The MTW Pocket Mod v1.0.6b-beta has been released. Please install this version over the previous version. If you have never installed any previous version then you need only install this version.
IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.
Fixed crews appearing on the battlefield without siege equipment.
This release is savegame compatible with v1.0.6
Many changes have been made to this version so there are likely to be a few bugs. These need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:
Summary
The MTW/VI Pocket Mod is basically a no frills mod for the main 1087 - 1453 Medieval campaign for MTW. It includes many realism and gameplay fixes but is neither a pure historical accuracy mod, nor a realism mod. The aim of the mod is to improve gameplay, realism and historical accuracy while keeping the mod itself as small as possible. It's features are constantly evolving and improving and are most notably:
Homelands for many units to prevent them being trained outside their historical ethnic regions
Various unit stat changes to improve game balance and reduce the number of redundant units
Many units reassigned or restricted to certain factions
New units, only where needed
Renaming of many units to more historically accurate names
New Harem building for the Muslim Factions to replace Taverns and Brothels
Harem woman agent, the equivalent of a Muslim princess
Revised and optimised technology tree with new buildings added and redundant ones removed where necessary
Tweaked farming, trade and mining to give more income to the AI factions and provide a greater challenge
Cheaper ships and ports that are quicker to build
Fully functional Sahara Province
Removed land bridge across the English Channel between Wessex and Flanders, added land bridge between Sweden and Finland
Many more tweaks and enhancements
Member Contribution
Member contribution is welcomed. We are always looking for information as to how to improve the mod. If you see an error or something that needs changing or adding, we would like to know about it. Bear in mind that the Pocket Mod's aim is to be as small as possible to download, and to change as little cosmetically as possible, while improving gameplay, realism and historical accuracy as much as possible.
Complete log of all changes
Units - Foot Missile / Skirmisher
Crossbows:
Eras: All Periods
Trainable by: All Factions
Valour bonus: Milan
Arbalests:
Eras: High/Late Era
Trainable by: Catholic and Orthodox
Valour bonus: Milan
Pavise Crossbows:
Eras: Late Era
Trainable by: Catholic (excluding Danes, Hungarians and Poles)
Valour bonus: Milan
Pavise Arbalests:
Eras: Late Era
Trainable by: Catholic (excluding Danes, Hungarians and Poles)
Valour bonus: Milan
Valour bonus: None
Trainable in: Georgia and Khazar
Trainable by: Byzantines, Golden Horde and Russians/Novgorod.
Dependency Change: HORSE_BREEDER3
Steppe Cavalry:
Valour bonus: Volga Bulgaria
Horse Archers (steppe):
Renamed: "Steppe Horse Archers"
Unit size: 60, scalable
Valour bonus: Volga Bulgaria
Trainable in: Muscovy, Volga Bulgaria, Khazar, Pereyaslavl, Chernigov, Ryazan, Kiev
Trainable by: Turks, Byzantine, Hungarian, Russian, Novgorod, Golden Horde.
Split to two units - see below
Horse Archers (arabic):
Renamed: "Desert Horse Archers"
Unit size: 60, scalable
Valour bonus: None
Trainable in: Morocco, Algeria, Tunisia, Sahara, Cyrenacia, Egypt, Sinai, Arabia, Edessa, Antioch, Tripoli, Palestine, Syria.
Trainable by: ALMOHAD, EGYPTIAN, TURKISH.
Split to two units - see above
Mongol Horse Archers:
Valour Bonus: Khazar
Feudal Knights, Chivalric Knights, Lancers, Gothic Knights and Royal Knights:
FK Renamed: Knights
RK: Valour bonus: None
FK: Valour bonus: Normandy
CK: Valour bonus: Tolouse, Ile de France
L: Valour bonus: Castile
GK: Valour bonus: None
Trainable by: All catholic factions
Unit Size FK/CK/L/GK: Scalable 40 man units
Unit Size RK: Scalable 20 man units
The RK units can be upgraded into the next unit after each era change as before.
More in depth explanation of Royal Knights, Feudal Knights, Chivalric Knights, Lancers and Gothic Knights here:
In a nutshell here are the advantages of RK's and the changes made to the other Knights:
1) As before, a smaller unit size than Feudal Knights, Chivalric Knights and Lancers or bodyguard units like Kataphraktoi, Boyars and Mongol Heavy Cavalry. So you're not paying dearly in support costs every time an heir matures, though you are paying more than you were previously, when the units were 20 man non scalable (up to a maximum of double the cost on huge unit size). This still means lower support costs. Kataphraktoi, Boyars and Mongol Heavy Cavalry will also be modded to 20 man scalable units to reduce their support costs. Sipahis of the Porte and Ghulam Bodyguards will be modded as scalable to increase their units sizes in line with the others. This balances out the bodyguard units for all factions considerably more than they were before.
2) They are a larger unit size than the old bodyguard units, so they're better equipped to fight and protect your heirs and king, they're actually usable on the larger unit sizes unlike the others that were only usable on the smallest.
3) Unlike Feudal Knights, Chivalric Knights, Lancers and Gothic Knights. Royal Knights become obsolete with every era change, but unlike the former, they can simply be upgraded by retraining the unit after the era change has occurred.
4) The Royal Knights unit size is not full size, as with Kataphraktoi so you're not paying dearly in support costs every time an heir matures, though you are paying more than you were previously, when the units were 20 man non scalable (up to a maximum of double the cost on huge unit size). (To be looked at in more detail)
5) The Feudal Knights and Chivalric Knights can now be built earlier than usual because the tech levels for Royal Courts have been dropped 1 level. Previously the player would often find her/himself in the next era before she/he'd teched up to Feudal Knights.
6) The Lancers are only available to the Spanish and Aragonese.
7) The Gothic Knights are only available to the Italians and HRE.
Royal Knights:
See Feudal Knights.
Chivalric Knights:
See Feudal Knights.
Lancers:
See Feudal Knights.
Gothic Knights
Stat Change: +2 charge (6), +2 melee (6), run speed 16, charge speed 18
See Feudal Knights.
Bedouin Camels:
Valour bonus: Arabia
Dismount type: Arab Infantry.
Viking Raider Cavalry:
Renamed: "Norse Raider Cavalry"
Eras: Early
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Eras: High and Late
Trainable by: Catholics
Dependencies: ARMOURER, HORSE_BREEDER2, TOWN_WATCH3
Stat changes: As Feudal Knights, cheaper, not elite, 1 point less armour, 1 point less defense, normal discipline type (not impetuous).
Dismount type: Chivalric Sergeants
Teutonic Sergeants
Trainable by: HRE
Trainable in: Prussia, Palestine and Lesser Armenia
Dependency change: "{CHAPTER_HOUSE, ARMOURER2, HORSE_BREEDER3}"
Order Knights
Trainable in:
Hospitallers: Palestine, Rhodes, Cyrus, Malta.
Templars: Syria, Palestine.
Knights of Santiago: Leon, Castile.
