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Thread: XVI -XVII mod

  1. #1441
    Time Lord Member The_Doctor's Avatar
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    Default Re: XVI -XVII mod

    Excellent, thanks.

    I had worked out what Marszalek, Kanclerz and Litewski was. A guessed what Prymas i Interrex Polski and Marszalek Sejmu where.

    I thought Wielki meant "of" and Koronny was an old way of saying Poland or was something to do with the Polish bit of the Commonwealth.

    In my current Polish campaign the Russian Tzar was killed by the first shot from a cannon that was targeting the men front of him. He didn't have an heir. Unfortunately they have reappeared.

  2. #1442
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: XVI -XVII mod

    I have absolutely no idea on my Tatar titles and offices (okay, "Khan" is pretty straightforward, but the rest go well beyond my familiarity with languages )

    I dismounted my infantry as suggested and found the secret weapon! Very good. Maybe too good - I had one unit run round the castle and it was able to bring down towers in one go. I think it really ought to take more time.

    The campaign's going well - I've just eradicated the Polish (sorry, Cegorach, I tried to be kind ) after they went into civil war. I guess Kazimierz just couldn't keep hold of things after losing all of his command, influence and acumen.

    As I can't keep the Roundheads out of Estonia/Finland/Livonia I've been flooding the area with imams and spies. Rebellion upon rebellion, but I also unfortunately brought back the Swedes. At least the Swedes and Roundheads are now at war for control of this mostly Muslim region !

    The big Danish army in Lithuania has been largely neutralised by another civil war, so that was the opportunity for me to take Prussia from the Poles without exposing my borders too much. I should be able to grab Lithuania soon, and keep up the pressure on Livonia/Estonia/Finland.

    I really need a Baltic navy, but with only Novgorod producing ships they get sunk as soon as they're launched. So I took another approach against the Roundheads - with full naval presence around the Med, I spotted their Leader in Morocco without any route of escape! So I quickly attacked and chased him all the way to Tunisia. Alas I couldn't capture him, and he rather unsportingly died on me in battle. Still I did capture and ransom a prince. So my holdings include a nice stretch of North Africa and I have a source of new Muslim troop types. The alliance with the Ottomans is holding up nicely, but I know I can't trust them forever.

    In the West, the French have reached the borders of Poland, and though currently neutral they are allied to the Roundheads. I'm pushing alims westward and training up more spies and assassins. Somehow I need to destabilise this unholy, unspeakable, alliance of French and English factions! Maybe my next campaign goal should be to get the Roundheads out of Iberia and push through to the Atlantic coast, and then seize the Baltic territories. The four major powers now are Roundheads, France, Ottomans and Tatars, with a cluster of minor factions in southern Europe. The Tatars definitely make for a good campaign
    ANCIENT: TW

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  3. #1443
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    The Russians were designed to be a problem with huge numbers of soldiers and nasty foreign policy - besides it is pretty realistic as well, Poland-Lithuania had about 30-50 years of peace with them from 1480 to 1700.

    Minerteams are too powerful, but the first thing I did while working on the patch was to correct their ability to blow the walls - now it is about 6-8 times weaker, still enough to destroy several pieces of fortification, but now it takes much more time and is more costly in men lost during the whole process. In addition they have got something very unusuall...I wll not tell too much, though.

    Originally they were designed to fight in 12 men units so no wonder their explosions are so powerful...


    Poland - the AI can't handle the faction at all and I am not going to give them something they shouldn't have - too much power would be undeserved, it was the quality of the troops and commanders which gave so many victories to the Polish and the AI can't even fight with half of their units as they should be used.


    Something new - army of Granada.

    Last edited by cegorach; 07-22-2006 at 12:09.

  4. #1444
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: XVI -XVII mod

    No wonder my miners were so powerful -- I had a 60 man unit dismounted from bekcis. I dread to think what would have happened if I'd used the dismounted zaporozhyes and their 160-man units Anyway, it was a better assault than the last one where I only had muslim feudal levies to throw at the gatehouse. Boy, was that messy....
    ANCIENT: TW

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    Download A Game of Thrones Mod v1.4

  5. #1445
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Persian army with all new units included


  6. #1446
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    The last faction has been added - Wurttemberg - now Germany are even more crowded and dangerous with the very real possibility of annihilation in the turn nr 1.




