Damn man... I have a 56k. My internet disconnected beforei t was done.. I WANT IT
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Damn man... I have a 56k. My internet disconnected beforei t was done.. I WANT IT
I played english in early and i had plenty troops to conquer wales, scotland and france...in no time (10 to 20 years ). If the english is weak its because AI cant handle it... sadlyQuote:
Originally Posted by [b
In my current High there doing fine, they took 2 or 3 provinces already lossing one to the Welsh (they should take it back next turn) but a cival war in 2 states or provinces has broken out due to one losse of territory.
Dude this is so phat so far. I'm the Valacians (spl) in Early and took on 2 in the high. Tetunic Knights and Crusder States. Awsome troops man. My rule with them is taht I can only appoint generals of religious order (Tetunic units/ Order units) and can only appoint titles with gen. bonus to them (all others can go toa ny horse unit) I did the whole discouraged gen thing for everyone I love working em up my self. :)
I'm getting no portraits found for this type for the generals of every muslim factions. Basically the general portrait in the unit info panel is blackened. Anyone else getting the same thing?
The western factions seem to be OK.
I made a copy of MTW using medmod and than installing the BKB on top. Could that be the problem?
Thanks http://www.totalwar.org/forum/non-cg...icons/wave.gif
Yes, ive had the same problem, but it doesnt really matter because the rest of this mod makes up for it and then some.Quote:
Originally Posted by [b
Okay, okay mate it was just a suggestion.Quote:
Originally Posted by [b
I think the AI fluffs the English up. Even in the original game I found the English more often than not got taken over by the French. So it's nothing new.
Remove all ships for the Irishmen and do a land bridge between Ireland and Wales. Normally I hate all kinds of land bridges but this would probably make the Irish and Welsh busy with each other for a while.Quote:
Originally Posted by [b
Hi BKB
Your work is excellent. I've never played any of your mods before, now I know what the fuss is all about. I'd like to thank you for doing all this for us http://www.totalwar.org/forum/non-cg...s/bigthumb.gif
However, I would like to make some observations if you don't mind. These are really minor things and probably most people wouldn't care about them. Plus I feel like a real #$%@hole for bringing problems up already.
All these have to do with Hungary.
1) How come you changed the borders of Hungary. They were historically accurate in the original game. (I mean the general shape and size of the country)
2) How come you made Croatia an independent kingdom? (could have done that to Serbia maybe?)
3) I feel some of the unique Hungarian units shouldn't be used with other factions. For instance, both Jobbagy and Szekely are uniquely Hungarian because they are actually Hungarian words. Jobbagy simply means serf, thus Serbs having Jobbagy is a little unusual. Same with Szekely, the word actually is the name of a Hungarian ethnic group, thus it is impossible for cumans to have them. It would be like giving English longbowman to France or Spain.
4) Just ideas, I know it's too late now to produce a wish list and you're probably too busy with other mods, but it would have been so cool to rectify some of the mistakes regarding Hungarian units in the original game, just to make it more historically accurate. Like the jobbagy for instance, what the heck are they, they shouldn't even exist If you're interested I could give you examples though
Once again, your mod is great, and these observations I made are meant to be constructive not negative Thanks.
1) An honest mistake. I was using the LukMapMaker to add provinces and I had to redraw the ENTIRE map. Therefore if some provinces don't look the way you remember them I'm very sorry, but it's very difficult to replicate that. Still they all have the same borders, and that is the main thing.Quote:
Originally Posted by [b
2) As far as I'm aware Croatia were independent in early. Serbia are now only in Late because that is when they were very much independent. Technically speaking they could have been in high, but I wanted to give other factions a chance.
3) Not being too aware of the units I felt other Balkans factions may have them. Now knowing this, I will change it for the final release.
4) Hungarian Foot Knights will be in late. Unit space is tight so I'm not sure about changing the original units at this point - seems a waste of time. They may also get a heavy cavalry unit - I feel as though I've neglected them up to this point.
Not a bad idea - maybe do a land bridge between Scotland and Ireland too? Hopefully the Celts will destroy each other and let the English get on with bigger things http://www.totalwar.org/forum/non-cg.../gc-jester.gifQuote:
Originally Posted by [b
I think playing as the English is very easy now, its just that the computer doesn't seem to have any idea what its doing. Bloody good job I took the Irish and the Bretons out of High a while back
I'll look into the Muslim portraits issue right away.
The only two problems I've encountered so far are the issues with portraits. I right-clicked on my Orthodox priest and it froze. Also the game froze suddenly once the AI had done its moves and I was ready to begin another year. So I pressed enter and a marriage proposal came from the Almohads with a princess without a portrait (or just a single small square.)
No big deal because I'm still playing and I'm still having a heck of a lot of fun http://www.totalwar.org/forum/non-cg...ons/barrel.gif http://www.totalwar.org/forum/non-cg...evalcheers.gif http://www.totalwar.org/forum/non-cg.../gc-jester.gif .
The Muslim princess portraits is a problem which shouldn't arise. For some reason the game assigns them one and I can't control it. I might just stick a Catholic princess portrait in to stop it from freezing.
The other portraits are more annoying - they should work fine but I'll have a look at the install. If incorrect, this will be amended for the Late release. A patch as this stage would be pointless.
Besides the no portrait found issues, some quick questions as this is my first time playing the BKB mod (looks great so far http://www.totalwar.org/forum/non-cg...evalcheers.gif ):
- is there a tech tree or some sort of descriptions of each faction and what units they get?
- if we started in HIGH era, will there be LATE-only units?
http://www.totalwar.org/forum/non-cg...s/bigthumb.gif
I'm afraid faction descriptions seems impossible, and a tech tree, although nice, would surely take too longer to do. As for your second question, no I'm afraid there aren't. Won't be too long before your duking it out with Landsknects, Gothic Men At Arms and English Foot Knights however. http://www.totalwar.org/forum/non-cg...-2thumbsup.gifQuote:
Originally Posted by [b
Alright bar the princesses there should be NO portraits problem. I auto-installed the mod onto a newly installed Viking Invasion and I've had no problems whatsoever with Muslim generals or Orthodox agents. I can only think there's been a problem with the upload process that's caused harm to the portraits. Can someone knowledgeable on the subject take a look into the 'campmap/portraits' folder and tell me if the following is present?
Two new folders:
SuperModEarly
SuperModHigh
In each folder there should be 5 sub-folders:
Catholic
Muslim
Orthodox
Pagan
Vikings
In 'Vikings' there should be two more important ones:
Pagan2
Vikings (again)
In 'Muslim', do you guys have a 'General' folder with portraits within?
In 'Orthodox', do you guys have a 'Priest' folder with portraits in?
If so, I'm well and truly stumped http://www.totalwar.org/forum/non-cg...ns/gc-help.gif
BKB,
in the D:\Games\Medieval - Total War BKB\campmap\Portraits\SuperModHigh\Vikings\Muslim\General there was GENERAL01.TGA
That is it. Is this the location where the game is looking for the muslim general portrait? Why is it \Vikings\Muslim and not \Muslim directly http://www.totalwar.org/forum/non-cg...s/confused.gif
I tried copying the 251 general###.tga from the other muslim folder and renaming them to GENERAL###.TGA so now I have GENERAL01.TGA to GENERAL251.TGA but it still doesnt work http://www.totalwar.org/forum/non-cg...cons/mecry.gif
sorry i was talking about the super mod normal muslim general folder, not the one in vikings.
There are 251 GENERAL###.TGA in ...\campmap\Portraits\SuperModHigh\Muslim\General
Still doesnt work (also the Golden Hordes portraits arent working either)...
I check with an image viewer program and I can see all their portraits.
I give up http://www.totalwar.org/forum/non-cg...cons/mecry.gif
I'm just gonna go ahead and play non-muslim factions (like the Bulgar http://www.totalwar.org/forum/non-cg...icons/idea.gif ).
BKB have you ever thought of having Constantinople as one of those rebellious provinces like Portugal, Livonia etc? This could then force the Byzantines to at least garrison the greatest city in the world with more men than they usually do - or maybe it'll just result in the Byzantines being kicked out http://www.totalwar.org/forum/non-cg...ns/biggrin.gif .
I'm only into my second decade as King of England, but I thought I'd let you know how it is going.
With the extra troops, Scotland, Ireland, Wales, Brittany and Flanders fell quickly... and fairly easily.
The Navaresse and Aragon have allied along with France and GHRE, as seems to be the trend in the majority of my super early campaigns... leaving Anjou, Aquitaine and Gascony as a violent frontier. http://www.totalwar.org/forum/non-cg...icons/cool.gif
As I'm building an ivasion force to attack the French Royal remnant in Champagne, the Norse attack Scotland. After beating them back, my position is looking precarious to say the least.
French, Aragonese and Navaresse armies mass in the south intent on storming Gascony, and the previously penned in French Royalist army in Champagne has grown to over 1500 troops. My forces split and outnumbered, I'm now holding back the tide rather than engaging in conquest.
Lets hope the Germans leave me alone http://www.totalwar.org/forum/non-cg...s/gc-smile.gif
There are only a few minor imperfections I have come across so far... and some of those may be intentional... or beyond your control.
The port in York... it is graphically placed on the east coast (as it should be), however for purposes of transporting troops/trade etc, it is actually on the WEST coast. This may not have been noticed since English players usually have the whole British Isles protected by ship. I only noticed myself due to my ship in that coastal region paying an increased upkeep, despite the friendly port of York being there.
I then realised I was able to transport troops from York to Ireland, with nothing more than a ship in the Irish Sea.
I'm having trouble finding an ally... even those who share a common enemy don't want an allegiance with me. The AI doesn't seem to have a problem with that though.
The only other thing is that after those initial conquests and subsequent casualties, it is 20+ years before you can build any decent troops or replenish units. This may be as intended... but I thought it worth mentioning that it's just a little sad when your Normans are gone, and you're replacing them with Feudal MAA's and mounted sergeants (if you're lucky). Maybe have a single province that can build Normans? Just a thought.
Thanks again for the fantastic mod... and for the autoinstaller
http://www.totalwar.org/forum/non-cg...evalcheers.gif
The York port thing sounds weird and I'm not sure I can do anything about it, and the allies are completely random. Not a bad idea with the last one - maybe Wessex or Normandy in Early can build the Norman units? Could help out old Blighty.
I noticed something in Superearly, the Polish Kings/Princes get LateRoyalKnights instead of EarlyRoyalKnights...though the Royal_court only produces early...
guess i have a look into the crusader file maybe i find the problem.
Super early Crusader txt looks just as it should be(at least for me) and i cant explain why they got late RKs...
That's very odd. If anyone comes up with an explanation please say so
I've run a few test games and I find England fare much better in High than Early. Having a bit more infrastructure seems to give them a better base to fight from. I agree that upping the regional titles does no good on the grounds that when captured the advantage turns against them. Another thing I've noticed doesn't work is increasing the province income or giving more trade goods. These are like magnets especially to trader nations.
-Perhaps a few more good English command heroes might help or improving existing ones.
-Better castles? The Normans built something like 500 castles of various degrees accross their conquered kingdom.
-Some kind of Norman Infantry or Saxon Infantry unit available in early might help, that would be exclusive to the English, fairly cheap to build and easily accesible. Preferably 100 man unit. Would give them that early edge like Byzantine Infantry do for the Byzantines.
-Could make the borders more tricky between the home nations. Wales and Wessex should definately have a river if it doesn't already (Severn) and perhaps some mountains between England and Scotland. I've seen some legendary defences of Granada because the border from Cordoba is so hard.
-English have too many units at the start of the game (Early) and this could be why the computer struggles but players don't. Even after giving my titles to the best acumen candidates I was still -810 projected proffits. The computer seems to respond to this by getting rid a lot of its better troops rather than invading to boost income.
Sorry that seemed more like a complaint list than a wish list. I'm loving the mod understand? Playing as the Turks for the first time ever. Its.... challenging but theres a lot of cavalry to be had I see. Lots of fun.
No you make some very good points, particularly the ones about the borders. I was thinking of making some sort of 'Northern Militia', exclusive to York and Northumbria, which would be cheap yet effective.
I thing i want to make clear...THIS IS A AWESOME MOD... and i am far from complaining http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
If i name errors or things i think are wrong i post them to make it even better http://www.totalwar.org/forum/non-cg...ons/smokin.gif
As for the english in early, troops arent the trouble but did u notice the income is negative at start? that means the AI is after money, long way >build up, short way> conquer.
I guess scotland and wales arent very rich and therefor 2nd rank targets.
If the english had some more income thing might go a other way.
Troops...I mean hey English has some good spearman in early the best in the north, Frydmen (sp?)
I dont think the english need more good troops early on, just more income.
I dont have one...atmQuote:
Originally Posted by [b
I've had an experience with anomalies in early/late knights when I was messing around with the crusader txt. as u all know, the crusaderprod11 txt shows a sequence of when royalknights replace the pervious model of royalknights. Has BKB tweaked around with the sequence in the text???
Haven't tried the BKB mod yet but it looks as it sounds...SUPER.
Well i noticed Armovirid (sp?) arent listed under High/Late-GhulamBGs yet if the time turns to high they still get Princes with them. (I did not test if they can build them tho)
Guess that was more like a oversight and easy to fix.