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Thread: vanilla vs. mods

  1. #1

    Default vanilla vs. mods

    Hi everyone, I just recently found this forum and I am glad to see people are still playing MTW. I have been playing it since the beginning, and after taking a break from it and playing civ 4, I am now ready to return to MTW. I tried RTW and didn't like it and have read enough about MTW2 that I think I'll just stick with MTW. I have always just played MTW with VI, but I have been reading alot about mods on here. I was wondering how many people prefer vanilla and how many prefer mods. If mods, which onesand why? I would have made this a poll question, but I couldn't figure out how.
    Thanks

  2. #2
    Needs more flowers Moderator drone's Avatar
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    Default Re: vanilla vs. mods

    Welcome to the Org!

    At this point in the game's life, most people are playing at least slightly modded. I've played the Samurai Warlords conversion, and done some minor tweaks to the vanilla MTW/VI game.

    Some of the popular mods are XL, XL with Tyberius, Redux, MedMod, SW, and Pike & Musket.
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  3. #3
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: vanilla vs. mods

    I have my own modified vanilla version, it's just slightly modded and adds all of the content that has been left behind during the builds.

    Shameless self advertising, but if you want just a different touch to the existing MTW, check the link.

    https://forums.totalwar.org/vb/showt...yz-MTW-MiniMod

    Enjoy.
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  4. #4

    Default Re: vanilla vs. mods

    For a long time I was a big fan of XL. The attraction for me was the larger number of factions which allows more variety and role play. However, I got tired of it because it has certain drawbacks. For one thing, it has even more units than the original or VI, which means more opportunities for the AI to mess up and (for example) train an army that is mostly javelin units and is easily wiped out by a better designed army. (The Hungarians tend to do this.) Also, XL increases farm income across the board. This is supposed to favor the AI which farms much better than it trades. However, it also makes the rich provines even richer, which favors the player, who can target wealthy provinces more intelligently than the AI does. So it really depends on what you are looking for. You get more variety but sometimes you get less challenge. I never tried the Tyberius patch. Maybe it corrects the problems?

    I also enjoyed Samurai Warlords. I think it increased the challenge because the unit roster is smaller, and has fewer useless or overpowered units in it, so the AI has fewer opportunites to make recruitment mistakes. Also, the starting positions can make things really challenging, depending on who you play. I suggest you use the gnome editor to eliminate the crossbow unit (the AI builds too many and suffers for it) and also eliminate the kensai unit, or at least tone it down. Its too powerful. I think the most recent version may have taken care of the crossbow and kensai, but I'm not sure. The strengths and weaknesses of this mod are opposite to XL. You get less variety but more efficient opponents.
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  5. #5

    Default Re: vanilla vs. mods

    Interesting thread guys…

    Maybe I’ll post some more elaborate comments later on. I have actually considered putting up a similar thread as this one from time to time (as in; “why do you still play vanilla/raw MTW?”). Regardless, for me it is definitely modifications and alterations all the way for various and numerous reasons. Otherwise I would not have bothered working with the MTW-plattform, now would I?

    - Cheers

  6. #6

    Default Re: vanilla vs. mods

    I'll never make any modifications myself but I do enjoy trying out others' work. Ancient TW is great fun. It's not as replayable as vanilla but still great fun for a change of pace. Been playing Reducks lately and it's well done/good fun.
    "The good man is the man who, no matter how morally unworthy he has been, is moving to become better."
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  7. #7
    Member Member Gaiseric's Avatar
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    Default Re: vanilla vs. mods

    I am playing Ancient Total War now too!!! Great Mod btw!!!

    I am into the classical period right now because I am watching the HBO Rome miniseries. I am trying not to let MTW get in the way of modding my other games, but I haven't gotten any modding done for 2 weeks!!! All my free time has been spent with MTW and all the cool mods it has. MTW is really a gem and the great mods for it make it so much brighter!!!

  8. #8
    Thread Necromancer Member Vantek's Avatar
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    Default Re: vanilla vs. mods

    At this point I would never play vanilla again. I played vanilla for the longest time, because I was just too lazy to mess with mods. But then I finally installed XL... And never looked back. It's just so much better, in every way. There is so much more variety and the AI is much more reasonable (no peasants, A LOT of ships!). I think if I ever again found the time to play MTW, I would try another mod, but vanilla is a thing of the past now for sure.

