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Tyberius Mod 2.0 Final Version Released!
Tyberius Mod 2.0 Final Version (a patch for MTW-VI-XL mod)
After months of re-working on my patch I’m glad to show this community the final version of this work. Although based on XL mod, you will find substantial changes from the original version.
This mod is intended as mainly a graphic upgrade and unit upgrade over Miguel Kristensen's (Viking Horde)Total War XL awesome mod since my knowledge is on the graphics area and so far from programming skills, I decided not to make a complete mod for myself, so I asked VH permission to release it and he gave it to me.
Over all XL mod additions such as New campaigns, factions, and units,
Tyberius Mod contributes with the following additions and changes.
Battle mode Improved Features:
1.- Complete shield textures Improved.
Personalized and improved shields for every single unit, you will hardly recognize a re-used shield, even bare wood shields. Several units now use heraldry and faction colored shields, Some shields have been repositioned too.
2.- Complete Weapon textures Improved.
No more Sticks, toothpicks or matches instead of Spears and Lances, Great variety of swords, maces, war hammers, pole arms and scimitars, accordingly to the unit’s original culture. Higher Knights have Colored knightly lances, Some units such as the Royal Knights (all periods), Chivalric Knights, Lancers, Kataphraktoi, Carska Garda and Teutonic Knights, now have fluttering pennants!.
3.- New men textures added.
Now Korean units use the STW Mongol invasion non faction colored Korean troop textures, but with improved weapons (bamboo spears!) and fixed animations.
Pikemen, Swiss Pikemen and Swiss Halberdiers use the PMTW pikemen texture and fixed animations.
4.- Sword Animation for Lance Cavalry
Knights and Heavy cavalry now leave their lances after the charge and use their swords for close combat!
5.- Animation improvements
Most wrong animated sword and lance combat action have been improved putting the weapon in the wielder’s hand instead of floating over it. Most weapon lengths and widths have been fixed too.
All Cavalry Lances and some other weapons have been repositioned.
Put special attention on Swabian Swordsmen, Varangian Swordsmen, Gothic foot Knights, Pikemen, Swiss Pikemen, Swiss armoured pikemen, Swiss Guards.
6.- 42 New units:
1.-Berber Lancers
2.-Berber Warriors
3.-Berber Archers
4.-Andalucian Cavalry
5.-Elite Bedouin Camel Warriors
6.- Seljuk Lancers
7.- Seljuk Horse Archers
8.- African Warriors
9.-Espadachines
10.-Hebredian Warriors
11.-Saxon Warriors
12.-Gochos
13.-Balkan Warriors
14.-Croatian Lighthorse
15.-Swiss Guard
16.-Steppe Warriors
17.-Byzantine Kontarioi
18.-Byzantine Skutatoi
19.-Milicia Concejil
20.-Breton Militia
21.-Kievan Lancers
22.-Volga Bulgar Warriors
23.- Italian mercenary Cavalry
24.-Longsword Men-at-Arms
25.-Karelian Warriors
26.-Lowland Clansmen
27.-Norse Archers
28.-Psiloi
29.-Baltic Warriors
30.-Basque Warriors
31.-Carpathian Warriors
32.-English North Militia
33.-Mounted Squires
34.-Regular Bowmen
35.- Cuman Horse Archers:
36.-Khwarazmian Swordsmen
37.-Pecheneg Cavalry
38.-Slav Horsemen
39.-Scottish men at arms
40.-Scottish Pikemen
41.-Milanese Mercenary Crossbowmen
42.- Cuman Royal Cavalry
A complete Exel guide for the new unit is provided with the install
7.- New battle flags and banners:
Battle flags changed in concordance with the faction, and new shaped battle banner
Even rebel faction has a flag!
8.- New crews and dismounting artillery
Now artillery pieces have new texture crews, according to the artillery type and era and can dismount before battle!
Artillery Type-----------> crew texture--------> dismounted unit
Ballista crew-----------------> same texture--------> Urban Militia
Catapult crew--------------->same texture---------> Urban Militia
Naphta Catapult crew------> same texture--------> Urban Militia
Trebuchet crew-------------> custom5 texture----> Militia Sergeants
Mangonel crew-------------> custom5 texture----> Militia Sergeants
Bombard crew --------------> custom5 texture----> Militia Sergeants
Mortar crew-----------------> burnous texture----> Arab Infantry
Demi-Culverin crew--------> hlplarhm texture---> Arquebusier
Culverin crew---------------> hlplarhm texture---> Arquebusier
Serpentine crew-------------> hlplarhm texture---> Arquebusier
Organ gun crew-------------> hlplarhm texture---> Arquebusier
Demi-Cannon crew---------> burnous texture---> Mamluk Handgun
Siege Cannon crew---------->burnous texture---> Mamluk Handgun
9.- new arrow and javelin textures
Campaign Mode Improved Features:
1.-New Flags and Shields
Almost all faction flags and shields have been re- designed or redrawn for historic accuracy or image improvement
2.- New Faction Colors
Some Faction colors have been changed some for aesthetic purposes, some to avoid confusions, but mostly to match historic colors.
3.- Overall graphics
New unit info pics, review panel icons and unit icons have been made for the new units and some old units, Omar pacha’s icons included.
New building icons added.
New portraits for pagan and muslim princesses
New Campaign Map
4.- New ships
Three new ship types added to Tatar factions.
Junks (same stats as the dhows)
War Junks (same stats as the baggalas)
Gunned Junks (same stats as the booms)
Since I was unsuccessful on finding historic ships for the European Tatar (or Mongol) factions I made available for them Mongol ships from the Japanese invasion, I hope you don’t find it too unaccurate.
New music: The excellent Mongol Invasion (tm) music now available for the steppe factions, An special music track for the Scottish (and Irish) factions, 4 new themes from MTW2 for the european, viking and muslim soundtrack.
Credits and Special thanks regarding all Tyberius mod and patches:
Viking Horde: for giving the permission to patch his mod. and for making it!
Cegorach: for all the tips and ideas and the graphics I stole from PMTW :D
Blind king of Bohemia: for his great BKB mod and the (several) units I stole from too :)
Axalon: for Additional unit-review pics, additional unit icons, additional info-pics and other various graphic material used in this game (for several and various info-pics),(and for teaching me in his "advanced whining mode" about how to make a good info pic) .”
Duke john: for his great pikemen textures
Omar pacha: who showed me how an icon must look
And To all the people in the forum who helped on this mod development with tips and comments.
Tyberius Mod 2.0 Final Version (Atomic Gamer)
Tyberius 2.0 Music Pack(Atomic Gamer)
Local Server download
Tyberius Update Patch 2.1(Atomic Gamer)
Tyberius Update Patch 2.2 (Atomic Gamer)
no longer available (Atomic Gamer)
Optional Addons:
Corrected map, (spells “Greece” instead of “Grece”) also shows the Sweden-Finland land bridge.
Tyberius Map update 2.2 (Atomic Gamer)
Load Screen 3.0 (Atomic Gamer)
This mod must be installed in sequence:
Mod 2.0
Music pack (should be installed in order to add the patches)
Patch 2.1
Patch 2.2
Patch 2.3
The optional map can be added anytime after the mod 2.0.
New! Viking Horde's XL Mod Tyberius Modded (one step Install)
No longer available
enjoy!
https://img501.imageshack.us/img501/5246/banner1ev7.jpg
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Re: Tyberius Mod 2.0 Final Version Released!
Wow...I love it, it's wonderful Tyberius, breaths new life into MTW. The graphics are stunningly well done and vibrant, it's what MTW should have been from the start. All hail Tyberius for perfecting an already grand mod!
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Re: Tyberius Mod 2.0 Final Version Released!
Well, I guess I found out the answer as to whether or not save games will be compatible. Loaded up an old crusaders/high era game and got some really, uh, interesting things happening. Notably, all my units were different. Royal units were 20 varangian guard, and I had several units of 100 Knights of Santiago.~:eek:
Not to mention all the rest of my units looked were basically a hodge podge of nearly every unit in the game.:sweatdrop:
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Re: Tyberius Mod 2.0 Final Version Released!
Looks tremendous......will d/l and play after july 4th holiday.......wonderful looking work........btw is your previous patch included in this or does this contain all?
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
makaikhaan
Well, I guess I found out the answer as to whether or not save games will be compatible. Loaded up an old crusaders/high era game and got some really, uh, interesting things happening. Notably, all my units were different. Royal units were 20 varangian guard, and I had several units of 100 Knights of Santiago.~:eek:
Not to mention all the rest of my units looked were basically a hodge podge of nearly every unit in the game.:sweatdrop:
OOPs! I guess I didn't told you that all previous saved games (including those of my first patch will be messed up cause the unit position on the prod files has changed (if you can notice) in this order: all artillery are listed first, then archers,crossbows and gunners, Spearmen and throwing spearmen, Swordsmen and Axemen, Foot Knights, Militias and polearms, pikes,Javelinmen,peasantry,General units, Mounted knights, heavy lance cavalry, heavy bow cavalry, light lance cavalry,light javelin cavalry, light bow cavalry, light sword cavalry,and finally, camels.
so oops! oops! I think you will be used to this new order, which I find more logical...
Quote:
Originally Posted by
Achilleslastand
Looks tremendous......will d/l and play after july 4th holiday.......wonderful looking work........btw is your previous patch included in this or does this contain all?
yes, this new mod has been worked over the previous one so you'll find all the stuff that were on it, with the exception of the african skirmishers, (I have given the african Warriors the ability of throwing heavy spears intead of the javelins of the skirmishers sort of unifying two-in-one units and replaced the skirmishers with the powerful Longsword Men-at-Arms, unit I think you'll love as I do) Btw this one adds a lot more...However as I said the campaigns started with my previous patch sadly will not work with this mod.
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Re: Tyberius Mod 2.0 Final Version Released!
To the Admins:
Can you host this mod?
Could you please make this thread Sticky?
I think it deserve it
Thank you very much
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Re: Tyberius Mod 2.0 Final Version Released!
Well done Tyberius !!
Your work is brilliant .
TW needs more artists like you !!
Will you be looking to take on another project again ?
cheers .
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
dimitrios the samian
Well done Tyberius !!
Your work is brilliant .
TW needs more artists like you !!
Will you be looking to take on another project again ?
cheers .
Thank you dimitrios.
I have various projects, like an extended viking invasion including more provinces of the northern continental europe, scandinavia, finland, iceland and greenland but I'm not very good at programming or making new campaigns, that´s the reason I didn't made my own mod and upgraded XL. so I have to learn more about it before making a "proper" mod. On the other side I may asociate with someone good at programming and do the graphics myself.
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Re: Tyberius Mod 2.0 Final Version Released!
Wow, I've been looking forward to this. Can't wait to try it out. :grin:
Thanks Tyberius.
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Re: Tyberius Mod 2.0 Final Version Released!
An excellent job you've done here Tyberius ! :2thumbsup:
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Re: Tyberius Mod 2.0 Final Version Released!
Thank you all for your support, I'm so glad that you were expectant for my little contribution to a GREAT game and to a GREAT mod... I just want to know all good and bad experiences the mod has to offer.. and really I would like very much to asociate with two or three people (An Historian, one or two campaign programmers) to make the "mod of mods" someting based on medieval periods, near XL and BKB's but with more extended game time and even more units, using the mirror units and the dismounts to boost their numbers. Sadly I have found that all non-agent-mount-ship-crusade units added beyond slot 256 makes the period that utilizes this unit prod file to CTD on custom battle mode...That's why I didn't included the nearly 30 units I created to be dismounted units, like Bedouin foot warriors (dismounted bedouin camels), Saharan infantry (dismounted saharan cavalry) Royal foot knights (dismounted royal Knights) or foot boyars (dismounted boyars)... I have All this units on my own copy of the tyberius mod, but I make myself sure not to play custom battles...
Again: thank you guys for your interest on this mod..
cheers to all.
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Re: Tyberius Mod 2.0 Final Version Released!
Excellent mod! At first glance i didn't think much had changed in this update, but it has. The thing i like best is the new titles you have brought in for certain factions, particularly thoose conferring command points. Asa result of this, for the first time in any medieval mod, the HRE does not collapse immediately, which in itself is a great leap forward. Are all of these titles actuallyattached to specific buildings? Anyway, good work, well done!
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Re: Tyberius Mod 2.0 Final Version Released!
Thank you for your amazing work! It would be nice to collaborate with you in the development of a mod based on medieval periods. I've spent a lot of time to discover the secrets of campaign maps development (MapTex, Lukupmap...) but I never finished a work. What type of mod have you in mind? Since MTW and XLMod cover the map of Europe and the Mediterranean basin, I think in a mod which cover a special geographical and historical context of the MTW map. In other words "a scenario mod" like the Viking campaign itself or the mod Reconquista by MonkWarrior and the sub-mod Punic Wars of Ancient TW by MacsenRufus.
I would like to make a mod based on the Western Mediterranean (the reason is totally subjective), and in fact I've begun to erase the names and sea borders of the MTW original Maptex using the clone tool in Gimp. I encourage you and other guys to talk about other alternatives. Maybe we have the chance of doing the "mod of mods".
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Re: Tyberius Mod 2.0 Final Version Released!
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Bill Westwater
Excellent mod! At first glance i didn't think much had changed in this update, but it has. The thing i like best is the new titles you have brought in for certain factions, particularly thoose conferring command points. Asa result of this, for the first time in any medieval mod, the HRE does not collapse immediately, which in itself is a great leap forward. Are all of these titles actuallyattached to specific buildings? Anyway, good work, well done!
Opps, I forgot to list the new titles, but, I think they are a good surprise..I've made just one mistake, I gave titles with command points to the byz! maybe a patch...
Quote:
Originally Posted by
Belisario
Thank you for your amazing work! It would be nice to collaborate with you in the development of a mod based on medieval periods. I've spent a lot of time to discover the secrets of campaign maps development (MapTex, Lukupmap...) but I never finished a work. What type of mod have you in mind? Since MTW and XLMod cover the map of Europe and the Mediterranean basin, I think in a mod which cover a special geographical and historical context of the MTW map. In other words "a scenario mod" like the Viking campaign itself or the mod Reconquista by MonkWarrior and the sub-mod Punic Wars of Ancient TW by MacsenRufus.
I would like to make a mod based on the Western Mediterranean (the reason is totally subjective), and in fact I've begun to erase the names and sea borders of the MTW original Maptex using the clone tool in Gimp. I encourage you and other guys to talk about other alternatives. Maybe we have the chance of doing the "mod of mods".
Sounds good, maybe something about spanish-moorish-venetian wars? about the time of the "batalla de Lepanto"?..
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Re: Tyberius Mod 2.0 Final Version Released!
