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Thread: XVI -XVII mod

  1. #1561
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Forget my earlier announcement - I was away for some time and unable to do anything...

    I will prepare the low resolution animations in few days time as well as the upgraded guide with detailed techtree and unit section. Every single one will have the building requirements described, also homelands ( zone of recruitment) will be described at least to some degree for each faction.

  2. #1562
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    But first I have finally made first attempts for the new campaign map






  3. #1563

    Default Re: XVI -XVII mod

    A lot of major improvements. Could U post a large image of the new campaign map with province borders?

  4. #1564
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Not yet, it is very time consuming the scripting part is the worst one...

    But I can show this

    Spoiler Alert, click show to read: 


    Last edited by cegorach; 09-18-2006 at 18:56.

  5. #1565

    Default

    Looking good there
    Should be a nice change to play over a new map arrangement.

  6. #1566
    Member Member Yossarian's Avatar
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    Default Re: XVI -XVII mod

    Looks nice indeed! Could you please just give us a general idea of what has actually changed compared to the old campaign map? No need to report every minor detail though, just the major changes would be appreciated.

    Cheers!

  7. #1567
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Why not.

    New provinces are added - mostly western europe

    - Azores (islands in Atlantic) - Portugal occupied in most campaigns - increases their survival rate,

    - Holland - second Dutch province - the Netherlands are cut from other land by channels (sea) except this province which is possible to invade from Flandres after crossing a bridge,

    - Luxemburg - northern Lorraine - mostly for Spain,

    - Rheinland - western Franconia,

    - Munster-Oldenburg - western Saxony,

    -Jutland - continental Danemark - the rest are on islands, hard to conquer,

    -Royal Hungary - Hapsburg buffor state, will give them additional recruitment zone,

    - Eastern Prussia - mainly for Brandenburg,

    - Courland - additional Livonian province, mostly in Polish hands,

    -Dalmatia - coastline of Serbia and Croatia, mainly for Venice,


    THE COST - provinces which are delated or marged

    -Murcia in Iberian penninsula,

    - Lesser Armenia, Antioch, Tripoli, Edessa, Mesopotamia, Sinai - all merged with neighbours,

    - deleted Libya and Arabia

    As you can see a slaughter in Middle East, but you can't have everything...


    Other areas are in real need of new provinces, especially Germany and also the middle eastern provinces were hardly so important - muslim factions from this are have large enough units to compensate for that.



    There are other changes too - shape of some provinces is different e.g. Tyrolia is half-moon shaped blockng access from Italy to the east.





    Now something DIFFERENT

    The 5th last campaign called LION OF THE NORTH

    starts in 1618 from the time of Bohemian rebellion and the beginning of the 30-years war.

    New factions:

    Courland,

    Pomerania,

    Palatinate,

    Munster,


    THis way Germany is a slaughterhause - you have Danemark, the Netherlands, France, Spain, Switzerland, Hessen-kassel, Bavaria, Palatinate, Saxony, Bohemia, Brandenburg, Munster, Poland and the Hapsburgs all in local area...

    Invading Germany is now a nightmare with every sinle of those factions able to attack here or re-emerge... Imagine half of germanic factions re-appearing on the same turn - 50 000 strong rebellion can cause some headache


    Regards Cegorach

  8. #1568
    Member Member Yossarian's Avatar
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    Default Re: XVI -XVII mod

    Fantastic!!! Love that you're really trying to recreate the havoc of central Europe. By the looks of it this is really going to improve the mod. Great work cegorach!

  9. #1569
    Member Member Radier's Avatar
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    Default Re: XVI -XVII mod

    Ceg you are a genious!
    I support the Pike and Musket:Total War



    Also Europa Barbarorum supporter!

  10. #1570

    Default Re: XVI -XVII mod

    I like these changes very much - but isn't that 9 provinces removed and 10 added? How does that work - is there a free space now?

  11. #1571
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    True, I forgot that Algavre is scrapped for Azores - same user, harder to invade.

  12. #1572
    The Pale Horseman Member Galagros's Avatar
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    Default Re: XVI -XVII mod

    Is all of this going to be delivered in a patch or are we going to have to reinstall?
    Favorite Authors (At the Moment)
    1. George RR Martin
    2. Bernard Cornwell
    3. Robert Jordan

  13. #1573
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    This will come in PMTW 2.0 - a complete new install ( music or movie packs will remain separate) something like PMTW 1.5.