Teutonic Knights: Prussia, Palestine, Lesser Armenia
Valour bonus: Arabia
Stat Change: +2 point of defense, -1 point melee
Unit size: 100
Ruler advantage: Egyptian (they can train them more cheaply)
Dependency Change: TOWN_WATCH
Trainable in: Egypt, Sinai, Arabia, Antioch, Syria, Tripoli, Palestine, Edessa
Abyssinian Guards:
Trainable in: Egypt, Arabia
Ghazi Infantry
Trainable by: Turks, Egyptians
Saracen Infantry
Renamed: "Anatolian Infantry"
Eras: High/Late
Trainable by: Turks
Trainable in: Asia minor
Viking Carls:
Unit Removed.
Vikings:
Renamed: "Drangar"
Valour bonus: No change
Eras: Early/High
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Viking Thralls:
Renamed: "Carls"
Eras: Early/High
Stat Change: These are now the same as vanilla spearmen except they have 7 charge and are unformed. They are also cheaper to support than Vanilla Spears.
Discipline type: UNCONTROLLED
Dependency change: SPEARMAKER
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Viking Landsmenn:
Renamed: "Tegnar"
Valour bonus: Denmark
Eras: Early
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Viking Huscarles:
Renamed: "Huscarles"
Eras: Early
Trainable by: Danes
Dependency change: ROYAL_COURT, SWORDSMITH2, ARMOURER2
Unit size: 20, scalable
Trainable in: Denmark, Sweden, Norway
Slav Warriors:
Valour bonus: Serbia
Armoured Spearmen:
Trainable by: All orthodox factions that don't have access to Feudal/Chivalric Sergeants (Byzantine, Russians/Novgorod) and some catholics that do, which are unchanged.
Renamed "Zirhli Nefer Janissary"
Valour bonus: None
Eras: Late
Pikemen
Valour bonus: Flanders. (Tyrolia bonus for Pikemen removed).
Stat changes: +2 defense
Dependency change: TOWN_WATCH4, SPEARMAKER3
Woodsmen
Valour bonus: Finland (Lithuania removed)
Spearmen (Square Shield)
Now also trainable by the Moorish and Egyptian factions (mainly as a garrison unit to replace muslim peasants)
Peasants/Muslim Peasants
Unit removed. (revolts/crusades/jihads only)
Feudal Men at Arms
Renamed: "Men At Arms"
Era: Early
Feudal Sergeants
Renamed: "Sergeants"
Era: Early
(Urban) Militia Sergeants*
Renamed: "Militia Guards"
Era: All Periods
Urban Militia*
Era: All Periods
Trainable by: Catholic/Orthodox/Moorish
*Note: Infantry Militia units may be renamed and adjusted in the next release.
Units - Agents
Inquisitor/Grand Inquisitor:
Valour bonus: Removed, Castile (to get rid of the 'super inquisitors' problem)
Assassins:
Valour bonus: Removed, Syria. (such an exploit that it gets boring after a while)
Imams:
Valour bonus: Arabia
Harem Women**
Era: All Periods
Trainable by: Muslim
Dependency: HAREM4
Jihad
Takes 4 years to build
Dependency change: Grand mosque (not ribat)
Crusade
Takes 6 years to build
Cost: 1200 florins
**new units
Shipping
-Import Tax at 50%
-Trade goods values at 50%
-No valour bonuses for all ships (portugal, wessex, Venice, Tunisia, Aragon, Denmark etc) because the AI can't exploit them.
-Gungalley modded deep sea for Byzantines, Italians, Papacy, Sicilians, who currently lack this type of ship.
-All things sea based cheaper and quicker to build:
Port: Cost 400 florins, 2 years
Shipyards: Cost 200, 400, 600, 800 florins, time to build 2, 4, 6, 8 years
Coastal vessels: Cost half price, 1 years to build
Deep sea vessels: Cost half price, 2 or 3 years to build
Farming
All farming upgrades now cost 50% less.
Taverns, Brothels and Harems
The Taverns and Brothels now work as they do in the VI campaign with the exception of the Harem which is effectively a muslim version of the tavern and brothel combined. The first Tavern/Brothel/Harem buildings now depend on the Fort, the upgrades depend on the Keep, Castle and Citadel. The Tavern and Brothel tech trees are now independent of each other. It is no longer necessary to first build the Tavern in order to build the Brothel.
Inns
The Inns will be unavailable, as the AI cannot make use of mercenary units at all. Existing Inns are removed from the startpos files (the early/high/late starting position files).
Military Academy
This structure will now depend only on the fortress. This will positively affect the Turks, allowing Janissary units to be produced in multiple provinces that have teched up to a military academy. Homeland restrictions will apply.
Town Watches*
Upgrades will be unavailable for those that don't need them (Byzantine, Egyptians and Turks). The Turks and Egyptians cannot upgrade to the final militia building anyway to make use of the +1 valour bonus (for Urban Militia), though it is unlikely that anyone would want to even if they could. Only the first building delivers a provincial happiness bonus so that is irrelevant also. The dependencies have changed in that the last two Town Watch buildings now depend on the Castle and Citadel instead of the Citadel and Fortress.
Royal Palace
Now depends on the Keep instead of the Fort. Takes 4 years to complete.
Royal Courts
Will be unavailable to the Othodox factions whom of which make no use of them. Will no longer depend on the Royal Palace.
Iron Mine
Uses the Iron resource found in many provinces for mining. Iron has been added to some extra provinces.
Metalsmith+
Dependency Change: IRON_MINE
The last Metalsmith upgrade depends on the Iron Mine Complex
Forester+
Uses the forest resource found in many provinces to provide income. Forest has been added to many provinces.
Era Starting Positions
Some units and buildings removed from the starting position files, most notably Peasants and Inns. Sicilian Barque ships corrected to Dromons. Round Shield Spearmen and Spearmen mix up corrected.
Georgia and Armenia removed from Byzantine control for all eras. Provinces now rebel.
Byzantine Units removed from Lesser Armenia and Georgia - all eras
Non Byzantine Units placed in Lesser Armenia and Georgia - all eras
Spoiler Alert, click show to read:
Early
Georgia
1 unit of Alan Mercenary Cavalry
2 units of Spearmen
1 unit of Archers
Lesser Armenia
1 unit of Armenian Heavy Cavalry
1 unit of Urban Militia
1 unit of Archers
1 unit of Armoured Spearmen
High
Georgia
2 units of Alan Mercenary Cavalry
1 unit of Armoured Spearmen
2 units of Archers
Lesser Armenia
2 units of Armenian Heavy Cavalry
1 unit of Horse Archers
2 units of Archers
1 unit of Armoured Spearmen
Late
Georgia
2 units of Alan Mercenary Cavalry
1 unit of Khwarazmian Cavalry
1 unit of Horse Archers
Lesser Armenia
2 units of Armenian Heavy Cavalry
2 units of Horse Archers
2 units of Crossbowmen
1 unit of Armoured Spearmen
Holy Land Syria and Arabia: "ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_EDESSA, ID_SYRIA, ID_ARABIA"
Extra Provinces
Sahara
Notes:
Era restrictions for some other units may enhance historical accuracy and gameplay.
Almost all units are subject to homelands.
