The Medieval Mod IV v4.0, featuring new factions from the Blind King of Bohemia.
The Ultimate in user mods
The Medieval Mod IV v4.0, featuring new factions from the Blind King of Bohemia.
The Ultimate in user mods
And so Lord Woodhouse, barged into the Kings bedchambers with waders and a fishing pole (possibly drunk) and said; My Liege, the Rivers are so high that you need waders to stay above them My ancestor to his Highness Edward IV
The error with the battle flags is in the Names.Txt. There are some missing entries for some factions and the order sequence for factions is switched around. I was able to change the default flag but haven't figured out the problem in there as it is pretty "messy" in terms of entries.Originally Posted by [b
The portrait bug can be fixed by eliminating the portrait override in the super.txt and adding 50 portraits to the Catholics in the /campmap/portraits directory.
When you decide that servicing your core niche is no longer important, you might as well put a gun to your corporate temple. - Red Harvest -
I have joined this board for one purpose: I so hate 3ddownloads. WOW I hate it. I've tried downloading your mod about 10 times and after waiting 40 minutes my computer tells me 3ddownloads can't be found So yes... I hate 3ddownloads.
There's nowhere else to find your mod eh BKB?
Okay I got it downloaded, followed the steps (except one) and the thing crashes when I "end turn" I think someone else had the same problem. This is the step I couldn't figure out.
8) Go into 'Campmap/Portraits' and copy 'Vikings' into your 'Campmap/Portraits' folder
Ummm... in your mod file I can't find 'Campmap/Portraits' so I don't know what to copy. Am I missing something?
Hi,
I play your mod, it has many values, but it is not well balanced. I have decided to do sth about it - mainly I want to make it a little bit more realistic. I have changed "this and that" and now I would like to present it to you.
Files: Unit- build- and projective. As a matter of the last one I have noticed that there is to little affluence
of shield and armour on harming. I have made tests of spearmen: with and without shield Large it was the same. In
fact the difference should be much bigger. As a matter of other files - I have made greater changes in unit- rather
then in build-. I would like to send it to you in order you judge yourself wether these changes make play more attractive.
Beside I have balanced startpos a little bit and I have added new graphics to the symbols of units in battelfield in order to make them more accurate.
If you are interested (or anybody) please send me a massage.
Na ra
ROTFLOriginally Posted by [b
How would you do that?
BTW, welcome to the ORG
3d downloads is making me consider homicide
can anyone else host this download or something?
damn this mod looks promising, if only i could download it
Look up at the top left above the addresses eg
The Guild » Alchemist lab » BKB Super Beta: The Official Thread
and there should be files
look in stats and it is down a good bit
or here http://www.mizus.com/Files/k0rgs8gVt...KBsupmod_b.zip
"A man may fight for many things: his country, his principles, his friends, the glistening tear on the cheek of a golden child. But personally, I'd mudwrestle my own mother for a ton of cash, an amusing clock and a stack of French porn."
- Edmund Blackadder
THANKS that was damn kind of you for postin the link.
i couldn't find that link where Lord of Storms was talking about earlier of what you mentioned, but no need since you posted the link for me. thanks again
This might be a stupid question, but I have Medmod installed and I was wondering if downloading and installing your mod would overwrite it. I don't have the hard drive space to do a fresh install. Thanks for any replies.
/
If cockroaches can survive nuclear fallout, then what's in a can of RAID?
BKB, it looks very good
I have a couple of suggestions...
You may want to consider removing the Almoravids, and replacing them with the Zirids based in Tunisia. The Almoravids were succeeded by the Almohads, so you can use the same faction to represent both dynasties.
I wouldn't mind seeing some unique Sicilian units like Sicilian Norman Knights in early, and Sicilian Feudal & chivalric knights later on.
As for Muslim Sicilian units, in my mods I created a Sicilian Saracen Archer unit, based on Ottoman infantry (they wore chain mail). Norman Sicily should not have the whole range of Muslim troops, just the Archers and Horse archers.
I will be making these changes to my copy.
Good work, and thanks
When is the next version being released?
Charge, repeat as necessary.
Help I can't invade Ireland. Any one know how to get to Ireland? I've been playing as the Scots and despite having ports and a ships linking from mainland Britain and Europe as well only my agents can get can get into Ireland
Titus Quinctius Flamininus
Do they (The Irish) have ships in the way, blocking your ships path to Ireland. If there are ships of another faction in the way you can't invade their lands (the sea is blockaded), sorry if thats not the problem or if I sound patronising in any way.
Hope I've been of assistance,
Thrashaholic
You are correct the Irish do have a ship in the way. I missed that part about blockade, wondered why I coudn't invade any where
Titus Quinctius Flamininus
Purple African warriors?
They appear dark brown on my screen, no sign of purple there
Titus Quinctius Flamininus
Super high Beta will, god willing be released in the next two weeks. Just balancing and all that. 50 new units and new factions such as the Teutonic Knights, The Swedes and the Portuguese.
sicilian Vespers, i have made a sicilian-Norman knight and will be in super high and early when its fully finished.
Great work, BKB
Looking forward to seeing the final version
Fantastic BKB nice work
Your SuperEarly Mod was very nice and i love play it.
You said the Portuguese are one of several new playable factions, right?
do you creat any special Portuguese unit?
The Portuguese armys in the middle ages were like the other iberic kingdoms - ginetes, javelinmen, Almughavars, Feudal Man-At-Arms, Feudal Knights and so on...
and as far as i know there wasn't any Portuguese special unit during middle ages, except two military orders - The Knights Of Avis (created in 1175) and The Knights Of Christ (created in 1312). These knights were very similar to knights Santiago, Templar, Hospitaller or Teutonic. For example, The Knights Of Avis were created to defend the province of Alentejo and the city of Évora from the Almohads.
good work
Has been a while that i played it but it is still on my harddisc,because it was very goodLooking forward to your new addition
CZoF
Knights of Aviz and christ are they for the Portugeuse, amongst a few others
All Right good news, BKB
I don't want to disturb you, but if you need any help with the Portuguese faction - names, Kings, princeses, nobles, heroes, etc, please let me know
good work
Exactly I was a bit numbed the first time I saw some of the new units you created, specially a unit called Portuguese Marine???Originally Posted by [b
BTW, some of the Portuguese names are incorrect. Some are Brasilian not Portuguese. If you want, I can send you a correct version of the Names text and another of the Heroes text, refering to the Portuguese.
But, the fact that you've put so many factions playing is fantastic
Again, great work
Yeh the portugeuse marines will be taken out becausei didn't make them very well. Do any of you Portugeuse lads know any good infantry units i could give them?
Well... like i said before, there are no specific Portuguese units in the middle ages.
However, the Portuguese Kings and feudal lords armys, used infantry units (long sword, heavy shield and armored) - like swabian swordsmen, feudal man-at-arms, feudal foot knights or gallowglasses; if you creat a "Portuguese Swordsmen" or "Portuguese Man-At-Arms" (or both) i think that it will be acceptable.
Another kind of units widely used were Crossbows (not Pavise Crossbows) and Archers, especialy in the 13 and 14 centuries. Some scholars said the Portuguese archers, used in several specific campains against the spanish that keep Portugal independent, were similar to English Longbows, but i don't know if they were so good as them...
By the way...The Knights Of Avis and Christ also existed as foot knights not only cavalry.
I hope this can help and...
Good work
No, I don't think there wasn't anything different from normal FMAA and CMAA.Originally Posted by [b
No. You must be mixing them up with the few English Longbow Mercenaries that were hired during the 1383-1385 Crisis for Independance. They also fought at Aljubarrota. Portuguese used mainly crossbows.Originally Posted by [b
That's true.Originally Posted by [b
Besides the Orders, the only specific unit I can remember was the Almograves:
To MOD them maybe a kind of early less-armoured Gendarmes is the most similar. Although they are like heavier Jinetes. Available in Early and High.Originally Posted by [b
I just remembered something else. In the Portuguese-Castillian War of 1383-1385 (Crisis for Independance) caused by the death of heirless D. Fernando I, the Portuguese Knights always fought dismounted due to the vast superior enemy forces. They were like CFK, but used pikes instead of poleaxes. The closest thing you can have to them, in the game, is SAP. You could call them Portuguese Foot Knights or Portuguese Dismounted Knights. Only available in Late.
Hope these 2 tips help...
Thanks for the info boys that really helps, the georgians and bulgars will be there in super high and although its difficult, you can survive and do quite well with the georgians.
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