  9. #9
    Member Member Gaiseric's Avatar
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    Default Re: vanilla vs. mods

    MTW has enough mods that it can keep me busy for a very long time. Until a better game comes along, I can play a MTW Mod in any period that I am interested in. Although Im not interested in the subject, I wonder if any outer space or futuristic mods have been done for TW games? It might be kind of cool to see what type of units an alien faction would have:)

  10. #10
    Member Member Gaiseric's Avatar
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    Default Re: vanilla vs. mods

    Quote Originally Posted by Gaiseric View Post
    MTW has enough mods that it can keep me busy for a very long time. Until a better game comes along
    Lol, I posted the above only yesterday, but today I spent $141.21 on pc games at amazon.com:) With the additions of these games to my collection, plus the mods of MTW, I should never be bored again!!! Besides, it might be a long time before any game comes along that can compete in both scope and tactics to MTW+Mods. I have seen a very bad drop in the quality of most games released over the past 5 years. To find a better game you sometimes have to go back rather then look to the future.

  11. #11
    Thread Necromancer Member Vantek's Avatar
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    Default Re: vanilla vs. mods

    I don't think you've seen a drop in the quality of games - I think you're just getting old :P Like you, I haven't played any game made after 2001 or 2002. In fact, I think MTW might be the youngest game I've ever played. But it's not because of a drop in the quality of games. I'm actually sure the quality of games has INCREASED quite a bit. It's just that for me these new games inevitably can't have even a tenth of the charm of my childhood favourites (and games resembling them, like MTW). That pixellated look and those cartoonish colours just make me feel warm and fuzzy the way gorgeous photorealism never will.

  12. #12
    Member Member Gaiseric's Avatar
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    Default Re: vanilla vs. mods

    Quote Originally Posted by Vantek View Post
    I don't think you've seen a drop in the quality of games - I think you're just getting old :P Like you, I haven't played any game made after 2001 or 2002. In fact, I think MTW might be the youngest game I've ever played. But it's not because of a drop in the quality of games. I'm actually sure the quality of games has INCREASED quite a bit. It's just that for me these new games inevitably can't have even a tenth of the charm of my childhood favourites (and games resembling them, like MTW). That pixellated look and those cartoonish colours just make me feel warm and fuzzy the way gorgeous photorealism never will.
    You may be on to somthing here:) My Nostalgia of games past may be affecting how I rate and enjoy newer games. My age and computer game experiance makes me prone to demand more from the games I play. If I take that all away, roughly 20 years of pc gaming, I wonder what expectations I would have on computer games?

    My number one rule is gameplay before graphics. If I took this rule away I would probably think some of the newer TW games were great. If I took away just my TW experiance, literally hundreds of hours from just RTW to ETW, I might not think them bad games at all.....at least until I played them awhile. The more you play a game the more you realize its shortcomings. Even if you have got nothing to base it on or compare it with, these shortcomings can be gamekillers.

    Why should CA or another game company care about a few flaws with game mechanics when these only become apparant to the new gamer after extended periods of play? The PC gaming market is filled with new gamers that buy games impulsively. We experianced gamers are a dieing breed. I dont know wether I would trade my game experince for a new gamers innocence. I know that I can tell a good game from a bad one. It is a bad sign for the pc game industry when new games cant compete with games that are 5-10 years old.

  13. #13

    Default Re: vanilla vs. mods

    Comparing a game to others and getting to know it really well, reveals as you say its short comings, but also reveals its advantages and its hidden potential. You get to understand that it was a unique thing, that despite this and that that could be done better, was actually quite an achievement.

    MTW is certainly such a game for me. It has a lot of hidden potential that, unfortunately modding cannot always bring out due to the hardcoded limitations. RTW and M2TW had even more hidden potential and it is no accident that they have been modded as much as they have been. Some mods took whole teams working on them for years. There was a lot you could do in them.

    MTW by comparison is rather simpler. There is less you can mod. This is its advantage and disadvantage. Generally it was pretty solid out of the box although lacked desperately optimisation. With a few changes in the roster (take out peasants, prohibit the AI to spam cheap siege engines, put plate armor units and arbs in the late era only, take out dismounting units, reduce command stars bonuses and default level per faction etc) that can take out obvious exploits the player has versus the AI, it can really shine as it is.
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  14. #14

    Default Re: vanilla vs. mods

    This is a recurrent topic here. What has always come up over the years is that mods are very much an individual thing, from the creator's point of view and from the perspective of the player also.

