Hope that happens to the Portuguese tooOriginally Posted by [b
Hope that happens to the Portuguese tooOriginally Posted by [b
I won't lie being the Portugeuse is hard especially in late but having an alliance with the almos helps and gang up on Spain because as soon as a few turns pass they hit you
Don't worry, the 1st Constable of Portugal - D. Nuno Álvares Pereira was able to crush the Castillian Army (30000 men) in a defensive battle with only 6500 men (Battle of Aljubarrota 1385). If you give a Portuguese General 9 stars and specialist defender virtue, he will be close to what our Constable was.Originally Posted by [b
Let's hope we can be up to the task...
Excellent, I noticed they are Foot Knights, will you be changing this to Mounted, with dismount capability?
I have another suggestion for you:
You may want to consider consolidating Novgorod and the Kievans into the Rus. Since you have the Cumans as a faction, they should occupy southern Russia from Moldavia & Wallachia to Khazar. The province of Kiev is really in the wrong place, as it cuts the Cuman territories in half.
You could use the extra slot for another exotic faction.
What bodyguard units do the Rus factions have in BKB mod? I just recieved my latest copy of Military History, and there is a good article about Alexander Nevsky. It says the Druzina (sp?) were the Prince's bodyguard units.
BKB, I can't wait to see the finished product I have loved the version so far, but seeing it finished would be great.
Is there going to be a finished better balanced form of the Super early anytime soon? I highly enjoyed that the most...
Charge, repeat as necessary.
The Dynasty of Chernigov was a set of real movers and shakers until the mid-thirteenth century when teh Tatars squashed them... pro-Moscow chroniclers give them short shrift, but they could also go in there...
Still trying to get through the downloads... is there a second source?
Ngata tsukelan mokwisipiak!
I suggested a generic Rus faction, so it can be used as any of the Russian Principalities, with the Cumans as the power in southern Russia.
The article mentioned Suzdal alot. It seems it was Aleksandr's base in the early 1200's.
The Rus (Novgorod) should be a pretty interesting faction to play. Mongols to the east, Cumans to the south, Germans & Teutonic Knights to the west.
I wanted Novgorod to have Viking influences while the Kievans/Russians would have more Slavic influences. I'm not looking to consolidate these factions for any release.
A question: Would people prefer me to revert the Sicilians back to their original Sicilian names rather than the Scottish ones they've recieved in the VI? I know it would ruin the famous kings and heroes, but there aren't many and it would be more accurate.
All the knightly orders are in bar the Knights of Christ at the minute. The Teutonic Knights, Templars, San Diego and Sword Brethren all have foot knights also. The ones added are:
Knights of Calatrava
Knights of St Lazarus
Sword Brethren
Knights of St James
Knights of Aviz
Knights of St Thomas of Acre
And as far as I'm aware they all have correct shield designs without looking similar to the others. Plus the Wallachians/Hungarians have the Order of the Dragon. I might make dismounts for them also.
Please use the real Sicilian names. King Adam really irritates me
How will you be handling Frederick/Federico II ? are you going to give him to the Sicilians or Germans?
Isn't the Scottish names problem a typo in the Sicilian Forenames section of the Heroes files? I think it is set to 14 and it really should be 4 (or vice versa)
Agreed with Vespers... beter the more correct names...
Nice take on the Russians.
Ngata tsukelan mokwisipiak!
Has anyone had trouble getting this to run? I downloaded it today and followed all the instructions. I made the viking and pagan2 folders and put them in the proper place. Anyone else follow the intstructions and have it not work? If so please let know what you did to get it to work. I am dying to play this one.
Hey BKB, I was just wondering. Do you have any plans for a 1453, post medieval era game? Because that would be a great addition. Your Super Early mod was really good, and I'm sure your other two will also kick ass. Anyways, if such a mod is under any consideration, I hope it includes such units as musketeers(presumably built with a master gunsmith), German landsknechtes(both the pikemen and the swordsmen), and, well, I'm sure you would know a lot more than I would.
I have toyed with the idea certainly. A while ago I drew up a list of factions that would be in such a Renaissance mod. The concept got shunned but when I finish the Super Mod it would certainly be something worth considering.
Oh and Landsknecht Pikemen will be in Super Late.
The Renaissance mod is a KIck ass idea....,
The Game is almost there already, with Hvy Pike and Muskets etc. It would a good opportunity to show those Cossacks guys (respect to the artwork and animation, but..) How masses of Pike and Musket should behave on a battlefield. Not marching back and forth franticly having been thoroughly confused trying to go round a hill. Whilst failing to respond to the artillery that is annihilating them. Maybe that was a rant for the cossacks forum...however.
I'm Surprised there were few takers when you raised the idea before, given Cossacks and AC's success. It would open the door to hundred of Mods and Maybe I'd get to play the Battle of Pavia.
Nomad
Do not despise the snake for having no horns,
For who is to say, he will not become a Dragon.
Pavia would be interesting, as would fornovo and biccoca. After the release of the super mod fully, the renaissance period is probably the period i'll mess around with and hopefully release something playable.
Maybe,
I'll have gleaned enuff modding info/skills by then to give you a hand. Although animation is still new to me, I have got a copy of 3Dsmax which I'm going to be playing with. But mainly I'm re-scripting and renaming. Working on Hybriding several mods currently. Shamelessly stealing units and factions left, right and centre. Look forward to your future mods. BKB got me back into MTW and made me realise how customisable MTW was.
Nomad
Do not despise the snake for having no horns,
For who is to say, he will not become a Dragon.
Hey, BKB
I've noticed some bugs in Super Early, the Armenians and Croats are switched in the Heirs, Spies and Assassins definitions. I'll explain. I've came across the message:
"Your bodyguards have caught and killed an enemy assassin. It seems he was working for the Armenians."
Or:
"Your bodyguards have caught and killed an enemy spy. It seems he was working for the Armenians."
And:
"The Croatian King has died from an illness. His heir has taken command of the Armenians."
The problem is: The Armenians were eliminated 20 years ago
I believe it happens for all new factions.
The Pre-Battle Shields of the new factions use the existing ones of original game (The Welsh use the Papacy shield in the pre-battle screen).
Also, the Moorish Infantry, Andalusian Cavalry and Finnish Tribsmen don't show dead bodies in battles.
I believe it happens for all new units.
Have you noticed this?
Hale Blind King,
Although your unfortunate affliction will render my efforts in Vain, I have been, tweaking your Bifs.
Probably re-done about 15 so far with Bifreader22b. I haven't uploaded anything to the Org yet but if your OK with this(i.e the Cheeeek of it)and want them/want them distributed once you've checked them i'll be happy to oblige.
Nomad
p.s Also did some work on Build prod files and startpos files to get a bit more balance and faction development by increasing revenues on a couple of things and decreased a few build times. Plus added another twenty odd units from Med Mod and some of my own eg Order Mounted Sergeants, Compagnies d Ordanannce, Streltsy etc and then I think I ran out of room in UnitProdfiles. Counted 259 units maybe I miscounted thought the max was 256
Do not despise the snake for having no horns,
For who is to say, he will not become a Dragon.
I've also noticed something really strange: an Almoravid Princess
I've opened EARLY_MODDED_CRUSADERS_UNIT_PROD11 and the definition of Princess does not include Muslim factions
How weird is that???
Same thing occurs in MedMod. WesW has said that he has no idea what he changed to make muslim princesses appear...Originally Posted by [b
Fury of the Northmen mod
Funny I thought that he had enabled themOriginally Posted by [b
I looked at his file, princesses are Catholic and Orthodox only... I have absolutely no explanation for this.Originally Posted by [b
Fury of the Northmen mod
He most likely added FN_TURKISH, FN_EGYPTIAN, FN_ALMOHAD to the factions part of it rather than changing the religion part.
RIP TosaInu
Ja Mata
No, he didn't do that either. Besides, the religion tags overrides any faction tags, at least so for any normal units.Originally Posted by [b
Here follows a direct copy of the princess entry in the latest MedMod unit_prod.txt:
Princess PRINCESS 0 0 0 0 80 1 1 DISCOURAGED "POVERTY_STRICKEN(35), DESPERATE_DEFENCE(1), CATHOLIC_EXPANSIONIST(8), CATHOLIC_NAVAL_EXPANSIONIST(8), CATHOLIC_TRADER(10), CATHOLIC_CRUSADER_TRADER(10), CATHOLIC_EXPANSIONIST_CRUSADER(8), CATHOLIC_DEFENSIVE_CRUSADER(8), POPE(5), CATHOLIC_DEFENSIVE(8), CATHOLIC_ISOLATIONIST(5), ORTHODOX_DEFENSIVE(8), ORTHODOX_EXPANSIONIST(8), ORTHODOX_STAGNANT(10), MUSLIM_PEACEFUL(10), MUSLIM_EXPANSIONIST(8), MUSLIM_DEVOUT(8), BARBARIAN_RAIDER(4), REBELS(10), CLOSE_TO_SUPPORT_LIMIT(0)" ALL_PERIODS NO NO "own_princess_tooltip1, own_princess_tooltip2, other_princess_tooltip1, other_princess_tooltip2" "CATHOLIC,ORTHODOX"
Fury of the Northmen mod
Another quirck from Super Early:
The Almoravids are switched with the Golden Horde. It is 1139, i'm playing with the Navarrese and at war with the Almoravids. The following occurs:
"The Almoravid Khalifa has died from an illness. His heir has taken command of the Golden Horde."
In 1139
I hate to nag, but do we have an ETA on the finished product?
I'm aiming in the next two weeks, i'm just trying something out at the minute for the mod with bif folders and such but its high is all but finished.
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