Results 1 to 30 of 703

Thread: MTW-Redux Beta Released!

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: MTW-Redux 1.0 Released!

    Hi guys,

    BARON VON MANTEUFFEL: First, thanks for the praise man. Now, you just got our first valid “kill”, even if you seem to be unaware of it yourself! The “English Foresters” in VI/2.01-Beta are supposed to recruitable. This nasty bug snatches away over 30 tactical units from the redux-SPC and really damages the overall designs for it, making you guys and all factions unable to recruit all these troops even if “you” have all the right requirements to do it! Your good Intel, made me suspicious and I finally became aware of it and I’ve killed this sneaky bastard for you. Congrats and good work man!

    (Regarding the order-stuff, it is an older mistake made by me. I looked things over and decided to unlock most of them for the VI-Beta. However, due to some balance-issues I have slightly increased support costs for all the order knights. If you want foot-knights, just dismount the regular ones.)

    CIARAN: I would actually recommend you to go with the VI/2.01-Beta, in spite of what I just said to von Manteuffel. Because it appears to be far more stable than the 1.1 version, which seems to have a higher risk of potential freezes and crashes. And you want to play the game! Right? With the new tac-fix installed you and everybody else, can now play some real redux, instead of some starved and puny version on V2.01!

    WESTERN: do you have any additional info on England?



    I have already posted the fix for the bug: “MTW-REDUX 1.0 VI_TAC_FIX.zip” over at the “debug-area”. All further info is available there.

    - Cheers

  2. #2

    Default Re: MTW-Redux 1.0 Released!

    Thank you, Axalon.

    As I said, I´ll get round to it once I can be bothered to install MTW and VI anew. Right now my only copy is overwritten with XL and the Tyberius 2.0. I´ll see whether I can convince my computer to install MTW and VI again - the last time I tried that, it gave me cheek when I tried installing VI after sucessfully installing MTW and, being the genius I am, I failed to keep a clean copy of MTW I suppose I asked for it.

  3. #3

    Thumbs down Re: MTW-Redux 1.0 Released!

    Axalon

    England played fine for me. I didn't spot what the Baron spotted. But playing again as the Byz I had a rebellion in Leser Armenia made up entirely of ballistas (about 30 of the things). This is a bug I've seen before, perhaps even in vanilla. Not sure what the fix is short of denying the rebels all siege weapons.

  4. #4

    Default Re: MTW-Redux 1.0 Released!

    Hi guys,

    Ciaran: Im not the guy who’s trying to tell you how to run things on your PC or anything, but you could always do this;

    1. Copy your MTW-XL-Tyberius install to somewhere, uninstall the regular copy (it’s probably the reason for all the fuzz), install MTW again, and make a copy of that. Install VI on one of the copies. And then install Redux and VI/2.01-beta + Tac-fix or the ordinary version on one of the regular MTW copies (however, a bit unstable and you need the “Islamic castle fix” there).

    2. Copy your XL-Tyberius MTW and install redux over that (with VI-Beta +Tac-Fix). It should probably work just fine but you will have alot of junk within that install.

    Western: Regarding the horde of ballista’s; it’s an old bug from original MTW, had it myself, usually with mangonels. Solution; remove all entries in column: 11 for all siege weapons in the “CRUSADERS_UNIT_PROD11.TXT” using a GnomeEditor. That will do the trick, I might just do that myself for redux sometime. Thanks anyways.

    von Manteuffel: Any other info on the HRE?


    Has anyone else found some useful or interesting Intel on redux? If you have, feel free to share it with the rest of us.

    - Cheers

  5. #5

    Default Re: MTW-Redux 1.0 Released!

    Hi, I have not found anything else yet with the Germans. I did fight a battle in Franconia against the Norse. They attacked with a large army of Norse Bodyguard units. It seems that the AI prefers to recruit nothing but the Bodyguard units for the Norse (about 90%). While they are very powerful against other infantry, I was easily able to get Imperial Knights in their rear and flank. My infantry battleline though mauled, held long enough for my Imperial knight counterattack. The Norse King fled, and their whole army desintegrated. The point is though they are very powerful, they are not balanced. After looking at the Norse some more, I believe the Bodyguard indulgence is just caused by a lot of heirs and after a King dies, ex-heirs.
    Last edited by Baron von Manteuffel; 08-26-2008 at 02:38. Reason: New info:

  6. #6

    Default Re: MTW-Redux 1.0 Released!

    Hi again von Manteuffel,

    This post is based on your unedited post, but I think it might be interesting anyhow so I post it as it was, even though you clearly got new info on the matter. Regarding the heirs and such, you are probably right.
    ---

    I do appreciate your sincerity in the matter. However, I don’t recognize the scenario you’re painting here, even thou it is interesting. And because of that I will stand my ground on this one until it can be further verified that this scenario is indeed a regular occurrence in redux.

    Now, what you are describing sounds to me like one of the text-book examples on how to deal with those lethal Vikings (especially those Norse Bodyguards which are among the meanest of them all). You applied cavalry to infantry (in the flanks and in the rear?) and if there was no spears around I think you got a pretty accurate conclusion of that particular battle (given the fact that you were also facing Vikings without any spears). Add to that; you also got a healthy taste of what kind of loses you’ll have if you deploy infantry against the Norse. Infantry is their specialty, but on the other hand they have scarce options in other arms, making them vulnerable to “high-tech” factions like the HRE for instance. The HRE and “Italy” has plenty of various specialist to draw from (with the right installations in place of course) which makes them quite formidable to face if a few of these units are present in an army and you got all the “wrong” troops. Trying to improve “your” tan in front of some Frankish formation of crossbowmen will, and should, end in utter doom for the poor dumb bastard that tries it! I am pretty sure that you agree with here.

    In my experience the Norse usually throws in a few spear and cavalry units and some archers as well if they got it available in their armies. Thus usually having more balanced armies than the one you describe. For some reason the AI, thou a coward, thought it had good chances of defeating you in this case and went to the attack accordingly (Franconia being prosperous province and all). You had the right and enough tactical resources available in Franconia to defend it, and triumphed because of that (probably along with some able generalship involved as well).

    What I suspect happened in this particular case, thou I can only speculate because I have to scarce info here, is that your scenario happened fairly early in your campaign and the reason for the Norse “stubborn” recruitment of Norse Bodyguards could be linked to the fact that they may not have had the time yet to develop enough buildings to commission cavalry or archers and such. Because they usually build such troops if they can, to a far greater extent than they build Norse Bodyguards. All this based on the experience I have had with the Norse so far.

    However, if your claims turn out to be correct and accurate for longer periods in the redux-SPC, I will do something about it, rest assured about that. Now, I have few ideas on how to counter this problem, if it really is a problem. But, until I get it verified that it really is I will leave things as they are for now. None the less, carry on and keep the good stuff coming! And do hold on to that candor!


    (As stated earlier you clearly got new info here so my comments are a bit dated above.)

    - Cheers
    Last edited by Axalon; 08-26-2008 at 04:18.

  7. #7

    Smile Re: MTW-Redux 1.0 Released!

    Axalon

    Is there a reason why tradeships and trade galleys have identical stats but different costs? A number of factions have access to both - why ever build the more expensive?

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO