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Thread: MedMod woes

  1. #1
    Member Member Fairlight's Avatar
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    Medmod 3.12, and I'm just not getting something. Mercia is one of my (England's) homelands, but I still can't build anything there. The relevant buildings go up, no new unit options.

    I've looked through the Excel spreads and can't find the list of what I can and cannot build in each province. Please help.

    Rob.
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    RA BESCHIZZA
    Azzichseb@aol.com

  2. #2

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    I was unable to run MTW with the 3.12 MedMod files installed(yes, it was VI). The MedMod for pre-VI ruled, and I was really looking forward to seeing what was new, especially all the new units, and changes in unit building/Crusades

  3. #3
    Member Member adi's Avatar
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    In MTW main catalogue you can find two files in txt format: MM_full_buil_prod and MM_full_unit_prod. In these files you will find all information about units and buildings.

  4. #4
    Member Member Hangman's Avatar
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    Fairlight, in the Charts and Readmes directory, the v3_stats file (Excel) has a lot of useful info, especially unit restrictions by faction,/territory etc.

    It took me a while to understand how it all fits together, but it's well worth the time - a fantastic mod

    Good luck

    Hangman

  5. #5
    Member Member Quokka's Avatar
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    The amount of units that any faction can build during a time period has been limited. Many units for factions have even been limited to specific provinces within their homelands. Generally this happens when a unit is superior to its generic equivalent. I went through the MM_Full_unit_prod using the Gnome editor and made spreadsheets for each faction so I would know what is going on. Checking the buildings only tells you what it can build currently, not what it will be able to build in the future, unfortunately. It is confusing and more units go obsolete in 3.12 than the regular game. Column AC of the v3 Units Text has the Factions that can build each unit and AD has the regions they can be built in.

    For Mercia the only units available would be,
    In Early: Peasants - Muster Field, Woodsmen - Town Watch, Spearmen - Spearmaker, Fyrdmen - Spearmakers Workshop and Longbowmen - Bowyers Workshop+Swordsmith.
    In High: Fyrdmen, Billmen - Town Militia, Longbowmen, Welsh Longbowmen - Bowyers Guild+Swordsmiths Worksop and Muntators(Spanish Jinetes) - Horse Farmer+Spearmakers Workshop.
    In Late: Fyrdmen, Billmen, Muntators, Welsh Longbowmen and English Longbowmen(60 Sherwood Foresters) - Master Bowyer+Swordsmiths Guild+Armourers Workshop.

    As you can see no Cavalry other than Muntators. All English heavy cavalry is only available in their French possessions.



    The only notes that matter come in wads - Sex Pistols

  6. #6
    Senior Member Senior Member Jacque Schtrapp's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (juststeve @ Oct. 30 2003,22:13)]I was unable to run MTW with the 3.12 MedMod files installed(yes, it was VI). The MedMod for pre-VI ruled, and I was really looking forward to seeing what was new, especially all the new units, and changes in unit building/Crusades
    I would guess one of two things. 1 - You installed the two files backwards from the way Wes says to. 2 - you are using Huge unit size which is incompatible with they way he has increased the base unit size for muslim factions.

    If neither of these fix the problem then by all means leave Wes a post in the thread and I'm sure he'll have you up and conquering Europe in no time

  7. #7
    Senior Member Senior Member Jacque Schtrapp's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (Quokka @ Oct. 31 2003,11:53)]I went through the MM_Full_unit_prod using the Gnome editor and made spreadsheets for each faction so I would know what is going on.
    Quokka, you may want to contact Wes and let him know you have done that. He may be interested in including you hard work in the next release of his mod. Sounds like you put some effort into it

  8. #8

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    Jacque, thanks for the heads up on Wes's thread. I had downloaded the mod off of his site, and his 3.12 docs (as of this morning) still do not mention the specific install order of graphics -> then text. Luckily this was sddressed in the thread you linked to. After a quick defrag, and clean installs of MTW and VI, I now have a working copy of MM 3.12 on my pc

  9. #9
    Moderator Moderator Gregoshi's Avatar
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    Thumbs up

    I'm moving this to the Dungeon - Alchemist lab where it belongs.
    BTW, nice job helping each other folks.
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