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Thread: XVI -XVII mod

  1. #1711
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Generally I thought it is not really worth the effort - the AI will change any moment after all. Only unit and building priorities are changed sometimes.


    IN 2.0 I will change few AI behaviour sets - desperate_defence for Montenegro for example - and I will do it solely because of your posts. Thanks for the inspiration.





    P.S. Sadly there will be no Reindeer cavalry for the Siberian folks ( MP only faction like the Hawaii) - there is no way to put them in the game at the moment - besides it would be chariot-like animation i.e. VERY hard.

  2. #1712
    Spirit King Senior Member seireikhaan's Avatar
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    Default Re: XVI -XVII mod

    I've decided to give P&M another shot, and I must say, I've been having a blast! Got whaled on as France, went from 9 allies to 2 allies and war with 5 factions in a span of 10 years! Verrry challenging, I must say. I look forward to PM V2, but please, work on your elections first. As much as I'd like to have V2 sooner, I also believe politics are more important, and in your case, perhaps more important than I, as an American, can possibly comprehend.
    Last edited by seireikhaan; 10-14-2007 at 14:15.
    It is better to conquer yourself than to win a thousand battles. Then, the victory is yours. It cannot be taken from you, not by angels or by demons, heaven or hell.

  3. #1713
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    GOOOD NEWS everyone - most likely I will re-gain some help with the animations - which means it is possible we will seee some most spectacular units ever done for MTW VI in this mod .

  4. #1714

    Default Re: XVI -XVII mod

    This mod truely is the EB of MTW. I cant wait for it to be done.

  5. #1715
    Member Member Radier's Avatar
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    Default Re: XVI -XVII mod

    Nice!!
    I support the Pike and Musket:Total War



    Also Europa Barbarorum supporter!

  6. #1716

    Default Re: XVI -XVII mod

    Quote Originally Posted by Davidian
    This mod truely is the EB of MTW. I cant wait for it to be done.

    Yes, I was thinking that too. Total conversion. Total fun. That's our PMTW
    Eras Total Conquest, your Eras TW for Kingdoms.

  7. #1717
    Friend of Lady Luck Member Mooks's Avatar
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    Default Re: XVI -XVII mod

    Havent played mtw in such a long time, I decided to start it up again last night. This mod defintely looks like something I would like.
    Quote Originally Posted by Furunculus View Post
    i love the idea that angsty-teens can get so spazzed out by computer games that they try to rage-rape themselves with a remote.

  8. #1718

    Default Re: XVI -XVII mod

    Cegorach! Hey. I havent been on the org in so long and I hoped that PMTW would be out. Im glad it will be out soon. Good luck and dont rush it.

  9. #1719
    Friend of Lady Luck Member Mooks's Avatar
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    Default Re: XVI -XVII mod

    Some reviews of the mod, mostly just bullet points of the good and bad:

    Where are the descriptions? I hate to whine, but it looks like the modder just gave up halfway. All I got to go by on what a unit does is the picture.

    No events. I know its not really a important thing but the events were interesting on the original game.

    During the "religious tormoil" period most countries get mercenery troops to recruit. Im no historian, but countries didnt use just mercenaries. That would lead to a very crappy army.

    I like the regimental cannon unit idea! The task of moving your cannons in sync with your infantry is a challenge.

    Did you not imagine people would play as granada? All you have to train is granadian militia. Which are good in the beggining, but cant compete at all in the later ages.

    Is the main modder possibly french? The french have a wonderful selection of units, but much more then the other countries (at least the ones iv gotten too).

    Jihads dont work.

    Only some countries get crusades, iv only seen the computer use them though (France, portrugal, the knights, saxons, english dont have them at least)

    When you do put in the unit descriptions, they run off the screen and it has the ... anyone have a idea how to read the rest of it?

    The 2 parts of the ocean is a good idea. Now the venetians or ottomans cant have navies way over in the north sea without having a base over there.

    Where are the bayonets? Musketmen get eaten up by any other unit like nothing, im not saying they should be as good as melee infantry but they shouldnt be that easy.



    These were mostly negative comments, but I still like the mod. Seems uncompleted.
    Last edited by Mooks; 10-22-2007 at 04:09.
    Quote Originally Posted by Furunculus View Post
    i love the idea that angsty-teens can get so spazzed out by computer games that they try to rage-rape themselves with a remote.

  10. #1720

    Default Re: XVI -XVII mod

    Congrats dude! Hope Poland will do beter under this rule.

  11. #1721

    Default Re: XVI -XVII mod

    Hi Cegorach,
    I think the elections did go out like you hoped for?
    I`m really addicted to MTW and especially to your mod! Its great work and all i was looking for! I love that time and all the units of the mod. I read some books about warfare and am impressed about the historical realism of the mod!
    Actually im playing a campain with the hapsburgs, conquering Northeurope, while watching France and Switzerland fight

    So, even while i love 1.5 i`m excited about playing 2.0 (like everybody else here)! All those progress you described sounds astonishing!

    Keep it up! Your work is so much appreciated!

  12. #1722
    Member Member Radier's Avatar
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    Default Re: XVI -XVII mod

    Holy bandit, about the unit descriptions. It's because there are like 1000 units in PMTW. :P Plenty of writing is needed to fill that.
    I support the Pike and Musket:Total War



    Also Europa Barbarorum supporter!

  13. #1723
    Banned ELITEofWARMANGINGERYBREADMEN88's Avatar
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    Default Re: XVI -XVII mod

    One of the Best Mods I ever played. Go Swiss!!!

  14. #1724
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    VICTORY !!!! :D :D :D :D




    PO won in the yellow areas - DECISIVELY - in my region 49 to 21.



    Sejm (lower house)



    Senat (upper house)



    I have no idea how I've managed to survive the last two years. It was one, big nightmare of incompetence, stupidity and arrogance which was getting wose with every passing month.


    Now it is the time to heal the wounds and deal with the divisions created by the morons and their propaganda.



    The forces of light have won a crushing victory - now it is the time to live an ordinary, 'boring' life.

  15. #1725
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by holybandit
    Some reviews of the mod, mostly just bullet points of the good and bad:.
    It is always good to read some. ;)

    Where are the descriptions? I hate to whine, but it looks like the modder just gave up halfway. All I got to go by on what a unit does is the picture.
    The rest will be done for 2.0 - some must be corrected (too long, spelling errors, etc.) - overall it takes some time to write them.

    No events. I know its not really a important thing but the events were interesting on the original game.
    Hardcoded - impossible to mod.

    During the "religious tormoil" period most countries get mercenery troops to recruit. Im no historian, but countries didnt use just mercenaries. That would lead to a very crappy army.
    There are two types of mercenaries - ordinary infantry hired from several places/areas or even 'bought' - generally non-native or simply mostly from foreign sources. And those are represented by these 'buildable' mercenary units.
    Second are the real hireable mercenaries which can be hiread as in the vanilla MTW.

    Basically - the first type prevails in the armies of the states which had limited in size/non-existent national armies. It makes no point to give EVERYONE their own vanilla pikemen/musketeers/etc if their numbers were very small. ;)



    Did you not imagine people would play as granada? All you have to train is granadian militia. Which are good in the beggining, but cant compete at all in the later ages.

    It is a bug - ALL or almost all of their units will be available in later periods i.e. after 1573.


    Is the main modder possibly french? The french have a wonderful selection of units, but much more then the other countries (at least the ones iv gotten too).
    No, I am not French.;)

    Countries which had diverse and interesting armies have such in the mod or will have (a number of units will apppear in 2.0) - those which do not have them... don't get them..

    Jihads dont work.
    It wil be corrected.

    Only some countries get crusades, iv only seen the computer use them though (France, portrugal, the knights, saxons, english dont have them at least)
    Only catholic states can have them and only some got those - it is to recreate 'national levy' or special types of mobilisation which those countries employed. These are supposed to help to fight the Ottomans and Russia as well.



    When you do put in the unit descriptions, they run off the screen and it has the ... anyone have a idea how to read the rest of it?
    Read above.



    Where are the bayonets? Musketmen get eaten up by any other unit like nothing, im not saying they should be as good as melee infantry but they shouldnt be that easy.
    Only late infantry gets those - as in real life. Try to use the musketeers in woods if you like melee with them, but overall use your pikemen and cavalry.

    Only certain eastern type infantry (Polish, Hungarian, Russian, Cossack) are better in fighting enemy cavalry, but that is all historically justifie - I have made 'some' effort to learn about it.;)






    These were mostly negative comments, but I still like the mod. Seems uncompleted.
    That is why it is 1.5...

