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  1. #1

    Default Re: The Caravel Mod

    Here is the thread. There are so many sub forums that I wasn't sure where to look to take our conversation into a thread Gollum. But now I have 10 pages to read so maybe my questions will be answered.

  2. #2

    Default Re: The Caravel Mod

    Hello RRMike, and welcome

    There is a link in my signature that reads "Info and Discussion Thread" if you click it it links directly to this thread.

    Its best you ask away any questions you have and if tehy are duplicates i will direct you to specific posts. Otherwise you may find it boring scrolling over a 10 page thread - and in any case some of the points made are now irrelevant as the mod evolved in versions.

    The only thing that requires reading is the #1 post that presents the mod.
    Last edited by gollum; 07-03-2011 at 16:34.
    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

  3. #3

    Default Re: The Caravel Mod

    Don't know if my install is bad or what but I have no CRVL default or CRVL huge options when starting a game. The 2nd militia building allows crossbows? rather than the bowyer workshop which enables nothing? How do I build militia sergeants, or their new equivalent? How do I build RKs? How do I get pavise x-bows, which I see across the border in Italy?

  4. #4

    Default Re: The Caravel Mod

    To add; No CMAA? No arbs? Just made it to 1205 England. Getting kinda lost trying to figure out what buildings to build to train units or even what units are available.

  5. #5
    VictorGB Member Trapped in Samsara's Avatar
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    Default Re: The Caravel Mod

    Hi Gollum

    Seems a while since you've been on the boards. Hope all's well with you.

    Have downloaded v3.3: it's a long weekend here in Blighty, so hope to get a campaign up and running.

    Can I make one suggestion: if you were to countenance deviating in one aspect from the 'vanilla MTW experience' within Caravel, please consider allowing rebels to build ships. I encountered this feature in Axalon's recent version of Redux and I am completely sold on it. It just makes life so much more 'interesting' for the human player, thereby to a degree counterbalancing the domination of the seas, vast strategic mobility, and huge trade income that the human player inevitably acquires in mid to late game.

    I really do feel allowing rebels to build ships raises the challenge factor significantly.

    Best regards
    Victor

    Sapere aude
    Horace

  6. #6

    Default Re: The Caravel Mod

    Quote Originally Posted by victorgb View Post
    Hi Gollum

    Seems a while since you've been on the boards. Hope all's well with you.
    Maybe he's taking a well-deserved break! Anyway, I like your suggestion about allowing rebels to build ships. I'm sure it's easily done if one has some modding know-how, but I can't say for sure.

    To Gollum: I've been playing a campaign as the Hungarians. Fantastic, so far. Some harrowing battles against the Turks (I now know the true meaning of the phrase "shield of Christianity"). Anyway, I've got some great material for an AAR. So, er, we'll see what happens. Just wanted to alert you, though, that the deadpage coords for Italian Sailors seems to be missing. Like Victor, I hope all is well with you, Gollum. And thanks again for the mod!
    Last edited by Cyprian2; 09-18-2011 at 01:15.

  7. #7
    Needs more flowers Moderator drone's Avatar
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    Default Re: The Caravel Mod

    I believe gollum has had some real life interference from his gaming recently. Here's to hoping he visits us again soon.
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