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  1. #1

    Default Re: MTW-Redux 1.0 Released!

    Over at the debug area Baron von Manteuffel wrote this:

    “Hi, As far as the Lombards [go], I thought that may have been an oversight. I gave them the building. Apparently they're just for custom battles??? The Hospitallers weren't founded untill the First Crusade in 1099, but if the Venetians have access to them in 700 AD, you may as well give them to the Lombards as a prelude to the Genoese having them. Favorite faction, all . No, probably England for the Longbows, and it's an easy home base to defend. I like France for all the heavy royal units and Templars. I've tried all except: the Saracens, Russians, Portuguese, Papacy, and Lithuanians..."


    Ok ok, I will unlock the building (order palace) for the Lombard’s since your argument is as good as any. It will be done with the release of the “official” upgrade-pack. By the way I have recently discovered that the Russian faction seems to run without any problems in the VI-version of redux so I am seriously considering to make them available as a playable faction as special feature for those who are running redux on VI/2.01. (making them playable was my original plan from day1). Redux on MTW V.1.1 already has some unique features so it is only fair that the VI/2.01 will get some as well.



    GOOD NEWS!

    I have set a formal deadline for the release of the official redux VI-upgrade 1.0. It’s October 1st, possibly even sooner but it is my goal to have it out no later then that. When it is released, all bugs and errors so far will have been fixed with it (as far as it is possible, the clone-bug is the special exception since it is most likely hardcoded and thus I can’t do anything about it). Which means that all fixes for VI/2.01 will become obsolete and I will probably remove them from filefront after the release of VI-upgrade 1.0.

    While looking into the future, after the VI-release I will probably put together the first patch for redux. Mainly making the MTW V.1.1 version of redux to catch up with most of the changes already done or on their way for the VI/2.01-version and incorporate the various fixes already charted for that version. Thus even stuff out between the versions for V1.1. and VI/2.01. After all it is supposed to be the same game/mod (almost at least). Maybe I will put in some additional “quick battles” and maybe some other things as well, we’ll see. I guess that this will happen a few weeks after the release of VI-upgrade 1.0.


    - Cheers

  2. #2

    Default Re: MTW-Redux 1.0 Released!

    Hi Axalon

    Wow, what an amazing effort you have gone to! The images look great.

    I've been trying to get the Moor campaign to work, but with no success, even using the moorish opening, reducing all taxes, etc. Maybe I just have to keep trying. Since you hinted the problem might be to do with too many rebellions at once, why not just reduce the number of their starting provinces?

    I just have a few suggestions to make also - take them or leave them, no worries, and I do know you've gone for fun over realism. But having looked at the troop types available with badgerbunny... all the Islamic troops look completely generic. Would I be wrong in thinking that most of your effort has gone into the European (esp Norse) aspects? I think you've missed some great potential for rich and interesting troop choices by going with a plain "Moorish/Saracen x", "Desert x", etc.

    For example: you could have had a range of Berber soldiers (light cavalry, javelins, etc); saqaliba regiments (the armies made up of imported slavic slaves); various arab infantry and cavalry units. Then you could have made it really, really interesting with Murabitin elites - a range of javelin infantry, camels, and shock infantry - famous for charging into battle with their faces veiled and with terrifying drum beats. They used flags and drums to transmit orders in battle as well, making them far more disciplined than the other military forces in Spain. They would be regionized to the desert provinces. That would be much more interesting than the silly "ghazi" idea of the MTW creators.

    Anyway, just a few thoughts. I look forward to the updated version and the Moors bugs being fixed up. Congratulations on your great effort!

  3. #3
    Fighting the Good Fight Member Zasz1234's Avatar
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    Default Re: MTW-Redux 1.0 Released!

    Axalon,

    Kudos! This mod is fantastic and singularly responsible for putting MTW back on my pc. I love the feel of it. The units act like the their names imply and I really feel like a king raising troops. This is especially true for my French campaign. It is hard, but I am loving the fight. Great job and keep up the good work!

    Zasz
    Inhale, exhale
    Forward, back
    Living, dying:
    Arrows, let flown each to each
    Meet midway and slice
    The void in aimless flight
    --
    Thus I return to the source.

  4. #4

    Default Re: MTW-Redux 1.0 Released!

    Hello there Zasz and Qurtubi,

    Welcome to the redux corner of MTW and I’m glad to hear that you guys like the redux stuff and I do appreciate that both of you considered it worthwhile to post it in (it got me smiling guys).

    Zasz:"The units act like the their names imply and I really feel like a king raising troops." Yep Zasz, thats basically the plan here, and you feeling like a king is a plus! He he! Do stick around here and post in additional questions and comments if you have any. Happy fighting!

    Qurtubi: you have trouble with your Moorish campaign, let’s see if we can’t get things going here! I take it that you have redux running on a MTW v1.1 because the Moorish problems are none existent on the VI-beta (as far as I know). The Moors seem to be a reappearing problem in v.1.1 and that is really bad, and of course it is not supposed to be anything like that. The “Moorish opening” should work out for you and it is really strange that it seems not to (maybe close variants will work, some extra unit here and there). Give it a few more tries and if it still don’t work for after a total of ten tries then my guess is that it wont work at all for you (if so, that would really be strange because it is supposed to work and I have even had it verified that it does work).

    However, there is no reason to give up even if that should be the case, I still can offer you one other foolproof solution to get things going. As usual it isn’t pretty, but it works and that’s what we are interested in, right? Download the saved game below and you should be able to take it from there. I have just done a variant of the “Moorish opening” in it and I have not built or commissioned any troops in it, except of 1 slave Militia unit in Granada, basically it’s blank but it starts at turn 701. It’s set on expert level. If you want still want to try and do an opening of your own you could always copy the moves I have done in this save, that should also do the trick.


    Download “Moorish Save”:
    Removed




    Additional comments for Qurtubi:
    ----------------------------------
    I also got some additinal comments here on your ideas and it ended up being a lot of text. I hope you have the stamina go thru it all (sorry, but I am trying to give you some good answers here). But first of all; let me say that it is always interesting to hear other people’s ideas and views on redux, and yours is no exception....

    Spoiler Alert, click show to read: 
    Now, as I already said to Baron von Manteuffel, for the time being I’m not that interested in putting in some new additional troops in redux (of any kind, short of snarling dragons and sexy amazons, becuse that would be really fun) and all your pointers here are fine and ok. To me it sounds like you should do the “Islamic troop expansion” for redux since you clearly know more about that stuff then I do anyhow so why don’t you? I am all for it and this is my little counter-suggestion to your suggestion he he! My guess is that there is always someone out there that shares your particular interest in Islamic troops and also plays redux. You got 12 available and vacant slots for tactical units just waiting to be filled with whatever content you so fit, so that sounds to me like a good place to start (if you don’t know how to, there are plenty of guides on the subject right here at here at the .Org). Use the design of redux!

    I have already paved the way and made room for you and everybody else to make it easier to put in your/their favourite special units in there! Because I know that even if I had managed to put all those units that you particularly like there would always be someone else with other preferences and thus wanted me to put in some other special units instead. And redux (and original MTW as well for that matter) can only hold so much troops, and as always, the lines have to be drawn somewhere. It is because of all that I have intentionally designed redux to be more flexible and fairly adaptable in order to better comply with each personal preference (as in, among other things, having 12 vacant unit slots available for you and everybody else). Because that is the only solution that makes everybody happy and I have recognized that fact in my design.


    “...why not just reduce the number of their starting provinces?

    This is just an excellent idea and I will probably just do that in the future on the v.1.1 version of redux. I have been so busy working on VI-things that I so far have not had the time to think about these things. With your little idea here I might not have to think much about it either (at least on that matter, which would be real nice!). I guess that MALTA is the most likely and first target for such a move. It is a simple, yet very good idea, and it has gone straight to the “to do” list!


    “Would I be wrong in thinking that most of your effort has gone into the European (esp Norse) aspects?“

    Well, a little bit of both I guess; half-right or half-wrong, pic one.... He he! There is some substance in your assumption however, because most work has been directed towards the Catholic factions in redux. Personally I don’t find this to be that surprising either. After all, most factions in redux are Catholic (14 out of 18 to be exact) so focusing on them seemed to be the natural move for me (the circumstances are similar in the original as you well know).

