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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by WesW
I looked at the heavy infantry, and I can't see where the units with shields would have a big advantage over those who don't. The factors get complicated, but I spent a lot of time on the stats back when I was at the height of my knowledge, so I feel good about them.
OK, I will explain it a bit. I tried several custom battles to test units (I played campaign only as Ottomans so far ).
So I tried Gothic foot knights vs. Rycerz swordsmen (there are more units with similar stats as both of them).
Gothic foot: 5 3* 4 6(s) 8 Cost: 525/13
Rycerz swords: 5 5 6(s) 6(s) 6 Cost: 500/12
Thy both have the same building requirements and are Late Era units.
To my surprise, Rycerz wiped floor with Gothic foot EVERY time I tested it (ten times) ~:eek:
I raised the attack value of Gothicfoot first to 4, but the result was roughly the same. Then to 5 and finally to SIX! Believe it or not, Rycerz still win in majority even now, but at least they are badly mauled in the proces. I did a minor change to them also - change their armour value to 5 and removed the "virtual" shield, which cannot be used in CC, because they do not have any.
I then tried the same thing with other pair of similar units, this time it was Swabian Swordsmen vs. Feudal MAA. Swabian swordsmen get their butt kicked as soundly as Gothic foot before, even they are more expensive and need spearmaker 3 and thus Castle for production.
Swabians: Cost:375/9 Stats: 6 3* 2 2(4) 4
Feudal MAA: Cost: 275/7 Stats: 3 3 4(s) 4(s) 2
So, my conclusion:
I think the same Era units with similar cost/upkeep and building requirements should have similar combat performace, or excel against some sort of opponent. They should have similar stats, or, if they have worse stats, they should be more numerous (as you excellently did with muslim units). Or, At least, the faction who have them should be superior in some area of combat to everybody else, if they are really worse.
Another interesting thing I found in Early Swedes/Danes. They have infantry clearly inferior to, say FeudalMAA, (for example), as their Viking Karls, or Svea Axemen cannot compete with them. But their Hirden are really superior to other faction´s Knights, because they have bonuses vs. Horses and armour piercing weapon... It is not disbalance, because they are weak in one area but strong in other, it is just weird for me, because you wrote you wanted Scandinavian factions to have strong infantry and weak cavalry.
End of rant ~;)
Regarding your mod, I think it is the best one I encountered so far, because you solved a lot of AI issues and the concept of homelands is a great idea, so keep good work, man :2thumbsup:
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Re: Medieval mod IV v4 beta: Path to Glory
Hey
From what other people have written, this mod sounds really exiting but how do i install it? i tried with first the core game then the viking invasion part and finally patched it up before installing the 3 parts for the mod.. but it won't work it.. simply stalls.. now I'm that much a computer expert so could anyone please tell what I'm doing wrong
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Re: Medieval mod IV v4 beta: Path to Glory
@tutankamon
As quoted by Wes:
Open up the campaign file, in the campmap\startpos folder, and remove the second "1" from "FN_SPANISH11" in line 2463, I believe. Here is how the line should look:
SetShieldImage:: FN_SPANISH1 "Spain1_lge" "Spain1_sml" "Spain1" "FN1011" "FN1011"
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Re: Medieval mod IV v4 beta: Path to Glory
The Teutonic Order cannot build arbalests in Muscovy, Smolensk, nor Marovia. Not sure about Pomerania--they don't own it yet. They can build arbalests in the Danish/Swedish provinces, however, along with the expected early era Nordic units.
Wes, in view of the last couple of posts, and per TS's suggestion, you probably need to remove the second "1" from the update, lol.
Thanks for help, TS. My 'puter seems to be functioning OK, good scores on Mark '03, and not getting any noticable lag in campaigns or battles. If I knew how to actually make a disk, I would. I'm deaf, and have never needed to copy songs or whatnot, lol. Also, the Gotland problem........ I tried everything you had suggested before you offered the help, but still no go. If there are more than a couple of stacks of anything in the province, ie, troops, spies, etc., they just stack up behind one another. I knew my emissary was behind the little princess, and when I clicked on his name from the agent parchment, I could see the little triangles revolving around his base, behind the princess, but could not see nor acquire him. Frustrating. Ordinarily wouldn't care, but the little snipe had four stars! :furious3:
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
I could see the little triangles revolving around his base, behind the princess, but could not see nor acquire him.
