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Re: Medieval: Total War XL
@Beirut
The only differens is that the welsh longbows can be build by all catholic factions and they get a valor bonus in wales.
The games should run perfect with that system, because my last computer was a AMD64-3000/1024RAM/9600XT and it did not have any problems.
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Re: Medieval: Total War XL
Viking Horde,
Hungary doesn't get order units (not even Order Foot Soldiers). The other crusading factions at least get one or two. I just thought you'd like to know.
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Re: Medieval: Total War XL
Speaking of Crusades.... I finally got around to launching one as the Danes (to Saxony, as the HRE had been ex-commed). I was given some Order Foot Soldieris and Tuetonic Seargents as the core of my army. So you were right in that the Danes seem to get the German crusading units. Cool! :rtwyes:
Oh yeah, and I also noticed you've given the Portuguese the ability to Crusade as well. Can't wait to try that out!
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Re: Medieval: Total War XL
I recently dl and installed the mod, and for the most part, it works great. There are a couple of issues though I've had with the Teutonic Order, such as not being able to produce teutonic knights (even with all the proper buildings), and also with my assassins, as I have the rookery, and is supposed to give a +3 valour, which it doesn't. I was wondering if it was just a bug, or intentional?
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Re: Medieval: Total War XL
I forgot to mention also that the Teutonic Sergeants, and the Order Foot Soldiers has the same problem, although the Teutonic Foot Knights works just fine.
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Re: Medieval: Total War XL
a question pls: i just realised that the generals change their names after a few years. i mean like 'william of ypres', a general will have his name changed to another random name after some years. is there a way to keep the name the general first appeared as? thx.
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Re: Medieval: Total War XL
Sephirothno12000 has PM'ed me with the info, that the Teutonic "bug" happens when using the .badgerbunny. cheat.
Quote:
Originally Posted by King Baldwin IV
a question pls: i just realised that the generals change their names after a few years. i mean like 'william of ypres', a general will have his name changed to another random name after some years. is there a way to keep the name the general first appeared as? thx.
It is not possible to keep the name of the general. The name changes when the general dies, but the new one keeps the old guy's vices/virtues and command stars.
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Re: Medieval: Total War XL
Quote:
Originally Posted by VikingHorde
It is not possible to keep the name of the general. The name changes when the general dies, but the new one keeps the old guy's vices/virtues and command stars.
i see... thanks.:idea2:
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Re: Medieval: Total War XL
If you want to simulate the fact that the dead general is suceeded by a really new one you can use the greengeneral command line in your desktop shortcut.
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Re: Medieval: Total War XL
Hi VH, things are going really well in my early Volga's game and the polish are are on the back foot. So a quick question for you, the new buildings like the royal bank and hospital are they for christian factions only?
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Re: Medieval: Total War XL
Quote:
Originally Posted by Third spearman from the left
Hi VH, things are going really well in my early Volga's game and the polish are are on the back foot. So a quick question for you, the new buildings like the royal bank and hospital are they for christian factions only?
Only the order factions can build banks and royal banks, but all catholic factions can build a hospital. Other religions can't build them.
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Re: Medieval: Total War XL
Thanks VH that has helped. :2thumbsup: Can I ask why you only gave hospitals to christian factions and banks to the orders factions?
thanks.
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Re: Medieval: Total War XL
Quote:
Originally Posted by Third spearman from the left
Thanks VH that has helped. :2thumbsup: Can I ask why you only gave hospitals to christian factions and banks to the orders factions?
thanks.
I gave the buildings mainly to spice up the game. The banks were a part of the Orders way of financing their wars vs. the muslims and made them a lot of money. The hospital was an idea from someone at the forums.
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Re: Medieval: Total War XL
Quote:
Originally Posted by VikingHorde
@Beirut
The only differens is that the welsh longbows can be build by all catholic factions and they get a valor bonus in wales.
So my Ventians can build longbows?! Oh you beautiful, beautiful person....
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Re: Medieval: Total War XL
If my Armenians can, your people can.
:2thumbsup:
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Re: Medieval: Total War XL
Hi VH, that all makes sense, but I think if you create an update for the current XL version you should consider giving the muslim factions the option of building hospitals. Most muslim factions were far more advanced in terms of medical and scientific knowledge then most western cultures. Having a muslim hospital would he a great idea, in my humble opinion, :bow:
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Re: Medieval: Total War XL
That should be a quick edit of the spreadsheets that you're able to do yourself. Just open it in excel, the descriptions are rather self-explanatory.
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Re: Medieval: Total War XL
Quote:
Originally Posted by Third spearman from the left
Hi VH, that all makes sense, but I think if you create an update for the current XL version you should consider giving the muslim factions the option of building hospitals. Most muslim factions were far more advanced in terms of medical and scientific knowledge then most western cultures. Having a muslim hospital would he a great idea, in my humble opinion, :bow:
Yes, maybe I should add the building to the other factions :book:
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Re: Medieval: Total War XL
Hi all sorry if this has already been answered but anyway, can i play regular MTW-VI MP with XL installed.
Thanks for any info. :2thumbsup:
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Re: Medieval: Total War XL
Quote:
Originally Posted by SaintBlackAdder
Hi all sorry if this has already been answered but anyway, can i play regular MTW-VI MP with XL installed.
Thanks for any info. :2thumbsup:
I don't know, have never played MP games with MTW but properly not. You can however copy the MTW folder to another place on your harddrive and install the mod there. You will need to make a shortcut to the new folder, but that should not be a problem.
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Re: Medieval: Total War XL
Hey VH,
We've got a junior member in the Entrance Hall who has some questions about the Cumans. I was wondering if you (or anyone else who's played the Cumans) could help this guy out. Here's the link:
https://forums.totalwar.org/vb/showthread.php?t=59273
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Re: Medieval: Total War XL
Hi VH I was hoping you could help me. I what to edit the end date for my late games, so they can last that bit longer. However I can't find the end date line. I can find the start dates etc but not the end dates, can you help?
I'm new to moding of any sort so a step by step guide would be great, many thanks.
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Re: Medieval: Total War XL
I've got a stupid question I'm sure it's been answered multiple times but I'm too lazy to look earlier in this thread, so:
If the game is already somewhat crashy because of a too new graphics card(must autocalc battles in campaign, otherwise I'll get a CTD, also get random CTDs after a few hours of playing), will this get worse with the mod installed?
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Re: Medieval: Total War XL
Well I installed the mod now and it seemed to be crashier aferwards, but I think that's not caused by the mod... I but wonder why in the GA "conquer" goal 1-2 of the "diamonds" are red for every faction, is it meant to be like that?
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Re: Medieval: Total War XL
@Martok
Sadly I have not played the Cumans, but maybe someone who has will help him out.
@Third spearman from the left
You will need to add the line, because it's not there from the start. You can copy the enddate line from the Viking campaign file and paste it into the XL files. Just remember to edit the enddate or the game will end before it starts ~;) .
@King Noob the Stupid
You should try to solve the crash problem before installing the mod, because the mod makes the game a lot bigger and puts the computer under more pressure.
I think red diamonds are current completed goals, but I am not surre. I don't play GA games.
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Re: Medieval: Total War XL
The GA returned to normal after saving, restarting and loading the game, so no problem there...
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Re: Medieval: Total War XL
Thanks VH I'll try that. One more thing, will extending the end date work on my current game or only when I start a new campaign? Thanks again :2thumbsup:
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Re: Medieval: Total War XL
Quote:
Originally Posted by Third spearman from the left
Thanks VH I'll try that. One more thing, will extending the end date work on my current game or only when I start a new campaign? Thanks again :2thumbsup:
It will only work on your new campaigns.
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Re: Medieval: Total War XL
Hi VH, I noticed that you took away the throwing spears from the arab normal and heavy infantry for 2.1 why was that? I'm just interested to know what changed your mind.
Also while I can remember, have you extended the dates in which the Danish can build viking units?
In my Volga game it is 1308 (high era) and the Danes just built some vikings, I thought this could only be done in the early era?
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Re: Medieval: Total War XL
Quote:
Originally Posted by Third spearman from the left
Hi VH, I noticed that you took away the throwing spears from the arab normal and heavy infantry for 2.1 why was that? I'm just interested to know what changed your mind.
Also while I can remember, have you extended the dates in which the Danish can build viking units?
In my Volga game it is 1308 (high era) and the Danes just built some vikings, I thought this could only be done in the early era?
The spears was removed because the unit is already very powerfull and throwing spears are a light units weapon. :juggle2:
The standard viking unit can be build in all era's, also in the original MTW campaign. All other viking units can't be build in high and late era.