
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Re: Medieval: Total War XL
Quote:
Originally Posted by Third spearman from the left
VH...I'm playing an early/expert game as the volga's (my first as a brand new faction) and its going really well. But something strange happened, my Muslin king had two princesses ~:confused: they worked fine, could move around and court husbands. I've married them off to a couple of generals and the game is still running fine, but thought I'd let you know
"life as a spearman...never at the sharp end"
:charge:
Hmm... sounds odd ~:confused: . They should not be able to make them, good thing I made a "backup system" in case it sould happen. Normaly the game would write "no pics" and other bug reports, so I am happy the game runs without problems ~:) . The only pagan/muslim faction that gets princesses is the Lithuanians, so that is not a bug ~;) .
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Re: Medieval: Total War XL
VikingHorde:
I just installed your XL Mod (light - 28mb) yesterday and have been playing as the Crusaders for the past few hours.
I am having a great time. Let me say that you have produced a wonderful mod. It is very professional. I love the shields, units, layout, etc. So far I have encountered no problems at all. The fact that I can play additional factions is a great bonus.
For quite a while now I have wanted to play as the Teutonic Order, the Knights Templar, and as the Hospitallers. Thanks to you, this is now possible.
It is a pity I waited this long to play your mod.
Thanks to you, and to your contributors, you have produced an excellent mod.
The interesting thing is that when installed, I can play all the XL campaigns in addition to playing all the default game campaigns as well. The XL Mod does not over-write any default game campaigns. GA campaigns are also playable in the XL Mod.
For those who don't know much about this mod, here are some of the highlights about it from the readme:
Medieval: Total War XL Mod 2.1 Final 30/8-2005
By Miguel Kristensen alias Viking Horde
Miguel-k@jubii.dk
This Mod is for use with Medieval Total War with Viking Invasions expansion only.
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Changes from the original game:
New factions added:
- Armenians
- Bohemians
- Bulgarians
- Crusaders
- Cumans
- Genoese
- Hospiller Order
- Irish
- Lithuanians
- Norwegians
- Portuguese
- Scots
- Serbs
- Swedes
- Teutonic Order
- Venetians
- Volga Bulgars
Factions made playable:
- Burgundians
- Golden Horde
- Novgorod
- The Papacy
Provinces added:
- Algarve
- Estonia
- Greater Poland
- Lesser Khazar
- Levidia
- Mesopotamia
- Murcia
- Savoy
- Scania
Buildings added:
- Bank and Royal Bank added to give the Orders more economic power.
- Pagan shrine and pagan sacrificial shrine added to help pagan loyalty
- Pagan Monument, a unique pagan building like the cathedral that gives morale bonus and higher loyalty.
- Hospital that gives some income, higher loyalty and morale.
Other changes to the original game:
- New GA and Prebattle shields for all factions
- GA mode playable with all factions, including the new factions.
- New unit stats making the battles harder and more realistic.
- Lots of new units and some improved old units.
- New economic trade structure, no more huge trade empires.
- Farm Income 30% higher because of new trade structure.
- Landbriges removed (But not the link between Scania and Denmark)
- Improved AI, acting more clever and building better units.
- New pagan strategic units, including a shaman
- People of Novgorod and Russians are playable in all eras
- Italians replaced by the Genoese and Venitians
- Swiss removed from the game
- The mod can also be played in Spanish language.
- Auto-install (The install finds the MTW folder automaticly)
2.1 Patch changes
- Removed some minor bugs
- Added new flags for the Cumans, Volga Bulgars and Golden Horde.
- Added info pics for some of the new units
- New bow type for steppe units, giving them longer range because of their superior bow.
- Ajusted the range of the different types of projectiles to improve realism and gameplay.
- Ajusted trade income, increasing the income a little.
- Improved the AI to make it better at building up it's economy.
- Renamed a lot of factions for more historical correct names.
- Playlist has been changed so that all 3 new tracks now play (Large version only).
- Rebalancing of the mod, improving gameplay.
- New titels for pagan and muslim factions (Pagan Monument, Grand mosque)
- New Irish heroes
For more info, go to the "Charts and Readmes" folder.
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Re: Medieval: Total War XL
Here is an update on the XL Mod (light):
I am currently playing on Hard, GA, no time limits on battles, and I gave all other factions just 25,000 florins (while I started with the original 6,000 florins).
I have been playing as the Crusaders for several hours now, and I have been having a blast. I am barely holding on to Outremer (the original 3 provinces I started with in the Middle East).