I've had this happen before and what I do is super zoom in and you can usually see a piece of the base and then just grab it.
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by tutankamon
Hey
From what other people have written, this mod sounds really exiting but how do i install it? i tried with first the core game then the viking invasion part and finally patched it up before installing the 3 parts for the mod.. but it won't work it.. simply stalls.. now I'm that much a computer expert so could anyone please tell what I'm doing wrong
Realize that version 4 is *beta*!
There are still a number of issues to be worked out, and ONLY the "Late" era is available.
If you'd like, and I'd suggest, you can try the earlier version 3.14 which is quite polished and finished, plus all the Eras are available. It is easier to comprehend, though VERY challenging. I strongly suggest playing a couple of 3.14 campaigns prior to moving to version 4.
You can find the 3.14 links in my Sig.
Welcome to the MedMod, prepare to be *spanked*! ~D
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@Lord Ovatt
[OFFTOPIC/Anal Mode]
Just for fun try running one of those Tests. BTW 3DMark primarily test your Video Card performance, and in a particular manner as well. Memtest tests your memory.
If you would like to *stress* test your 'System', a good tool is: Prime95
This is software which searches for Prime Numbers, and will truely put your system to its limits. It will expose CPU shortcomings, Memory shortcomings, and most especially *heat* issues. Though it won't stress your video card/GPU. A key tool for overclockers.
If you've got an ATI video card, here's another tool, for overclockers, but can be used at your GPU's default clock speeds (non-overclocked) to test just how well your GPU is performing within your system. If you see artifacting, then your GPU and/or System is running too hot.
ATI Tool
[END TOPIC/End Anal Mode]
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Wes, I wasn't intending to bring it up yet, being a rather minor point, but with 3.14 you worked some *magic* on the Province "Gather Point(s)". Improving circumstances such as Ovatt's hidden emmissary(?).
I'm wondering if this was overlooked for v4, or perhaps isn't functioning as well as with 3.14?? If possible, its something to look at, particularly regarding v4, as there are a number of rather small provinces, such as Venice, Valencia, most of the Genoan provinces, and, apparently, Gotland (sp?).
Just something to think about, when time allows.
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TS, try using a spy to open the castle gates when there is only one man left, or an assassin to kill him.
Faction Offices are named by faction, regardless of where the buildings are located or if you originally built them.
I didn't realize that ship stats varied so much. I hadn't looked at them in forever. I went in and made them all about equal within a given age, except for the Carrack, which is slightly more powerful, and expensive, than the other Late ships.
Thanks for the tip! Didn't think of those. Quite appropriate for hte circumstance. Haven't attempted to open the gates since MTW first relesed; and, I only assinate other Agents.
Regarding the Offices, I get it.
Re Ships, cool, look forward to the changes. Though, I'm still curious as to the stat variance of ships of the same type.
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...I did a triple-take when I read the guy who said the Medmod actually reduced re-playability....
:joker:
As you could see, I had a similarly strong reaction. :furious3:
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...I hereby grant TS the right to the title of Medmod Standardbearer....
Does this Title come with a Custom Org Avatar??? ;)
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As far as the other campaigns, I want to wait until we have finished debugging this one before taking those on. Once everything is made and debugged, I hope it won't take a lot of effort to get them out. Putting them out now would cause all kinds of extra confusion with bug reports and balancing issues, and end up delaying the eventual release.
Don't mind me, I was just joking. I fully understand and appreciate that the Late era is the *right* era for testing.
Haven't had time to play in the last couple of days, going to try and play for an *hour* right now.... An hour.....hahahahahaha.... Who am I kidding???
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by Lord Ovaat
The Teutonic Order cannot build arbalests in Muscovy, Smolensk, nor Marovia. Not sure about Pomerania--they don't own it yet. They can build arbalests in the Danish/Swedish provinces, however, along with the expected early era Nordic units.
Wes, in view of the last couple of posts, and per TS's suggestion, you probably need to remove the second "1" from the update, lol.