The trade import tax percentage is now 50% for all eras.
Required:
Contributers!
More input, more ideas for homelands, especially for catholic factions.
Any required name/stat changes for units
Comments
Trade goods values, trading percentages, homelands and some other details still to be finalised. Landridge to Ireland to be decided upon.
The town watch will be removed as a prerequisite for the spearmaker and bowyer if required.
12-18-2006, 09:56
Martok
Re: MTW Pocket Mod
Note: I split this off from the original New valour bonus regions thread. Given that it spurred Caravel to try his hand at making a mod for MTW/VI, I decided it was probably a good idea to give the project its own thread. (Unfortunately, however, I was for some reason unable to move any of the rest of the thread over here to join it. :inquisitive:) Carry on!
IMPORTANT: This is a beta version, and is not guaranteed to be fault free. We, the Pocket Mod "team", need some beta testers to give this thing a trial run and see how it is shaping up.
Errors need to be reported ASAP. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. ~;)
I am about to modify the summary to include a description of the mod, which as yet we don't have.
:2thumbsup:
12-21-2006, 23:51
Martok
Re: MTW Pocket Mod
Sweet, man! Can't wait to download it when I get home. :2thumbsup:
12-22-2006, 00:07
naut
Re: MTW Pocket Mod
Nice! (and small too).
12-22-2006, 00:28
marcusbrutus
Re: MTW Pocket Mod
Looks really good. I'm off to play. Bye.
12-22-2006, 09:23
naut
Re: MTW Pocket Mod
Bug Report.
Yeoman Cavalry is missing files, these files are by folder:
ActionPage,
YeomanCavalry.txt
(contains the coordinates of movement sprites)
MAILHCAV,
YeomanCavalry_W.txt
(contains the weapon number relating to both the "Items" folder and the weapon number in the "Weapons.txt" found in the "MAILHCAV" folder)
YeomanCavalry_S.txt
(contains the shield number relating to both the "Items" folder and the shield number in the "Shields.txt" found in the "MAILHCAV" folder)
Items,
Missing folders for the appropriate weapons# and shields# folders
(contains the coordinates of sprites)
12-22-2006, 09:30
naut
Re: MTW Pocket Mod
Nevermind.
12-22-2006, 09:38
caravel
Re: MTW Pocket Mod
Those files have been left out in error. I'll add those later thanks! (I knew there was something!) :2thumbsup:
There will probably be a few more problems. The Harem woman's info pic file looking a bit greenish I know about. That is a temporary file until I can get a new one sorted. There is at present only one portrait for the unit also.
I'm at work now, hopefully finishing early if Mr Scrooge is feeling benevolent, so it will be a few hours before the update is out.
12-22-2006, 10:07
Tony Furze
Re: MTW Pocket Mod
Im with you, Caravel, 100%. I ve downloaded the "PocketMod" and I ll be loading it up.
12-22-2006, 11:34
naut
Re: MTW Pocket Mod
England starts with Square Spearmen, but can only train Round Spearmen.
12-22-2006, 11:58
caravel
Re: MTW Pocket Mod
During which era and in which province? I thought I'd already excorcised those little devils from the startpos files! :smash:
12-22-2006, 12:00
naut
Re: MTW Pocket Mod
Early, in Anjou and Normandy.
EDIT: Just a suggestion, can you make Lithuanian Cavalry a) easier to produce or b) better in general. They are pretty useless as is.
12-22-2006, 12:09
caravel
Re: MTW Pocket Mod
Quote:
Originally Posted by Rythmic
Early, in Anjou and Normandy.
I think I know why they're there. When I went on the initial peasant replacing spree I may have overlooked them or thought "french, square". Those will be fixed.
Quote:
Originally Posted by Rythmic
EDIT: Just a suggestion, can you make Lithuanian Cavalry a) easier to produce or b) better in general. They are pretty useless as is.
Lithuanian Cavalry are one of those units that I never bother with, such as Swabian Swordsmen. I'll get onto them once I've fixed those other problems. Good thinking. :2thumbsup:
12-22-2006, 21:54
caravel
Re: MTW Pocket Mod
The MTW Pocket Mod v1.0.1-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a beta version, and is not guaranteed to be fault free.
1) Fixed square shield spearmen in Anjou and Normandy
2) Militia Cavalry now actually work
Errors need to be reported ASAP. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. ~;)
The summary has also been updated.
Thanks! :2thumbsup:
12-23-2006, 12:54
Tony Furze
Re: MTW Pocket Mod
Can you give some details about installation?
I thought I d installed it (MTW VI Gold Edition patched up to 2.1) but nothing has actually happened to the game. EG no fully functional Sahara region.
In the Program Files theres a folder labelled Total War in the Creative Assembly file.
12-23-2006, 13:25
naut
Re: MTW Pocket Mod
Same thing happened to me. Install it into C:\Program Files\ and it will be installed in the right place.
12-23-2006, 13:57
Tony Furze
Re: MTW Pocket Mod
Worked it out. I had to copy and paste each of the files from the mod into the Creative Assembly folder. Now its working OK.
Thanks, Rythmic.
Already noticed harem s i the Al Mohad campaign, and Sahara is now operational.
Thanks, Caravel.
12-24-2006, 01:44
caravel
Re: MTW Pocket Mod
I've just been playing through part of an an early/hard/french campaign up till about 1150. A few things I've noticed so far:
Problems:
The valour bonus regions for Toulouse and Castile are missing.
There are alot of Royal Knight units hanging around in the high startpos file especially. These need to be found and changed back to Knights ("FeudalKnights").
Iron mine building influence may need changing to encourage it to be built as a prerequisite to the metalsmith
Observations:
The AI is building the Foresters and their upgrades and deriving some considerable income from them.
Shipping appears to be working better. I was struggling against Byzantine fleets which just kept reappearing. The ability to train a 1 year ship makes all the difference.
Siege equipment needs looking at. It is stupid that a lump of wood that shoots rocks should take so long to build. I'm favouring 1 year training periods for all siege equipment, except gunpowder pieces which would take 2 years.
Some more of the elite units such as JHI should take longer to train. There is no way you'd have these types of units ready for action in 1 year.
12-24-2006, 08:56
Tony Furze
Re: MTW Pocket Mod
Been playing The Byz now and forgot how much fun they can be in Early.
Playing Normal setting.
The changes are all helpful: ships and ports taking less time really adds a certain dynamism to the game, reducing that feeling of lag while waiting for construction.
Also reducing building unit capability is a good thing-this was a strength in the Med Mod. Something about it really hones your tactical awareness at campaign level.
The Kata unit seemed changed-did you reduce their number? They were much more manouevrable, taking away their tanklike overpower.
No probelms so far...remember Im just playing as a normal Joe with little technical experience; however the feel of the mod is good.
12-25-2006, 16:45
caravel
Re: MTW Pocket Mod
Quote:
Originally Posted by Tony Furze
The changes are all helpful: ships and ports taking less time really adds a certain dynamism to the game, reducing that feeling of lag while waiting for construction.
I know what you mean. I got rather sick of waiting for ship building. Also every game ended up with my ships in every sea and the AI having no ships at all.