    Most mods deal with adding new factions, units, provinces and graphics. With the exception of a few tweaks to upkeep and farm/trade income, few mods however, except the SW mod, attempt to tackle the inherent imbalances in the game. This in itself is not a bad thing, but from my point of few, more does not equal better. Having extra factions like Portugal, Scotland, Venice or extra units, etc may add some novelty value to the game, but in gameplay terms they don't actually improve it, make for more challenging gameplay or, most importantly improve the balance of battles.

    The main balance issues as I see them are:

    1) Armour/weapon upgrades - these skew battle outcomes horribly and make pathetic units more powerful than superior ones. Units should "just work" with their base stats. e.g. if FMAA are not armoured enough, then there's CMAA in the high era.

    2) General's command star bonuses - as above. + Generals should start with at the most only one or two stars, titles should not give stars, but other stats (loyalty, acumen, piety, dread).

    3) Far too many units - there are simply more units than the game requires. A single faction does not need four different types of archer in one era or two different types of spearmen with much the same stats in the same era. Raising and support costs are also unbalanced, with some units costing more than they are worth and others being available to certain factions that already have a better and cheaper equivalent.

    4) Dismounts - obvious exploit that the AI cannot make use of etc. In several cases effectively adds extra units for the player only (foot knights, dismounted faris, etc).

    5) Maritime trade - needs complete removal as only the player can effectively exploit it's potential. Flat rate trade or trade based on just the local trade value of the goods in a given province will be easier for the AI to deal with.

    6) Naval transport - send AI factions to the most idiotic places, often getting them cut off in the process, this can be tackled in several ways (personally I think it's better removed, but thjere are other ways of optimising it without resorting to this).

    7) Lack of landbridges in key areas - causes islands to get completely cut off, paralysing the AI. Islands should be linked to the mainland with a landbridge.

    8) Morale upgrades - these need reducing and leveling out - unit base morale needs some improvement across the board and the upgrades from buildings should be modest. Many more units need to be elite with only the low quality levies such as basic Archers, Spearmen and UM being non elite. The idiotic mass routs of the Egyptian armies are a good example of how unbalanced morale is. STW, on which MTW is based was not designed to work like this. The only non elite units were Ashigaru (Teppo, Yari and Crossbow), so these mass routs were not anywhere near as bad. The MTW roster should have been designed around what already worked, i.e. a core of elite units for every faction with a few minor auxiliary "peasant" levies as lower cost extras. For example in the catholic roster the only non-elite vanilla units should be spearmen, archers and crossbows (and a few other misc units such as Woodsmen, etc). Every other unit should be elite.
    Last edited by caravel; 10-15-2010 at 12:24.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  15. #15

    Default Re: vanilla vs. mods

    Probably because of the recuring members ;)

    Apart from my usual disagreement to removing naval trade - that we have exhaustively discussed in a number of occasions - i am not sure about all others being elites. I waas always thinking of a more gradual progression between levies/militias, middling militias/faudal troops and elites (guards, knights etc), with the most units falling in the middle categories and tapering out in the extremes (low and high morale). An average morale of about 2-4 per army stack would be could enough in my perception; that is have routs if one engages unskilfully, but have solid melee if one does engages properly (correct match ups). This, however, may be understandably not popular with mod players (and mod makers) that shoot morale to the stars ending up with long hard fought melees no matter how unskillfuly one engages. I dislike this, admitedly, because its both unrealistic and bad for gameplay - miitias holding off elites until the player can flank them with cavalry is a mistake in terms of tactics and should be punished.

    Another thing to add to your list is the very high base armor between eras. It has about 2-3 armor points difference (faudal knights=4, chiv knights=7, late royal knights=9). This is clearly to make the new unit still useful in the face of upgrades - if say a player has build a level2 armory that adds +2 armor points to the feudal knigths, now at level 6, then the chivalric knioghts are still worth it, since they are introduced at armor 7.

    However, this has many disadvantages.

    One is that the MTW maps are way too large for the vanilla unit speeds, which results in fatigue being a very important factor. Adding armor adds to fatigue and that makes it even worse to play battles as armies literally get exhausted with a few ups and downs on the map. This is all the more worse if one is playing with small unit sizes (40-60-80), because that increases the number of stacks in the camp map and battles become very lengthy affairs. Its relatively ok if you play in huge though - i do and reccomend that, and i know that Caravel does too.