Thanks for help, TS. My 'puter seems to be functioning OK, good scores on Mark '03, and not getting any noticable lag in campaigns or battles. If I knew how to actually make a disk, I would. I'm deaf, and have never needed to copy songs or whatnot, lol. Also, the Gotland problem........ I tried everything you had suggested before you offered the help, but still no go. If there are more than a couple of stacks of anything in the province, ie, troops, spies, etc., they just stack up behind one another. I knew my emissary was behind the little princess, and when I clicked on his name from the agent parchment, I could see the little triangles revolving around his base, behind the princess, but could not see nor acquire him. Frustrating. Ordinarily wouldn't care, but the little snipe had four stars! :furious3:
Arbs are only available in the Danish/Swedish Homeland. This is one of those odd circumstances you run into when you don't have enough unit slots and factions have to share. Expanding them outside the normal Homeland would create provinces where Arbs would be the only unit available should the Danes or Swedes take them, and the AI would pump out hordes of them in that circumstance. Better to restrict the Order. Thanks for bringing it to my attention, though. I'll note it in the faction description.
I'll try and remember to look at Gotland in my next game. I'd think it would be large enough in normal circumstances.
I have actually spent a lot of hours on the unit and castle origins as I have been updating the map, so I hope this is the only area where there might still be a problem.
TS, you might want to check out some of the Rome avatars for a standardbearer.
I started a game as the Hungarians over the weekend, and ran into a couple of crashes. The first one went away after a few reloads, whereupon I couldn't get it to appear again. The second one only appeared in the midst of some battles, and wouldn't go away. Nor would it appear without those particular battles.
Well, after thinking things over, tonight I decided to tidy up the end of the units text, where I had some extra units I wasn't using. After doing so, the saved game which always produced the crash wouldn't even load! I tried a new game, and it ran fine, so I put the unused units back in the file, and the corrupted save once again loaded.
Given this, and the reports of things like the rebellious Bishop and the 200-man merc artillery piece, it's clear that something in the units text was messing up the game, either by itself, in conjunction with other files or during peculiar game circumstances. I can't say that this will fix all the oddities and remaining instabilities, but it should certainly help. At least we aren't faced with ripping stuff out of the game.
My sinuses have been worse the last few days, which is why I haven't posted anything, but after tonight I hope I can finish some stuff up and post the new update in the next day or two.
I also read over the Godmode commands text included in the mod, and found that it wasn't nearly as good as I thought it was, so I over-hauled it into something which should be clearer and more useful. I have pasted it below.
-----------------------------------------------------------------------
What I would recommend for all testing is to rt.-click your game icon, or dasktop shortcut, and under Properties, Target, add the extension "-ian". For example, a game installed to the default directory would look like this:
"C:\Program Files\Total War\Medieval - Total War\Medieval_TW.exe" -ian
I don't know which guy from CA Ian was, but he must have been one of the main playtesters or somesuch.
Once you have enabled playtesting mode with ian, you may add-on other extensions, which may be used either alone or in combination with one another. These include:
-D which is a debug mode;
-C which is self-run mode;
-Green_Generals, which kills your generals after 40 years, iirc, ala the 56-yr. death sentence with unpatched VI;
-old_rebels, which reinstates the larger uprisings present in the original game; and
-loyalty:xxx, which instructs the AI to keep provincial loyalty at this number, when you let it handle that part of the game. For example, use "-ian -loyalty:121" to insure that factions don't reappear within your territory.
Pressing the Spacebar, I believe, lets you regain control of a faction if you have turned all of them over to the AI, such as in self-run mode.
Once you have entered the -ian extension, you can either start or load an existing game, and have all kinds of powers.
All you have to do is press the key in the quotation marks. Pressing a given key a second time turns the feature off.
The most powerful one for playtesting is the command which changes which faction you control.
To control factions 1-10, in which the Rebels must be declared first, and thus be faction (1), simply press one of the numbers along the top of your keyboard. For factions 11-20, use the Shift key plus the number.
This gives you complete control of the faction, which means you can see what they are building, their finances, etc. Unfortunately, I don't know of any way to view more than the first 20 factions declared in the campaign text, but it may be that we can work around this when we get to playtesting by re-arranging their declaration order.
The ones I use most are:
"g" for god-mode, which reveals the entire map, though you can't see stack details;
"a" for autorun, which gives control of your faction to the AI and lets the game run by itself;
"#" or "'", which lets the AI take over your faction. Pressing Shift when the AI controls your faction makes it play out the battles instead of auto-computing. Using this mode with autorun takes you completely out of the game, equalling the self-run mode.