    After PMTW 2.0 will be released no new releases are planned - maybe only a patch after some time and more music packs.


    I am also going to add some historical battle packs for later - in the time when PMTW2 for MTW2 will be on its way to the public.

  14. #1574
    Survivor of Grunwald Member ciprianrusu's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by cegorach
    This will come in PMTW 2.0 - a complete new install ( music or movie packs will remain separate) something like PMTW 1.5.

    After PMTW 2.0 will be released no new releases are planned - maybe only a patch after some time and more music packs.


    I am also going to add some historical battle packs for later - in the time when PMTW2 for MTW2 will be on its way to the public.
    Do i need the earlier version in order to install the new one? In other words do i need first to install the PMTW 1.5 and only after that i can install version 2.0?
    Keep your friends close, and your enemies closer.

  15. #1575
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    PMTW 2.0 will be a new and complete install - this will come no sooner than in 6 weeks from now.



    For now only PMTW 1.5 + patch is available to play

  16. #1576
    Member Member Panama Red's Avatar
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    Default Re: XVI -XVII mod

    Definately looking forward to your new Lion of the North campaign, this just improves an already great mod that you have created.

    It is mods like this that have caused me to come back to MTW from RTW. Graphics like RTW are nice, but game play like MTW ultimately is more important.

  17. #1577

    Default Re: XVI -XVII mod

    Fantastic Mod you have done great work. I therefore feel bad posting this query

    The query is - the names of the rulers of the various countries do not appear to be even remotely historically accurate (I am playing England - Age of Exploration and have started as Edward II). Have I messed up installing the patch or is it somthing is too tricky to do?

    I hope you will forgive this impertinece

    Richard

  18. #1578
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Don't worry about that starting rulers are very hard for some reason to set up correctly... Only Stephen the Great of Moldova was possible to place correctly for some reason. I will care about that in PMTW 2.0.

  19. #1579

    Default Re: XVI -XVII mod

    Hello cegorach

    First off congratulations are in order for your superb effort at modifying MTW VI. I’ve been playing MTW since its inception, and always wanted to play Napoleonic with it, so my dream has come true.

    I read through most of the forum and few of the bugs have been addressed already and it sounds like you are going to resolve these issues on your second installment. Although, I’d like to touch on the ones I found to be the most hampering. Most of the problems seemed to have occurred with the installment of the patch. Fortunately, I did not have any crash to desktops, but more resembling fatal errors.

    1. Attacking Scotland from Northumberland in the Age of Exploration results in a ‘can not load hard sprites’ when attempting to go to the battle map. I could probably automatically resolve attack, but what fun would that be? I tried different factions attacking different provinces but didn’t find this an issue there.

    2. Some animations or models don’t seem to be working on the battle map. I was fighting the Saxons and their town militia looked like blobs. My fortified musketeer mercs when ‘dismounted?’ looked like ghosts. Other new models where invisible or ghosts.

    3. I tried 6x8 resolution but it only made matters worse. I have a top of the line processor, but a Savage pro 3 video card. The video card seemed to have held it’s own on previous installments of the game.

    4. I played the first campaign but could not build a town watch in Wales to eventually get + 1 new model pikemen. I guess because they have no tradable goods?

    5. Reinforcements come out in a strange order, probably the pre VI way. Calvary archers first, then cavs, and missile troops, then infantry ect..


    On another note, but far less critical, I was wondering why the Prussians where not a faction late in the game. I thought they had some legendary regiments that fought at Waterloo.

    My best regards,

    Eddy L.

    P.S.

    Patiently waiting for the second installment. Woooooooohooooo!

  20. #1580
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Hmm. It is not Napoleonic mod, but early-modern pre-Napoleonic one.

    Napoleonic TW is much older mod made by the Lords - here is their webside

    http://forum.thelordz.co.uk/



    About these problems. I believe it is the question of the new more-demanding graphics. These are made in such way that high resolution is used more often which unfortuanatelly might cause problems with older computers.

    You are the 3rd person who reports the problem.