Quote:
Originally Posted by Tony Furze
Also reducing building unit capability is a good thing-this was a strength in the Med Mod. Something about it really hones your tactical awareness at campaign level.
:2thumbsup:
Quote:
Originally Posted by Tony Furze
The Kata unit seemed changed-did you reduce their number? They were much more manouevrable, taking away their tanklike overpower.
Their number is reduced, but I'm still having problems with those Kataphraktoi princes. In the last campaign the Byz were expanding in all directions. The addition of the armoured spearmen has made up for the smaller Kataphraktoi units. Also it is not those units themselves that are the real power, it is the valour those 7/8/9 star generals give to their armies.
Quote:
Originally Posted by Tony Furze
No probelms so far...remember Im just playing as a normal Joe with little technical experience; however the feel of the mod is good.
The mod will almost certainly need further changes. Any and all suggestions are welcome. Let me know how your campaigns are going.
:2thumbsup:
12-25-2006, 18:03
Tony Furze
Re: MTW Pocket Mod
Continuing...
Nice to see the new Viking names in the VI campaign-adds a certain flavour.
Im tussling with the Sicilians in the Byz campaign.The ship battles are quite frenetic now-good, though.
The Sicilians keep swapping from Neutral to Aggressive, attacking my navy then Neutral just when Im prepared to attack one of their islands.Then back to aggressive in the blink of an eye.
12-29-2006, 22:17
caravel
Re: MTW Pocket Mod
Quote:
Originally Posted by Tony Furze
Continuing...
Nice to see the new Viking names in the VI campaign-adds a certain flavour.
Im tussling with the Sicilians in the Byz campaign.The ship battles are quite frenetic now-good, though.
The Sicilians keep swapping from Neutral to Aggressive, attacking my navy then Neutral just when Im prepared to attack one of their islands.Then back to aggressive in the blink of an eye.
Well through a combination of a dodgy graphics card, a rotten cold and all of the christmas hullabaloo, I've not played much MTW for a few days. The last campaign I was on, the French, was going superbly despite degenerating into an all out war against the Byzantine and all of the the Muslim factions (that was down to a crusade that went on a kind of "tour"). At that point it crashed and i hadn't saved for a while so I gave up. It seems to be worknig ok, so far though. Hopefully there'll be more feedback next year.
:2thumbsup:
12-31-2006, 03:08
naut
Re: MTW Pocket Mod
Nothing major, the Harem Woman needs a blurb for her Assassination thing. Its found in the Events.txt file, simply copy the princess blurb and rename the identifier as Harem Women and it should work.
Also the first Harem building needs a little work to remove the black spots, nothing major at all.
12-31-2006, 16:29
caravel
Re: MTW Pocket Mod
The MTW Pocket Mod v1.0.2-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a beta version, and is not guaranteed to be fault free.
1) Fixed Royal Knight units appearing in place of Knights in all periods.
2) Lithuanian Cavalry now only require an Armourer's Workshop and Horsebreeder's Guild. Stat changes will be experimented with in a later release.
3) Black spots should be removed from Harem buildings.
4) The Harem Woman assassination text should be fixed.
5) Valour bonues for Castile and Toulouse fixed. The Toulouse bonus for Chivalric Knights has been paired with Ile de France. This needs testing. The Toulouse bonus doesn't appear on the map but it is there. If it fails to work it will be removed.
6) The directory structure has been altered. You should now copy the installer to the "total war" folder, or the root folder if the "total war" folder does not exist and extract it there. The installer will overwrite files in the "Medieval - Total War" folder. If you've called the folder something else, this won't occur. In this case you should extract first and copy the files later.
Errors need to be reported ASAP. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released.
01-11-2007, 00:30
caravel
Re: MTW Pocket Mod
The MTW Pocket Mod v1.0.3-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.
1) Trade goods values halved
2) Crossbow and Arbalest units reassigned (see summary for details)
3) Nubian Spearmen now have throwing spears (javelins) and are only trainable by the Fatimids, Ayyubids and Mamluks in Cyrenacia, Egypt and Sinai.
4) Al-Muwahhidun Infantry are now a full spear unit (100 men on the normal unit size, 166 on the large unit size and 200 on the Huge unit size)
5) Byzantine Infantry reduced to normal sized sword infantry units (60 men on the normal unit size, 100 on the large unit size and 120 on the Huge unit size)
6) Abyssinian Guards only trainable in Egypt and Arabia.
Errors need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:
01-13-2007, 20:33
Geezer57
Re: MTW Pocket Mod
Quote:
Originally Posted by Caravel
The MTW Pocket Mod v1.0.3-beta has been released.
Hmmmm, been trying to D/L this since I first saw the post - but the link isn't working for me. Anyone else having difficulties?
P.S. Link isn't working with Firefox 2.0.0.1, but D/L'd fine when I (choke!) used IE6 (gag!).
01-13-2007, 22:23
caravel
Re: MTW Pocket Mod
I'm not sure why you're having that problem. I don't use any browser except Firefox 2.0.0.1. Try right click and "save link as". :shrug:
01-14-2007, 16:19
caravel
Re: MTW Pocket Mod
The MTW Pocket Mod v1.0.4-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.
1) Arab Infantry restricted to Egypt, Sinai, Arabia, Palestine, Syria, Tripoli, Antioch, Edessa.
2) Andalusian Infantry now require an Armourers' Workshop and Swordsmiths' Workshop.
3) Rhodes no longer under Byzantine Control during the high and late eras.
4) Rebel garissons in Trebizond and Greece increased during the high era.
5) Rebel garisson and infrastucture in Rhodes significantly boosted in the late era.
6) Installer fixed. To install, copy the installtion file to "C:\Total War\Medieval Total War\" and install to that location.
Errors need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:
01-19-2007, 01:22
caravel
Re: MTW Pocket Mod
The MTW Pocket Mod v1.0.5-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.
1) Ottoman Sipahi stats improved as follows:
Training cost 300 florins
Elite
Disciplined
Armed with bows
Dismount to Ottoman Infantry
Charge +2 (6)
Melee +1 (3)
Defence +0 (3)
Armour +0 (4)
Honour +2 (4)
2) Sipahi of the Porte stats improved as follows:
Dismount to Ottoman Infantry
Charge +2 (6)
Melee +0 (3)
Defence +0 (6)
Armour +0 (7)
Honour +0 (6)
3) The Following Landbridges reconnected to prevent isolation and prevent all crusades being routed via Asia Minor:
Granada/Morocco
Cordoba/Morocco
Sardinia/Corsica
Sicily/Naples
4) Mix up of faction district names fixed. This appeared only in offers of marriage from the AI Minor factions (vanilla bug).
5) Marinids no longer control Algeria and Tunisia in the Late Era. This is considered Hafsid and Ziyanid land, in the campaign - rebel.
Errors need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:
Note: This will be the last release for a while. I am taking a break from this mode for a few weeks, or until I get some more inspiration.
Summary is not up to date.