-Wes Whitaker
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Re: Medieval mod IV v4 beta: Path to Glory
Ouch, lots to answer. First, thanks, TS, for the addresses. I'm really interested in the ATI tool, since I have an ATI9800Pro. Problem is, I use Omega drivers. However, I couldn't find anywhere on their site that says one must use ATI drivers. Might be in the readme. I am a very bad, and shallow person. I regularly over-clock with Radlinker that comes with the Omega drivers. This should give me some safeguards if I can use it. BTW, I checked the parchment, and the Office of MedMod Standardbearer does not seem to provide accumen, dread, command, piety, nor avatars. Just three loyalty. Sorry. ~D
Wes, I tend to agree with you that the random crashes with the newest version seem to be "unit" related. I haven't had much of a problem, but when I have, it always seems to be related in some way to a re-emergence or uprising. Other than that, it seems to be running quite smoothly.
Been playing with the Sicilians last day or so. They don't have Sicilian Feudal and Chivalric Knights any longer. They are now full-sized units of Royal Knights. I don't know if you intended that, but it's not listed in the faction descriptions. Also, both Sicily and Campania are "showing" with a mouse-over that Royal Knights get a bonus, rather than Chivalric/Feudal respectively. I also can't tell if their stats are Royal Knight or Chivalric, but I do know that whenever I attack with them (66 man units) in the stack, the defender won't fight, they simply "run away." Guess I would, too. LOL.
And lastly, thanks for the additional IAN tips.
Quote:
"#" or "'", which lets the AI take over your faction. Pressing Shift when the AI controls your faction makes it play out the battles instead of auto-computing. Using this mode with autorun takes you completely out of the game, equalling the self-run mode.
I never knew that. ~:cheers:
One final note, sort of off-topic, while closely observing the AI factions during the testing process, I have become MORE aware of a specific problem. I was aware of it from the previous 3.14, but I've been constantly exposed to it this time around. My favorite change MedMod makes, is, of course, the homeland concept. It makes the game, but it comes with a price. I already know the answer to this before I ask (and the answer is "no"), but does anyone have a thought on how to prevent the AI from squandering its resources building military buildings than can't possibly produce anything in non-homeland provinces? It would probably double the difficulty rating, which is already about three times what vanilla is. ~D
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Re: Medieval mod IV v4 beta: Path to Glory
Hi, WesW. It seems that the bug-hunting tests and the feedback are going strong. Good to know that. ~:)
I'm sorry for not having posted here earlier but as you know too well EB isn't giving me any truce and I don't really have the time to test MedMOD 4.0. :sweatdrop: It's hard to realise that has been more than 2 months since you told me the tests would begin. And now there are many pages of feedback.
I could offer my help in regard to the modding itself but, to be perfectly honest, since starting moding RTW nearly a year ago all my previous knowledge about MTW modding seems to have dispersed. Therefore, besides the lack of time, I would have to relearn a lot of the process. On the other hand, the lack of time also inpeeds me from running reliable MedMOD debugging tests. I'm... :embarassed:
Let's see if I have some time in the future to do this since I would very much like to try the Portuguese faction... :wink:
Keep it up. I'll try to keep up with the progress.
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Re: Medieval mod IV v4 beta: Path to Glory
Wes,
JFYI, (did I mention this already?) the link to the Newby Guide is broken: http://wes.apolyton.net/Newby_Guide.doc
Don't recall what's in it, but wonder if its necessary given the ReadMe. If not the link s/b removed.
The reason I bring this up is, for the second time I was reccomending the MedMod to someone and looked to point them to the Newby guide. Instead I had to point them to the ReadMe (1.85), which s/b just fine.
TS
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Re: Medieval mod IV v4 beta: Path to Glory
Hi guiys,
Though this isn't really a Medmod problem, I was wondering if any of you have experienced or know how to solve this problem.
This problem has occurred both in Medmod and XL Mod. The problem is when the game goes to load a battle from the campaign map, the battle screen starts off completely black. The screen continues to remain black while the mouse lag, and any F1 windows are left on the screen. The battle is of course, unplayable.
The only time this happens is when one or both sides of the battle has more than 16 units. It has also happened in various parts of the campaign (Aquitaine, Cordoba, Palestine, Tripoli to name a few).
I'm on a Athlon XP @2GHz, 512 RAM and a 9700Pro. However, this problem has only occurred during my recent reinstallation of MTW:VI (patched 2.01).