Uh-oh...er, I think the concept of me modding M2TW has just gone down the drain. Why, Tyberius? WHY?! You just HAD to create a great mod for a great mod! :laugh4:
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
TosaInu
Thank you TosaInu for hosting my files. I think the local server is faster and safer.
Cheers
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Update patch for Tyberius mod 2.0
Update patch for Tyberius mod 2.0
Problems corrected:
1.- Added portraits of inquisitors and grand inquisitors for the order factions
2.- initial Teutonic knights units on late now are the XL type and can be retrained
3.- corrected axe animations for the norse archers
3.- corrected shield animations for the norse archers
5.- almughavars and armoured almughavars now have shooting animation
6.-corrected sword fight animations for: Early royal knights, feudal knights, mounted nobles, norman knights, scottish lancers, early naxarars, chernye klobuki, byzantine lancers, armenian heavy cavalry and mounted squires.
Features added:
1.- new shields for the Feudal sergeants
2.- improved shields for the italian mercenary cavalry
3.- improved shields for the coustillers (the dragon is black for all factions)
Tyberius Update Patch 2.1
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Re: Tyberius Mod 2.0 Final Version Released!
@Tyberius: The 2.1 patch appears to be cosmetic, so is it save game compatible ? Did you include the princess portraits for the order factions too ? Thanks ~:)
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Baron von Manteuffel
@Tyberius: The 2.1 patch appears to be cosmetic, so is it save game compatible ? Did you include the princess portraits for the order factions too ? Thanks ~:)
Yes, the 2.1 patch is merely a bug killer and is fully save compatible, But the princesses are in the basic 2.0 mod, including princess arwen and a blonde beauty and a gorgeous redhead, (lucky those who will marry them).
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Re: Tyberius Mod 2.0 Final Version Released!
AtomicGamer is down right now - will the changes in 2.1 show up in current campaigns, or would I have to start a new campaign to see them?
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Kaidonni
AtomicGamer is down right now - will the changes in 2.1 show up in current campaigns, or would I have to start a new campaign to see them?
All changes will show up in current campaigns, except for the two initial teutonic knights units on a previously saved late period Teutonic Order campaign, because once created, units can't be changed. Although a new campaign will display the right units at the start.
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Tyberius
Yes, the 2.1 patch is merely a bug killer and is fully save compatible, But the princesses are in the basic 2.0 mod, including princess arwen and a blonde beauty and a gorgeous redhead, (lucky those who will marry them).
Perhaps it was just my download (hope not), but while playing with the Teutons, I was offered an alliance (princess) from the Hospitallers and got the error message of "portrait not found". I simply copied the Catholic princess folder into the order factions folder. Minor stuff and still an excellent mod. Thanks ~:)
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Baron von Manteuffel
Perhaps it was just my download (hope not), but while playing with the Teutons, I was offered an alliance (princess) from the Hospitallers and got the error message of "portrait not found". I simply copied the Catholic princess folder into the order factions folder. Minor stuff and still an excellent mod. Thanks ~:)
I think that you should have downloaded my mod very early, because I've uploaded it two times. On the first I've noticed the lack of princesses so I've added they on the second...two hours later. just, download TM 2.0 again, add the TmusicPack and the TP 2.1, no problem with the savegames.
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Tyberius
I think that you should have downloaded my mod very early, because I've uploaded it two times. On the first I've noticed the lack of princesses so I've added they on the second...two hours later. just, download TM 2.0 again, add the TmusicPack and the TP 2.1, no problem with the savegames.
Thank you Tyberius. :yes:
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Re: Tyberius Mod 2.0 Final Version Released!
Hi, I wanted to know if all the factions are supposed to be able to build the trading post/merchant? I'm using the Papacy 'high era' and can't build them. What are the specifics for building the trading post/merchant buildings? What do you need to build them? Which factions can build them? I thought all factions could build them. Thank you for your help.
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Baron von Manteuffel
Hi, I wanted to know if all the factions are supposed to be able to build the trading post/merchant? I'm using the Papacy 'high era' and can't build them. What are the specifics for building the trading post/merchant buildings? What do you need to build them? Which factions can build them? I thought all factions could build them. Thank you for your help.
Building prerequisites:
Trading post: Fort
Merchant: Keep, Trading post
Merchant's guild: Castle, Merchant
Master Merchant: Citadel, Merchant's Guild
The main prerequisite to build the trading post chain is that any tradable goods must be present on the province
All factions can build the whole chain in all periods.
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Tyberius
Building prerequisites:
Trading post: Fort
Merchant: Keep, Trading post
Merchant's guild: Castle, Merchant
Master Merchant: Citadel, Merchant's Guild
The main prerequisite to build the trading post chain is that any tradable goods must be present on the province
All factions can build the whole chain in all periods.
Thank you for the response. I finally figured it out last night. I tried the Papacy 'Late era', and took Naples from the rebels which does have tradable goods. ~:)
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Re: Tyberius Mod 2.0 Final Version Released!
I've started a new campaign as the Castile-Leonise in the early period... and I must say Tyberius, you've really outdone yourself. Everything is so beautiful, even that old campaign map has been reworked, and I've noticed that it's been reworked quite a lot, like the names of the provinces and the pictures of whales and ships on the sea regions - and did I notice the borders have changed too? :grin:
This really has exceeded my expectations, thank you Tyberius - Whenever the wind rattles the tiles on my roof, I'll hit that escape key just so I can see that wonderful loading screen and think of you...
Joking of course. ~:joker:
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Tyberius
Sounds good, maybe something about spanish-moorish-venetian wars? about the time of the "batalla de Lepanto"?..
I think about an early date and three start periods:
1. Early, 1065 AD: Christian Iberia splitted in many kingdoms after the death of Fernando I el Magno, the taifa kingdoms/emirates and the emergence of the Almoravids in southern Morocco.
2. High, 1157: the so-called "Spain of Five Kingdoms" (Portugal, Leon, Castile, Navarre, Aragon), the Almohad Caliphate, the Andalusian kingdom/emirate of Murcia and Valencia under Muhammad ibn Mardanish, and the Almoravid redoubt of the Balearic emirate under the Banu Ghaniya dynasty.
3. Late, 1230: Castile and Leon permanently united under Fernando III el Santo, the Crown of Aragon under Jaume el Conqueridor, the Almohad Caliphate on the point of collapse, the emergence of the Marinid, Abdalwadid, and Hafsid dynasties in North Africa, and the golden twilight of Muslim Iberia, the Emirate of Granada under the Nasrid dynasty.
I've focussed this schematic presentation on Iberian and North African events, but I would like to include Italia, a huge part of France (above all the Languedoc area), and southern Germany (HRE interventions in Italian conflicts).
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Re: Tyberius Mod 2.0 Final Version Released!
Hehe, I think a quick 2.2 is in order - Tyberius spelt Greece as 'Grece' on the new campaign map (the province scroll is just fine). :laugh4:
I sure know how to have fun, eh? :smash:
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Re: Tyberius Mod 2.0 Final Version Released!
Hello, Tyberius.
Is the mod compatible only with XL 3.0 or can I apply it to the XL light version of 2.0? The 3.0 is a 146 MB download, which is 3 hours approx on my computer. We're only allowed 2 hours of electricity at a time in Karachi...
I already have Viking Horde's smaller mod XL with the patch.
Thanks.
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Tony Furze
Hello, Tyberius.
Is the mod compatible only with XL 3.0 or can I apply it to the XL light version of 2.0? The 3.0 is a 146 MB download, which is 3 hours approx on my computer. We're only allowed 2 hours of electricity at a time in Karachi...
I already have Viking Horde's smaller mod XL with the patch.
Thanks.
See, XL 3.0 mod is no more than XL 2.0 + the patch, Indeed, I have the 2.0 + the patch, and over it I have installed my own mod. so it's perfectly compatible.
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Re: Tyberius Mod 2.0 Final Version Released!
Thanks, Tyberius!
That's great.
All the best, and thanks for all the work you've put in.
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Kaidonni
Hehe, I think a quick 2.2 is in order - Tyberius spelt Greece as 'Grece' on the new campaign map (the province scroll is just fine). :laugh4:
I sure know how to have fun, eh? :smash:
Oops, That's was beacause I'm spanish native speaker and in spanish greece, are spelt as "grecia" with one "e", by the way, what's the use of that extra "e"? :juggle2:
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Re: Tyberius Mod 2.0 Final Version Released!
Hehe, even though I fancy myself as a Spelling, Punctuation and Grammar Nazi, I can sympathise. In English, I believe that 'Greece' and 'grease' sound very familiar - why aren't they spelt the same as one or the other? Then there's 'buoy,' where I prefer the Americanism, where you say it how it's spelt ('boo-ee' or something), not as 'boy.' :smash:
Of course, this also made me think of the Two Ronnies and the 'Fork Handles' sketch. :laugh4:
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Re: Tyberius Mod 2.0 Final Version Released!
@Tyberius - In the 'High campaign', the Chernye Klobuki cavalry have a cost of 2755. ~:)
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Baron von Manteuffel
@Tyberius - In the 'High campaign', the Chernye Klobuki cavalry have a cost of 2755. ~:)
It seems it's gonna be a 2.2 patch, but, you can edit on the mtw_xl_high_unit_prod11.txt by deleting the last 5. the correct value is 275.
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Re: Tyberius Mod 2.0 Final Version Released!
Thanks for the mod tyberius.You've outdone yourself this time,as everyone else has said,but I have a question:Why are the Byzantine Skutatoi and Kontarioi only buildable in the byzantine provinces,as in version 1 I could build them just about anywhere I captured reasonably quickly.in my current campaign half ofthe known world has decided on naval-warfare 1.01 and the lack of being able to ship reinforcements in is well annoying at best,some local garrison troops apart from vanilla spearmen would be great.
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Re: Tyberius Mod 2.0 Final Version Released!
Hi, I know the next patch is only intended as a minor 'cosmetic' one, not changing anything anything major, but there are one or two things that could do with changing, particularly in the high period. The Seljuks are generally wiped out within 10 or 15 years, as are the Egyptians. This often happened in the original XL mod, but has become more frequent in your mods, particularly 2.0. What could be done to remedy this is
1) Take away any offices conferring command stars from Byzantines, Crusaders and Armenians.
2) Make Turkish infantry such as Saracen infantry available in Anatolia, Armenia, lesser Armenia and Nicaea, and Trebizond.
3) Give the Egyptians more military infrastructure in Syria and Edessa.
After all in the 13th century it was the Crusader states and Byzantium that were struggling to survive, not the Seljuks or the Ayyubids.
By the way, great mod.
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
oz_wwjd
Thanks for the mod tyberius.You've outdone yourself this time,as everyone else has said,but I have a question:Why are the Byzantine Skutatoi and Kontarioi only buildable in the byzantine provinces,as in version 1 I could build them just about anywhere I captured reasonably quickly.in my current campaign half ofthe known world has decided on naval-warfare 1.01 and the lack of being able to ship reinforcements in is well annoying at best,some local garrison troops apart from vanilla spearmen would be great.
Maybe I have gone too far with te concept of "special troops only in your homelands" so it would be harder to expand for every faction, so I think I messed up somehow with the balance. That's a problem only with the pagan, muslim and orthodox factions since the catholics can train almost the whole feudal-chivalric chain of units on every province. On the 2.2 patch I will try to "expand" homelands for some medium units or make them buidable by faction regardless of the province. I will let the byzantines to train everywhere the skutatoi, byzantine cavalry,byzantine lancers, and byzantine infantry, but not the kontarioi, wich I will make available on every byzantine province (including the islands, the former byzantine province of naples, rum, lesser armenia, serbia and moldavia) that's because myself would train only kontarioi instead of skutatoi if I could.
Quote:
Originally Posted by
Bill Westwater
Hi, I know the next patch is only intended as a minor 'cosmetic' one, not changing anything anything major, but there are one or two things that could do with changing, particularly in the high period. The Seljuks are generally wiped out within 10 or 15 years, as are the Egyptians. This often happened in the original XL mod, but has become more frequent in your mods, particularly 2.0. What could be done to remedy this is
1) Take away any offices conferring command stars from Byzantines, Crusaders and Armenians.
2) Make Turkish infantry such as Saracen infantry available in Anatolia, Armenia, lesser Armenia and Nicaea, and Trebizond.
3) Give the Egyptians more military infrastructure in Syria and Edessa.
After all in the 13th century it was the Crusader states and Byzantium that were struggling to survive, not the Seljuks or the Ayyubids.
By the way, great mod.
I have been noticing that problems too, The byzantine just pass over the seljuks with their 9 star monster-generals.
As I said on a post before most of the stars of the byzantine titles will be gone on 2.2
as for the crusaders and armenians.
When playing with the seljuks, is problematic not to have access to reliable infantry on the conquered territories, so, I will expand saracen infantry to the territories mentioned, also khwarazmian swordsmen and khwarazmian cavalry. Also will make ghulam cavalry to be available on all provinces since "ghulam" means "slave" (a special kind) I think they shouldn't be arranged to a specific homeland, and that would help the Almohads and the Ayyubids as well.
As for the Ayyubids, I will add some more advanced training facilities on their starting provinces.
Thank you very much for your feedback and constructive criticism, that helps to make this a better mod. keep doing it please!
Cheers to all,
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Re: Tyberius Mod 2.0 Final Version Released!
What an amazing mod, and so far all I´ve done is played a few custom battles. Your new graphics truly make it shine, fantastic work. Now, if only I had the time to properly sit down for a campaign game like in old times...
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Re: Tyberius Mod 2.0 Final Version Released!
Tyberius, this is just sort of a personal preference thing, but I'll admit there's one particular thing I don't like too much about the mod, and that is that the Almoravids start with Tunis/Algiers. I kinda preferred the almos the way they were when they only had Morocco in North Africa, but like I said, its not a big issue and its just one person's preference.
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
makaikhaan
Tyberius, this is just sort of a personal preference thing, but I'll admit there's one particular thing I don't like too much about the mod, and that is that the Almoravids start with Tunis/Algiers. I kinda preferred the almos the way they were when they only had Morocco in North Africa, but like I said, its not a big issue and its just one person's preference.
I didn't made modifications on this point from the original XL mod, maybe on Vanilla MTW-VI it was that way, It's been too long since I played a vanilla campaign that I don't remember the original positions...
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Tyberius
Maybe I have gone too far with te concept of "special troops only in your homelands" so it would be harder to expand for every faction, so I think I messed up somehow with the balance. That's a problem only with the pagan, muslim and orthodox factions since the catholics can train almost the whole feudal-chivalric chain of units on every province. On the 2.2 patch I will try to "expand" homelands for some medium units or make them buidable by faction regardless of the province. I will let the byzantines to train everywhere the skutatoi, byzantine cavalry,byzantine lancers, and byzantine infantry, but not the kontarioi, wich I will make available on every byzantine province (including the islands, the former byzantine province of naples, rum, lesser armenia, serbia and moldavia) that's because myself would train only kontarioi instead of skutatoi if I could.