    Regarding the Norse interest then; as far as tech-tree goes, yes I have given the Norse and Lithuanians some special interest because I deemed the “pagan”-culture to be badly neglected in the original games (both in VI and MTW). I always wanted the pagan culture to be far more than it ever was (and can be with the existing elements) in the original game and with the redux design I dare to say that I have changed all that. To me, paganism is an enormous concept that is far too diverse and interesting to be so blatantly ignored the way it was in the original games. Actually it’s too big of a concept to be healthy for it self, but all that is another story for another place. In redux I have tried to restrict it to the Norse and Lithuanian mythology and all research I did has been limited to that basically. This of course is just puny parts of the concept of paganism but the lines have to be drawn somewhere.

    Since I am a Norseman myself, Vikings is close to home and I thought that they deserved a better treatment then they have had before in MTW. As far as Norse units go; no I can’t say that I given the Norse a special attention or treatment. They have the similar design guidelines as any other faction. The only thing I have done on them was to emphasize their characteristics for which they are world-famous for. No fear of death, berserkers, excellent fighters and seafarers and that sort of thing. I have reflected some of these “Norse” traits in the redux design because I think it would be cool and at the same time offer some diversity to the game. In a practical and technical sense this means that they have a semi-ridiculous moral bonuses and have access to first class, but numerically limited, infantry formations and at the same time their cavalry is cut down to measly 4 units and so on. As with all factions in redux, I have tried to create different profiles on each faction that at the same time felt right for me. And this is especially true if different cultures are involved. The culture in the Apennine peninsula is different than the one found in Frankish Western Europe or the Iberian Peninsula and so on. Even if all are essentially Catholic areas (again, yes there are exceptions). And this is to some extent reflected in the redux design, as in different troops and tech-trees, being many times regionized or restricted to special factions etc.


    “I think you've missed some great potential for rich and interesting troop choices by going with a plain "Moorish/Saracen x", "Desert x", etc. “

    Yeah, you might be right. However, if you look closely this don’t differ much from any other of the factions. Most factions are built up upon such symbolic categorizations and standards. The Islamic factions, to my mind, are not in anyway that different from other factions as far as name construction goes; Slavic Warriors, Slavic Bowmen and Slavic Knights? Or how about Frankish Spearmen, Frankish Infantry and Frankish Knights? To me it sounds like they follow the similar guidelines as Moorish Raiders, Moorish Warriors or Moorish Bodyguards? Or is it just me?

    Yes, it might sound generic to someone that has particular knowledge or interest of let’s say Spanish Conquistadors and the “Reconquista” or anything else, but it works and it does comply with the fact that the room for units in MTW are limited. In order to create a workable and meaningful tactical profile for each faction in the game (because I personally value that higher than sheer quantity of available troops) I simply can’t just focus on one particular culture and related factions. This is one of the “hard” practical reasons for this reality.

    Other practical reasons are the raw and time-consuming GFX-work involved for each unit, which for me at least must have a satisfactory standard compared with other material in the game; it must blend in and go together. After that there is the pure unit-design part of stats and how the unit functions and works compared to other troops and of course the dreary practical coding of the unit in question etc. 1 unit, no problem, 10 units, problems dead ahead basically, 100 units just your average nightmare. I have done some 200+ of these (and discarded plenty of them for various reasons), so I do have some experience of what I am talking about here. Maybe I’m just lazy, but after a while (umm let’s say 40 unit rev-pics/40 unit icons/40 info-bifs speaking from a strictly GFX view here) the fun of doing them have kind of disappeared (at least for me)....

    There are other more “softer” reasons as well, by using symbolic names the game avoids to get entangled in special terms like “Khataphraktoi” or anything like that (which by the way is just begging to be spelled wrong). All these symbolic classifications work and are easy to understand, and they can cover much ground since they are above all symbolical and are intended to function on an associational level.

    Another advantageous thing with symbolical names is that it does not require an encyclopaedia close by to understand what the hell the troops are all about, thus avoiding all problems of let’s say; “Szezkelly” (I spelled that wrong didn’t I, there you go!), because that problem is eliminated altogether with easy understandable and symbolical names (and the encyclopaedia can peacefully continue to collect dust instead).