The Moslem factions have launched countless attacks, including 2 Jihads.
The new unit mix/production in this mod has produced some very tough battles. Almost every battle has been a nail-biter, resulting in the fact that I have had to closely manage every battle, using every single tactic and technique that I can think of.
This mod has come the closest to a true Crusader States Mod for MTW.
My Knights Templar have been reduced to just a few men. I am trying desperately to research the correct buildings so that I can re-train them.
Almost all my units now have quite high valour, having fought off several desperate attacks by one of the Moslem factions. Heaven help me if all the Moslem factions join up and decide to attack me.
I never thought I would look forward to seeing the Golden Horde...:charge:
Run, do not walk, to download this wonderful Mod.
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Re: Medieval: Total War XL
first i got one thing to say ........vikinghorde you ARE the best i like your mod mate its real great i downloaded it and i am playing for a hour i think i play one of the mongolhord i still have to find out how i cane play the mongol golden horde becose i see two mongol horde in the early campain but i love it mate its a damn nice mod man you are great keep up the good work its really great ~:cheers:
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Re: Medieval: Total War XL
I know you already removed peasants and I really like that. It's just that whenever I turn "auto-build" on I still get loads of urban militias except in provinces that have bonuses. How do I get around this trouble? I'm pretty lazy training troops manually especially when I have a huge empire lol. Well, it's no big deal.
I'm currently playing as English from early. It's almost 1205. I've got all GG's but Brittany Goal. It's held by Castilians and I'm scared of them lol. They just rolled over the French. There's like 14,000 of them in Champagne. I'm kinda focusing on the life of Richard the Lion-hearted at the moment. He just captured Egypt from Fatimids. He didn't get to be king though. Another heir popped up before he got the crown. Anyway, he's commanding 5,000 troops and healing it before he can advance to Sinai and connect Egypt to the holylands and the surrounding provinces. After that he's gonna take on the recovering Byzantines. I'm not familiar with other english characters so I just ignore the rest in that are in Seljuk territories and Scandinavia lol.
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Re: Medieval: Total War XL
Weebeast:
I would suggest placing all troop builds on auto, and then just manually alter troop types in a few different provinces on every turn...
My XL (Light) v2.1 campaign so far:
It's 1259 AD and I survived many Muslim attacks. In addition, I had to fight (and defeated) a French Crusade that was launched to take Palestine (which I held at the time). Fighting Muslims, and now French Catholics, has truly given the fighting in Outremer a surreal quality. Much as it did in real life...
The Papacy is also excommunicating heretical factions left and right...
I have made in-roads into several other Mid-East provinces (after some tough battles) and now I hold about 6 provinces.
The Golden Horde has appeared - and they are to be feared. With the XL Mod's reduction in trading income, I find I cannot build huge army stacks. Thus, when the Horde makes its appearance, those huge stacks look imposing.
In the Vanilla game I used to take Georgia (as a choke point), and then build up my troop types to prepare for the Horde. Now, however, the Horde has attacked several provinces in the Middle East (it stands at the door of Constantinople) and borders several provinces I hold. I have no doubt that the Horde is also spreading throughout Asia and Eastern Europe.
The Horde is a plague that must be stopped...
At the moment I cannot expand further without attacking either my allies or the Horde (which is neutral). Since I have maxed out my troop numbers, my next objective will be to expand my trading system, get my Knights Templar retrained, and prepare for either attacking the Horde or (which is more probable) waiting for the inevitable pagan horde attack.
Right now the Golden Horde has taken on the appearance of a huge, deadly storm cloud that is just waiting to break forth from its confines. It is sniffing out weakness and is attacking those factions over whom it feels it can defeat.
With its tentacles spread throughout the Middle East I have no doubt that the Golden Horde is bidding its time before it unleashes its deadly warriors upon my valiant Crusaders.
Time is short.
I must prepare for the Day of the Horde.... :charge:
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Re: Medieval: Total War XL
hi question is there somme where a site where you download pics of units and pitchers look at link http://members.aol.com/bogdanovaslava/Aaa.html do somme one nows where
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Re: Medieval: Total War XL
like of this XL mod you have also new units and pitchers of it where do you get those pitchers you no if you train new units you will get a pitcher of the warrior it tells you wot unit size and wot it cost like you see on the link
http://members.aol.com/bogdanovaslava/Aaa.html i hope so
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Re: Medieval: Total War XL
Quote:
Originally Posted by axel
like of this XL mod you have also new units and pitchers of it where do you get those pitchers you no if you train new units you will get a pitcher of the warrior it tells you wot unit size and wot it cost like you see on the link
http://members.aol.com/bogdanovaslava/Aaa.html i hope so
Well thats cool, man except where are the rest of the units?
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Re: Medieval: Total War XL
?????? lol i am just asking for pitchers of units from XL like on the link :bow: :bow: :bow:
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Re: Medieval: Total War XL
I'm getting nervous......:hide:
Its 1202 its XL (heavy) I'm the Volga's in the early and I've got this strange feeling that the devil is coming (should be here for 1230 he is always on time). I'm doing ok, have a strong base, building up farm lands and castles but this XL mod makes picking fights very tricky. I've got a good fleet of ships for trade but I can't afford to lose that income with a reckless attack....although there are some tempting targets.
BUT THE HORDE ARE COMING!!!
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Re: Medieval: Total War XL
My campaign so far:
The date is now 1280:
The dreaded day of the Horde came with a vengeance - it attacked me without notice.
After many desperate battles I managed to contain the Horde.
However, no sooner had I stabilized the situation in the Mid-east then my so-called "Allies" - Turkey and Sicily - attacked me by surprise (that's the thanks I get for saving their butts from being over-run by the Horde).
Sicily had one province in the Mid-east and it attacked one of my weaker provinces and won the battle. I managed to hold off Turkey (which also had one province in the Mid-east) after beating back several attacks.
After dealing with the Horde, my forces were weak and depleted and I needed time to re-build. However, after being attacked by my allies I had to scrape together as many troops as I could and attack them both.
After a tough series of battles I managed to contain both Sicily and Turkey.
However, Sicily had developed a huge fleet and after a series of large naval engagements it now controls the eastern half of the Mediterranean. Licking my wounds I have withdrawn my fleet to home waters. I simply don't have the strength to take them on at this point.
This loss in ships and ports also means a reduction in trading income...
My future plans:
I am holding the Horde at Georgia. I will ignore them for the moment and concentrate on defeating Turkey and Sicily in the Mid-east and drive them out. Then I will consolidate and re-build my forces. Then I will take Georgia and go defensive against the Horde (the Horde has expanded north and north-east and has been battling Russia for many years).
After this I plan to seize Constantinople from Sicily and then build a huge fleet and win naval supremacy in the Mediterranean. This last task will be daunting since Sicily does have a huge naval presence in the Mediterranean.
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Re: Medieval: Total War XL
Sorry I have not been around lately, but I did not have a computer so could not get on the internet. Sounds like you guys are having fun, maybe i'll start playing MTW again now that I have a computer ~:) .
@axel
I sadly don't have any pics like those, but maybe someone can post some pics from their current campaign. ~;)
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Re: Medieval: Total War XL
hi mate np ill look arround for pics i am playing your mod mate its fantastic i really mean it i think it looks real profecional i think MTW is still the better then RTW i play RTW to but i love MTW and your Mod make s it complete .
are you maybe thinking to make a new Mod for MTW ???~:cheers: ~:cheers:
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Re: Medieval: Total War XL
An update: Its 1230 AD.......and they are here!!
Now if I didn't know any better I'd say the reason VH has been away for so long is because he's been playing the Danes in my campaign ~;p I have never seen the danes so active and they control all of what was France and England and have a massive fleet and income. They started on the Bzy recently and then the Fatamids. Egypt I took as well as Sicily from rebels so my income is large, and I've built up my homelands and troops for the horde. but then in 1229 a Crusade by the Danes came to Egypt!!
No!!!!!!!!! We had a treaty ~:mecry: but VH was no match in this battle ~;)
But now the horde is here and they are big and a naval battle with the Danes will reduce my income and my fleet.
A war on two fronts.....I hear the call of Jihad!! :charge:
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Re: Medieval: Total War XL
I don't know if this is just me but I notice zeal goes down very fast, huh? Especially near the end of the game, most provinces have 0% zeal. I never noticed something like this before I got XL.
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Re: Medieval: Total War XL
I've been playing XL for a very long time, and I know that trade income is significantly reduced but I never figured out to what degree. I just build farms now instead of building ships for trade incase its almost nothing. So is it still worth it to build up a trade network or is it so reduced that I shouldn't bother.
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Re: Medieval: Total War XL
Quote:
Originally Posted by Graphic
I've been playing XL for a very long time, and I know that trade income is significantly reduced but I never figured out to what degree. I just build farms now instead of building ships for trade incase its almost nothing. So is it still worth it to build up a trade network or is it so reduced that I shouldn't bother.
I believe VH has made several changes to the trade structure.
1) The value of the goods in coastal provinces have been decreased; this results in lower trade income for the coastal towns which in turn dramatically
decreases the income from sea trade.
2) There's a setting in the starpos file for each era which (I think) determines the amount of money you can earn from trading. In the original it goes:
//========================================
// This represents the percentage of the export
// value, imported goods are worth..
//========================================
SetImportPercentage:: 20
However, in VH's version and in RazorAI mode, this "20" value has been changed to "80" I assume raising this value decreases trade income, if so, then the trade income may have been reduced by 4 fold. If I am wrong, then maybe someone can correct me about what this value does. ~:cheers:
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Re: Medieval: Total War XL
Two more things to report VH,
First: My Muslin king had another daughter, again she was fine, she had a picture and could move around and marry. So no problems there but thought you would like to know.
Second: Am I wrong in thinking that each faction can only start one crusade or jihad at a time. The Genoa's had two crusades moving at two different provences at the same time. Is that meant to happen?
Weebeast: Zeal in my early game is very low too, sometimes even 0 and I always build temples to keep the little people happy.
Graphic: Still build a fleet up, its always good to have that protection. Also the income from trade is still large its just that you need to put more build time on ships and trade buildings in before you can reap your rewards.
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Re: Medieval: Total War XL
I see, thanks for the responses.
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Re: Medieval: Total War XL
@Weebeast
I have only seen the zeal drop 0% in provinces, that has been converted to another religion than province originaly had. I have also seen this in the original game, so it should be normal.
@Graphic
Coastal provinces haver lower income, but you can still make a lot af money on trade. Trade just have less influens om the economy in this mod, but land has more influens. Inland provinces can get high trade income, because high value goods are only in the non-coastal provinces.
@.:vVv:.Monkey
I have made some tests to see what effect the value has and my conclusion is that I don't see much change at all. I think the value has something to do with income from imported goods to the players kingdom. Increasing it from 20 to 80 should increase income (I think), but im not shurre.
@Third spearman from the left
Another princess? I will need to look into this, because it sounds odd ~:confused:
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Re: Medieval: Total War XL
So building up inland trade buildings is akin to building up farms? I think I get you.
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Re: Medieval: Total War XL
I'm an XL fanatic and can't see how the game can be enjoyed without it. I also wanted to say good job on the Armenians :bow: . They have the best music, horse archers AND mounted crossbowmen (I love mobile firepower), and the armor piercing 100 man strong infantry is nice too. I just wish they had a little more attack value. Oh well, that's what Morocco is for ~D .
I started playing them with an earlier version of the mod which gave me easy medium cav which were taken away(?) after the newest patch and I’m not too impressed with their "royal" knights. I must say that it was like hell fighting across Africa with armored spearmen; I really didn't see any other way to counter all their cavalry and missiles. The beginning was tough as I had to take on the Fatmids(?) for the "ransom the Sultan" bit. Thankfully the Byzantines teamed up with me to take out the Turks, I just hope the horde helps check their expansion ~:eek:
I'm still trying to decide on armored spearmen vs. Latin Auxiliaries. It would be nice though to check the growth of the factions. It's too easy to tech up and generate income; I’m richer then the mighty Byzantines only controlling Africa, the lands south of my starting position and trade. I'm thinking of trying to double the cost and maybe maintenance for troops/buildings.
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Re: Medieval: Total War XL
Quote:
Originally Posted by Vladimir
I'm an XL fanatic and can't see how the game can be enjoyed without it.
:bow:
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Re: Medieval: Total War XL
Quote:
Second: Am I wrong in thinking that each faction can only start one crusade or jihad at a time. The Genoa's had two crusades moving at two different provences at the same time. Is that meant to happen?
I don't think we can have more than one active crusades but the AI factions can. I don't know whether VH did anything or not but yeah I experience the same thing.
https://img460.imageshack.us/img460/...rusades7cq.jpg
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Re: Medieval: Total War XL
Sorry to be lazy but did you write the explanations that you get when picking factions? Like it says how hard they are and explains there position and stuff. I am just wondering because when I modded the other factions in it didn't come up(this is regular VI).