I have been noticing that problems too, The byzantine just pass over the seljuks with their 9 star monster-generals.
As I said on a post before most of the stars of the byzantine titles will be gone on 2.2
as for the crusaders and armenians.
When playing with the seljuks, is problematic not to have access to reliable infantry on the conquered territories, so, I will expand saracen infantry to the territories mentioned, also khwarazmian swordsmen and khwarazmian cavalry. Also will make ghulam cavalry to be available on all provinces since "ghulam" means "slave" (a special kind) I think they shouldn't be arranged to a specific homeland, and that would help the Almohads and the Ayyubids as well.
As for the Ayyubids, I will add some more advanced training facilities on their starting provinces.
Thank you very much for your feedback and constructive criticism, that helps to make this a better mod. keep doing it please!
Cheers to all,
Hi, I'd like to go back to this. Would it be unreasonable to make the Janissary Heavy Infantry easier to recruit? You need the fortress ($8000), Grand Mosque ($1000), Military Academy ($1000), then if you're playing on the large unit setting they cost something like $1250 each. The Grand Mosque is a unique building too, so once you achieve all of the above, that province is the only place in the world you can recruit them at. Historically, I don't believe the Janissaries were that rare. I don't know, maybe I'm wrong on this idea but if your looking for balance, easier access to these would help the Turks. ~:)
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Re: Tyberius Mod 2.0 Final Version Released!
well if you were going to remove the byzantine command stars you'd have to go something about the Silicians and Serbians command bonuses as well,because I usually crush both of them as soon as possible.When i did this in my most recent campaign I got both factions titles to assign to my generals as I pleased and by doing this I was able to create 3 6-star generals within the space of a year or so...
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Re: Tyberius Mod 2.0 Final Version Released!
In the interests of balancing you might want to take a quick look at the late era. You have beefed up the Golden Horde, which was much needed. I think you have gone a bit far. The other day, playing as the Turks i saw, by the early 1330s Russian, Novgorod and Lithuania had all beeen destroyed. When i started a game as the Russians in late on the very first move, my force of around 200 was attacked by nearly 1000 GH. Game over! I think Russia, Novgorod, Lithuania, and the Ottomans all need to start with more units, maybe not a lot, but some.
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Re: Tyberius Mod 2.0 Final Version Released!
Or perhaps different starting positions?
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Re: Tyberius Mod 2.0 Final Version Released!
Your graphics are divine. :2thumbsup:
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
oz_wwjd
well if you were going to remove the byzantine command stars you'd have to go something about the Silicians and Serbians command bonuses as well,because I usually crush both of them as soon as possible.When i did this in my most recent campaign I got both factions titles to assign to my generals as I pleased and by doing this I was able to create 3 6-star generals within the space of a year or so...
The byzantines have an harcoded advantage of giving birth to 5-7 stars princes all the time so it's the only faction that will be unfavoured in this aspect, maybe you are a bit partial since you play Byz as your favourite faction but I was playing Cumans, Turkish, Bulgarians, Ayyubids etc. and it was so hard because always the byz ruled the entire world,seas and so....and when playing the byzantines it was so easy! by the way, I won't wipe out all stars-giving offices, just leave the three original ones, plus constantinople and trebizond (giving 2 stars each!)
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Re: Tyberius Mod 2.0 Final Version Released!
Tyberius, In the Late campaign the English cities Wessex and Mercia start with the metalsmith but they do not have the resource iron.
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Re: Tyberius Mod 2.0 Final Version Released!
So? That only means that, should the metalsmith building line be destroyed, it can´t be rebuilt.
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Ciaran
So? That only means that, should the metalsmith building line be destroyed, it can´t be rebuilt.
Obviously, but I thought it might be an oversight. Apparently it is to give the English an advantage, although their already one of the easiest factions. :stupido3:
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Tyberius Update Patch release 2.2
Tyberius Update Patch release 2.2
Problems corrected:
1.-Chernye Klobuki now have the right cost of 275 fl.
2.- some generic units such as skutatoi, ghulam cavalry, Saracen infantry and others now can be trained on all faction owned provinces or have their homeland expanded.
3.- Eliminated the majority of offices conferring stars to the Byzantines.
4.- Corrected some balance issues: fatimids on high now starts with more/better units and have better infrastructure on Syria and Palestine. Seljuks starts with more/better units on high and late. Lithuanians, russians and novgorods have better chances to survive on late.
5.- Metalsmith removed from English provinces of mercia and wessex on high and late
6.- Charge animation given to the arquebusiers unit
Features added:
1.- New campmap Panel and minimap frame
2.- Viking games now have the same graphic upgrades as the medieval campaigns. And various units added: lowland clansmen, irish horsemen, norse archers, gael gaedhil, Scottish cavalry, hobilars, saxon warriors, drangar, highland warriors.
3.- 8 new trade goods: Amber, Walrus Tusks, Horses, Textiles, Cattle, Beer, Camels and Olives, added, almost all provinces have at least one trading product.
4.- Forest resource added, along with two new buildings to exploit the resource: Lumberjack and Sawmill, instead of the forester’s chain.
5.- New building: iron mine added, exploits iron resource, prerequisite to metalsmith.
6.- New shields/weapons for the Balkan warriors, Late Ghulam bodyguards, gochos, nizaris, hashishin, psiloi and ghazi infantry
7.- New unit icons for Almohad urban militia, Balkan warriors, Karelian Warriors and Gochos.
8.- New info pics for the Mounted squires, Khwarazmian swordsmen and Foot faris
Changes:
1.- Unit name changes: Vikings to Drangar, Trebizond archers to Toxotai, Viking huscarles to Huskarls,
2.- higher value trade goods slightly lowered
3.- Military academy now depends only on the fortress to be built, no longer an unique building.
4.- Rebel units on Georgia and trebizond are no longer Byzantine type.
5.- Added a land bridge between Sweden and Finland (those provinces are in fact adjacent)
Tyberius Update Patch 2.2 (Atomic Gamer)
Optional Add on:
Corrected map, (spells “Greece” instead of “Grece”) also shows the Sweden-Finland land bridge.
Tyberius Map update 2.2 (Atomic Gamer)
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Re: Tyberius Update Patch release 2.2
Quote:
Originally Posted by Tyberius
3.- 8 new trade goods: Amber, Walrus Tusks, Horses, Textiles, Cattle, Beer, Camels and Olives, added
You sir, are a great man. ~:cheers:
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Re: Tyberius Mod 2.0 Final Version Released!
I can't seem to get this file (patch 2.2) from Atomic Gamer. After waiting and waiting it still says 3 minutes to go and it never refreshes. I right click on it and manually refresh it and it tells me okay you may download now, but when I try I receive this message: Sorry, but the file you requested could not be found. Please use our searching or browsing capabilities on the left side to help you find the file. :no:
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Re: Tyberius Mod 2.0 Final Version Released!
Yikes, those are some pretty big changes. I must admit, I'm a bit curious as to how the land bridge between Sweden and Finland will work out; I think there could be some interesting scenarios arising now out of it.
Also, out of curiosity, what do the sawmills and lumberjacks do? Are they strictly an income earner?
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Re: Tyberius Mod 2.0 Final Version Released!
Looks great, will download and play it tonight.
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Re: Tyberius Mod 2.0 Final Version Released!