    “...you could have had a range of Berber soldiers (light cavalry, javelins, etc); saqaliba regiments (the armies made up of imported slavic slaves); various arab infantry and cavalry units. Then you could have made it really, really interesting with Murabitin elites - a range of javelin infantry, camels, and shock infantry - famous for charging into battle with their faces veiled and with terrifying drum beats. They used flags and drums to transmit orders in battle as well, making them far more disciplined than the other military forces in Spain. They would be regionized to the desert provinces. That would be much more interesting than the silly "ghazi" idea of the MTW creators.”

    Now, if I read you correctly it seems to me that most of those troops that you are talking about are already more or less (or could be regarded as) covered within the ruling and strict possibilities of MTW. As in the available bif-plates, stat-system, limited framework of the program, audio and graphical capabilities and so on. And with the already existing units within redux.

    “Berber soldiers”
    These are more or less covered with the various desert formations (not the right names of course, but in function and style)

    “Saqaliba regiments”
    I get the feeling that this is more or less covered by “Slave Militias”.

    “...various arab infantry and cavalry units.”
    Yes I could, but again there is no room for that stuff and it is essentially covered by Saracen and Moorish formations. The Islamic factions already have more troops allocated to them than there ever was in any original game, the Moors alone have 10 more units than found in the original (at least in redux MP). The lines have to be drawn somewhere and they happened to end up the way they did.

    “Murabitin elites”
    Well redux got the Moorish “Black Guard”; perhaps those could fill that void for you? They are pretty “elitish” and to me it sounds that they do essentially fulfil that roll you are talking about. Again not the exact and right name perhaps....

    Now, I am no specialist on these things and it might sound stupid to you, but you are stuck with silly, ignorant me here, and that’s just the way it is.... He he! My point being twofold:

    Firstly, everything usually has more than one single name, and depending on whom you are talking too, each name is more correct and understandable or accurate than the other. Let me give you simple example here: It is called “Skane” by those of us who live here! Not “Scania”! Skane is a more correct term for those who might live there and perhaps to other people from Scandinavia but for almost everybody else it is basically “Marsian” and they don’t have clue what it means or signifies. With “Scania” however chances for recognition improves drastically. If you have ever looked at a MTW-XL map you might perhaps know were that region roughly is, but if you don’t my guess is that you don’t have a clue were that is, and if you do, I would say that you are an exception. This of course applies to all things and the various “spaced out”/”specialist” troop names in MTW are no exception. I’ve tried to keep it simple so at least I can play the game and skip the encyclopaedia part. If I don’t use the exact specialist term so be it. I can live with that.

    Secondly, there is another thing that I personally consider to be paramount. This is the fact that most troops have a meaning and actually plays a part in the over all unit grid of redux. Basically every unit has some purpose and function and they are balanced with all other units and profiles in the redux grid to a satisfactory degree. And this is especially true for playable factions in redux. I know this, since I have thoroughly tested it with friends of mine, doing some redux MP together. We have battled things out a few hundred times so this is fairly certain (apart from my own personal tests which probably are a few thousands). Now, the Moorish troop’s works and they are different and they do have a different style, compared with troops from other cultures and that’s way I want it to be. Because I have the notion that playing different factions should offer different experiences if possible, beyond the obvious geo-strategical differences and available unit arsenals. The troop’s themselves should feel different, the way and how they fight should be different. If all that happens I am happy, because that’s just the way I want it....


    Redux & The Moorish Profile:

    The Moors as any other faction have limits and strengths. To me, cavalry and quantity are strong points for the Moors. Specialized infantry is one the weaker aspects. This together begins to draw a “profile” on that faction. Add to that a special tech-tree and the profile gets more explicit, then you have the aspect geography and regions and the profile evolves even further. This is the case for every faction in redux, to a more or less explicit degree depending on these parameters and others as well. Wealth is another aspect for instance. And were that wealth is found, as in which region you can find riches to commission expensive troops surely have an impact in the game. Regional development is another and the list can probably be expanded further.

    The existing troops in redux works together in creating a diversity in the game yet they still balances each other out fairly well. Considering all the parameters involved here. To me there is no or little meaning of putting in new troops for the sake of it, because if those troops don’t have any real and valid function in the game, why are they there? There are of course a few exceptions, but there always are. My point being; any fool can fill the troop rooster to the max with let’s say “peasant Xs” and call them “Heavy Whateverings”. That’s not the trick, it is to give them purpose and diversity between them and thus strengthening the game and the experience of it as a whole, that’s the trick. That is at least the way I see it. Maybe you agree with me on this? It has definitely been my goal for redux at any rate.