  16. #1726
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: XVI -XVII mod

    I fired up a new campaign last night, and am already on my thrid attempt at it. Morocco in "Religious turmoil" is seriously difficult - new Princes popping up faster than the economy can feed them. Fourth attempt I will focus on getting Songhay first rather than mines/farms, maybe I can get a sound economy then. What makes it really difficult is the two closest potential enemies (ie sources of new territories ) are Spain and the Ottomans, both of whom can retaliate big time if you attack them..... In one attempt I took on the Ottomans and my king had three amazing defensive battles with rapidly dwindling forces, but eventually they just threw a stack of Zirlis at me and I had to retreat to the castle. They assaulted, I won, then my king died anyway.... one tough campaign
    ANCIENT: TW

    A mod for Medieval:TW (with VI)

    Discussion forum thread

    Download A Game of Thrones Mod v1.4

  17. #1727
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    The Songhay conquest structures give you the access to the Tuaregs who are quite useful in desert areas - in fact it is one of the best cavalry units in the game...

  18. #1728
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: XVI -XVII mod

    Tuaregs who are quite useful
    I managed to get a couple of units trained, one of which turned out to be the expert against odds attacker hero The Tuaregs and the title really make it worth building earlier in the campaign I think, I left it too late.
    ANCIENT: TW

    A mod for Medieval:TW (with VI)

    Discussion forum thread

    Download A Game of Thrones Mod v1.4

  19. #1729

    Default Re: XVI -XVII mod

    Well, ceg, glad to see you back. And not imprisoned either

    Was this election for president or the sejm, I'm assuming the sejm is equivalent to the US's House of Representives and Senate.


    Those (brothers) can't think of their names, are they still the president?


    Well glad to see democracy has turned over a new leaf in yet another country, and I as an American, see it as my duty to spread democracy in the saying "one vote is worth one drop of blood". FUGGLE AUTHORITARIANISM.


    Ehh, 2.0, take your time. But I have at least one question: will 2.0 be able to be made on a clean install of 1.5, or do we need a fresh install of MTW VI vanilla?

    Oh, right, to the smilies... ( ) WTF?

    Aint this one funny, kind of reminds me of Quest for Glory back in '92.

    And this is still sick beyond believe. A smiley pervert would only enjoy this.

    Ok dude, see ya.
    Eras Total Conquest, your Eras TW for Kingdoms.

  20. #1730
    Banned ELITEofWARMANGINGERYBREADMEN88's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by Wladyslaw IV
    Well, ceg, glad to see you back. And not imprisoned either

    Was this election for president or the sejm, I'm assuming the sejm is equivalent to the US's House of Representives and Senate.


    Those (brothers) can't think of their names, are they still the president?


    Well glad to see democracy has turned over a new leaf in yet another country, and I as an American, see it as my duty to spread democracy in the saying "one vote is worth one drop of blood". FUGGLE AUTHORITARIANISM.


    Ehh, 2.0, take your time. But I have at least one question: will 2.0 be able to be made on a clean install of 1.5, or do we need a fresh install of MTW VI vanilla?

    Oh, right, to the smilies... ( ) WTF?

    Aint this one funny, kind of reminds me of Quest for Glory back in '92.

    And this is still sick beyond believe. A smiley pervert would only enjoy this.

    Ok dude, see ya.

    You Did QFG ? Doesn't that smile look like that dude from QFG1, don't remember his name.




    Anyhow,


    I hope the Swiss will be in P&M 2.0??

  21. #1731

    Default Re: XVI -XVII mod

    Hmm, weirder than me..

    Yeah, I did QFG 1, his name was Erasmus. And I remember Carl the Gatekeeper, that arrogant guy at the front gate to the main town of Spielburg, the one always flipping the dagger in his hand. And those pixies.. man! They were hot as hell!!!

    So seriously, they just don't make games like they used to....


    Pirates! Gold was my all time favorite, back from 93. That game even with it's shitty 2D graphics and pixels the size of Texas, just captivated me for that whoooole summer....
    Eras Total Conquest, your Eras TW for Kingdoms.

  22. #1732
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by Wladyslaw IV
    Well, ceg, glad to see you back. And not imprisoned either

    Was this election for president or the sejm, I'm assuming the sejm is equivalent to the US's House of Representives and Senate.


    Those (brothers) can't think of their names, are they still the president?
    The moron (the president) is still there and will be for another 3 years (unless impeachment will be used - unlikely, though).

    Sejm is like the House of Representatives, Senat is like Senate, though in Poland both serve for 4 year and there is one election for both at the same time.

    And Poland has over 500 years of democratic tradition (first Grand Sejm was called for in 1492 for example) - the last two years are like the 'hangover' of our political system, but perhaps a necessary one because the political scene has been healed to large extent. In general it is back in normal, finally.


    @{BHC}KingWarman888

    I hope the Swiss will be in P&M 2.0??
    I have no plans to remove them or ANY other faction, actually.

    There will be new factions added to the campaign for sure, but that is thanks to the 3 new campaigns added in 2.0.




    That ends all off-topic discussion guys - I am quite happy to work on the mod again without any annoying distractions from our politics.

  23. #1733
    Spirit King Senior Member seireikhaan's Avatar
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    Default Re: XVI -XVII mod

    Just curious, Cegorach. Is there any kind of time table that you've set up for a release date?
    It is better to conquer yourself than to win a thousand battles. Then, the victory is yours. It cannot be taken from you, not by angels or by demons, heaven or hell.

  24. #1734
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Most likely not in November, but we will see.



    To prove that something is going on here is the in-game image of Russian light cavalry.

    Remember that this bright gren and pink are replaced by faction colours when on the battlefield...



    Yep, it is YanTraken again. ;)

    Maybe after Sunday I will be able to post some screens, from the game already.

  25. #1735

    Default Re: XVI -XVII mod

    Hi,
    can somebody please tell me how you can buil flemish pikemen in Flandern???
    The Dutch/Swedish Brigade is a limitited building, right? got really confused...
    Anyways, my Hapsburg Empire started at 1490 rules 3/4 of europe. Now its 1572 and I can use all those new units! So much fun, especially the Regimental Cannons!

  26. #1736
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by JaRo
    Hi,
    can somebody please tell me how you can buil flemish pikemen in Flandern???

    Here you go

    "{ARMOURER, TOWN_WATCH2,SPEARMAKER2,INN}"

    Which basically means you need the INN (exactly like with any other mercenary troops) and some expanded structures.


    The Dutch/Swedish Brigade is a limitited building, right? got really confused...
    You can build those everywhere... of course you need the earlier military reforms to be build first.

    Literally all of those need a gunsmith, spearmaker and horse breeder - and of course a castle, but new units will not appear before their time comes anyway.

    In addition a number of countries has its own reforms - Sweden, Poland, Russia, Moldavia, England, Spain...

  27. #1737

    Default Re: XVI -XVII mod

    Thanks man! Can`t wait to have them.

  28. #1738

    Default Re: XVI -XVII mod

    Greetings!

    Thanks Cegorach for your help in installing. PMTW 1.5 is wunderbar!

    I have also downloaded the patch, and installed the main patch (but not the MP pack or "old army" pack). I noticed a thread saying that the Thirty Years War would be included in this patch; is this correct?

    I do not play MP, only single player, and will probably need a new computer to play MTW2, so PMTW1.5 will do nicely for now.

    So, where do I find the 30 Years War addition?

    Thanks for all you do, and congrats on your election victory.

    Lambere

  29. #1739
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    30 Years War wasn't really planned to appear before 2.0 where a new campaign map and new campaign starting in 1619 will allow waging it on the grand map.

    Playing 1.5 with the patch is a very good way to realise how the mod works and what to use, we will see how much it wll be useful for 2.0 - I am toying with a couple of ideas which might give additional options to the game unseen in any other mod, just like with those already present in patched 1.5.





    You might want to test MP install anyway - there are over 80 units unavailable in single player and new factions - Ethiopia, Songhai, Iroquis and Uzbeks + unit cost is balanced more than in 'vanilla' patch so custom battles work better.

    Nevertheless single player is the main area of my efforts to make the game HARD - of course only if played on expert level.

  30. #1740
    Savaran Commander Member Hound of Ulster's Avatar
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    Default Re: XVI -XVII mod

    release date for 2.0 is..........?

    I hate waiting.
    'Only the Dead Have Seen the End of War' Plato

    'Ar nDuctas' O'Dougherty clan motto

    'In Peace, sons bury thier fathers; In War, fathers bury thier sons' Thucydides

    'Forth Eorlingas!' motto of the Riders of Rohan

    'dammit, In for a Penny, In for a Pound!' the Duke of Wellington

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