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Thread: XVI -XVII mod

  1. #1501
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: XVI -XVII mod

    Can't wait to try .... I'm just a bit that I decided not to bring my memory stick into work today. So will have to DL it tomorrow...
    ANCIENT: TW

    A mod for Medieval:TW (with VI)

    Discussion forum thread

    Download A Game of Thrones Mod v1.4

  2. #1502
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    That is too bad.

    Tomorrow I will update the online guide - it was a busy night yeasterday - or rather today

  3. #1503
    Passionate MTW peasant Member Deus ret.'s Avatar
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    Default Re: XVI -XVII mod

    awesome work, ceg! I'm truly enchanted. too bad the patch isn't save game compatible but the hell.....it's great! playing a campaign in Late very much resembles a slugfest with a lot of action going on and many units have a beautifully revamped combat appearance. congratulations! so far I've discovered only a minor glitch: there seem to be two types of Polish Pancerni in the game of which only one (not the "true" one I'm afraid, just some kind of kozacy) is buildable but apart from that the game has gained so many convincing features I'm led to play it over and over again.....if I don't do anything else in my summer vacation it's definitely your fault, ceg.
    fantastic!
    Vexilla Regis prodeunt Inferni.

  4. #1504
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    The Pancerni isn't a glitch even if they have no unit description.

    THey are earlier period Pancerni without the lance they gained after 1674.

    Later period Pancerni so those from around 1674+ era use lances and bows and can 'dismount' into earlier Pancerni.

    The mini-eras idea present in the mod means that Religious Turmoil and Sun Kings Ambition have both additional eras - earlier and later which begins in 1595 in Religious Turmoil and in 1674 in Sun King's. The online guide will be edited accordingly tomorrow.

  5. #1505
    Passionate MTW peasant Member Deus ret.'s Avatar
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    Default Re: XVI -XVII mod

    the real genius shines through when moderate spirits cannot but discover a faulty process .... or somehow like that. I'm impressed and I'll never open my mouth that quickly again
    Vexilla Regis prodeunt Inferni.

  6. #1506
    Member Member streety's Avatar
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    Default Re: XVI -XVII mod

    Many congratulations on completing the patch!

    From what relatively extremely little I did on a couple of earlier graphics, I can appreciate, and am thus awe-struck, at just how tremendous an effort others and especially you Ceg have put into producing this work. Pike and Musket has become the pinnacle of not just MTW modding, but MTW, period!

    I wish this was a real beer for you
    Of a tribe lost in Wessex

  7. #1507
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Thank you Streety, but the pinnacle will be reached with the release of PMTW 2.0 - the final release for MTW VI - later we will move towards MTW2 engine.


    The following needs still to be added

    - more new animations, especially the colourful Landsknechts,

    - more new music - I am getting more every day,

    - new battle maps mainly for the castles,

    - more historical battles and one or two additional historical campaigns,

    - ECW finally playable in all modes this time it gets priority,

    - new campaign map,

    - various other changes and corrected errors (includes new info pictures, icons and descriptions).

    This is also the testing ground for MTW2 project and something to play untill its release.

    Regards Cegorach

  8. #1508
    Earl Of Warwick/Wannabe Tuareg Member beauchamp's Avatar
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    Default Re: XVI -XVII mod

    Hey Ceg, just curious, do you need music for the Islamic factions? If so, I have alot of old persian, turkish and African music that I could upload for samples...just PM me if you are in need of some.
    Thanks


    Ya Misr!

  9. #1509
    Member Member Gordon's Avatar
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    Default Re: XVI -XVII mod

    This is looking very very good, I can't wait to try it out Multi.

    Unfortunately my ISP employs proxy servers which means that to forums and sites like Rapidshare I have the same IP as everyone else behind that proxy. So Rapidshare either tells me I am already downloading or else have exceeded my limit.

    Will there be any other mirrors for the patch? Or if there is anyone in the North London UK area with it I am prepared to drive over with my USB stick for it....

  10. #1510
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Not for the next couple of days. I will need to check if there are any mistakes serious enough to re-release the patch.

    For now only one minor glitch has been reported - Spainish early Celedas cavalry has wrong animation file in use.

    If I re-release the patch a mirror will be provided, if not it will also happen in couple of days. Simply playing the mod by as many people as possible will be the best bug hunting I can have.

    Because PMTW 2.0 will be ready only in several weeks' time re-releasing the patch seems to be a very good idea.

  11. #1511
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    The reported glitches were removed, so was the error with some historical battles (wrong composition of the patch installed in a wrong place...)

    All the links for the patch has been corrected accordingly, you can download the corrected version of the patch without hesitation because it won't affect any campaign you have in progress so it can be only better than now

  12. #1512

    Default Re: XVI -XVII mod

    Just a couple of questions/possible bugs:

    Was testing the new patch and checking out in single player skirmish in Religious Turmoil period, it seemed that a few sides I picked had none of their 'special' stuffs. Polish not having having anything but generic infantry (wagons/armenian archers/scots pike, that kinda thing) and cavalry was missing Hussaria in any form.
    Also tried starting a campaign, but it crashed on loading up (as in load bar to full, changed to map, saw the pieces on the board for a fraction of a second then crash) with no error report.

