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

    [QUOTE=ElectricEel]
    However, the AI would always cancel the attack, and somehow, this caused my army's attack order to be also cancelled, resulting in a stalemate .
    Very interesting, but possible. Sometimes when two factions attack at the same time each other the engine cancells both attacks, anyway very interesting to see that.

    ...the Knights of St. John, who have conquered the core terrorities of the Ottoman Empire!

    Good one ! I like the way sometimes the game behaves - completelly impossible to predict for sure.


    -The centre of trade in Volga-Bulgaria doesn't permit the recruitment of urban militia... Intentional?
    Yes. The only reason why the trade center is here is to give access to some Russian units for the Kazan Khanate - they can't build russian military reform structures for obvious reasons.

    -Foot knights may be a little *too* good... They are basically armored landsknetch (sp?) pikemen that cost less than half the price and have the added advantage of being able to use swords and shields, too. There is a serious temptation to recruit only knights as close combat troops (especially as I can only recruit from two provinces at the moment).
    Maybe, but have much smaller units - sometimes it is the decisive factor.
    Besides try to dismount them you will see something you might find useful

  2. #2
    Member Member ElectricEel's Avatar
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    Default Re: XVI -XVII mod

    Maybe, but have much smaller units - sometimes it is the decisive factor.
    Besides try to dismount them you will see something you might find useful
    Yes, I noticed that.

  3. #3

    Default Re: XVI -XVII mod

    ...the Knights of St. John, who have conquered the core terrorities of the Ottoman Empire!
    ive had the same complaint for a while! they always seem to form a gigantic empire and navy from just rhodes!

    other then that i have very few complaints, since this is by far the best mod i have ever played! ive had just a few mods but this is the best!

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

    It seems that the AI can handle their fleet better when only one sea area is sufficient to invade something, but the game is different every time - I remember fighting the Turks with my Bavarians in this campaign - they conquered everything up to Switzerland so there is random factor in the campaign.

  5. #5
    Member Member SkyElf's Avatar
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    Question Re: XVI -XVII mod

    Any news on when you will finish your next patch with ECW included? Great work and enjoying the MOD!
    Field Marshal SkyElf at your service. A Born Gamer.

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

    It won't be a patch, but a full release with one self-installer required to run the mod ( there will be more optional ones, but this is only for adding more stuff such as music, movies etc).


    About the ECW soon I should show some screenshots. Besides I am toying with pretty weird idea of 2 campaigns on British Isles - second involving the Spanish Armada... ECW for sure, perhaps Armada as well...

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

    With the release of the coming PMTW 2.0 you will see a new campaign on the British Isles - English Civil Wars.

    Beginning

    After the battle at Marston Moor and the start of Montrose's revolt in Scotland.



    * Isle of Man will be given to the Cavaliers - the rest will stay this way.

    Factions


    Cavaliers


    Beaten at Marston Moor, but not yet broken. Montrose will distract the Scots and after the army recovers from the last defeat the roundheads will feel the full power of the Cavalier horsemen !


    Roundheads


    The north is cleared from the enemy, but he is still dangerous. Defeat him and watch out for the Scots and the Irish.


    Covenant Scots

    You have to beat the rebels and later use the fact the English are fighting each other.

    Irish Confederates

    Clear Ulster and get rid off the English invaders. Can you dare for more ?

    Ulster
    - unplayable

    Will act as a notable distraction for the Irish




    FEATURES

    Minimalised techtree.

    Recruitment tags - you have a limited number of structures to rise troops - some of those special.
    Easy and cheap to build or re-build allow rising soldiers for your cause.

    Differences in importance of a province, its wealth, support of the population to your cause and finally the factor who actually rises them - all affect the speed of recruitment and the size of the units you can get.
    This means that London acts as a real powerbase for the Roundheads where they can rise large units of infantry much quicker than Cavaliers if they ever grasp the capital.
    This means that even if the Cavaliers manage to push them to the south-east corner of England they will still have the ability to recruit large armies.


    Recruitment tags are limited to:

    - 3 for the Irish (one special),
    - 4 for the Scottish (one-two special),
    - 7 for the Cavaliers (5 special),
    - 9 for the Roundheads (2 special),

    see some of them if you like here:

    Irish



    Scottish





    Cavaliers








    Roundheads









    The system of recruitment points such as those will be used in the main europen campaign for the PMTW 2.0 - to represent nomadic nations.




    I will show some screenshots from the ECW campaign later.

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