Despite countless uninstalls/reinstalls, the problem persists. After going through everything else I suspect it may be my aging 40GB hard drive.
Anyways, I hope someone knows WTF (to put it mildly) but if not I will probably have to take more drastic measures.
Regards.
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Re: Medieval mod IV v4 beta: Path to Glory
@Lord Ovaat
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Been playing with the Sicilians last day or so. They don't have Sicilian Feudal and Chivalric Knights any longer. They are now full-sized units of Royal Knights. I don't know if you intended that, but it's not listed in the faction descriptions.
What do you mean exactly? Not sure about the Faction descriptions, but both Sicilian and Chivalric Knights are available to the Sicilians. Though, Figuring out how to get them is another story altogether-----part of the fun of the MM imo. :)
Quote:
Also, both Sicily and Campania are "showing" with a mouse-over that Royal Knights get a bonus, rather than Chivalric/Feudal respectively. I also can't tell if their stats are Royal Knight or Chivalric, but I do know that whenever I attack with them (66 man units) in the stack, the defender won't fight, they simply "run away." Guess I would, too. LOL.
Hmmm.... ~:confused:
When I right-click on Campania and Sicily, the parchments state a Valour bonus for both Chivalric and Feudal Knights respectively.
Also, each is a **40** man unit, and the AI does not "run away".
I don't wish to contradict you, but my experience is different. Are you sure you're using the latest 'Updates' and/or have the game NOT set for the *Default* unit size?
Something is strange....
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P.S. you can use ATI Tool with the Omega Drivers. I do. Though, *some* people must have issues, as the FAQ/Wikki mention to uninstall and use the Catalyst drivers instead. I think its rather rare. BTW, just d/led and installed the lastest.
PM me if you want to talk Overclocking.
BTW here's my system/setup:
Abit IC7-G
Pentium 2.4c (12x250 1:1)
Thermalright XP-94 (Vantec Tornardo 92mm ~3000rpm)
ATI Radeon 9700 pro (357/343.5)
2x512 MB Corsair XMS 3200XL (2.5-3-3-5)
Addtronics 7890A (modified by www.coolcases.com)
Cornerstone p1700 (21")
Win2000pro SP4
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@Aymar de Bois Mauri
How is EB coming along? I might give RTW another go once the mod is ready. That is if I can tear myself away from the MedMod!!! RTR can't do it, EB might. Luck!
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@reconspy
Well, it can't be a HD problem otherwise you'd see anomolies (sp?) during other activities. Not just when both battle sides have greater than 16 units. I've got a couple of 40 gig drives still going strong. Yesterday, I was making some large file transfers to one of them and noted how slow it is compared to my faster drives.
Anyway, has the screen "blacked-out" in any other circumstance? Is your 9700 pro overclocked any?
The two things that come to mind are either a heat or driver issue. Perhaps your card is overheating or your drivers are screwed up.
You said you reinstalled, should one assume you **reformatted** your harddrive?
If so, then you probably neglected to install the latest drivers for your video card. For MTW you also NEED the latest SoundCard drivers as well. OH! and turn off the hardware acceleration option for your soundcard in MTW (specifically if you have a Soundblaster). Try that and see what happens. Check your temps as well.
Luck!
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Re: Medieval mod IV v4 beta: Path to Glory
Today, I finally solved the " uprising agent appearing as unit" bug ~:cheers:
The computer picks bandit units from units that CAN BE TRAINED IN PROVINCE with bandit infestation and the unit must also be AVAILABLE TO PROVINCE OWNER. And, because of homeland concept, there are many provinces that cannot spam any kind of bandits for some faction. And because the computer has not found any suitable unit, It was creating weird religious agents posing as units.
Possible solutions:
1) Leave it be.
2) Create some catholic, Orthodox and Muslim bandit only units, untrainable, but available everywhere.
3) use Jihad and Crusade units, because they are available everywhere.
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by ToranagaSama
@reconspy
Well, it can't be a HD problem otherwise you'd see anomolies (sp?) during other activities. Not just when both battle sides have greater than 16 units. I've got a couple of 40 gig drives still going strong. Yesterday, I was making some large file transfers to one of them and noted how slow it is compared to my faster drives.
Anyway, has the screen "blacked-out" in any other circumstance? Is your 9700 pro overclocked any?