The optional add-on is no longer available. It insists, instead, that I am interested in downloading a demo for something called Galactic Dream: Rage of War...:no:
EDIT: Finished waiting for the first 2.2 download, the main fix, but once I have done so, it says the file is no longer available for download...:(
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Kaidonni
The optional add-on is no longer available. It insists, instead, that I am interested in downloading a demo for something called Galactic Dream: Rage of War...:no:
EDIT: Finished waiting for the first 2.2 download, the main fix, but once I have done so, it says the file is no longer available for download...:(
Quote:
Originally Posted by
Baron von Manteuffel
I can't seem to get this file (patch 2.2) from Atomic Gamer. After waiting and waiting it still says 3 minutes to go and it never refreshes. I right click on it and manually refresh it and it tells me okay you may download now, but when I try I receive this message: Sorry, but the file you requested could not be found. Please use our searching or browsing capabilities on the left side to help you find the file. :no:
Sorry guys, it must have been a corrupted upload. but I have uploaded both files again and downloaded them myself, so now you should be able to do so, with no problems. just click on the same links.
Quote:
Originally Posted by
Bill Westwater
Looks great, will download and play it tonight.
Now you can.... :P
Quote:
Originally Posted by
makaikhaan
Yikes, those are some pretty big changes. I must admit, I'm a bit curious as to how the land bridge between Sweden and Finland will work out; I think there could be some interesting scenarios arising now out of it.
Indeed, I've discovered Playing the Swedes, that expanding the frontline for the Swedish and for the Novgorods, via Finland has proved to be a lot of fun and a worthy variable and relief (or struggle) for both kingdoms.
Quote:
Originally Posted by
makaikhaan
Also, out of curiosity, what do the sawmills and lumberjacks do? Are they strictly an income earner?
They work equal to a mine and mine complex, no more and no less.
Quote:
Originally Posted by
Martok
You sir, are a great man. ~:cheers:
I know, I know.... but thanks a lot anyway...:clown:
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Tyberius
Thank you all for your support, I'm so glad that you were expectant for my little contribution to a GREAT game and to a GREAT mod... I just want to know all good and bad experiences the mod has to offer.. and really I would like very much to asociate with two or three people (An Historian, one or two campaign programmers) to make the "mod of mods" someting based on medieval periods, near XL and BKB's but with more extended game time and even more units, using the mirror units and the dismounts to boost their numbers. Sadly I have found that all non-agent-mount-ship-crusade units added beyond slot 256 makes the period that utilizes this unit prod file to CTD on custom battle mode...That's why I didn't included the nearly 30 units I created to be dismounted units, like Bedouin foot warriors (dismounted bedouin camels), Saharan infantry (dismounted saharan cavalry) Royal foot knights (dismounted royal Knights) or foot boyars (dismounted boyars)... I have All this units on my own copy of the tyberius mod, but I make myself sure not to play custom battles...
Again: thank you guys for your interest on this mod..
cheers to all.
Is it possible to get a copy of this version with the understanding of no custom battles? I'd love to have more units for this excellent mod and I never really play custom battles anyway. Thanks for the 2.2 patch. ~:)
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Re: Tyberius Mod 2.0 Final Version Released!
Erm...what files to do with the presentation of the display did you change, Tyberius? I ask this because when I'd installed the two new patches, I loaded up the game...and black screen of death. Combined with blue screen of death on the other monitor in my bro's dual monitor set-up. Granted, I'd played RTW before, trying out a mod that, when I alt-tabbed, screwed everything up and almost led me to need to reboot...
This is the first time I've ever had any trouble running the game...could it be that, since as when I managed to knock out RTW, it didn't put the resolution of the second monitor back to it's default 1280x1024? And loading up MTW pushed it over the edge?
I also have to implement the two campaign map buttons to bypass any CTD issues on the campaign map normally, also, so is it safe to replace the ipnext and ipprev buttons with the ones from Napoleonic Total War?
EDIT: I don't mean to be rude...but...is it possible I could have a version of the main 2.2 patch minus any changes to the review panels, etc, if any changes to the display messed my game up? Thanks in advance.
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Re: Tyberius Mod 2.0 Final Version Released!
I just wanted to say great job with the 2.2 update patch. It runs flawlessly on my system, although my computer is 6 years old. I upgraded my NVIDIA drivers about 1 year ago to one of their latest beta drivers and while RTW ran great, MTW did not. I don't think the game responds well to high end video cards, Direct X, antialiasing, etc. You can try lowering the strategic map resolution and the battle map resolution in options/video, if you haven't done that already. Good luck to you. ~:)
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Re: Tyberius Mod 2.0 Final Version Released!
I'm about to try loading up again now, didn't have a second chance last night. The resolutions are just fine, it wasn't until AFTER my alt-tabbing issue with RTW that I had the two black screens (the blue screen only appears for some reason due to the dual monitor set-up and the shunting of resolutions, it used to be black and there should have been a smaller version of my bro's desktop background in the middle...). I'm figuring, hopefully, that it was that alt-tabbing issue that did something, closing RTW didn't solve it, and loading MTW must have pushed it over the egde...
EDIT: Yep, works fine now. Also, I haven't needed to use those campaign map buttons from NTW (the ones Peter_de123 found fixed the CTD issues). So, don't need to ask for any version of the mod without any graphical changes, all is fine now. Must have been that other thing. You see, I'd alt-tabbed from RTW, but seeing as how I'd only just installed it, I hadn't got around to setting the resolution properly. On alt-tabbing, I had a whole world of pain as the main monitor screen was black, and I couldn't get anywhere else or back into RTW. Using alt-F4 was my final solution to that...but only I don't think it put the resolution on the dual monitor set-up back (lower resolutions shunt windows, etc, to the right, and closing RTW didn't put anything back, unlike MTW...).
EDIT 2: Sorry for getting so panicky. Was just kinda worried, LOL. That said, just took a peek at the changes made, and I must say, love what you've done to the map, Tyberius. All those extra trade resources help spice the game up more. There used to be a whole load of provinces that weren't very useful (such as Finland), now they're a bit more enticing. Love the extra resources and trade goods. :)
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Re: Tyberius Mod 2.0 Final Version Released!
One other thing:will the update work with v 2.0 campaigns or will we have to start over,cause when I updated from 1.0 to 2.0,it did some wierd things to my armies..
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
oz_wwjd
One other thing:will the update work with v 2.0 campaigns or will we have to start over,cause when I updated from 1.0 to 2.0,it did some wierd things to my armies..
Any campaign started with 2.0 or 2.1 will work fine with 2.2 with the exception of the new trade goods and resources,the landbridge between sweden and finland, that will show up only in new campaigns. also some stuff like the stars of the byzantines titles and the metalsmiths on england will stay in old savegames.
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Baron von Manteuffel
Is it possible to get a copy of this version with the understanding of no custom battles? I'd love to have more units for this excellent mod and I never really play custom battles anyway. Thanks for the 2.2 patch. ~:)
Let me see what I can do about that, maybe I can make a mini pack with those and fix the ctd's.
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Re: Tyberius Mod 2.0 Final Version Released!
I was wondering if I could make use of two of your review_panel/UnitIcons images?
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Rythmic
I was wondering if I could make use of two of your review_panel/UnitIcons images?
Please, be my guest, The fact that someone could find something of my work useful, only makes me happy, I don't believe in the copyright stuff. All the people of the guild are free to use it. :blink:
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Re: Tyberius Mod 2.0 Final Version Released!