    Presently I don't really have time to handle that - some optional low resolution animation pack needs to be done to correct the issue, but lack of time and pretty low demand for this kind of pack means that it is not my priority.

    Sooner or later I will correct it, but I use my spare time for PMTW 2.0 now currently finishing another stage of research ( the Lion of the North demnds that).

    Regards Cegorach

  21. #1581
    Prematurely Anti-Fascist Senior Member Aurelian's Avatar
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    Default Re: XVI -XVII mod

    Hi Cegorach,

    Really great mod. I've been playing it regularly for quite a while now.

    As for the "hard sprites failed to load" message... I've had it too. It occasionally happens as a battle is loading.

    The last time it crashed, I noticed that it also mentioned something about the deadpage coords failing to load. When I get home, I'll edit this post with the exact message.

    Most battles play alright, and I didn't have this happen before the current patch. Could it be something related to the deadpage coords on new units?
    Last edited by Aurelian; 09-29-2006 at 20:49.

  22. #1582
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    No, rather the new high resolution only animations. It is a matter of a graphic card really - some can't handle it right, thought it doesn't require so much I think.

    Anyway another report makes the necessarity to add the new low resolution animations in re-released patch more likely to happen quicker.

  23. #1583

    Default Re: XVI -XVII mod

    Hello again,

    I started an Ottoman campaign on Age of Exploration and ran into the problem that the previous poster pointed out – fatal error. I got a CtD when attempting to attack the Georgians in Armenia. Well it was 2 fatal errors in succession. First was fail to load the hard sprites and then the dead sprites page that the previous poster mentioned and then CtD.

    What you said about an old computer could be true but very unlikely.

    1. The problem seems to happen on certain provinces.

    2. The problem didn’t happen prior to patch.

    3. The problem happens when trying to load the data into memory, in which would probably be a coding issue or corrupted data files. It’s probably just a semicolon or comma out of place, or anything like that.

    That’s true you don’t have Napoleon in the mod, but the musketeers and regimental canons make it seem close enough for me. I must have been mistaken; I thought the game went past 1815. Oh well, it rocks anyways.

    I wish there was some way I could help. I have 0 modding experience but I do have a 2 year computer programming degree.

    Thanks for the link to the Lords site. I’ll check it out.

  24. #1584
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    It all goes smootly on my computer. The only possible cause can be the new high res. animations
    Nothing else could cause such problems as far as I know and I know much about this engine.

  25. #1585

    Default Re: XVI -XVII mod

    I don’t have a great video card that’s for sure.


    I’ll patiently wait for a patch if you decide to make one. Until then I’ll check out the lordz one and see if I have a little more success with that one.

    Keep up the good work.

  26. #1586

    Default Re: XVI -XVII mod

    Hello Comrades in arms,

    Anyone have a suggestion on a video card that will run this mod flawlessly? I’m starting to have withdrawal symptoms. I heard the older 4X 32 MB voodoo cards are pretty good for MTW, but not sure. Advice appreciated.

    This is the junk card I have presently. I heard that it doesn’t even support Open GL, if you can believe that.

    S3 ProSavage DDR (420, 430)
    Memory Size: 32mb

    Windows XP
    CPU,
    Compaq Presario
    AMD Athlon™ XP 2600+
    2.13 GHz, 480 MB of Ram

  27. #1587

    Default Re: XVI -XVII mod

    Sorry to post twice but I thought this was important to notice from the WinID program.

    AGP v2.0, 4X speeds, 66 MHz PCI

    Thanks again.

  28. #1588
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Actually nothing special is necessary - I have Intel integrated graphics (up to 64) and had no problems, I have heard that other people do not have any with even weaker hardware...

    Someone suggested it is rather a matter of AGP memory - (don't ask me what it means) and setting around 90 is all what is necessary...

  29. #1589

    Default Re: XVI -XVII mod

    I went out and purchased a GeForce 5500 video card. Needless to say, the mod runs flawlessly now, but I had to roll back the video driver to get it to work.



    I'm playing my beloved ROUNDHEADS, but can't seem to build a master gunsmith to get line infantry. Is this on purpose or do I have to wait for a certain year or province?



    Longshanks

  30. #1590
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    I can only say that you need Citadel - there are no other requirements.

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