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

    [QUOTE=Wladyslaw IV]
    Why block Turkey from Poland? Just so it won't be invaded? The Turks had access, all the had to do was march north...
    Direct access was rather hard. ALWAYS that is why both states rarely fought each other. Offensive warfare in Moldavia/Ukraine region is hard e.g. in 1621 Turks lost about 60 000 men, in 1651 Cossacks lost over 100 000, in 1660 Russians lost entire army and had to rebuild it completelly ( a rare event, but not against the Commonwealth), during the wars from 1672 to 1699 Ottomans lost over 100 000 men.
    There was no direct route from Turkey to Poland, only via Wallachia and Moldavia and this is well recreated in the mod.
    Besides without the limits the Ottoamsn usually moved noth ignoring their eternal enemy - the HRE.

    And why such a limited recruitment pool? Does it really have to be historically accurate, or just fun? Historically accurate...
    Limited ? Some countries have access to over 40 units (Poland) !
    Simply you need to expand in the traditional areas of interest of a faction + Germany and Italy give you always the numerous mercenaries in almost each one province.


    Is Ireland in in 1480? That would be kelterific...
    Nope - other factions are more important, no space left.

    Oh, just shoot me! It'll never happen again..
    Maybe later.

  2. #2

    Default Re: XVI -XVII mod

    You seem to be leaving out Irish Fish smells like grass - spring in fact!


    But I see the point now with difficult access, that it existed in reality. So just expand as Poland and I can get access to German or Russian units, although highly unlikely I would just prance into Russia unless attacked first.

    And I have a question - is there faction relationships, somewhere in the database? It seems to me there are, I just can't find them.


    And I made my own mini mod for Medieval I. Want to know how to increase "Cash arrives from the church - 1000 florins" to Cash arrives from the Church - 5000 florins. And also to make the time to make peace before being excommunicated 4 years instead of 2. Don't really know if this is possible.


    Anyway, happy ing and I'm going to get my



    *EDIT*

    And how do you make those little bars I see all the time at twcenter? The ones in people's sigs? I want my own too God damnit!
    Last edited by Wladyslaw IV; 02-15-2007 at 10:26.
    Eras Total Conquest, your Eras TW for Kingdoms.

  3. #3

    Default Re: XVI -XVII mod

    few questions:
    are there going to be any new factions in 2.0?
    any new buildings?
    what about new provinces?

  4. #4

    Default Re: XVI -XVII mod

    I love this mod and Im really looking forward to 2.0
    However I still have problems with frequent ctds, which is strange because I can play Napoleonic TW, and MTW without any of these problems. So it seems the ctd is caused by this mod somehow. Anyone else experienced this?

    And could we please, please, pretty please have at least some dead bodies in the next version?

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

    [QUOTE=arfrisco]few questions:
    are there going to be any new factions in 2.0?
    Courland, Ragusa, Munster, Palatinate, Bohemia, Pomerania + Siberian Natives and Hawai in the MP.

    'English' campaigns have other factions, easy to guess.


    any new buildings?
    Over 20 for sure. Only3-4 in the main campaign however.


    what about new provinces?
    About a dozen.


    @bobbysocks

    I love this mod and Im really looking forward to 2.0
    However I still have problems with frequent ctds, which is strange because I can play Napoleonic TW, and MTW without any of these problems. So it seems the ctd is caused by this mod somehow. Anyone else experienced this?
    Most likely graphic drivers are to be blamed. It can be also the case of weaker graphic cards - older computers have problems with enhanced animation quality in the mod.


    And could we please, please, pretty please have at least some dead bodies in the next version?
    Hope so, but it might come with a patch after a couple of months (there will be some errors to correct for sure.

  6. #6

    Default Re: XVI -XVII mod

    @Wladyslaw

    AND Irish fish smells like grass......


    Polish fish smells like frozen chicken.


    But what I should be asking, will 2.0 be save game compatible with 1.5? So I don't start a new campaign today just to have to restart 3 days (months) from now?


    This is always too funny to look at. Look! He's doing it again! hahahahha
    Eras Total Conquest, your Eras TW for Kingdoms.

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

    It seems that thanks to this discovery

    https://forums.totalwar.org/vb/showt...96#post1437696

    of sharrukin

    I can fit even more units in each campaign.

    It means that some units unavailable in some campaigns will appear everywhere - miner teams, fortifications, some guard units among others.

    I will also add more new units because I have about 25 free slots in each campaign now.

    I will probably add more agents as well - Polish envoy, Polish agent, Italian Assassin, French emissary are my initial ideas for now - all are possible because agents ignore the hardcoded limit of units in MTW VI.

    More fun, more realism, but more time to wait - unfortunatelly you can't predict everything... and I thought I know almost everything, another lesson of humility, I guess.


    Ehh, it seems there will be those 1000 units in PMTW 2.0 after all.

  8. #8

    Default Re: XVI -XVII mod

    Quote Originally Posted by cegorach
    It seems that thanks to this discovery

    https://forums.totalwar.org/vb/showt...96#post1437696

    of sharrukin

    I can fit even more units in each campaign.

    It means that some units unavailable in some campaigns will appear everywhere - miner teams, fortifications, some guard units among others.

    I will also add more new units because I have about 25 free slots in each campaign now.

    I will probably add more agents as well - Polish envoy, Polish agent, Italian Assassin, French emissary are my initial ideas for now - all are possible because agents ignore the hardcoded limit of units in MTW VI.

    More fun, more realism, but more time to wait - unfortunatelly you can't predict everything... and I thought I know almost everything, another lesson of humility, I guess.


    Ehh, it seems there will be those 1000 units in PMTW 2.0 after all.
    Whoa...way cool.
    I want to bathe in their blood...I want to bathe in their blood for a week!-Freaky Roman General

    Formerly Seedexodus...not that anyone cares

  9. #9

    Default Re: XVI -XVII mod

    Sounds great! Just a little longer wait then
    BTW I´ve been trying to ad dead bodies, but can´t get i t to work. Just a thought - would it be possible to keep one of the original infantry units and one of the original cavalry units and add them to the Deadpagecoords to represent all dead bodies?
    Been trying that - but as I never done any modding I´m not sure how to get it to work.
    I don´t mind if all bodies look the same, but I would really want them in the battles, as it´s always fun to see where the fighting takes place and how intense it has been, it really adds to the atmosphere.

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