Regards
Caravel
01-19-2007, 07:11
Martok
Re: MTW Pocket Mod
Sweet, Caravel. And just in time for the weekend, too! :2thumbsup: I'll let you know if I run into anything -- assuming I'm not too busy kicking the Byz' and Seljuks' rear ends, that is. ~D
01-19-2007, 23:31
axel
Re: MTW Pocket Mod
Hi mate
if i do a clean install of MTW and VI should i just install v1.0.5. or most i put all versions on first ????
01-20-2007, 14:49
caravel
Re: MTW Pocket Mod
You only need to install v1.0.5, not all of the others. You'll need a clean install of MTW/VI as well yes. Ensure that you install over that one and not your other one, to avoid overwriting MTW vanilla or any mods.
01-30-2007, 17:26
Nikpalj
Re: MTW Pocket Mod
Hi, guys. This mod sounds great! What version of MTW:VI do I need in order to try it out, 2.1?
01-30-2007, 17:45
caravel
Re: MTW Pocket Mod
The mod is for VI 2.01 only. That is the latest version. It doesn't support MTW v1.0/1.1.
:bow:
02-03-2007, 22:20
Nikpalj
Re: MTW Pocket Mod
Hi guys. I dont have much time for playing games anymore (only during weekend) and I find I can't make choose between xl, bkb or this mod... I've got a 10 gig har drive, can't have multiple copies of mtw installed, so the mod I play better be good!
Could somebody write up a few of the strong points of this mod in its current state of development... the best things about it, things that people like?
02-05-2007, 06:43
Tony Furze
Re: MTW Pocket Mod
"The MTW/VI Pocket Mod is basically a no frills mod for the main 1087 - 1453 Medieval campaign for MTW. It includes many realism and gameplay fixes but is neither a pure historical accuracy mod, nor a realism mod. The aim of the mod is to improve gameplay, realism and historical accuracy while keeping the mod itself as small as possible." -Caravel
That just about says it all,Nikpalj.
For the requirements you have, I should think the PocketMod is ideal.From what I ve seen from gameplay, this is a no-nonsense as well as "no frills" mod. As you can see its still under development (a fascinating read,by the way)so still rough at the edges.
02-05-2007, 14:20
caravel
Re: MTW Pocket Mod
Greetings Nikpalj. This mod is really not the same kind of thing as the BKB Super Mod, MedMod or the XL mod. Those mods are very impressive, fully featured with new factions, new units, and much more.
This mod is basically a unit stats, assignment and homelands mod. Many units have been reassigned and renamed. Homelands have been created for most units and some new units have been introduced. For more in depth info info read the summar, though it is not fully up to date, as I am waiting to release v1.0.6.
As Tony Furze has touched on, the mod is in an unfinished state. There is still a lot to be done, but it is still very playable. I am always looking for contributers, and as you can see, some very knowledgable people have already come onboard and are providing extremely valuable input and new ideas, without which this mod would not be half as good as it is now.
:bow:
02-14-2007, 22:18
caravel
Re: MTW Pocket Mod
The MTW Pocket Mod v1.0.6-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.
Nizari Foot Soldiers, Nizari Fedayeen and Ghazi Infantry no longer trainable by the Moors.
Jihad takes 4 years to build and depends on the Grand Mosque
Nizari now also require a ribat to train "{ BOWYER2, GRAND_MOSQUE, RIBAT }"
Futuwwa now require a ribat instead of a swordsmith "{BOWYER3, RIBAT}"
Crusade now takes 6 years to build and costs 1200 florins
Teutonic Sergeants can now be trained in Prussia, Palestine and Lesser Armenia and depend on "{CHAPTER_HOUSE, ARMOURER2, HORSE_BREEDER3}"
All other order knights can now be trained in certain provinces and depend on "{CHAPTER_HOUSE, ARMOURER3, HORSE_BREEDER3, SPEARMAKER3}". Hospitallers in Palestine, Rhodes, Cyrus and Malta. Templars in Syria (Arwad) and Palestine. Kinghts of Santiago can be trained in Leon and Castile. Teutonic Knights can now be trained in Prussia, Palestine and Lesser Armenia
Order Knights and Foot Soldiers are more likely to appear in crusades
Jinetes only trainable by Spanish and Aragonese in Iberian provinces
Royal Court removed from muslim factions
Less chance of siege equipment appearing in jihads
More chance of Futuwwa, Nizari and Ghazi Infantry appearing in jihads
Western European Archer only trainable by catholics, russians and novgorod
Desert Archer trainable by (Moors, Turks and Egyptians) +2 morale (2), +1 melee (0), Valour bonus in Cyrenacia
Saharan Cavalry Valour bonus moved to Sahara
Turcoman foot now only depend on the Bowyers Workshop and not the Bowyers Guild
All cavalry can now dismount before battle
Early era Ghulam Bodyguards no longer look as much like feudal knights as they did (fixed in battle, temporary fix for the campaign map)
Late era Ghulam Bodyguards are no longer mounted on horses using western european gothic armour. They now use the Kataphraktoi/Sipahis of the Porte/Mongol Heavy Cavalry/Khwarazmian Cavalry, Llamelar type. (Belisario)
Byzantine Archers (Toxotai) renamed Psiloi and reclothed in the Bulgarian Brigand/Ottoman Infantry style
Saracen Infantry Renamed Anatolian Infantry trainable by the Turks only
Horse archers unit split into two units: Arab Horse Archers and Steppe Horse Archers.
Desert Horse Archers are recruited in any of the desert provinces on the map from Edessa, Syria and Antioch southwards, and westwards as far as Sahara and Morocco. They can be trained by the Turks, Almohads and Egyptians. Desert Horse Archers dismount to Desert Archers.
Steppe Horse Archers can be recruited in the same provinces as Steppe Cavalry and Steppe Heavy Cavalry. They can be trained by the Mongols, Russians, Novgorod, Byzantines, Turks and Hungarians. Steppe Horse Archers dismount to Archers.
Both units have visually changed with Desert Horse Archers looking the part, and Steppe Horse Archers looking much like Steppe Cavalry but with bows of course. The info pics now suit the units perfectly.
The Drangar, "Vikings" unit, now looks like a Vikings unit and not like peasants with axes.
New unit: Swedish Peasants (Innocentius), crossbowmen with a bit of woodsman, only trainable by catholics in sweden, high/late.
New unit: Skutatoi, byzantine, as chivalric sergeants -2 charge +2 morale
Ottoman Infantry renamed Zirhli Nefer and stats greatly improved, cost is increased. This is now the main Ottoman Infantry skirmisher unit for the late period. Dependencies: Bowyers' Guild and Swordsmiths' Guild.
Many Horse Archer units are now in larger unit sizes
Compound bows added to many "eastern" infantry/skirmisher units,
Many Turkish and Byzantine units have been given more historically accurate names, their statistics are otherwise unchanged.
A problem with The Mongol Khan's map piece has been fixed (a CA bug).
Many changes have been made to this version so there are likely to be a few bugs. These need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:
Summary is still not up to date. (needs a complete overhaul)
Regards, and many thanks to those that contributed. :bow:
Cambyses II
02-15-2007, 00:12
Martok
Re: MTW Pocket Mod
Sweet, Cambyses II!