    Another and far more important is that archers are litteraly made useless and crossbows and arbs are made indispensible. Archer fire will make a relatively small impression with units that pass armor level 6-7. Last and not least, melee is again overextended and match ups are skewed.
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  16. #16

    Default Re: vanilla vs. mods

    It's best on to get elite/non-elite confused with morale here.

    Non-elite units suffer a permanent -2 morale penalty after the general's death. The other (main) aspect of elite/non-elite behaviour are well known, i.e. elite units ignore the non elite routers. So elite/non-elite status mainly affects chain-rout scenarios. This hits AI controlled factions hardest as when the general dies a large army made up of mainly non-elites can disintegrate very quickly. Personally I think reducing the number of non elites would be a good thing. For example, if FMAA are considered elite, then so should Saracen Infantry and Byzantine Infantry, etc. All units except the "peasant class" units, miltias, archers and crossbows should be elite, morale can determine the rest. In the vanilla game, the artificial morale and valour upgrades are necessary due to the low morale stats and non elite status. Removing the armour and weapon upgrades altogether and putting a cap on morale upgrades (~ +2) would make the case stronger for increasing the number of elite units. This would only work of course if combined with a reduction of the overall unit roster.

    You can also look at this from the reverse perspective. For example if Saracen Infantry are elite - and rout, then other elite units will take notice of them - as they should (i.e. the defensive "spear wall" and mainstay of the army turned just ran for it...). This is better than a unit of peasants routing and quote possibly taking AHC and Saracen Infantry with them.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  17. #17

    Default Re: vanilla vs. mods

    A compeling argument and concept. Would love to see it in action. Could that be substituted with disciplined perhaps if similar effects ensue and leave the elite designation for "elites"? Not sure if that is the case with disciplined though.

    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  18. #18

    Default Re: vanilla vs. mods

    PS I think we should get on our asses one day and make a cooperative "vanilla" mod. I feel enough "mature" to do that in MTW and i am sure you do too ;)

    It shouldn't drag over a long period of time (we'll just drop it in that case most likely). We should just set up the fundamental principles, translate them to concrete actions, divide the workload and get it done in incremental steps (while keeping a log of the versions marked by the implemented actions while trying each change to safeguard for gliches and crashes). Then, we can release it here and see what Main Hallers think - in this way can have plenty of play testing. If concentrated effort is made, helped by say doing it over Xmas or something, i am pretty confident that we can have it done within 2 weeks (action only - not concepts). In things that we disagree, we can offer different versions (with/without naval aspect etc), if concensus is not reached among us.

    In this way, you won't have to deliberate whether you should give in or not to the modding urge ;) There would be a place to start right here.

    Can share your thoughts here or in pm.

    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  19. #19

    Default Re: vanilla vs. mods

    IIRC, Discipline (Uncontrolled/Normal/Disciplined) works differently. I think uncontrolled units have a high chance of charging without orders, disciplined units a very low chance. Disciplined units are also not panicked by the death of the general, but that's where the similarity with elite status ends. Disciplined units will be affected by non disciplined routers of the same class.

    -Edit: MODDING...?!
    Last edited by caravel; 10-15-2010 at 15:35.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  20. #20

    Default Re: vanilla vs. mods

    Right, right, i see. ;)
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  21. #21

    Default Re: vanilla vs. mods

    Well never say never... If I ever get a PC to run the game, etc.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  22. #22
    Member Member Gaiseric's Avatar
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    Default Re: vanilla vs. mods

    I would definitely be interested in a MTW mod with those changes!!! I can playtest if needed, if I am still around.

    How badly do command star bonuses hurt the AI? I was thinking about adding them to some province titles in my game to build non-royal generals. The problem with the mod I am playing is that the royal units are not very powerful, and take up army space that I can use for better units. Plus a high command king is only useful to me for as long as he lives. Its painful when his heir succeeds and has to lead the army with only 1 star. I guess what hurts me in-game probably hurts the AI side even more. Maybe I wont add command stars to titles:(

    It is true that the more hardcoded a game is, the less mods can do, but I also think mods are limited by what the game can do. The mods for RTW and M2TW are great and add a lot of flavor, but they are helpless at improving some of the hard coded, core flaws of the games. MTW was a better game straight out of the box then the other two. The Mods for MTW are more constricted, but still offer better gameplay overall.

    I just came from playing a few start games with Hellenic Total War. In the Geometric (Early) Era of the game, the early AI activity is jaw dropping and adds quite a challenge. If you doubt AI naval transport capability, give this mod a try. It is quite awesome!!!

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