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Thread: Medieval: Total War XL

  1. #451
    Member Member VikingHorde's Avatar
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    Default Re: Medieval: Total War XL

    Quote Originally Posted by iamthetraveller
    Hi all, i need somebody's HELP.

    Can you please copy and send to me by email the folder \LOC\ENGLISH from the original MTW program?
    that would be really nice, as i am having a problem with one of the mods and i guess that with that file i could solve it (i have an italian version only, without that language folder).

    thanks in advance for the help.
    I can send it tomorrow when I get access to my own computer.

    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

  2. #452

    Thumbs up Re: Medieval: Total War XL

    VikingHorde,
    I just wanted to say that I've downloaded your mod and it has improved my Medieval TW experience 100%. Thank you very much for putting so much effort into this. I really like some of the small changes that you have made that make such a big difference (like making Tolouse border Isle de Paris and so forth).

    Out of curiosity, I enjoy playing the "objective" game rather than the "conquer the map" game. Did your mod actually add any new objectives? I was a bit dissappointed that most of the objectives for the game were simply "conquer your homelands" or "conquer the map." Is that even something you can do in a mod?

    Also, for some reason, I can't train peasants any more (as France). Is that on purpose?

    Still, this mod is awesome! Great work!

    Rameus


  3. #453
    Member Member VikingHorde's Avatar
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    Default Re: Medieval: Total War XL

    Quote Originally Posted by Rameus
    VikingHorde,
    I just wanted to say that I've downloaded your mod and it has improved my Medieval TW experience 100%. Thank you very much for putting so much effort into this. I really like some of the small changes that you have made that make such a big difference (like making Tolouse border Isle de Paris and so forth).

    Out of curiosity, I enjoy playing the "objective" game rather than the "conquer the map" game. Did your mod actually add any new objectives? I was a bit dissappointed that most of the objectives for the game were simply "conquer your homelands" or "conquer the map." Is that even something you can do in a mod?

    Also, for some reason, I can't train peasants any more (as France). Is that on purpose?

    Still, this mod is awesome! Great work!

    Rameus

    Thanks, Im glad you like playing the mod.

    The GA's (or "objective") are sadly hardcoded, so I can't add any more. I also wanted to add more units, provinces and factions, but MTW sadly has it's limits. That is also why there will not be a future version 3 of the mod, only some minor ajustments and corrections that can be released in a patch.

    It is not possible build peasants any more because they make gameplay less fun and I don't want peasant hordes like in the original MTW. I have tryed to tweek the game to build more HQ units and buildings, so the changes has a purpose.

    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

  4. #454

    Default Re: Medieval: Total War XL

    Quote Originally Posted by VikingHorde
    It is not possible build peasants any more because they make gameplay less fun and I don't want peasant hordes like in the original MTW. I have tryed to tweek the game to build more HQ units and buildings, so the changes has a purpose.
    OK. Thanks for the update on that. I've heard you are considering doing a medieval mod for Rome Total War. I look forward to it if so!


  5. #455
    Member Member iamthetraveller's Avatar
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    Default Re: Medieval: Total War XL

    VikingHorde,
    at first thanks for the files.

    While playing on XL, i noticed that when i was moving with some factions i could see into the GA panel the achievements of the Venitians, but when i did play Venetians myself i had no options to access the GA panel, the related button is not even on the bar!, so that i had to play for the total win only.
    I guess it is a matter of possibility to make only a certain number of changes to the original MTW, but maybe it is something wrong which nobody noticed yet... i have no idea if it happens with other factions too, i did take note of this thing just today.

    Have fun.
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  6. #456
    Member Member VikingHorde's Avatar
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    Default Re: Medieval: Total War XL

    Quote Originally Posted by iamthetraveller
    VikingHorde,
    at first thanks for the files.

    While playing on XL, i noticed that when i was moving with some factions i could see into the GA panel the achievements of the Venitians, but when i did play Venetians myself i had no options to access the GA panel, the related button is not even on the bar!, so that i had to play for the total win only.
    I guess it is a matter of possibility to make only a certain number of changes to the original MTW, but maybe it is something wrong which nobody noticed yet... i have no idea if it happens with other factions too, i did take note of this thing just today.

    Have fun.
    The Venitians GA's should be there, because they got the Italians GA's. I will check it out when I get home to my own PC.

    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

  7. #457
    Member Member Belisarivs's Avatar
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    Default Re: Medieval: Total War XL

    Hi VH.
    I have some comments to your mod.
    I don't understand why did you disable Bohemian faction for High Period. It starts in time of Premysl Otakar I, one of mightiest kings of Bohemia, who limited influence of Germans so heavily that bohemian knights even didn't have to accompany emperor in his crowning march in Rome (that was last thing that Bohemians had to do for Emperor).
    Also Bohemians weren't known for archery (in fact they lacked archers as most west Europe did) but for heavy infantry (bohemian knights have proven valour in battle in plenty of times, like in siege of Rome where they accompanied Emperor and were the first who managed to climb walls of Eternal City).

    I would also suggest to increase level of development of Byzantine provinces especially in Asia Minor. That was base of byzantine military power, not the Constantinople (it was well known that Constantinoples were ignorant to warfare). It's loss was the reason why Kataphraktoi disappeared from battlefield.

    Does the mod contain that Homeland element like in MedMod?

    Don't feel angry by my post. Just keep up good work.

    Bye.
    Last edited by Belisarivs; 11-08-2004 at 11:12.

  8. #458
    Member Member VikingHorde's Avatar
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    Default Re: Medieval: Total War XL

    @Belisarivs
    It was a matter of faction space, so they are not disabled. By changing the setup of my mod, I had space for the Bohemians and some other factions. Out of the 6 extra spaces I had, the Bohemians got 2 (there were 3 spaces in early and 3 in late era). Adding them to high era means removing another faction. I would have loved to add them, but there's sadly a 32 faction limit.

    About the Byzantines, you are thinking of early period, right? I can't increase the level of development without unbalancing the mod. The Byzantines were a big problem because of their size in early period, so giving them more would be a problem.

    My mod dosn't have the Homeland element like in MedMod, didn't like the restictions it gave to the player and AI. I would also be uncool to copy another mods features


    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

  9. #459
    Member Member Belisarivs's Avatar
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    Default Re: Medieval: Total War XL

    VH,
    I think, that it would be better to set Anatolia to be rebellious (Manzinkert wasn't the reason of loss of most Asia Minor, it was rebellion in that region, Byzantines didn't lose so big part of army and Alp Arslan didn't have intent in destruction of Empire, but those rebellions caused, that he reconsidered it), Nicaea to be more advanced if it comes to military and Constantinople to be advanced only by economical side with possibility to train only some poor units and Varangian Guards. Naples should be also given to someone else because in 1071 Byzantines lost also last city in that region.

    In fact there is question, what is better, balance or reality. In fact when I was playing original game I've also encountered Byzantines to be conquered by Egyptians (who were in decline in that time).
    It's all up to you.
    Last edited by Belisarivs; 11-09-2004 at 14:20.

  10. #460
    Member Member VikingHorde's Avatar
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    Default Re: Medieval: Total War XL

    Quote Originally Posted by Belisarivs
    VH,
    I think, that it would be better to set Anatolia to be rebellious (Manzinkert wasn't the reason of loss of most Asia Minor, it was rebellion in that region, Byzantines didn't lose so big part of army and Alp Arslan didn't have intent in destruction of Empire, but those rebellions caused, that he reconsidered it), Nicaea to be more advanced if it comes to military and Constantinople to be advanced only by economical side with possibility to train only some poor units and Varangian Guards. Naples should be also given to someone else because in 1071 Byzantines lost also last city in that region.

    In fact there is question, what is better, balance or reality. In fact when I was playing original game I've also encountered Byzantines to be conquered by Egyptians (who were in decline in that time).
    It's all up to you.
    I'll look into it, maybe I can setup the Byzantines and Egyptians in a different way.

    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

  11. #461
    Prematurely Anti-Fascist Senior Member Aurelian's Avatar
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    Default Re: Medieval: Total War XL

    VH, I just wanted to take the time to thank you for your mod. You did a great job, and I've had a blast over the last couple of weeks trying out different campaigns.

    I'm currently working my way through an Early period Kievan Rus campaign. Fantastic. The extra spaces and factions in Eastern Europe provide a level of challenge and interest that was completely lacking in the original version. I've been beset on all sides by Cumans, Lithuanians, Volga Bulgars, and Novgorod... and I've loved every minute of it.

    I also had a great High period Byzantine game. Bulgaria and Serbia liven up the Balkans, and I think you got the Byzantine position just about right. In my game, the Turks succumbed to a joint Crusader State/Mongol assault after I'd beaten them back into Western Anatolia. Great fun.

    As a side note: Like someone above said, the Germans don't routinely disappear in your mod. In fact, in my Kievan Rus game, they've exterminated France and occupied a good chunk of Northern Italy. They've still lost some eastern territories to Danes and Poles, so I don't believe they are over-powered either. A refreshing change.

    I could go on. The unit changes, faction additions, trade changes, new icons, etc. are all great. I'll leave it at that and say "great job"!

  12. #462

    Thumbs up Re: Medieval: Total War XL

    Seriously VH,
    This mod kicks butt. I haven't even fiinished my first game with it but I already love it.

    At first I was less than thrilled with the lack of peasants, but it turned out to be a beneficial change. Peasant levys did make up the lion share of most feudal armies, so I wasn't glad about the loss of historical accuracy, but the improved computer performance more than makes up for it.
    I also love the destruction of the annoying land-bridges across impassible seas. Spartacus failed because one CANNOT walk from the toe of italy to Sicily. However, I'm playing the Turks and I saw that the land bridge from Nicaea to Constantinople still works, but isn't on the map. Is this intended? I'm going to eliminate it myself. One suggestion I had, but I don't know if this is possible, would be to have them passable if there is no hostile navy present, but impassible if a hostile navy is in the sea zone - but that probably can't be modded and needs to be in the game itself.

  13. #463
    Member Member VikingHorde's Avatar
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    Default Re: Medieval: Total War XL

    Thanks, Im glad you guys like the mod.

    @tolsen1
    The landbridge is there because crossing from Nicaea to Constantinople wasn't that hard back then. I have however added a bridge between the two provinces to make it harder to cross. Im no history buff, so im not a 100% shurre. There are also a landbridge between Denmark and Scania because the the sea often froze during the vinther. Even in the 1600's, the Swedish armys crossed the sea in the vinther because it froze. Today the climate is warmer, so it docent freeze very often.

    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

  14. #464
    Member Member Cyright's Avatar
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    Default Re: Medieval: Total War XL

    VH, i have just a petty note regarding some bohemian names..as i am czech, ie. bohemian, i find some of them a bit silly and funny:) also there might a few more suitable names for a bohemian king...plus sometimes theres an error translating some surnames...

    one more thing - are the varangian swordsmen available only in early era for the russians? with 1205 i cant build them any more and i miss them so much:))

    thx for this mod.

  15. #465
    Member Member VikingHorde's Avatar
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    Default Re: Medieval: Total War XL

    Quote Originally Posted by Cyright
    VH, i have just a petty note regarding some bohemian names..as i am czech, ie. bohemian, i find some of them a bit silly and funny:) also there might a few more suitable names for a bohemian king...plus sometimes theres an error translating some surnames...

    one more thing - are the varangian swordsmen available only in early era for the russians? with 1205 i cant build them any more and i miss them so much:))

    thx for this mod.
    Thanks for letting me know about the surname problem, i'll correct that one.

    The Varangian swordsmen are an early era unit only like most of the viking units. I think it is historical correct like this, but if it's not then I'll change it.


    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

  16. #466

    Question Re: Medieval: Total War XL

    HI,

    Very nice mod. This is my third campaign, so far no bugs found or noticed, except for crusades behaviour, it sometimes refuses to attack castles that a crusade is upon, and using an allied dockyard/port to launch a crusade from is also impossible. Could be a installation error, havent tryed a reinstall though.

    What I want to ask is if it is possible to use the original shields for the feudal knights and chivalric knights (the ones with th faction colours on it) from the original MTW, maybe some copy and paste? Cause I mis them.

    Thanx,
    AKA Cromagnon2

  17. #467
    Member Member VikingHorde's Avatar
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    Default Re: Medieval: Total War XL

    Quote Originally Posted by Dyonisius
    HI,

    Very nice mod. This is my third campaign, so far no bugs found or noticed, except for crusades behaviour, it sometimes refuses to attack castles that a crusade is upon, and using an allied dockyard/port to launch a crusade from is also impossible. Could be a installation error, havent tryed a reinstall though.

    What I want to ask is if it is possible to use the original shields for the feudal knights and chivalric knights (the ones with th faction colours on it) from the original MTW, maybe some copy and paste? Cause I mis them.

    Thanx,
    Thanks. It's always best to install the mod on a new clean install of MTW with VI (2.01 version), but I don't know if it's a bug in the mod or the install.

    It's sadly not possible to add the old shields because it will crash the game. It might be possible if new factions can't build them, but then I might have a problem with new factions getting rebel chivalric knights. I then found it best to just make new shields so that im a 100% shurre the game dosn't crash.

    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

  18. #468

    Default Re: Medieval: Total War XL

    Thanks for quick reply,

    Yes thats a pitty, it would be nice to see the new factions, like Portugal also with the 'coloured' shields, since its well done.

    Also the crusader shield can be done better, white background red cross in whole lenght, now I have a blue cross grey background.....
    AKA Cromagnon2

  19. #469
    Member Member VikingHorde's Avatar
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    Default Re: Medieval: Total War XL

    Quote Originally Posted by Dyonisius
    Thanks for quick reply,

    Yes thats a pitty, it would be nice to see the new factions, like Portugal also with the 'coloured' shields, since its well done.

    Also the crusader shield can be done better, white background red cross in whole lenght, now I have a blue cross grey background.....
    Blue cross and grey background, is that in battle or camp. map?

    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

  20. #470

    Default Re: Medieval: Total War XL

    That is in a tactical batllemap, I am playing now as the Portugues so they get a blue small cross in field for the crusaders.
    AKA Cromagnon2

  21. #471
    lurker Member JR-'s Avatar
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    Default Re: Medieval: Total War XL

    any eta for v2.01 of XL.............?

  22. #472
    Member Member VikingHorde's Avatar
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    Default Re: Medieval: Total War XL

    Quote Originally Posted by Peregrine_Tergiversate
    any eta for v2.01 of XL.............?
    Not yet, but maybe a few weeks.

    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

  23. #473
    lurker Member JR-'s Avatar
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    Default Re: Medieval: Total War XL

    cheers.

  24. #474
    Member Member Kali's Avatar
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    Default Re: Medieval: Total War XL

    Hi Viking Horde,
    I was just wondering if it was possible to unlock the Africa/Sahara province for your game. Or is that slot already taken.

  25. #475

    Default Re: Medieval: Total War XL

    VikingHorde:

    Many thanks for your continued support and improvements in your Mod

  26. #476
    Member Member VikingHorde's Avatar
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    Default Re: Medieval: Total War XL

    @Kali
    It is not possible to unlock the Africa/Sahara province, because it has been removed for other use.

    @Pericles
    No problem . The mod should have as high a standard as possible, so im taking the time needed so that I don't have to release any more patches than one. All the bugs have been removed and some new graphics have been added, so I need to write a lot of text about the mod features, units and other stuff. I will maybe add a few features that I did not have time to add because of the release of RTW. Im happy to see that MTW isn't dead, but is still being played by a lot of people.

    Last edited by VikingHorde; 01-18-2005 at 16:42.

    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

  27. #477

    Default Re: Medieval: Total War XL

    Quote Originally Posted by VikingHorde
    @Pericles
    No problem . The mod should have as high a standard as possible, so im taking the time needed so that I don't have to release any more patches than one. All the bugs have been removed and some new graphics have been added, so I need to write a lot of text about the mod features, units and other stuff. I will maybe add a few features that I did not have time to add because of the release of RTW. Im happy to see that MTW isn't dead, but is still being played by a lot of people.

    I'm looking forward to seeing the new changes.

    Since MTW is a completely different game and time era than RTW, it will be played for a very long time to come.

    I have been having a blast playing MTW with default game files as well as with various mods.

    And mods like yours will continue to be played and enjoyed for as long as people like to see medieval knights charging across a grassy landscape...

    Cheers!
    Last edited by Pericles; 01-18-2005 at 18:51.

  28. #478
    lurker Member JR-'s Avatar
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    Default Re: Medieval: Total War XL

    thank you.

  29. #479
    Member Member Kali's Avatar
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    Default Re: Medieval: Total War XL

    Cheers for the reply,
    I noticed that Mesopotamia is using that slot when I was doing a bit of editing.
    Cool mod.

  30. #480
    Member mercian billman's Avatar
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    Default Re: Medieval: Total War XL

    Thanks VH,

    I just wanted you to know I downloaded your mod on saturday and have really enjoyed it. I started a Cuman early expert campaign last night and played until the GH arrived. It was probably the most exciting TW campaign I've ever played, hemmed in on all sides, with little income meant expansion and army building was near impossible. Luckily nobody attacked me and I was able to organize raids against the People of Novogorad who quickly sued for peace. While I was organizing these raids I also started building a Navy and sacked Venice with a mercenary army. This army continued fighting until they reached Bohemia when they were defeated. I would've kept Venice but since the Horde was coming I felt it would be best simply to destroy the city and focus all my resources East.

    I had to quit at midnight because I have school today but it was definately worth it

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