  7. #1447
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    New musketeer animations will addd more variety to the game, besides they can use musket rest and variety of weapons in close combat.




  8. #1448
    Passionate MTW peasant Member Deus ret.'s Avatar
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    Default Re: XVI -XVII mod

    greetings,

    Is it possible that you assigned the HRE faction slot to the poor Polish? I'm just asking because all other factions seem to display an unusual degree of hostility towards them. Not only are they regularly annihilated after, say, 10-15 turns or so when controlled by the AI, but even when I play them I have a hell of a time just trying to hold off all those land-hungry factions on my borders (Russians, Danes, Brandenburgians, ...), just like in HRE games. Their lack of troop-producing provinces as well as a small standing army doesn't help, either, especially in Early, where it maybe would help to retain an independent faction Lithuania as a buffer between Poland and Russia - after all, the union of Lublin was almost 9 decades after 1480, and it was only after 1520 or so that Polish kings were Lithuanian grand dukes simultaneously.

    Don't get me wrong, I really love your mod and the tons of good ideas you implemented It took me a while to get used to the new fighting style but it's cool! I just feel there's still some room left for improvement.
    Vexilla Regis prodeunt Inferni.

  9. #1449
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    [QUOTE=Deus ret.]greetings,

    Is it possible that you assigned the HRE faction slot to the poor Polish?
    I'm just asking because all other factions seem to display an unusual degree of hostility towards them. Not only are they regularly annihilated after, say, 10-15 turns or so when controlled by the AI, but even when I play them I have a hell of a time just trying to hold off all those land-hungry factions on my borders (Russians, Danes, Brandenburgians, ...), just like in HRE games.


    =========> Nope, Hapsburgs are using the HRE slot. True Poland is attacked from several directions, but there is hardly anything I can do with that - the size of the country is the main factor I believe.
    I actually made some improvements by closing the direct access from Hungary and reducing the route from Moldavia so at least Hungarians aren't so much interested in attacking to the north...

    Their lack of troop-producing provinces as well as a small standing army doesn't help, either, especially in Early,

    ========> I will improve it a little in the patch, but not much, besides after 1572 situation changes much.

    where it maybe would help to retain an independent faction Lithuania as a buffer between Poland and Russia - after all, the union of Lublin was almost 9 decades after 1480, and it was only after 1520 or so that Polish kings were Lithuanian grand dukes simultaneously.


    =======> first I am out of faction slots, second it is simply pretty useless - the union was stable at that time and I can't imagine Lithuania fighting against Poland in the mod... Besides Polish 'task forces' were increasingly present in the army of Lithuania which would be imposible to recreate correctly, not to mention the appaling condition of the Lithuanian army - the buffor would make the situation even worse.

    Besides Poland is designed to be hard to play and unfortunatelly it is still MTW VI engine and the best improvements are not available i.e. the new idea of the 3d map and its consequences...

    Cheers !

  10. #1450
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    More new even pictures will appear in the mod.



    As well as this special institution


  11. #1451
    Time Lord Member The_Doctor's Avatar
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    Default Re: XVI -XVII mod

    Looks good.

    Other than training inquisitors, what does the Spanish Inquisition do?

    Are the inquisitors the same as in MTW?

  12. #1452
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: XVI -XVII mod

    Wow - I wasn't expecting the Spanish Inquisition
    ANCIENT: TW

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    Download A Game of Thrones Mod v1.4

  13. #1453
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    https://i23.photobucket.com/albums/b...rach/inqex.jpg

    ...



    @The_Doctor

    Other than training inquisitors, what does the Spanish Inquisition do?

    Are the inquisitors the same as in MTW?

    It decreases mercenary pool, increases happiness and converts the population at very high rate.
    I can even advice to build it in recently conquered 'non-beliver' province and destroy it after the population is...eee 'convinced'... It will be unique structure because I don't want too many inquisitors walking around so only one at a moment.