    Installed the patch last night, then grabed the fixed patch this afternoon and installed again. I didnt install the multiplayer pack or the old pieces (I like the P&M map pieces alot more). Anything im missing doing here?

    Love the game by the way, (its pretty much an entire re-build now rather than just a mod I'd say) so have some fan worship from a guy who's had this steal many many hours of his life.

    *cegorach1 gains +1 fan worship points*

  13. #1513
    Time Lord Member The_Doctor's Avatar
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    Default Re: XVI -XVII mod

    Welcome to the Org, Spurious

    Was testing the new patch and checking out in single player skirmish in Religious Turmoil period, it seemed that a few sides I picked had none of their 'special' stuffs. Polish not having having anything but generic infantry (wagons/armenian archers/scots pike, that kinda thing) and cavalry was missing Hussaria in any form.
    There are mini-eras for the RT and SKA campaigns, you have to wait until 1595 or 1674 before some of their units become available.

    I thought it was a bug as well.

  14. #1514

    Default Re: XVI -XVII mod

    Quote Originally Posted by The_Doctor
    Welcome to the Org, Spurious



    There are mini-eras for the RT and SKA campaigns, you have to wait until 1595 or 1674 before some of their units become available.

    I thought it was a bug as well.

    Nah I know about in the campaign, that just wont run, and the skirmish mode is the bit which is lacking the troops.

  15. #1515
    Time Lord Member The_Doctor's Avatar
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    Default Re: XVI -XVII mod

    Nah I know about in the campaign, that just wont run, and the skirmish mode is the bit which is lacking the troops.
    I have no idea why the campaign will not load.

    I have worked out why there is a lack of troops in the skirmish mode. The RT time period is spilt into two periods, this you already know. When you try to play a skirmish game in the RT period, you are playing in the early part of the RT period, when most of the units are not avilable.

    I believe this is why Ceg included a MP mode as well.

  16. #1516
    Member Member Radier's Avatar
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    Default Re: XVI -XVII mod

    First I must congratulate too the patch. It is very good. I shall try every singel country. (It is very good to study for tests while playing PMTW on slow computer )

    I have a question though. New cool port-graphics have been included. Why havn't YanTrakens castle-graphics also been included?

    Again, great work!
    I support the Pike and Musket:Total War



    Also Europa Barbarorum supporter!

  17. #1517

    Default Re: XVI -XVII mod

    Has anyone tried to play Granada? I played with different countries but this one is my first with the patch and it seems really great, after 1572 it gets even more interesting......it seems that the only national troops I can build is the Granadian Militia ( great unit given its price and upkeep ), what's more I can't build any mercenary units even though I do have inns in mercenary provinces.....

    ...am I supposed to take over the world with militia, saharan cavalry and those desert crosbowmen?:):) Lesser Kazzar with it's cavalry can come to the rescue:) Other idea is to bribe units, I menaged to conquer all Spain and North Africa so my defensive position is good and I make loads of cash thanks to cheep units and great trade.....

    However, Did You Ceg make Granada like that on purpose? Any chance for some units later in the game? I really like those two cavalry types they have, want them back!:)

    Swoja droga rewelacyjny mod, duzo lepszy niz gra, ktora przeciez slaba nie jest:) Gratuluje i pozdrawiam:)

  18. #1518
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    You could say that 'karp myslal o niedzieli a w sobote leb ucieli...' I actually started thinking about PMTW 2.0 rather too quickly I guess. The Granadan units are bugged - these were initially supposed to appear only in early and I forgot to correct the mistake when I finally managed to add Granada as a new faction...

    Kazan doesn't have this problem nor any other new faction from any campaign.

    At the end of the week I will correct this error and any other which will resurface somewhere -as before I will replace the old link and the changes won't affect existing campaigns in progress...


    @Radier

    New set of castle battle maps will be added and I want to have the castles to look at least a little similar to those. This is the main reason.

    @Spurious

    It is simple - mods with new provinces require lower map resolution 800 x 600 or something similar - this is the hardcoded limit which cannot be overrun.

    Set the campaign map resolution to this and it should work as it should.

    The Doctor is right about skirmish BTW - for reliable custom/multi mode I suggest to create a separate directory of patched PMTW and install MP pack there it is de facto a new game to explore with factions like Iroquois, Uzbeks or Ethiopia which are worth trying even if in custom mode only.