Hi Tyberius,
I thought it was my turn to visit your thread. How are things going with the info-pics? Did you have any use of my input? - If you generally think that I should keep the “advanced whining”-mode to my self, just tell me so and I will. If so, I will leave it back at home and right away switch to “happy basic”-mode instead, even if it might not be as useful, interesting and evolving for you as an artist. That is, if you still might be interested of my input in that area in the future.
I have been thinking on what you said earlier and think you are 100% right, we few MTW-modders should stick together since we probably are a dying breed. MTW is six years old and to the average player, I guess, it does no longer hold the beauty that you, I and few others see in it. In that spirit I have brought with me a little problem that I thought perhaps you could help me out with. If you are interested to help me here I would sure appreciate it and definitely credit you for it. Regardless, I clearly don’t have what it takes to solve this one, but I thought perhaps you do. This is the problem in question:
In the “redux\textures\men\HlPlArHm”-bif plate I have put in a crossbow (not anything fancy but still, its functional), because I always thought that MTW could use another plate of possible crossbowmen (as in light crossbowmen etc.), and I think that “HlPlArHm” is the right place to do it in. Now, I don’t know how to properly calibrate the numbers to get it to work in an acceptable fashion (or good) in the game. The bif-plate should have all the positions necessary for handling a crossbow, using the Arquebusiers positions, but I can’t make the boys to handle and hold the crossbow correctly. Also, I already know that the “loading moves” should be removed, so that’s no really the problem either.
What do you say Tyberius? Will you do it? Can you do it? I’m kind of hoping for that you can and will. If so, the timeframe is not the vital factor on this one, but the faster it happen the better it is. If not, well that’s a shame.
While on the subject on tactical “bif”-stuff in the game. Further down the road I will probably go and “buy/thieve” some weapons from your “smithy”, particularly some spears, maybe swords and possibly even a shield or two. Since your weapons and such really are among the best around since Viking Horde released his. Do I have your blessings to do this?
(I’ll credit you for sure, that much is at least certain)
- Cheers
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Re: Tyberius Mod 2.0 Final Version Released!
Tyberius I just wanted to say I think your work is excellent and very professional. You've really put a lot of polish on the XL mod. My only wish is that you could or would do the same on the BKB Supermod. That would be great! :2thumbsup:
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Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Axalon
Hi Tyberius,
I thought it was my turn to visit your thread. How are things going with the info-pics? Did you have any use of my input? - If you generally think that I should keep the “advanced whining”-mode to my self, just tell me so and I will. If so, I will leave it back at home and right away switch to “happy basic”-mode instead, even if it might not be as useful, interesting and evolving for you as an artist. That is, if you still might be interested of my input in that area in the future.
I do prefer the "advanced whining" mode, since I shall learn nothing from the "happy basic" one, don't you think?
Quote:
Originally Posted by
Axalon
I have been thinking on what you said earlier and think you are 100% right, we few MTW-modders should stick together since we probably are a dying breed. MTW is six years old and to the average player, I guess, it does no longer hold the beauty that you, I and few others see in it. In that spirit I have brought with me a little problem that I thought perhaps you could help me out with. If you are interested to help me here I would sure appreciate it and definitely credit you for it. Regardless, I clearly don’t have what it takes to solve this one, but I thought perhaps you do. This is the problem in question:
In the “redux\textures\men\HlPlArHm”-bif plate I have put in a crossbow (not anything fancy but still, its functional), because I always thought that MTW could use another plate of possible crossbowmen (as in light crossbowmen etc.), and I think that “HlPlArHm” is the right place to do it in. Now, I don’t know how to properly calibrate the numbers to get it to work in an acceptable fashion (or good) in the game. The bif-plate should have all the positions necessary for handling a crossbow, using the Arquebusiers positions, but I can’t make the boys to handle and hold the crossbow correctly. Also, I already know that the “loading moves” should be removed, so that’s no really the problem either.
What do you say Tyberius? Will you do it? Can you do it? I’m kind of hoping for that you can and will. If so, the timeframe is not the vital factor on this one, but the faster it happen the better it is. If not, well that’s a shame.
Well, that's a hard one, repositioning a crossbow should be the hardest thing to do in MTW modding, since crossbows are actually a "shield" item, you have to deal with four instead of two coordinates on the item animation files. normally to place a weapon you should just define a "line" between two points where the item is placed, with the crossbow you have to define a "plane". Said this, I must tell you that, yes, I can do it, but it will take some time. I will pm you when its ready.
Quote:
Originally Posted by
Axalon
While on the subject on tactical “bif”-stuff in the game. Further down the road I will probably go and “buy/thieve” some weapons from your “smithy”, particularly some spears, maybe swords and possibly even a shield or two. Since your weapons and such really are among the best around since Viking Horde released his. Do I have your blessings to do this?
(I’ll credit you for sure, that much is at least certain)
- Cheers
Of course you have all my blessings (although I'm far from being the pope :laugh4: )
You got to have in mind that the real secret about having a good looking weapon, besides the weapon's looks is the coordinates definition on the weapons.txt file.
For a width 1 spear,open the 12 frames on photoshop or similar, place the spearpoint two pixels away from any border on the texture_H_frame number.bmp, The spear pole must be 5 pixels wide and the spearpoint shouldn't be more than 1 pixel broader than the pole. Also important is to place every weapon or shield at least 6 pixels away from each other.
https://img115.imageshack.us/img115/...ositionzo7.jpg
To define the coordinates, open the texture.bif(small one) on the bif reader. Always take two pixels up and down from the pole, and three from the the tip. otherwise you'll have the well known "toothpick" look.
https://img115.imageshack.us/img115/...initionao9.jpg
A similar action should be done for a sword or polearm, always take one extra pixel from the broader/longer side of the weapon.
For a shield you can define the top left corner exactly on the shield corner but the bottom right corner should be one pixel wider and one pixel lower, since the game seems to cut the last bottom right pixel lines out.
https://img115.imageshack.us/img115/...initionbu0.jpg
If you want you can mail me your bif's and I will make the weapons.txt and shields.txt for each one.
Here's a little showcase of what I have done using your input (and some parts of your info pics):wink: .
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Re: Tyberius Mod 2.0 Final Version Released!
Wow your info pics look, once again, brilliant. I especially like the Swiss Guard and the Feudal Foot Knight. The others are fantastic, too, but if I had to pick a favourite, those two would be it, plus the Arsenalotti from the other thread. :2thumbsup:
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Re: Tyberius Mod 2.0 Final Version Released!
Hello again Tyberius, I don’t seem to have the proper privileges in place to be as practical as you, so bare with me here…
“I do prefer the "advanced whining" mode, since I shall learn nothing from the "happy basic" one, don't you think?”
- Agreed
Furthermore, I am very happy that you will help me out with the crossbow-problem and fix it. I will prepare a mail for you shortly. Much appreciated Ty.
I will also read your stuff here regarding tactical inventories some more before I get the full hang of it all. But as far as I can tell, it seems that you are on the right track here. The “anti-toothpic” manoeuvres are definitely one of those things I was looking for. I might have some ideas of my own regarding spears that I want to try as well (if they work, then …!!!... and I will tell you all about it). Maybe we will discuss those later, we’ll see. Anyways, to me, one of the weaker areas in redux are that of the tactical bif-weapons area (it complies to MTW-standard but not much more) and it sure wouldn’t hurt to “spice things up” some in that section. This is stuff that are of course further down the road, as said earlier. However, it is very good to already know that I do have your blessings here, pope or not (you’re pope enough for me! Hehe!).
Now, I guess you are interested in what input I can offer you and your pics this time, so of to the whining part then….