Now if only my computer was still working so I could try it out.... ~:mecry:
02-15-2007, 06:28
naut
Re: MTW Pocket Mod
Downloading now. Excellent work.
02-15-2007, 16:53
Innocentius
Re: MTW Pocket Mod
Argh...I'll have to install another copy of my MTW first, but then I'll give it a try:yes:
02-15-2007, 18:25
Innocentius
Re: MTW Pocket Mod
Just had a first, quick go. This isn't a full review or anything, just a few things I found after about an hour of play. I only played what to see the new stuff that I found most interesting (new Byz-units and of course to try Swedish Peasants out), so these are just some quick comments about these:
Swedish Peasants can't fire (and have no picture in-game, no big problem though). SPs have the Pictish Crossbowmen picture, again, not a very big problem, but I still there's a lot of difference between the "barbarians" of the 9th century and the Swedish "peasants", who were almost equipped as properly as any other Scandinavian (or German).
Here are some pictures (made by Paul Dolnstein in the early 16th century) depicting Swedish peasant levies: http://bjorn.foxtail.nu/ovriga_folk2.htm http://bjorn.foxtail.nu/ovriga_folk1.htm
An interesting thing about the second picture is that the Swedish peasant (the one to the left) is wearing a kettlehat of a model used by the Danish army in the late 15th century. So apparently he (or his father, grandfather or whatever) took it during the Danish campaign towards Sweden in 1471.
Really, it's quite innacurate to refer to them as peasants, ad they made up the better part of Swedish armies during the entire medieval period.
The work on the Byzantines was excellent! A clear improvement of what used to be:2thumbsup: The shortened construction-time for ships is excellent too:yes:
One thing however surprised me: while playing as the Danes I had two rebellions in a row in Norway, both of them consisting of one lonely trebuchet. In the battle itself, there was no trebuchet however, and I was attacked by the 20-man crew instead.
Finally I just have a question: I have XL installed, and when I copied the MTW-folder all the XL files came with it (pretty obviously). This however means that there are a big chunks of the map that are treated as water*. For example Levidia, Lesser Khazar, Algarve and particularly Savoy and Greater Poland. It looks a bit odd to have a big piece of ocean in the middle of Burgundy. Stupid as I am when it comes to computers: how do I fix this?
*Only on the minimap in the upper left corner though. On the campaign map they are treated as...nothing.
02-15-2007, 23:02
caravel
Re: MTW Pocket Mod
Quote:
Originally Posted by Innocentius
Just had a first, quick go. This isn't a full review or anything, just a few things I found after about an hour of play. I only played what to see the new stuff that I found most interesting (new Byz-units and of course to try Swedish Peasants out), so these are just some quick comments about these:
Swedish Peasants can't fire (and have no picture in-game, no big problem though).
I'm not sure what you mean here? Is the info pic missing or is the unit invisible in battle? I've checked the distribution and all of the files for the unit and weapons textures and the actions files are in place. They're also working fine for me. I'll have to double check though.
Quote:
Originally Posted by Innocentius
SPs have the Pictish Crossbowmen picture, again, not a very big problem, but I still there's a lot of difference between the "barbarians" of the 9th century and the Swedish "peasants", who were almost equipped as properly as any other Scandinavian (or German).
Here are some pictures (made by Paul Dolnstein in the early 16th century) depicting Swedish peasant levies: http://bjorn.foxtail.nu/ovriga_folk2.htm http://bjorn.foxtail.nu/ovriga_folk1.htm
An interesting thing about the second picture is that the Swedish peasant (the one to the left) is wearing a kettlehat of a model used by the Danish army in the late 15th century. So apparently he (or his father, grandfather or whatever) took it during the Danish campaign towards Sweden in 1471.
Really, it's quite innacurate to refer to them as peasants, ad they made up the better part of Swedish armies during the entire medieval period.
Sorry about the use of the Pictish Crossbowmen info pic. I fully understand the difference, but there is no other info pic I can use at present. That one is a placeholder until I can find something more suitable. I am no artist myself so I will need to find something I can use (such as the funny image for the harem women). If you can find a better name, and write a description for their info pic, as well as actually finding an image for conversion into an info pic that would be great. :thumbsup:
Quote:
Originally Posted by Innocentius
The work on the Byzantines was excellent! A clear improvement of what used to be:2thumbsup: The shortened construction-time for ships is excellent too:yes:
One thing however surprised me: while playing as the Danes I had two rebellions in a row in Norway, both of them consisting of one lonely trebuchet. In the battle itself, there was no trebuchet however, and I was attacked by the 20-man crew instead.
I know, I'm still getting the trebuchets turning up as well. The answer is probably to prevent siege equipment appearing in any rebellions/loyalist revolts at all.
Quote:
Originally Posted by Innocentius
Finally I just have a question: I have XL installed, and when I copied the MTW-folder all the XL files came with it (pretty obviously). This however means that there are a big chunks of the map that are treated as water*. For example Levidia, Lesser Khazar, Algarve and particularly Savoy and Greater Poland. It looks a bit odd to have a big piece of ocean in the middle of Burgundy. Stupid as I am when it comes to computers: how do I fix this?
*Only on the minimap in the upper left corner though. On the campaign map they are treated as...nothing.
I'm afraid that you can't install this mod over the XL mod, this may explain why you were having the other problems also. It will conflict horribly and probably crash. You'll need to make a clean install of MTW/VI v2.01.
02-21-2007, 01:20
grinningman
Re: MTW Pocket Mod
Thanks so much for this mod! I started a game with version 1.05 and had a lot of fun. For me it's a big plus that it's small and doesn't add more provinces to the game. I really like watchtowers, and so don't mind if you decide to stop after 1.06 ~:)
02-25-2007, 14:16
caravel
Re: MTW Pocket Mod
The MTW Pocket Mod v1.0.6b-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.
Fixed crews appearing on the battlefield without siege equipment.
This release is savegame compatible with v1.0.6
Many changes have been made to this version so there are likely to be a few bugs. These need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released. :2thumbsup:
Note: I'm still waiting for confirmation of the swedish peasants bug. I can test this by reinstalling MTW but would prefer not to (I can't create a duplicate install because I don't have the hard disk space available).
Cambyses II
03-12-2007, 15:18
caravel
Re: MTW Pocket Mod
Could I have this dumped in the Alchemist's lab and locked please?
:bow:
03-14-2007, 22:17
Martok
Re: MTW Pocket Mod
I've stickied this to make sure people don't have to dig for this fine little mod. :balloon2:
You'll also notice I've closed this thread for the time being. The reason for that is that the Pocket Mod is considered to be pretty much complete, and there are no plans to add onto it at this time. The thread may be re-opened should Caravel decide to resume work on it and/or make changes, however. ~:)
04-17-2007, 01:44
ULC
PocketMod Trouble
I'm having trouble finding the pocketmod. Does anyone know were the link is?
Beyond that, I've heard the pocketmod is one of the most accurate mods out there, but what is it's excact features?