    Regards Cegorach

  19. #1519

    Default Re: XVI -XVII mod

    Ok roger that:) so I'm keeping my save untouched and wait for the updated version, by the way...will the Granadians have any other units from 1572? For example moorish infantry should be available to them

  20. #1520
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Nope. Perhaps I will give them something from western mercenary range, but no more national units. Moorish infantry was solely for Morocco - the unit rosters are limited to circa 256 units in each campaign and in PMTW you have actually more than 700... This means that unit roster in the earliest campaign are the least varied ones contrary to MP where there is no need for something coming in 1572 and 1648 anymore - this is the reason why I managed to add over 60 new units in MP Age of Exploration...
    The campaign mode's needs meant that the later the campaign the more diverse rosters become - e.g. in Sun King's Ambition you can see 4 types of Polish Husaria cavalry comaparing to one when starting in 1480 ( it appears in 1572).

    Still the PMTW has more units than any other existing mod for MTW so there is no need to weep

  21. #1521

    Default Re: XVI -XVII mod

    Don't worry, nobody is weeping, at least not me, it would be cool to have some musket armed Granadian troops though, moorish Granada without moorish infantry seems missing something but I can still attack western musketeers with my javelins:) at least, when musket came into common use Granada was already spanish:)

  22. #1522

    Default Re: XVI -XVII mod

    oh, I forgot, will You update the on-line guide? Cheers

  23. #1523

    Default Re: XVI -XVII mod

    Thanks, confusing on the resolution change since I was running quite happily at 1026x768 before the patch (still version 1.5 with the devided poland/other new territories), but hey, it works now and thats great.

    Now I've just gotta chose which faction to play first, too many choices


    Edit: one tiny question, is there a way to read all the unit text stuff when it goes off the bottom of the description box?
    Last edited by Spurious; 08-28-2006 at 17:37.

  24. #1524
    Time Lord Member The_Doctor's Avatar
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    Default Re: XVI -XVII mod

    Off Topic: Guddy, why do you have over 4 billion posts?

    On Topic: Do Montenergo get any other unit than the delis and the musket/guillera troops?

  25. #1525
    Member Member danfda's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by The_Doctor
    Off Topic: Guddy, why do you have over 4 billion posts?
    I was wondering that also...
    "Its just like the story of the grasshopper and the octopus. All year long the grasshopper kept burying acorns for winter while the octopus mooched off his girlfriend and watched TV. Then the winter came, and the grasshopper died, and the octopus ate all his acorns and also he got a racecar. Is any of this getting through to you?"

    --Fry, Futurama, the show that does not advocate the cool crime of robbery

  26. #1526
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by Guddy
    oh, I forgot, will You update the on-line guide? Cheers

    On Wednesday, I wanted to do that last Saturday, but I took 36 hours long 'holidays' and now it will take a little more time - it is a working day after all...



    it would be cool to have some musket armed Granadian troops though, moorish Granada without moorish infantry seems missing something but I can still attack western musketeers with my javelins:)

    Hired mercenaries and Algerian infantry is good for that.


    @Spurious

    Edit: one tiny question, is there a way to read all the unit text stuff when it goes off the bottom of the description box?
    There is no possible way to do that - I will finish all descriptions for PMTW 2.0 and edit the ones which are too long too.

    @The Doctor

    On Topic: Do Montenergo get any other unit than the delis and the musket/guillera troops?
    Not really - they have several units from local Balcan area and little more - it was a small mountain nation which certainly is a challenge to lead.

    They however start with several western units to recreate Venetian expeditionary corps which was fighting in this area and was joined by several Montenegrin clans. They were defeated in 1649 if I am correct, but it doesn't need to happen in campaign

    And yes the information was very hard to find - I am no expert on Montenegrin or Serbian history either.

    Delis are here because they were often Bosniak or Serbian and their task is to provide the poor Montenegro with some cavalry with very limited number of those...


    Montenegro will have to use hired mercenaries in order to expand which is possible thanks to Cetinje monastery they start with and later may use buildable ones in skull marked provinces.


    PLEASE continue reporting any mistakes you find - especially situations when the game CTD - some guys already mentioned such situations but I am not sure if it wasn't their fault actually - I decided to start my own campaign with Poland ( first time since the mod is playble actually... I like small factions more) in RT. I wonder if I find... how many mistakes I will find


    Regards Cegorach

  27. #1527
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by danfda
    I was wondering that also...

    Severla forum 'lives' perhaps...

  28. #1528

    Default Re: XVI -XVII mod

    Why do I have 4 billion posts?:) That is a good question:) I remember writing one post before this Granada discussion....

  29. #1529
    Time Lord Member The_Doctor's Avatar
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    Default Re: XVI -XVII mod

    Why do I have 4 billion posts?:) That is a good question:) I remember writing one post before this Granada discussion....
    You should ask one of the mods/admin.

    According to your profile, you have made 245,818,516.48 posts per day.

    There is thread about you in the watchtower, called "beat this".
    Last edited by The_Doctor; 08-28-2006 at 18:44.

  30. #1530
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    I posted there - knew that Neo would be Polish

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