The two things that come to mind are either a heat or driver issue. Perhaps your card is overheating or your drivers are screwed up.
You said you reinstalled, should one assume you **reformatted** your harddrive?
If so, then you probably neglected to install the latest drivers for your video card. For MTW you also NEED the latest SoundCard drivers as well. OH! and turn off the hardware acceleration option for your soundcard in MTW (specifically if you have a Soundblaster). Try that and see what happens. Check your temps as well.
Luck!
Yeah, you are probably right about the heat issue. My CPU is higher than normal, strange. My 9700pro has been overclocked in the past, I believe it could also be slightly damaged.
I'll try a format soon, but all the drivers are up to date. Cheers anyway.
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by ToranagaSama
@Aymar de Bois Mauri
How is EB coming along? I might give RTW another go once the mod is ready. That is if I can tear myself away from the MedMod!!! RTR can't do it, EB might. Luck!
Well, nice of you to ask. It's coming along fine. The goals we set were initially very high but we found a way to increase them every time a new internal release was made, so it became vast and very complex. But we are in quite an advanced stage and very close to a open beta.
Let's hope you can have the time to give EB a try. IMHO, it will be well worth the effort. But my oppinion is a bit suspect... :cool:
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Re: Medieval mod IV v4 beta: Path to Glory
Well, TS, what version am I using? Beats me, lol. We've been discussing that a bit lately. I do know I DL'd it on 9/2/05. I think that was the last one. And don't get confused, 'cause I'm old. The "mouse-over" thingie was a glitch on my part, but the rest of the info is correct. If you "right-click" and read the parchments for either Campania or Sicily, they clearly state Royal Knights. AND, when I produce them, they are clearly Royal knights. The 66 man unit isn't a glitch on my part, though, 'cause I always play on large unit setting, but the original Royal Knights were only 20 men I do believe. They were still very expensive and very powerful. I have screenies saved to "My Pictures" from PAINT in jpeg format, but for the life of me, I can't figure out how to post them in this forum! I'm gonna take a stab at it, however. Hope I can edit if it screws up. ~D
[IMG]Medieval_TW 2005-09-14 08-47-11-48[/IMG]
[IMG]Medieval_TW 2005-09-14 08-47-16-53[/IMG]
[IMG]Medieval_TW 2005-09-14 08-47-25-01[/IMG]
EDIT: Weeeeeeellllll, that didn't seem to work, lol. How do I get them in? I reckon I could mail them to you.
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Re: Medieval mod IV v4 beta: Path to Glory
Lord Ovatt, you need to re-install the texts, I guess. That's the only explanation for why you would see erroneous names, though I would figure you would getting errors at game start-up. The Sicilian units are simply re-names of the High and Late Royal Knights, so their graphics are the same, but their names and descriptions are new.
Revanant, thanks for the bandit info. I had forgotten, but for the last big update I removed some rebellion types from the list for the Crusade/Jihad units, which may explain the random crashes that pop-up from time to time.
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Re: Medieval mod IV v4 beta: Path to Glory
I am not worthy. :bow:
DL'd the graphics and text. Installed. Problems solved. Didn't know you updated. :embarassed:
But, I still couldn't load the program until I deleted the second "1" after Spanish in the Set Shield column in the Startpos. ~D
Oh, yeah, and I still don't know how to post screenies, either, lol.
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Re: Medieval mod IV v4 beta: Path to Glory
ovaat, you need to signup with a webhost like photobucket or imageshack to post sceenshots. the img tags take web addresses as their targets (the org doesn't host screenshots, afaik).
https://imageshack.us/
https://www.photobucket.com/
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Re: Medieval mod IV v4 beta: Path to Glory
Just a FYI, it turns out that black screen problem was caused by our good friends at ATI. The driver versions 5.8 and 5.7 were causing the problem. Now that I've rolled back onto 5.6, everything is right in the world again. HUZZAH! ~:)
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Re: Medieval mod IV v4 beta: Path to Glory
Thanks for the leads, Big John. At least I now know I'm just not completely inept. Once I get it figured out, I'll post you guys a pic of the 200 man culvern unit, lol.
Reconspy, I've been using Omega drivers on my 9800Pro for over a year with no problems. They really increase performance and also give you a lot more options. However, I haven't tried the newest release of the ATI drivers.