("Advanced whining"-mode on…. Here we go….)
PIC 1
This is just…. One splendid piece of work. I could not have done this better myself, even if I wanted too. This is a masterpiece and I for one, think it deserves to be treated as such. (Oh yes, I am in whining mode here! Now to the more interesting parts for you) Why then?
Shape, light and composition are utterly correct and it all fits together creating the illusion and feeling that “this is indeed the way it is suppose to be and it has always been so.” Add on top of that, the special dim “MTW light” over it, making it easily mistaken for a CA original, thus it blends with the style of CAs original stuff without any effort made from, or arising any suspicions for, the spectator (as in “does this pic really go with the others?” Kind of thing.) There simply is that graphical continuity here with the CAs pics which I assume is in accordance with your plans.
PIC 2
Again a very, very good pic, light, shape and composition are first class. There are only three things I can complain about here, actually its just two since the third is not even by your making, it is the fault of the CAs artist (the grip-end on the sword it’s to short). Complaint 1 & 2 are the dots at the head near the chain mail (I can’t remember if I got them in mine as well). Otherwise, I could not have done this better. It is spot on and first class, and essentially masterpiece material. You got a really good angle on the shield and lion.
PIC 3
Again, first class…. The only thing I would have changed in this one is toning of the shield, because even if it is very faint, the shield still presents the question to the beholder; “am I external or am I not (especially the whitish section)”. - I suspect that you by now know were I’m going here. (By the way, this is some serious high-flying-whining and the pic is excellent enough as is. I guess that most people won’t even notice it).
PIC 4
Again…. Really and truly excellent pic. - Masterpiece (essentially for the same reasons as pic1. “I want to him-good!”). Again, I could not do this better. This one is among the best I have seen made for the game.
PIC 5
Again, first class…. Personally, I don’t like the pattern on the shield but I suspect that it relates with some rev-pic in XL, right? In that regard it functions and works just fine. No distortions that harms the overall impression of the pic, and it seems to me that you even bothered to throw in some “dust” to strengthen the illusion of space and depth, which by the way works its magic brilliantly.
PIC 6
Again…. One happy specimen of kick-ass excellence. Really great pic, actually reminds me of some similar stuff I did myself but never used it. But yours got better sharpness and your sword is probably better as well. And now that shield-pattern is used in an excellent manner. Have you done the castle as well or is it processed? It’s cool regardless. - I have only two problems with this pic, otherwise its all flying colours.
1. the upper line of the shield pattern (separating the white and black areas) I think you should straiten it out just a tiny bit more (this is some very delicate stuff) because it does not ad up with the surrounding material properly (it looks distorted). Straitening or bending it slightly would probably fix that.
2. The tone differences between the background and our cool hero here are too strong, let them blend some more, because now it is creating the feeling similar to that of an old theatre setting, as in painted scenery with an actor in front. And that’s not your plan, your plan is to make the two blend. The way I see it you have three options here; A you make the background more solid or B you tone down the hero making him blend better with the background (as in less opacity for insance) . C you do both to an acceptable level. Either A, B or C because I think this pic deserves it.
PIC7
This is also excellent work. Light, shape and composition are of the highest standard, and it could easily blend with CA material. Personally I think the hammer too small and perhaps to long (this of course being a matter of aesthetics and as such it is not that valuable for you. But, I am supposed to whine here and that’s the best thing I could come up with in this one! Within the borders of reason). However, if it is a XL-thing and it corresponds to that, then I would probably stick with the hammer anyway.
PIC 8
Again a very good pic. Light and shape are all in place. Even if the background works out it is dangerously near the problems of our cool hero from 2 pics above. I would probably strengthen the background slightly, just to be safe here. Now the only aspect that I could remark on otherwise is the composition. I get the feeling that the shield placed is too high and to much to the right. If you’re trying to camouflage any problems with the shield (If there are any, I can’t tell) just move the man rightwards and clone some on the background or something. And of course move shield downwards slightly, I am almost certain this will strengthen this pic further for you. All this, is of course, some high-flying-whining and the pic is very good already.
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Well Tyberius, that’s all advanced whining I could produce for you for the time being. Your work have improved immensely and moved into an entirely new level. You also shown that you are a fast learner and that you can apply what you learned. The most obvious part here being that you now let light do its magic for your pics and that the pics works as solid entities (as in, no obvious external parts). Light can be a really difficult aspect to master at times, but you have clearly shown that you can be in control of that, if you put your heart in it.
You are also rapidly entering the zone were whining ceases to be meaningful (at least on the level I can provide you with), if not already there, you most certainly will be. And if you keep this explosive learning curve up, I will probably end up coming to you for pointers! I can only congratulate you, because I think that you have become a better artist and it is with a bit of pride and joy that I feel that I have been somehow part of that development. Providing you with the necessary nudge into the “realm of light”, making you more aware of its importance.
By now you can probably can discover the full advantages and power of “dust and dirt” on your own and then in a major fashion shine with your pics. That is at least what I am hoping for here (I also think that the Korean boys should get second chance, so go and get them, and fix the “right” tone/blend on them because those pics deserve it).
I suspected that you had it in you, thus I decided it was worth the risk, and at the same time meaningful, to go “advanced” on your work. But I never expected that you would get here that fast. All I can offer you now, is the explicitly subjective and yet always entertaining and interesting debate on aesthetics and style (but it probably wont develop you as an artist, in a practical sense at least. But the endless debates about it, sure is fun). Other than that, I can’t offer you much more now than a “second opinion” on a pic if you should ever need one. All the rest I can offer here, you already know by now. My hat is off to you! May the colour-gods be with you, always…
("Advanced whining"-mode…. Turned off….)
- Cheers
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Re: Tyberius Mod 2.0 Final Version Released!
Hi, I am in a spot of bother with trying to install this mod. After installing everything, I am still met with the normal XL game (this has actually happened twice:embarassed:). I am not qiute sure where I have gone wrong, have I installed it in the wrong file (I used the default one). Any help would be appreciated as I really want to play this brilliant mod.
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Re: Tyberius Mod 2.0 Final Version Released!
Hi there Gyrfalcon,
I suppose a welcome to the Org is in order here and especially welcome to the MTW-corner of things. Now, I know that Tyberius is very busy, so I’ll take this one for him. Here is most likely your problem:
MTW-XL 3.0 install path:
"C:\Program\The Creative Assembly\Medieval - Total War - Gold Edition"
Tyberius XL 2.0 install path:
"C:\Program\Medieval - Total War"
That’s the difference between them, and thus you don’t get the Tyberius touch on your XL. Now if you make it so that they have the same install path you’ll be playing MTW-Tyberius XL 2.0 in no time.
- Enjoy!
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Re: Tyberius Mod 2.0 Final Version Released!
Thanks Axalon. So, just to clarify, it is the Tyberius install path that I need to alter to be the same as the XL install path, right?
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Re: Tyberius Mod 2.0 Final Version Released!
Yes, that's about it....
- Good Luck!
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Re: Tyberius Mod 2.0 Final Version Released!
I got it, eventually:2thumbsup: It looks so bright and vibrant! Now for the music pack etc.
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Re: Tyberius Mod 2.0 Final Version Released!
Hi
I too wish to thank VikingHorde and Tyberius for their fantastic addons. Amazing work guys.
One small question, once I've installed XL 3.0 and Tyberius 2.x on MTW:VI what should I see during the opening (menu)screens to reassure me that the mods are correctly installed?
Perhaps one of the cognoscenti could post a screen shot, please?
Best regards
VGB