    Inquisitors are generally the same, but much more expensive, recruitable only via this building and have small preaching ability ( MTW inquisitors increased only zeal). Also they will be available only in the earliest part of the first campaign i.e. to 1572.

  14. #1454
    Time Lord Member The_Doctor's Avatar
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    Default Re: XVI -XVII mod

    I like the picture.

    Thanks for the information.

  15. #1455
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: XVI -XVII mod



    Great pic, Cegorach!
    ANCIENT: TW

    A mod for Medieval:TW (with VI)

    Discussion forum thread

    Download A Game of Thrones Mod v1.4

  16. #1456
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    The last (except the Scottish) type of western musketeers - in morion helmets this time


  17. #1457
    Kurp Member YanTraken's Avatar
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    Default Re: XVI -XVII mod

    What differences there will be between those two types of musketeers?
    The favourite activity of the Poles in their free time is to fight beeing outnumbered:)
    [Ensiferum,Children of Bodom,TopGear]


  18. #1458
    Time Lord Member The_Doctor's Avatar
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    Default Re: XVI -XVII mod

    Has anyone got a Tercio formation to work?

    I have tried it using 4 musket units and 4 pike units. I put the pikes a deep formation than then used the double line group formation to form the carré, but there are gaps between each pike unit. Then I put the muskets it a deep formation and put each one on a corner of the carré to form the mangas.

    It does not work very well, the pikemen get out flanked and the muskets can't use all of the firepower.

    Normally I use a unit of muskets backed up with a unit of pikes.
    Last edited by The_Doctor; 07-27-2006 at 12:15.

  19. #1459
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    @The_Doctor

    Has anyone got a Tercio formation to work?

    It works pretty well in MP, especially during the first era with large units of pikemen and small firepower of an enemy to worry about.



    Normally I use a line of muskets backed up with a unit of pikes.
    I like to use infantry brigades with one unit of pikemen between ( if attacking) two musketeer blocks or just behind them (when defending).



    @YanTraken

    What differences there will be between those two types of musketeers?
    Animations. And these will be used for different units of course e.g. Mercenary Musketeers to make recognising certain unit easier.

    Cegorach

  20. #1460
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Russian Streltsy - the Red Army is coming !

    Notice the nice little axes they have.




  21. #1461
    Member Member Radier's Avatar
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    Default Re: XVI -XVII mod

    Looking good as usuall.

    What does "Streltsy" mean?
    I support the Pike and Musket:Total War



    Also Europa Barbarorum supporter!

  22. #1462
    Kurp Member YanTraken's Avatar
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    Default Re: XVI -XVII mod

    In polish it`s "Sztrzelcy",in English you can call them musketeers.But I doubt they were using muskets.:)
    The favourite activity of the Poles in their free time is to fight beeing outnumbered:)
    [Ensiferum,Children of Bodom,TopGear]


  23. #1463
    Member Member Radier's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by YanTraken
    In polish it`s "Sztrzelcy",in English you can call them musketeers.But I doubt they were using muskets.:)
    If what they are holding are not muskets, what are they?
    I support the Pike and Musket:Total War



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  24. #1464
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    The name means 'shooters' as Strzelcy in Polish.

    I think YanTraken meant they were using either arquebures or something called samopal - firearm cheaper than musket and with the range of arquebus, but with greater rate of fire. It was indeed used in worse Streltsy units, but was much more common among Zaporozhian Cossack infantry who mastered this weapon to impressive levels.

    Still the majority of later ( i.e. after 1630s) Streltsy and other Russian infantry did use MUSKETS - that is why they employed their large berdysh halberd-axes as musket rest.

    It hink it clears the doubts.

  25. #1465
    Earl Of Warwick/Wannabe Tuareg Member beauchamp's Avatar
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    Default Re: XVI -XVII mod

    Salamu Aleikum Cegorach!
    Awsome work! Ive just been touring Austria for two weeks and didnt have time to check the guild, but Im happy to hear about the new Persian units, as well as "Al-Granada".

    well, once I get my computer working, as well as finding MTW lol, ill start playing PM again.

    Ma'salema, Beauchamp


    Ya Misr!