04-17-2007, 01:56
The Unknown Guy
Re: PocketMod Trouble
err, the thread was moved...somewhere, by Martok. I dont know if I still have the original download link around.
I will post it if I find it, but I´d do a search for "Pocket Mod" in advanced google in the forums anway if I were you. I KNOW the thread is there, I just don´t know the exact location.
I will be updating that thread soon as I'll be starting work on the mod again in the near future.
:bow:
04-18-2007, 00:49
naut
Re: PocketMod Trouble
Quote:
Originally Posted by Cambyses II
I will be updating that thread soon as I'll be starting work on the mod again in the near future.
Yey! :balloon3:
04-18-2007, 05:40
bamff
Re: PocketMod Trouble
Quote:
Originally Posted by Cambyses II
I will be updating that thread soon as I'll be starting work on the mod again in the near future.
Quote:
Originally Posted by Rythmic
Yey! :balloon3:
Double Yay!:applause:
04-18-2007, 10:05
naut
Re: PocketMod Trouble
Quote:
Originally Posted by bamff
Double Yay!:applause:
:bow: I lurk now days, not much to add.
04-18-2007, 19:08
Martok
Re: PocketMod Trouble
This is indeed good news, especially since I finally got my new PC this last weekend. I'm definitely looking forward to future updates. :jumping:
05-08-2007, 19:25
Omanes Alexandrapolites
Re: MTW Pocket Mod
Hi,
My apologies for this post, I'm sorry to interrupt the thread flow, yet I am having problems with the download links. Sadly, they seem to inform me that the site I have tried to access does not exist. May I ask if there is a work around, enabling one to download this great modification. Thanks very much, cheers!
05-08-2007, 19:51
Noir
Re: MTW Pocket Mod
I just tried the link in the first page of this thread and seems to be working fine Omanes.
Many Thanks
Noir
05-08-2007, 20:12
Omanes Alexandrapolites
Re: MTW Pocket Mod
Thanks Noir and sorry for the post. I was having these problems this morning, yet I didn't have time to comment, so I waited till tonight to say something. I'll learn to check the links again before posting next time. My sincere apologies.
BTW, sorry to inform you, but I am having problems with the older links for 1.0. I'm not too sure, yet, may I ask, do I need them to gain the latest version? Thanks.
05-08-2007, 20:21
Noir
Re: MTW Pocket Mod
I have installed the latest version directly in a clean MTW/VI 2.01v install, so you should be ok, like that Omanes - unless someone points out that we need the older version, but i dont think so.
Don't apologise all the time, as far as i am concenrned you are a great Orgah
Many Thanks
Noir
05-08-2007, 20:51
Omanes Alexandrapolites
Re: MTW Pocket Mod
Thanks Noir!
05-15-2007, 07:49
Omanes Alexandrapolites
Re: MTW Pocket Mod: Summary, Download and Bug Reports
Hi again,
I (think) this may be a bug with the PocketMod, so please excuse me if it's in the original Medieval, but, the Pope just decided to get married to one of my English princesses.
I dropped the Princess on a Papal "M:TW version of a Diplomat", I though that I'd dropped him on a, very low loyalty ringleader, general, but when I saw the screen about "offering marriage" and all that, I wanted to see what would come out of offering to marry the (Un)-holy father. Next turn, he, to my surprise, accepts my proposal.
Hope this helps, cheers!
05-15-2007, 08:13
caravel
Re: MTW Pocket Mod: Summary, Download and Bug Reports
That's a vanilla 'bug'. After a few years playing this game you'll see a lot of married Popes. Basically the Pope as with any faction leader can marry, but if you try to drag your princess over the Pope it won't work as it does with other faction leaders. You can still drag your princess over a Papal Emissary though, as you have discovered, and he may accept the proposal. The Pope will not produce heirs however.
Welcome aboard the Pocket Mod BTW, be aware that you are playing an older version (but the still the latest version) and that the mod is still in the development stage and constantly evolving. The only version you need to (and the only version you can) download is the latest version. This will always supersede previous versions. Feel free to stick around and contribute.
:bow:
05-15-2007, 16:41
Omanes Alexandrapolites
Re: MTW Pocket Mod: Summary, Download and Bug Reports
Thanks for the reply Cambyses, and sorry for wasting your valuable time.
05-15-2007, 16:54
caravel
Re: MTW Pocket Mod: Summary, Download and Bug Reports
Quote:
Originally Posted by Omanes Alexandrapolites
Thanks for the reply Cambyses, and sorry for wasting your valuable time.
Not a waste of time at all, any and all observations/complaints/bug reports are valued.
:bow:
05-16-2007, 12:51
The Unknown Guy
Re: MTW Pocket Mod
I don't know if this is PM specific or general, but I´ve noticed problems with the names of Hungarian and Spanish generals (a "cannot insert name" or something like that message).
(That being said, I´ve not played in a while, as I have univ. exams on me soonish.)
05-16-2007, 13:00
caravel
Re: MTW Pocket Mod: General
I've fixed the Spanish generals' names already. I was experimenting with adding extra Spanish names at some point (very early in the mod's development) and hadn't undone some of the changes when I'd taken them out again. I've never changed the Hungarian names though, so I'm not sure what's causing that. A screenshot or the exact error message would be a help.
:bow:
05-16-2007, 13:37
The Unknown Guy
Re: MTW Pocket Mod: General
nevermind, I tried a custom game right now (with plenty of units for potential wrong name hits) and found no trouble. Besides, on my last games I've not found any trouble with hungarian names either.
It might trace back to v.1.05, in which I fancied that perhaps the Spanish names problem was due to accented names and surnames, and proceeded to remove the offenders from the list (acidentally removing similarily spelt Hungarian names and surnames), hence leaving both broken
05-16-2007, 13:41
caravel
Re: MTW Pocket Mod: General
The Spanish name problem was in v1.0 - v1.0.6b and is now fixed. It won't be in the next version.
07-13-2007, 08:45
The Badger
Re: MTW Pocket Mod: Summary (ps Ever playe d KINGMAKER?)
This is specifically regarding how you've handled the knights :)
I suggested something vaguely similar on a mtw2 mod forum a bit back- and it got derailed by the knights cant dismount/different troop type mechanic which i consider basiaclly a huge BUG of M2tw.
Anyway; I'm referring to how armor upgrades are done.
Now; let me preface by saying i have a lot of issue with knights or samurai being trained in 1 year; lol - blame risk and axis &allies? -
and i dislike that militia and peasant levies can become a standing army...
But what i ahd asked was; that by upgrading armor - and i liked how m2tw spelled out what each armor upgrade was-
you HOWEVER were changing what the troop type really WAS.
i mean you can CALL your light militia troops light infantry; but when you have them upgraded to; i dont recall; chainmail like i did - should they still MOVE like light infantry?
Because by josh; they ARENT light infantry now...
when they weapon upgrades; are they STILL using.. spears?
As i said i mentioned this elsewhere (mod db?) and it got mired and frankly i quit playing m2tw due to the 'bug' ( the ai is already..hmmmn.. when you WIN b/c the enemy CANT dismount and take a wall of archers devastating them;; it just kills the game for me.. a player can plan around that - annoyance - but the ai?).
ANYWAY - but i see you actually took some of the same idea -
iwas just curious if you had considered extending that principle - that NOT just for knights; but for troops in general;
the light - medium - heavy requires the facilities to produce FOR THE KINGS ARMIES ( i wont get into the discussion of how its NOT feudal in these games :wall: - hard to sell ) armor sufficient for that
weapons-making facilities appropriate to their armament...(rather than 'upgrades')
Please understand i'm NOT asking you to 'fix' your mod to how I'd do it -
i was just surprised to see someone take a similar tact (that armorers might bea UNIT TYPE requirement) - and wondered if you had considered applying that logic to other troop types?
Me; i can say i THOUGHT of it; and i admit i lost heart b/c i was told the 'bug' couldn't be fixed in m2tw - which is why next time i wanted medieval i reloaded VI and here i am :).
:balloon2:
07-14-2007, 14:06
Omanes Alexandrapolites
Re: MTW Pocket Mod: Summary, Download and Bug Reports
Hi The Badger,
I'm sorry to say that I'm not too sure on this matter, but I think, that Caravel will be revolutionising the concept of armouries and recruitment in his next version (1.0.7) to the way which you have described. However, as I have said, I'm not completely sure, so you may have to wait for Caravel to confirm it. I'm very sorry about my uncertainty.
07-14-2007, 16:32
The Badger
Re: Armory as Preq. for Heavier Troop Types
Thanks for the response; and sorry if the original post now that i re-read it again; is a bit meandering.
I think the oririnal STW idea of how you qualified for troops was fairly revolutionary; especially the idea of troops that had multiple requirements.
I see no reason for the idea to continue to develop; tho' I don't know hat i would call Caravel's fix or my suggested extension of its logic; really revolutionary...
Again; Its Not my intent to tell someone else WHAT to mod for me since I'm such a beginner; but rather to ask i it had been considered yet ( or done).
If i may say so; my opinion i sthat ALL troops should be thought of as multiple- axes of requirements ( of qualities)
Professionalism(peasant,proessional; noble);
Equipment; (which i suppose arms and armor - seperate breakdowns)
and then region is a factor for another thread.
anyway; i suppose that would mean we define each troop requiremnt by 3 axes...
Might be too complicated for most people's interest.:juggle2:
07-29-2007, 11:24
caravel
Re: MTW Pocket Mod: Summary, Download and Bug Reports
Thank you for all the input, and I am sorry that I've been largely absent over the last month or so. I've just started a new job and have a lot of other business to sort out also so I haven't been able to spend any time on the mod lately. Hopefully once things calm down a bit I should be able to get started again sometime around September/October time.
:bow:
07-29-2007, 13:35
Noir
Re: MTW Pocket Mod: Summary, Download and Bug Reports
Good to hear from you Caravel,
take care
Noir
07-31-2007, 00:11
Martok
Re: MTW Pocket Mod: Summary, Download and Bug Reports
Welcome back, mate. Good to see you again. ~:cheers:
08-06-2007, 05:19
naut
Re: MTW Pocket Mod: Summary, Download and Bug Reports
Good luck with the new job and the modding.
08-07-2007, 11:56
Omanes Alexandrapolites
Re: MTW Pocket Mod: Summary, Download and Bug Reports
Good luck Caravel and welcome back!
08-19-2007, 02:55
christof139
Re: MTW Pocket Mod: Summary (ps Ever playe d KINGMAKER?)
Quote:
Originally Posted by The Badger
This is specifically regarding how you've handled the knights :)
I suggested something vaguely similar on a mtw2 mod forum a bit back- and it got derailed by the knights cant dismount/different troop type mechanic which i consider basiaclly a huge BUG of M2tw.
Anyway; I'm referring to how armor upgrades are done.
Now; let me preface by saying i have a lot of issue with knights or samurai being trained in 1 year; lol - blame risk and axis &allies? -
and i dislike that militia and peasant levies can become a standing army...
But what i ahd asked was; that by upgrading armor - and i liked how m2tw spelled out what each armor upgrade was-
you HOWEVER were changing what the troop type really WAS.
i mean you can CALL your light militia troops light infantry; but when you have them upgraded to; i dont recall; chainmail like i did - should they still MOVE like light infantry?
Because by josh; they ARENT light infantry now...
when they weapon upgrades; are they STILL using.. spears?
As i said i mentioned this elsewhere (mod db?) and it got mired and frankly i quit playing m2tw due to the 'bug' ( the ai is already..hmmmn.. when you WIN b/c the enemy CANT dismount and take a wall of archers devastating them;; it just kills the game for me.. a player can plan around that - annoyance - but the ai?).
ANYWAY - but i see you actually took some of the same idea -
iwas just curious if you had considered extending that principle - that NOT just for knights; but for troops in general;
the light - medium - heavy requires the facilities to produce FOR THE KINGS ARMIES ( i wont get into the discussion of how its NOT feudal in these games :wall: - hard to sell ) armor sufficient for that
weapons-making facilities appropriate to their armament...(rather than 'upgrades')
Please understand i'm NOT asking you to 'fix' your mod to how I'd do it -
i was just surprised to see someone take a similar tact (that armorers might bea UNIT TYPE requirement) - and wondered if you had considered applying that logic to other troop types?
Me; i can say i THOUGHT of it; and i admit i lost heart b/c i was told the 'bug' couldn't be fixed in m2tw - which is why next time i wanted medieval i reloaded VI and here i am :).
:balloon2:
Hi, I too still enjoy MTW and STW and also RTW-BI, and you Badger and Caravel are 110% correct about Armories being a requirement for certain troop types rather than providing simple upgrades to all troop types, and Armories includes blacksmiths of course.
Peasants and Militia with super upgraded weapons are ahistorical and actually a bit of a joke. I can see them being upgraded at a Blacksmith maybe once due to battlefield scavenging etc., but upgradeable to the max!!!
Nice to meet you all, thanx, Chris
08-19-2007, 11:15
caravel
Re: MTW Pocket Mod: Summary (ps Ever playe d KINGMAKER?)
Quote:
Originally Posted by christof139
Hi, I too still enjoy MTW and STW and also RTW-BI, and you Badger and Caravel are 110% correct about Armories being a requirement for certain troop types rather than providing simple upgrades to all troop types, and Armories includes blacksmiths of course.
Peasants and Militia with super upgraded weapons are ahistorical and actually a bit of a joke. I can see them being upgraded at a Blacksmith maybe once due to battlefield scavenging etc., but upgradeable to the max!!!
Nice to meet you all, thanx, Chris
Welcome christof139, upgrades are indeed ahistorical in MTW, but that is not a major issue. The main problem with upgrades is that they imbalance gameplay quite significantly. Upgrades are also illogical in that armour upgrades = worse in desert, which is clearly ridiculous. Newer armour would have been much more comfortable and lighter than older types of armour. Also weapons upgrades simply improve attack which is also ahistorical. If MTW had dynamics where lower quality weapons could break in combat then weapons upgrades would make sense, as things stand they make no sense at all.