    I hope all of that sorted stuff out for you (or at least reveals for you how I see these things). Now, my external Intel on the Moors is a bit scarce and perhaps I could unlock some of the existent Islamic units for the Moors as I have done for the Catholic factions earlier (this seems like very good idea actually). How about that Q?

    Anyways, I hope you get redux going (preferably by doing a version of the “Moorish opening”) and I would appreciate if you reported back here with some Intel on how things work out for you regarding starting up the game (and feel free to post in additional questions and comments as well, you too Zasz!).


    - Cheers
    ------------
    Baron and Wes, the “redux agency” is currently looking for Intel on the Moors, concerning troop availability in perticular, if you guys are interested. Basically its up your ally baron since this cheifly concerns stuff in the "CRUSADERS_UNIT_PROD11.TXT"-file. Note! This is not supposed to be a bug-mission it is a matter of design and opinions and I would like your input to keep things safe from possible misstakes. As usual, fast responses are preferred since I need to keep my perspectives straight, and I do like to work fast on these things, as usual.... No surprises here! He he! /cheers!
    Last edited by Axalon; 10-15-2008 at 08:58. Reason: Cleaning

  5. #5

    Default Re: MTW-Redux 1.0 Released!

    Axalon,

    I'm just in awe at how helpful you've been to everybody! I feel a little embarrassed now.

    I had tried the Moorish opening perhaps six or seven times before posting; naturally enough, it worked the very next time after making my post! The campaign is progressing nicely. The only thing that I found a little strange was owning Egypt, so far east of my centre of operations - I was going to pull my troops out of there, until I saw how much money it was bringing in, hehehe. The battles feel quite different to the original - somehow they seem more lethal and desparate. Very gripping. There's quite a gap between the weak troops and the real soldiers, especially in morale - i like that!

    I will do my best to keep you posted on how things go and any bugs than turn up : )

    As for the troop types... I totally understand, and yes, if there's things I would like to see, the natural thing would be for me too do them myself : ) At present the only mod experience I have is tinkering with startpos, but everyone has to start somewhere right.

    Thanks again for your trouble.

  6. #6

    Default Re: MTW-Redux 1.0 Released!

    A week ago I noticed the exsistance of this mod thanks to TW.org mentioning it. I'm always looking for some new challenge so I was exited.
    I tried to install it on MTW 1.1, but that didn't work somehow. But after installing VI 2.01 all my problems were gone.

    I started with the French on hard: and it was hard.
    But I loved it.
    Great all these new units, hero's and sexy princesses. Great idea.
    Awesome. Original MTW should have looked like this.

    But I have some questions/remarks:
    I unlocked the other factions, but I'm wondering when the Turks or other factions come in that do not start out.
    Also is there going to be a change in the kind of units/buildings through the years, because of progress in weaponry.
    The pikeman are showing up as mercenaries, but they were not (re)introduced in medieval warfare untill 1200's I believe (am I trying to be too historical).

    Are they going to give you your own little home for the mod. I mean, your info's are kind of spread out all over the Guild. Hard to find. You deserve it I think.

  7. #7

    Default Re: MTW-Redux 1.0 Released!

    Hello there Qurtubi and William the silent,

    And while I’m at it, a special welcome to you William to the redux corner of MTW. Now, I will start with Qurtubi here and after that I will get back to you William (because it’s easier for me that way).


    Qurtubi: First, I appreciate that you posted in the stuff regarding how you got the game goin. Now, “I'm just in awe at how helpful you've been to everybody!” Well I do try, and it’s nice to know that at least somebody appreciates it.

    “…naturally enough, it worked the very next time after making my post!” Typical, aint it!? Ah well Q, it is small price to pay to get your game goin and, I for one, am more than willing to accept it the way it turned out. He he!

    “…I found a little strange was owning Egypt, so far east of my centre of operations…” Yes, that is hardly very historical, but this is a pure design matter, because the Moors need second chance if their front fell in Iberia or even worse in Marocco. Especially if the Moors are run by the AI. That’s why they got Egypt, to assure them a second chance and a still functional economy. Since I don’t want the Moors to be "over and out" just because they happen to lose Marocco to a crusade or something. After a while, the Christian pressure in Iberia can be intense if not Portugal, Spain and Aragon are destroyed and conqurered. In my experience, the Moors usually have a two-front war after a while, One front in Iberia and the other in the middle east with the Saracens, possibly the Byzantines as well.

    “The battles feel quite different to the original - somehow they seem more lethal and desparate. Very gripping. There's quite a gap between the weak troops and the real soldiers, especially in morale - i like that!” Yes, this is my intensions at work here and I’m glad you like these traits.

    “I will do my best to keep you posted on how things go and any bugs than turn up : )”
    Please do, I for one would appreciate it.

    “At present the only mod experience I have is tinkering with startpos, but everyone has to start somewhere right.” Well, that’s how I finally started out back in 2003, so my guess is that you get to the troops and the GnomeEditor and maybe beyond that as well all in due time.


    William: “A week ago I noticed the existence of this mod thanks to TW.org mentioning it.” Yes, Martok’s kind support for redux has really done wonders for it. That week there were more people downloading redux (and perhaps even playing?) than there ever has been before. I am very happy about that fact.

    “I tried to install it on MTW 1.1, but that didn't work somehow. But after installing VI 2.01 all my problems were gone.” Well first of all, this is strange…. Perhaps you could post in some additional info on this so I can get a clearer picture of what has happened here? My experience tells me that this should not have happened (with the exception of the Moors, minus a “Moorish opening”). Did you try to start up a campaign with any of the non-official factions? Or was something else irregular you did? I can only guess here because I got not enough info to give any valid answers on how this might have happened. At any rate, the VI/V.2.01 is far more stable for redux at least and because of that I would recommend most people to use that version if possible. V.1.1 usually works fine but is more unstable (not just for redux but for the original game as well, sad but true).

    “I started with the French on hard: and it was hard. But I loved it.” He he! Hard is supposed to be hard! At any rate, it won’t get any easier because I will lower the starting income drastically in the near future for both versions of redux. So, it will get even harder! And as far as the French goes, their overall difficulty level is most likely about to be downgraded to “Normal” (that is, if no one else can thoroughly convince me that this is a really bad idea).

    “…hero's and sexy princesses. Great idea. Awesome.” Actually you are the first one who have finally and openly mentioned this and all I can say is that I worked my brains out on those girls. Oh boy, did I work on those! Eventually I was finally happy with the results and what else can I say than; hey I am guy! This is the way I like my princesses, and I can’t be the only one now can I?!? Their (princesses) function in the game so ridiculously limited that I thought that something had to be done (so “how about making them look good at least” I thought). At the very least, it’s very “DC/Marvel-ish” and that works just fine for me. I never really liked the CA girls (nor the men either) basically too little “Marvel-factor” and too much “comedy”-factor on those. Actually, I personally feel that “the redux girls” got some different personalities going on as well when I look at them. Some of them seem to be just proud and beautiful others have just ended up being lecherous vixens. He he! Maybe it’s just me, I don’t know. Anyways, I am glad you like it, I do too…. BTW I usually get a good laugh when I look at the various portraits of bishops, inquisitors and druids, many of them do look really dubious and questionable to me. He he! I do like that!

    “I unlocked the other factions, but I'm wondering when the Turks or other factions come in that do not start out.” Feel free to do this; it’s your personal game man. If you feel the need to do it, do it! But you must also realize that my practical support for these things is very limited compared with the “official” stuff. The reason why I left out certain factions in redux varies from stability issues, hardcoded errors and balancing-issues (as in accessible units and other stuff). Now, I am afraid I will have to disappoint you with the Turks, because they won’t ever show up in redux. They have been converted to the Portuguese and this is related to the fact that redux was originally built on plain MTW and not VI (since I never really have had a burning urge to put in some extra additional factions in the game especially with plain MTW, the faction-colours are just awful). And personally I never thought the Turks were worth keeping in my design so I removed them altogether. You and everybody else will have to make due with the Portuguese instead. Sorry, but I got another disappointment for you regarding the “coming in” factions in the middle of the campaign and the like. Personally such stuff never impressed me much so I did redux without all that. The starting factions in redux is the ones you have to worry about, what you see is what get, and usually that is more than enough compared with the original game. You might get reappearances and such things can and probably will happen during your campaign at some point.