If interested, go to http://omegadrivers.net/
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Re: Medieval mod IV v4 beta: Path to Glory
I too have used the 200-man culverin unit in battle. It's just like a regular culverin unit, except it has 200 crew. You can charge them into combat, they can get their butts whupped, and you'll still have more than enough to work the gun. Kind of wacky and cool.
DA
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Re: Medieval mod IV v4 beta: Path to Glory
Damaged? How'd it get damaged??
What's your clock, Core/Memory?
Are you using any temperature monitoring software? What are your temps? Case/CPU? If not, try Motherboard Monitor With it you can setup a log file to take readings while the game is in play for review. My log consists of readings every 30 seconds for every half-hour period. At any point in time I have a 30 minute record of my temps.
Also, run ATI Tool, the link I posted previously. Run it with your core/memory settings and see if there's artifacting. A lot means your running too hot. Also, it keeps a log which will highlight what your eyeballs miss.
Great tools when used properly.
Luck!
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Re: Bishop of Awesome
@ TS and Ovaat
Yeah thanks for your help and suggestions. I've been meaning to try ATITool and the Omega drivers. I'm just glad I figured out the problem.
The guess that parts of my computer being damaged was only me being an alarmist.
On a totally different topic
I started a game with the English. Around the late 1330s, my armies pillaged deep into France. In 1340, I noticed a little bug in Normandy after I had trashed the place.
I present, Henri Amyot, the Bishop of Awesome.
http://members.optushome.com.au/reco...of_awesome.jpg
I guess he's trying to rally the good Christian folk to punish the English.
Here's the quicksave for that turn should anyone like to investigate.
http://members.optushome.com.au/reco...of_awesome.zip
Regards.
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Re: Medieval mod IV v4 beta: Path to Glory
[QUOTE=ToranagaSama]Realize that version 4 is *beta*!
There are still a number of issues to be worked out, and ONLY the "Late" era is available.
If you'd like, and I'd suggest, you can try the earlier version 3.14 which is quite polished and finished, plus all the Eras are available. It is easier to comprehend, though VERY challenging. I strongly suggest playing a couple of 3.14 campaigns prior to moving to version 4.
You can find the 3.14 links in my Sig.
Welcome to the MedMod, prepare to be *spanked*! ~D
Well now I have tried the 3.14 MedMod and I must say I'm not impressed it doesn't change a thing from the M:TW 1,1.. even though I installed the viking Invasion AND patched it up. plus now i can't play the invasion part.... Am i doing anything wrong??
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Re: Medieval mod IV v4 beta: Path to Glory
JFYI, tutankamon PMed me and I PMed back the following:
Quote:
Apparently.
Do you really think its a mod that doesn't change anything?
Why do you say nothing is changed?
When you start the game, I believe on the opening screen in the upper left you should see the designation MM 3.14 or something like it.
When you get to the screen where you choose which Era to play. Isn't there additional Eras? Are you choosing the **correct** Era.
The MedMod has different and separate Eras. You must choose one denoted MM Early, MM Late, etc. You are probably choosing the wrong Era.
When you choose an Era, you should immediately note that the Faction makeup is different.
You may need to SCROLL down!!!!!
Let me know how it goes.
BTW, if you intend to continue playing Vanilla then you'll need TWO separate game installs; or, you can ask around for a modswitcher. I think there is one, I don't use so am not sure.
Luck!
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Re: Medieval mod IV v4 beta: Path to Glory
FYI, the link in TS's sig. only points to the texts portion of the v3 mod. You also need the graphics. Here are the links:
http://wes.apolyton.net/Medmod_IV_3.14.exe
http://wes.apolyton.net/Medmod_IV_v3_Graphics.exe
(I left them loaded on the site, and just altered their links on the page to point to the new mod version.)
Oh, and I fixed the Newby Guide link. Thanks for the info, TS.
Aymar, thanks for checking in. I know how hard it is to break away from your own work.
As for my work, I spent Wed night implementing the new rebellion mixes. I have removed the Crusade and Jihad units from the mix, since they result in such large spawnings. It turned out to be more complicated than I envisioned, and along with some bonehead errors, I spent several hours before finishing it. Now I just hope that Revenant was partially wrong with his info, and that the available troop types are determined by province and culture rather than province and faction. This would make sense, since mixes like Bandits are rebels.
I had been saving one unit slot in the units text for emergencies and the like, and I have used it for a generic rebel unit, available to anyone, anywhere, anytime, as a fail-safe. It's a duplicate of the Feudal Sgts., so let me know if a rebellion pops up with nothing but this unit in it.
I spent Thursday working on all the info Aenlic and Belisario have created, and unfortunately it has taken me longer than I anticipated to implement it into the files, in spite of the lengths they went to in trying to do as much of it for me as possible. Hopefully I'll finish it up Friday and have the update posted in time for the weekend.
On a good note, Revenant sent in the region owner table, which sets the Homelands and their values for GA mode, so that will be in the update, too.
It turns out that I will have to revert back to the original faction names in order for the faction Achievements to be available, but this should not pose any great obstacle. However, it will take some time to re-name a lot of graphics and set up the un-install folders, so it will probably not be ready for this update.
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Re: Medieval mod IV v4 beta: Path to Glory
Sorry about that.
For anyone interested Very Important:
be sure to load the **Graphics** file FIRST!
Then load the "Text" files. JFYI.
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Wes, just a couple of thoughts, etc., after my last bout of play:
Questions:
a) Is there any way to Limit the number of Agents per Faction, such as Bishops, et al., as well as Emmissaries, Spies and Assassins?
b) Any way to make the Command Stars invisible on the Campaign Map?
This would increase the challenge for me. Along with limited Spying (Hardcore Rules) I would not know until I hit the battlefield what level general I would be opposing. Make the game a LOT tougher.
c) Normally, as a human player, I Destroy all my Watchtowers, finding it more challenging limiting my *spy* capabilities.
After taking Constantinople/Thrace, I forgot to destroy the Watchtower, and noticed that with a WatchTower I could see all the way into Eprius!! TWO provinces away.
Perhaps, its a Late Era thing, but I don't recall being able to see further than the immediately neighboring provinces.
Should this be? If not, then is it related to having *smaller* provinces?
Is there a *setting* that denotes a radius for such buildings? If so, perhaps, given the, generally, smaller Provinces, this needs to be looked at.
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I had no game issues of note, the year is 1392.
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
After taking Constantinople/Thrace, I forgot to destroy the Watchtower, and noticed that with a WatchTower I could see all the way into Eprius!! TWO provinces away.
TS, that sounds like a border issue. If I remember correctly, on the original map Greece and Constantinople were border-neighbors. Watch Towers and Border Forts do only allow observation of neighboring provinces, not as they necessarily appear on the map, but rather in the startpos file.
As far as agent numbers, one could always increase the cost/build-time to automatically reduce usage. Personally, the only thing I ever use spies for is loyalty control and enemy agent protection in my own provinces. I try to keep two in each, the higher the valor, the better. I've always found enemy spies and assassins a nuisance, but part of the game, and they CAN be countered by having your own spies, Border Forts, etc. What has always infuriated me is the bloody inquisitors! There is absolutely no defense against them, and they take a lot of the enjoyment out of the game for me when playing a Catholic faction. Soooooooo, in my games, inquisitors usually cost around $25,000 and take several turns to build. ~D
PS. thanks again for the ATI tool. I discovered I can still overclock some more. Oh, I am a bad person. ~;)
EDIT: Does anyone know if Wes has posted the new update?
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Re: Medieval mod IV v4 beta: Path to Glory
[QUOTE=WesW]
As for my work, I spent Wed night implementing the new rebellion mixes. I have removed the Crusade and Jihad units from the mix, since they result in such large spawnings. It turned out to be more complicated than I envisioned, and along with some bonehead errors, I spent several hours before finishing it. Now I just hope that Revenant was partially wrong with his info, and that the available troop types are determined by province and culture rather than province and faction. This would make sense, since mixes like Bandits are rebels.
I had been saving one unit slot in the units text for emergencies and the like, and I have used it for a generic rebel unit, available to anyone, anywhere, anytime, as a fail-safe. It's a duplicate of the Feudal Sgts., so let me know if a rebellion pops up with nothing but this unit in it.
QUOTE]
Yes, the trooptype is determined by province and culture of province, I was wrong in this. But I think we do not have any unit available to specific culture and not to specific factions only, except for Jihad/crusade units and Peasants. I tried Jihad units as bandits and only one unit appeared when the bandit rebellion started, so I did not understand what issues you had with it ~:confused: