Hi,
Well, that's a bit of a bummer. I don't have a website. I thought people were uploading here? Oh well.
Ciao,
V'ger gone
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Hi,
Well, that's a bit of a bummer. I don't have a website. I thought people were uploading here? Oh well.
Ciao,
V'ger gone
Quote Thing is, the way agents work right now, I'm not much inclined to play with them. Now, when we can stack them and/or filter after the patch, then I'll go back to playing with them.[/QUOTE]
Since Spies Have been eliminated, this should be a smoother process. I find Assassins fun.
Hi,
To me, the way it is is just too much work.
On to another subject. It's a shame you can't edit/add GA goals. Playing as a minor faction in GA doesn't work very well because of that.
To test what I've done, I started a game as the Sicilians and all they have are crusades and I'm not sure I'm scoring points for them. I would just move on and play the Italians, but this campaign is so interesting otherwise.
France and the HRE and Novgorod have been crushed, along with Egypt and the Elmos. Hungary is about to go (it's 1185 or a bit later). Spain is on the ropes, but may yet live because of recent events.
The Turkish Empire used to stretch from Cordoba all the way to Trebizond, Nicea and Georgia. There have been several revolts, so they're somewhat broken up, but still have a huge military. I took Antioch in a crusade, then the Turks asked for peace.
I am in mortal fear of my allies, the Byzantine Empire. They are enormous, covering nearly all of Russia, all the Baltics. They are now crushing Hungary and have just decended on the Turks. They have a huge fleet, and nearly as large an army as the Turks. Of course, they have those evil generals and Kats, which is what makes them so deadly.
Anyway, if you'd like me to put my mods in your current version, I'd be happy to do so.
Adios,
V'ger gone
What are the mods you made? E-mail them to me at jpaladin@pacbell.net and attach a readme file so I know what changes you made from the 1092 campaign. Thnx.
Hi,
OK, Pal, will do.
Ciao,
V'ger gone
hi there Paladin,
have you been able to get the ex-minor factions to work in the Custom Battles? (Aragon, Sicily, etc.) For some reason when I tried playing them they CTD.
Thanks,
Gilbert de Clare
Quote Originally posted by dclare4:
hi there Paladin,
have you been able to get the ex-minor factions to work in the Custom Battles? (Aragon, Sicily, etc.) For some reason when I tried playing them they CTD.
Thanks,
Gilbert de Clare[/QUOTE]
No, I haven't tried.
Paladin,, thanks for making this mod. I'm enjoying it quite a bit. My Greek background makes me play the Byzantines, and it is a blast. So far, I'm at war with four factions, and have no allies. Perfect! Now, there is one "problem". On the standard early campaign, even if those dromons and galleys outrun my firegalleys, I eventually catch them and sink them. In this campaign, an Italian galley has sat in the Dardannelles outside C'nople for about 30 turns, and I can't catch or sink them. My trade is in the tank. A couple my ships have been sunk, though, in other seas, but I have not managed one sinking. Bad luck? Otherwise, everything seems to work great.
Hi,
I'm playing Sicily right now (1231) and it's working fine.
Adios,
V'ger gone
byzantineguy:
Quote Paladin,, thanks for making this mod. I'm enjoying it quite a bit. My Greek background makes me play the Byzantines, and it is a blast.[/QUOTE]
You're very welcome. http://www.totalwar.org/ubb/smile.gif
Quote Now, there is one "problem". On the standard early campaign, even if those dromons and galleys outrun my firegalleys, I eventually catch them and sink them. In this campaign, an Italian galley has sat in the Dardannelles outside C'nople for about 30 turns, and I can't catch or sink them. My trade is in the tank. A couple my ships have been sunk, though, in other seas, but I have not managed one sinking. Bad luck?[/QUOTE]
The modifications should have no effect on the ability to catch an Italian Galley or any other ship and combat between any ship. This just appears to be a tough ship to catch. And, that's the trick. You may try putting 3 or 4 ships, i.e. (1) Fire Galley and (1) Dromon in a stack and (1) or (2) Galleys with (1) Fire Galley in another stack and then attacking him with each stack as opposed to attacking him with all the ships at once. I find that the more times you attack in one turn, the more chances you have of engaging him and sinking him.
Give that a shot and let me know how it goes.
Quote Originally posted by V'ger:
Hi,
I'm playing Sicily right now (1231) and it's working fine.
Adios,
V'ger gone[/QUOTE]
Excellent, thanks for the update.
Quote Originally posted by V'ger:
Hi,
I thought people were uploading here?
Ciao,
V'ger gone[/QUOTE]
UPLOAD FILES HERE http://www.totalwar.org/site/MTWupload.php3
Like the Idea, nice map
Hey Paladin,nice work on the mod. One question though is it possible to change what buildings are required to build units?? For example would it be possible to just make a horse farmer the only requirement for feudal knights? The reason I say is that giving so many buildings to the nations at the beginning doesn't just effect knights it effects lots of other stuff too like feudeal men at arms and chivilaric men at arms. It is quite easy to get these units very fast ie not even worth getting feudal men at arms cuz you can get chivilaric so fast?
Just a thought.
Nial Black Knee:
Quote Like the Idea, nice map[/QUOTE]
Thank you for the feedback.
tomppb:
Quote Hey Paladin,nice work on the mod.[/QUOTE]
Thank you.
Quote One question though is it possible to change what buildings are required to build units?? For example would it be possible to just make a horse farmer the only requirement for feudal knights?[/QUOTE]
Yes.
Quote The reason I say is that giving so many buildings to the nations at the beginning doesn't just effect knights it effects lots of other stuff too like feudeal men at arms and chivilaric men at arms. It is quite easy to get these units very fast ie not even worth getting feudal men at arms cuz you can get chivilaric so fast?
Just a thought.[/QUOTE]
I understand what you're saying and I know this can be tweaked a bit but it would take a lot of time to work it out. However, I would suggest to you that these units were in fact available at this time in history and should be available regardless.
One of my first questions was when I played a campaign game for the first time was, where are all the knights and where are all the castles? I thought I must be missing something because these things were clearly not being represented in the early game when in history they were there.
So then I took a historical map and compared it with some other maps and sat down and re-set the borders, made Crusades available at the appropriate time, removed spies because of their blatant ability to overthrow factions, and made Feudal Knights available at the appropriate time in history.
In one my early 1087 games, at about 1160, I was the only one who had Feudal Knights because I concentrated on creating them. The other factions had nothing. Is that fun? Heck, no, hence the 1092 campaign was instilled with the proper types of units right from the beginning.
Please enjoy the mod and let me know if there are any other historical aspects you would like to see included.
READ ME FILE:
As a reminder of what's in the 1092 campaign I'm posting the contents of the readme.txt file that is zipped along wth it.
Following are the changes I made as of 10/23/02 (or 23/10/02 for our friends over the "big lake". http://www.totalwar.org/ubb/smile.gif :
- No more spies. (Spies used as tools for rebellions are far too powerful and unhistorical. If you want to see what's going on in other parts of the map, use the cheat code by typing in everything between the quotes, ".matteosartori." That will bring up what's going on all over the map. IMHO, it's a more enjoyable way to play the game. NOTE: Sometimes one or two of your ships will disappear while using this cheat. Just type in the same cheat code and it will restore your ships so that you can see them again.)
- Hungary, Novgorod, Sicilian, and Aragonese factions are now playable.
- Changed start date to 1092 A.D.
- The Turkish Faction has been given: Nicea, Trebizond, Rum, Georgia, Anatolia, Edessa, Armenia, Syria, Antioch, Tripoli, and Palestine.
- Added Fort in Nicaea.
- The Turkish Faction has the following troops in the respective provinces:
ANATOLIA - Horse Archers 40
ANATOLIA - Spearmen 100
NICAEA - Horse Archers 40
NICAEA - Spearmen 100
TREBIZOND - Spearmen 100
GEORGIA - Horse Archers 40
GEORGIA - Spearmen 100
- "Lesser Armenia" is rebel controlled with the following units:
Horse Archers 40
Spearmen 100
- Changed Libya (Cyrenacia) and Tunisia to rebel (Hammadids-Zirrids) controlled.
- Added the following units to Algeria:
Berber Camel 40
Desert Archers 60
Berber Camel 40
- Added Horse Guild, Cathedral, Monastery, Reliquary, Royal Palace, and Merchant to Constantinople. (Historically, St. Sofia had been around for hundreds of years and was the greatest cathedral of its' age. Not including it would be a huge breach of historical fact.)
- Upgraded Citadel to Fortress in Constantinople.
- Added the following units to Constantinople:
Spearmen 100
Spearmen 100
ByzantineInfantry 100
ByzantineInfantry 100
ByzantineInfantry 100
ByzantineInfantry 100
NapthaThrowers 12
NapthaThrowers 12
TrebizondArchers 60
TrebizondArchers 60
AlanMercenaryCavalry 40
Kataphraktoi 80
FireGalley 1
FireGalley 1 (The Byzantines had an extensive fleet which is not represented in the original "Early Period."
- Changed control of Crimea to Byzantines.
- Added Spearmen 100 to Crimea
- Added a port and castle to Crimea.
- Changed control of Serbia to Byzantines.
- Added the following units to Serbia:
Spearmen 100
ByzantineInfantry 100
- Added 20 Florins to production of Greece.
- Added castles to Crete, Rhodes, Cyprus, and Malta. (Historically, all four had castles and Malta's castle was very strong.)
- Added castle8 to Antioch. (In 1097, The Crusaders found a huge castle so big that they didn't have enough troops to surround the entire city. Also, the seige could easily have dragged on for a year.)
- Added castle8 to Jerusalem.
- Changed Portugal to Almohad ownership. (Historically, the Almohads controlled 3/4 of Portugal. However, Portugal is Catholic religion and culture.)
- Added the following units to Portugal:
Desert Archers 60
Berber Camel 40
- Added castle to Trebizond. (Historically, the Byzantines held on to the castle while the Turks held the province. There's no way that I know of to split up control so I opted to include a castle but give nominal control of the province to the Turks.)
- Changed Burgundy and Provence to Burgundinian (rebel) control. (Historically, Burgundy was a seperate nation for many years and wasn't consumed by the HRE until the mid-1200's)
- Added troops originally in Burgundy and Provence into Swabia and Tyrolia, respectively.
- Added a port in Wessex and Normandy (Both provinces had ports by that time.)
- Upgraded Fort to Castle 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.)
- Changed control of Anjou and Aquitaine to French control. (Again, historically, the French had control of these areas by 1092)
- Added Archers 60 and Spearmen 100 to Aquitaine.
- Added Peasants 100 and Archers 60 to Anjou.
- Added Chapter House to Ile de France so that Crusades can begin as historically launched.
- Changed Castle in Ile de France to Castle8
- "Improved Farmland" and "Horse Farmer" for Wessex.
- Moved all English units previously in Anjou and Aquitaine into Normandy.
- Added (2) Archers 60, Peasants 100, Spearmen 100, and a Barque to Wessex.
- Increased income of Normandy to 430
- Increased income of Wessex to 450
- Increased income of Mercia to 320
- Increased income of Northumbria to 290
- Changed control of "The Papal States" province to Italy while Rome remains in the Papist hands.
- Papist leader is moved to Rome.
- Moved units from "The Papal States" to Rome.
- Put Naples under Sicilian Rule.
- Add Spearmen 100 to Naples.
- Added (1) Galley to Venice.
Additionally, following are the changes in order to make it so that in the "Age of Feudalism", factions have the ability to actually build Feudal Knights right away as is historically correct. So instead of having to wait for many years until you have the funds and have gone through the
process of constructing all the various buildings, the Feudal Knights are now ready to be used by those factions that can build them:
- Added Castle, Armourers' Workshop, Royal Estate, and a Royal Palace to Poland.
- Added Castle, Armourers' Workshop, Royal Estate, Royal Palace, and a Spearmaker to Hungary.
- Added Horse Breeder, Armourers' Workshop, and Royal Estate to Rome.
- Added Castle, Royal Estate, Royal Palace, Armourers' Workshop, Spearmaker, and Horse Breeder to Sicily.
- Added Castle, Horse Breeder, Royal Estate, Armourers' Workshop, and Royal Palace to Bavaria.
- Added Castle, Horse Breeder, Armourers' Workshop, and Royal Estate to Venice.
- Added Castle, Horse Breeder, Spearmaker, Armourers' Workshop, and Royal Estate to Aragon.
- Added Castle, Horse Breeder, Royal Estate, and Armourers' Workshop to Castile.
- Added Castle, Horse Breeder, Royal Estate, Armourers' Workshop, and Spearmaker to Denmark.
- Added Royal Estate, and Armourers' workshop to Wessex.
- Added Castle, Royal Estate, Horse Breeder, and Armourers' Workshop to Ile de France.
Interesting historical note on Italy: There was no Italy until the 1800's. The faction
referred to as Italy in the game is historically merely a geographical region and nothing more. The area was controlled by a number of City-States with no central authority.
During the 11th century an elaborate pattern of communal government began to evolve under the leadership of a burgher class grown wealthy in trade, banking, and such industries as woolen textiles.
Many cities--especially FLORENCE, GENOA, PISA, MILAN, and VENICE--became powerful and independent City-States. Resisting the efforts of both the old landed nobles and the emperors to control them, these COMMUNES hastened the end of feudalism in northern Italy and spawned deeply rooted identification with the city as opposed to the larger region or country. The cities were often troubled by violent and divisive rivalries among their citizens, the most famous being the papal-imperial struggle--between the GUELPHS AND GHIBELLINES, the supporters respectively of the popes and the emperors.
So, really, Italy should not be a power at all but instead should be broken up into a number of City-States.
I fought the temptation to make the Italian player a one province empire with Venice as the sole playable province and then Genoa, Tuscany, Milan, Corsica, Sardinia, and the Papal States province, as all rebels.
But since that would obviously make playing the Italian player almost impossible, I left the Italian states as one empire. But if anyone would like me to split them up, please let me know.
Once again I ask, please check this early campaign out and post your comments. Thank you.
Has anyone had any problems using the 1092 campaign with 1.1? My tests so far indicate that there's no problem. Thoughts?
I've been playing a Spanish campaign with it, and it's worked great... except I didn't re-replace the 2 prod files with your modded ones after the patch updated them, so the Spies are still there. I understand there were changes made to those files in the patch, so I didn't want to undo them with the modded ones. Are you planning on updating your mod with the new files?
Anyway, so far so good, and I'm in about 1260-something on normal.
Great work, BTW
Hi,
I haven't been running with your mod, since you change the build files. I didn't want to lose the patch improvements. If you'll redo your files, I'll put in my changes to your latest version and send it to you as an alternate. BTW, I added Burgundy in my version.
Right now, I'm just playing the regular game with my size mod. I may go ahead and put all my mods into the regular game so that people can play that way, too.
I miss playing your mod, though. I like the positions better. I should also say that putting Burgundy in had profound effects on the other factions in that area.
In your/our mod, the minors seemed to play better. I had Aragon and Burgundy surviving for long periods, even thriving, having split up France. France really seems to get the short end of the stick in 1092, but then, they did in real life, as well, so I think that just shows your mod is doing a good job.
Now that we can filter, I don't have as much problem with agents, either.
I look forward to your next release,
V'ger gone
Paladin...a couple of queries regarding your mod and the patch:-
Do i just install the patch over the top of your mod or should i re-install your mod after the patch? Any files to be careful of?
At present i am well into the middle of a campaign using your 1092 mod (great work!http://www.totalwar.org/forum/non-cg...icons/wink.gif, if i install the patch will it screw the savegame file or campaign, or should it be okay? I dont wish to start from scratch again, i'm enjoying it too much.
Anyone else also know the answer to this?
Thank you. http://www.totalwar.org/forum/non-cg...cons/smile.gifQuote:
Originally Posted by [b
Yes, I'll try and get it done this weekend.Quote:
Originally Posted by [b
Let me update the patch files and I'll upload them hopefully this weekend.Quote:
Originally Posted by [b
It may very well screw up your game. Don't take the chance. Finish the game then download the new zip file after I've uploaded it, hopefully this weekend. I'll post a message here when it's done. Thank you.Quote:
Originally Posted by [b
Guys, sorry for the delay. I have just uploaded the updated version of the 1092 campaign that takes advantage of the changes in the 1.1 patch.
You can download it from here:
1092 Campaign
Please let me know if there are any problems. Thank you.
Paladin,
Very interested to see the no crossing between Mercia and Flanders.... a couple of questions:
1. How does the AI cope with that when England and/or France?
2. How doe crusades launched by England cope with that no border, especially when controlled by the AI?
3. Have you considered doing this for the Spain to North Afica border (Granada to Morocco)?
Thanks
Doc
Paladin,
You have developed an excellent MOD, however, I would like to point out some historical inaccuracies in your MOD.
BYZANTIUM
Asia Minor - The Turks did not control all of Asia Minor as you depict. The Byzantines retained control of a solid 'chunk' of southern Turkey. For more information please consult the following link: http://www.press.uchicago.edu/Images...hewsen119.html
Asia Minor - With the exception of Nicea (which should be Byzantine controlled), rebellion rates in Asia Minor should be very high to reflect the unrest. The Turks have only recently captured these areas and are trying to force convert the people.
Naples - The Byzantines controlled some coastal areas of southern italy through 1105. The cities of Bari and Tarentium (Longobardia region) continued under Byzantine administration through 1105. Naples was under the control of local nobility. Control should be rebel or Byzantine.
Crimea - The Byzantines had a very minor presence in the coastal areas (around Cherson) but no presence inland. It is a push to give control to the Byzantines.
Serbia - The Byzantines had a presence in Macedonia, Albania and a small portion of southern Serbia. The Hungarians controlled Dalmatia which covered the entire coastline of the region. Inland was under local control. It is a push to give control to the Byzantines.
Swabia - This region was in revolt from the HRE. The revolt was not crushed until 1103. From 1091 to 1093, Saxony, Bohemia, and Luxembourg were in full revolt. The Empire was forced to invade these areas to regain control. If you want to keep them as part of the HRE, the rebellion factors need to be increased.
Kingdom of Burgundy - This was basically a vassal state of the HRE from 1070 on. If do not consider them as part of the HRE, then how can you justify inclusion of the Duchy of Brandenburg, Duchy of Bohemia, and Austria? These were also vassal states with a degree of independence. The rebellion rates should be increased to reflect the 'national identity' of these states.
Almohads - I think several tribes were 'incorporated' into the Almohads by CA. I think keeping Portugal as rebel accurately portrays the fierce struggle of the Portugese during this time against the Muslims. (My opinion)
I would be interested in what historical basis you have used to determine unit types and building types. Armies during this period were largely poorly trained and armed conscripts. Weaponsmith skills did not exist in any major way in some of the regions indicated by your MOD. Very little progress was made up through 1100 in terms of the science of warfare except in the Islamic nations.
i can never ever build fuedal foot knights at all... argh, but that is the case in the unmodified game as well. am i missing something?
+DOC+:
The A.I. seems to do well with the change. Instead of France overpowering England in an unhistorical assault, both factions seem to focus on more immediate concerns allowing themselves to become powers in their own right.Quote:
Originally Posted by [b
Since there is an English ship in the straits, the Crusade is still able to cross over into the continent thus allowing the Crusade to continue on.Quote:
Originally Posted by [b
I did, but historically that gap was so small that no serious onslaught was ever denied access to either side of the sea. Only a small effort made by the invading force was ever necessary to make the crossing.Quote:
Originally Posted by [b
My pleasure. http://www.totalwar.org/forum/non-cg...cons/smile.gifQuote:
Originally Posted by [b
Turbo:
Thank you.Quote:
Originally Posted by [b
Please do.Quote:
Originally Posted by [b
Your link listed above covers a period of 120 years. In that period of time, the borders and alliances of the people changed often. If you will look back at my initial post you will see that the 1092 campaign is based upon the start of one particular year, 1092 A.D. And as such, Asia Minor is almost perfectly laid out as to what was going on in that period of time. If you'll note the following historical map, 1092 map we will see that the 1092 campaign is very close to what we had in 1092 on a historical basis.Quote:
Originally Posted by [b
Additionally, the relgious persuasion of the population is Orthodox so this is in keeping with the types of difficulties that the Sultan would have faced. Recalling of course that in 1071, it was not the intent of the Sultan to establish an empire out of the Eastern Roman Empire but instead to carve himself some land for his tribe.
As I noted in the case of Trebizond, while the cities may still have been under Byzantine administration, the surrounding countrysides were not. The game focuses on the province as a whole and does not allow for the spliting of the cities and the provinces to start. Therefore, the entire province belongs to the faction that controls the majority of the territory. As for Byzantine power in Italy, my sources indicate (http://www.friesian.com/romania.htm#late) that they had been extinguished by late 1071.Quote:
Originally Posted by [b
The Crimea is such a small province that it made sense to give it to the Byzantines who have had a long historical link to the region for many, many years. Again, the majority of the power of the region belonged to the Byzantines and it seemed appropriate to give them this province.Quote:
Originally Posted by [b
Again, I'm using that same map to rely upon Byzantine control of the reqion.Quote:
Originally Posted by [b
I'm sure there was some revolt but I simply can't find anything online that makes reference to it. It was obviously not a big enough concern for historians to make a big issue of it. Thus, it's hard for me to do anything with it.Quote:
Originally Posted by [b
As we all know, the HRE is loosely depicted in this game and the Duchy of Brandenburg, Duchy of Bohemia, and Austria were all integral parts of the HRE, whereas Burgundy was not. Again, relying on that same map, Burgundy was purposely left out of the HRE.Quote:
Originally Posted by [b
The Almohads were in fact a tribe themselves and CA did incoporate other tribes into the 1087 campaign but I removed Tunisia and Libya from the control of the Almohads and gave it to the Hammadids and the Zirrids. Every map I've seen seems to indicate that the Almohads controlled about 75% of Portugal. And as such, I thought it would be appropriate to reflect that in the game.Quote:
Originally Posted by [b
Ask CA, I didn't create the game, I only modified it.Quote:
Originally Posted by [b
To what are you referring? The added buildings in the western factions were done so in order that they can build Feudal Knights. Otherwise, in an era of Feudalism, you wouldn't see those knights for many, many years.Quote:
Originally Posted by [b
As for Constantinople, there was a very large cathedral there for many centuries named St. Sophia. It wasn't in the original Early game. Neither were the Monastery, Reliquary, Royal Palace, and Merchant buildings all of which are quite appropriate for the time yet were left out by CA.
As for military science, when the Crusaders marched across the Holy Land, they were the most fearsome war-machine of the time. If they had the determination and were not so far away from their lines of supply, there would have been nothing to stop them from wiping the Islamic forces back into Arabia and into Mecca itself. I believe CA does a fairly good job of reflecting the Feudal Knights and their abilities in the game.
I hope you feel that I answered your questions to your satisfaction. Thank you for your thoughts.
i love this mod