    “Also is there going to be a change in the kind of units/buildings through the years, because of progress in weaponry.” Yet another disappointment for you here, I have thrown out the era-progression altogether in redux because I never really liked it that much anyhow. Personally I feel that it did not make the game anymore interesting and all potential and related bugs have been killed by doing this. Redux is an ever standing “gunpowder free” romantic anachronism and thus there is no era-progression at all. Cause I simply don’t like it myself.

    “The pikeman are showing up as mercenaries, but they were not (re)introduced in medieval warfare untill 1200's I believe (am I trying to be too historical).” To put it plainly for you; yes you are… (You could always change this of course, hell you could even throw back in the era-progression to get your particular historical feeling back if that’s what you want. There are guides on these things, use those for such moves if you want to do this. I however are just happy about how things are, after all I designed it that way).

    “Are they going to give you your own little home for the mod. I mean, your info's are kind of spread out all over the Guild. Hard to find. You deserve it I think.” Well, this is basically all up to the Org-administrators. I would be delighted to have all the redux stuff at a more permanent place here at the .Org, no doubt about that. However, I have not yet sent a formal enquiry for these things to administrators (TosaInu is probably the appropriate man regarding things I guess) since I at a minimum want to have at least released the formal VI-upgrade before I do any such thing personally. I don’t really know these routines that well here at the Org. I have only been active here a few weeks myself so I basically know nothing about this. Maybe it is supposed to be me that send such a request, maybe don’t have to be me. Maybe it is like the administrators offers "you" such an oppertunity. I honestly don’t know and have no clue here on how these things usually is done. If you personally feel the urge to sort these things up now, now. I guess you could always send a PM to TosaInu and ask for info about it and decide what to do from there. As far as I can tell, I can only send a formal enquiry about it. But that does not in anyway guarantee that it will happen anyhow, since this is a decision entirely made by the .Org-administrators alone. It’s basically out of my hands. All I can do is ask for it, nothing more. And so far redux stuff has only really spread to the MTW-Mainhall area, which I personally have no problems with (rather opposite actually). And the VI/V.2.01 debug area is just next door and that fact keeps at least me sane, so that suits me just fine as well.

    Hopefully all this have sorted things out for you. Do stick around!

    --------

    Baron & Wes: if I don’t get any Intel on the Moors from you guys by noonish tomorrow I take it that you guys got better and more important things to do. I realize that you can’t always help me out and I won’t hold any of it against you guys in any way. It simply would be wrong and indecent of me to do so. I got another request or rather an enquiry for you guys as well. It’s extremely secret so you will have to open up the spoiler here....

    Spoiler Alert, click show to read: 
    One other thing and this is important, I also want you guys to know that you are free to help out other less experienced redux-players on this thread. Feel absolutly free to do this. I actually would encourage and welcome it. And you two are the most experienced redux-players that I know of, so I can’t really think of anybody else better suited to do it (however, one does not have to be experienced to help out, everybody can quote me on that!). Share your insight and know-how. I would appreciate it much and probably others as well, and let us not forget that the answers to various questions will get here to this very thread faster, which undoubtedly is good thing. And if you are uncertain about something, just openly say so, and I will know on what I should concentrate on when I do post in. - And if you guys just happened to be wrong about something, that’s not the end of the world. We are all wrong at some point and we get it sorted out eventually.

    Basically what I am trying to say here is that does not have to me who answers each and every question on this thread; you guys could probably in many cases just do it fine as well. I utterly certain that you could for example answer at least a few of the questions found above here in the previous posts. Now, von Manteuffel I know that you have tried this before on this very thread and I give you a golden “carte blanche” to that again (and again! etc. This is explicit invitation to do so is also handed to you Western since I certain that you as well could do it). Both of you are legal redux-“bugmeisters” with one solid and confirmed kill each, so this should not be that hard for you guys. All this of course all voluntary and it indisputably is all up to you, but I for one would certainly appreciate it.

    That’s that, and that’s it I guess.

    - Cheers

  8. #8

    Default Re: MTW-Redux 1.0 Released!

    Why are all the Catholic nations portraits the same picture of the closed helmet??

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