A public version is now ready for all who are interested in trying something different and much better IMO.
Installation details:
This mod will work with VI so you dont need a second install.
It also works with Mods like Reconquista, War of the Roses (soon to be finished) and Barocca's STW mod for VI.
There are 2 ways you can install it: using an autoinstaller or a zipfile for manually copying the files.
Autoinstaller can be found here
A zip file here
There is also a webpage with a list of all unitstats here
The autoinstaller should find the correct folder by itself but if you have several VI installs, you might want to use the zip file instead.
Unzip it to a temporary folder. There are 3 files to copy into your VI folder. Copy High+.txt to Campmap/startpos folder and copy the other 2 files (mpcrusaderprod.txt and mpbuild.txt) to the main/root folder of VI.
The autoinstaller also comes with an uninstaller that can be located in your main VI folder. Or delete the 3 files manually.
When you have installed the mod you will have one new era: High+. This era is the one the host picks to use the new unitstats.
Changes:
I already described the basic ideas I had with this mod in an earlier thread, but I will gladly do it again.
This mod is meant for 10k but can also be played at 8-9k, but 10k is the standard I aimed for. Its designed to be played without using upgrades. You can still upgrade units but its simply not worth it as you can always spend money buying another and better unit instead.
Morale has been tweaked to be between 5-8 for infantry and 4-9 for cavalry.
Spears have been improved (+1 attack compared to VI) but are individual much slower at turning so flank/rear attacks are more deadly. Heavier spears also have slower running/charging speed.
Polearm units have been made cheaper compared to swords and now have +4 attack v cav instead of +3. Urban Militia and Militia Sgts have now polearms.
Missile armed have been improved by being cheaper and having more ammo (36 arrows for bows instead of 28)
Horsearchers now use the same bow as foot archers so will have slightly better accuracy.
The slow marching speed for pavs and heavy footknights have been changed to normal speed. Several lightly armored units are now fast foot.
Javelin armed skirmishers have more ammo and are now equipped with a heavy throwing spear instead (same weapon as Bonnachts) Melee units like Almughavars have same ammo as VI but also use new weapon.
Some units have been removed from the mod (historical reasons mainly) but otherwise its still like High era.
Several units have had their stats changed. Mainly an increase in armour/defense for some of the cheaper units. And of course the general +1 attack for spears.
40 men infantry units have been changed to 60 men.
Mongols and Burgundians are included in the mod. Mongols with improved infantry while Burgundians are a standard western faction.
Gameplay:
Picking an army will be different compared to what you are used to in VI. No upgrades might sound strange if not boring at first, but the increased morale and new costs for units means that you have a lot of choices when buying an army.
The mod tries to encourage combined arms so having swords only as your infantry is not the best idea. Spears now works well as your main line unit while using swords and polearms on your flanks.
The heavy sword/polearm units of 800+ florins can still be used in frontal assaults using wedge against most heavy spear lines.
The heavy cavalry will be stronger against the swords but there will be fewer units and they face more spears/polearms in the mod compared to VI. Increased use of missiles also hurt the cavalry.
Archers and missile units in general are more important as they are cheap and archers with 36 ammo can be quite devastating. Pavs still have a role at the front but cost 400 florins compared to 300 for basic crossbows/archers and 100 florins saved is a lot in this mod.
I know some might say things like "RTW is out in a few months anyway" or "Why bother trying to learn about all the units" But I believe the gameplay and unitchoice is quite intuitive because of no upgrades. And from the fun I and the testers have had so far, I would say its quite worth spending some time on this mod until RTW comes out.
Im a modder by heart so I cant rule out a 1.1but as it is now I feel that the mod plays as it should, so give it a try.
Oh yes the testers. All you who stood up to version conflicts and several beta versions.. without your encouragement and suggestions this mod would never have been finished.
A big thanks to all of you.
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