  26. #1466
    Passionate MTW peasant Member Deus ret.'s Avatar
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    Default Re: XVI -XVII mod

    Although I'm already in my third full PMTW campaign, I'm still having difficulties figuring out the requirements and the mode of appearance of certain units. Would it be possible to include a tech tree in the patch release? I'm sure it would clarify many questions....often the building descriptions don't leave enough room for the listing of all possible units. e.g. what exactly does it take to recruit Courland Reiters? are Husarze buildable? what prerequisites does the implementation of reforms depend on? quite often I can build them in newly conquered, underdeveloped provinces but not in some of my homeland provinces. or.... why is the watch tower listed as being a prerequisite for a Sych when playing with the Polish, but the first province in which I can actually build this Sych is Volga-Bulgaria?

    Notwithstanding all that, I'm having a hell of a time....which means fun! Playing a Polish campaign for the second time now (high/hard) and it's simply great! The AI is surprisingly reasonable as well as unpredictable on the strategic side of things and I've yet to see a dominant pattern in the general faction development, which points to a rather well-balanced setting. The Turks get crushed by the Hapsburgs and others (once even Persia kicked their butt) as often as they conquer everything up to France, whereupon they fall into a great civil war because their Sultan is isolated on Sardinia or so....The Portugese, otherwise wiped out around turn 4 or so, now dominate the whole of Spain for the first time. The only regular issues are 1.Poland, which usually ceases to exist after 10-15 years when controlled by the AI and 2.the Danish-Swedish conflict which is inevitably won by the Danes, except in Late where the Swedish do stand more of a chance. Anyway, keep it up, cegorach! I just begin to discover how complex and addictive this mod is....
    Vexilla Regis prodeunt Inferni.

  27. #1467
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Small changes allowed adding mouch more new factions to the game. It also simplifies the installation of the patch.

    I can promise it will be released next week.


    The new factions are:

    Age of Exploration

    Emirate of Granada

    Kazan Khanate

    Religious Turmoil

    Morocco

    The state of Berber nomads, religious fanatics, vangeful Moors, conquerors of of golden states of Africa and camels.



    Hessen-Kassel

    the most loyal Swedish allies



    Wallachia ( replaces Moldavia)

    during the time of the damn stubborn Michael the Brave



    Sun King's Ambition

    Wurttemberg

    Montenegro

    Orthodox mountain theocracy




    + Uzbek Khorde in MP pack ( replace Hessen)

    and the infamous Bundschuh only in their small pack ( replace Granada) - especially interesting choice for all revolutionaries and alter-globalists

    Regards Cegorach

  28. #1468
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    [QUOTE=Deus ret.]
    Although I'm already in my third full PMTW campaign, I'm still having difficulties figuring out the requirements and the mode of appearance of certain units. Would it be possible to include a tech tree in the patch release?

    PMTW 1.5 was a huge, but only BETA release, patch will improve it. The techtree might be described with the release of the patch in the on-line guide, I am not absolutely sure, though.


    I'm sure it would clarify many questions....often the building descriptions don't leave enough room for the listing of all possible units. e.g. what exactly does it take to recruit Courland Reiters? are Husarze buildable? what prerequisites does the implementation of reforms depend on?
    Courland Reiters - you need German Pety State which is unique, so of you built it somewhere else than Livonia you lose this option.

    Husarze aren't buildable, but will be in the patch - another consequence of mini-eras idea with early-high, high ( from 1595) and late (1648) in 2nd campaign and early-late and late (from 1674 maybe a little later) ) periods in the last campaign


    why is the watch tower listed as being a prerequisite for a Sych when playing with the Polish, but the first province in which I can actually build this Sych is Volga-Bulgaria?
    It requires settler resource present in some provinces - otherwise it would be built too often and in wrong places.

  29. #1469
    Member Member Radier's Avatar
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    Default Re: XVI -XVII mod

    Very good work. Especially eager to play Morocco and Montenegro.
    What will the patch be called? 1.6... 2.0?

    Oh and have you found any more music? The battledrums are awesome and so are the tatar themes...

    Keep this up.
    I support the Pike and Musket:Total War



    Also Europa Barbarorum supporter!

  30. #1470
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Cossack infantry




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