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  1. #1
    Savior of Peasant Phill Member Silver Rusher's Avatar
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    Default Re: Medmod Strategies

    The MedMod is great, and I know this doesn't matter too much, but the Genoese in Late are still Sicilians and weaker than they should be (he forgot to make Genoa a decent province) and the Crusaders are still the Burgundians. There's a way to change this, which I've done on my own comp, so I can't be bothered to explain.

    But I may release an *unofficial* patch based on the things I think are wrong with it (it's so good that this patch won't have much difference).

    Anywho, I've played as the Crusaders, somehow managing to whip the Egyptians ass, and I am now playing as the Almos, having already destroyed Spain and Aragon, working my way towards france. In MedMod, a lot has changed, so remember to use different strategies than you normally would.

    My pet peeve of this mod is that if you manage to carve a big enough empire to be on both sides of Europe, in the mediteranian and the atlantic (doesn't apply to Spain and France) you can't build ships to move around the other sea. And, if you happen to be playing as a faction that doesn't start on the sea at all, then you can't even build any ships anyway!
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  2. #2
    Senior Member Senior Member katank's Avatar
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    Default Re: Medmod Strategies

    homelands for ships is also kinda annoying.

    as the almos, I couldn't build ships in many Spanish provinces but coudl in Normandy!

    also, the AI kicking each other out of their homelands and hence spearmen hordes are kinda dumb.

  3. #3
    Savior of Peasant Phill Member Silver Rusher's Avatar
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    Default Re: Medmod Strategies

    you could in Normandy? Ah, thanks
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    Humbled Father Member Duke of Gloucester's Avatar
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    Default Re: Medmod Strategies

    @ Procrustes and Nerouin
    Thanks for the explanation of "turtling"
    We all learn from experience. Unfortunately we don't all learn as much as we should.

  5. #5
    Member Member Ranges's Avatar
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    Default Re: Medmod Strategies

    Thanks a lot people!
    As soon as i get time, i'll detail my experience, but right now i've got my girlfriend insisting we watch a movie.

    Thanks again!

    [edit & additions]

    So, to start, underworld is quite a nice movie..

    My experiences in medmod, however..

    I found the sicilians the easiest faction so far, my english legions got creamed, mostly due to nasty a strategic location, my HRE got rightfully smashed (strategic location started out horrible, didnt get better), Italy did fairly decent, but got bugged down, and russia, well, they did well, but bored me after awhile..

    Siciliy, with it's sicilian feudal knights (aka Tanks), it's italian infantry (aka Stone Walls) and it's Nizari's (AKA Artillery) do nicely in any area...


    I must agree with the gripe about ships being homeland units. Maybe the better ships SHOULD be homeland units, but one sorry ship type should be available anywhere. Hrrm.. i'll have to learn modding myself, now..

    As for battle tactics using medmod, well, i must admit that they have grown more refined, compared to vanilla MTW, but that's for a later post, it's getting late..

    Thanks again for all the reactions! Keep em coming :)
    -ranges
    Last edited by Ranges; 09-08-2004 at 23:19. Reason: Well, since double posts are bad....
    Crusades... They should stay medieval.

  6. #6
    Resident Spammer Member son of spam's Avatar
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    Default Re: Medmod Strategies

    There are some bugs with medmod. The homelands w/ships is one, but also as the Mongols you can't build emissaries nor ships in the black sea.

    Looks like Wes forgot to set emissaries buildable for pagan religions :P

  7. #7
    Senior Member Senior Member katank's Avatar
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    Default Re: Medmod Strategies

    Actually, the Sicilians are not that easy if you actually don't use pavisiers and take advantage of the fact that the only reason they are there is because the faction subs for Genoese Confed in Late.

    The Brits are easy.

    longbows in early is good. Norman knights are also powerful although not quite as good as destriders. muntators are jineetes and quite nice.

    the claymores also pack a punch though the clansmen aren't as cost effective any more.

    fyrdmen are fairly solid still.

  8. #8
    Lost in Filesystem Member einar's Avatar
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    Default Re: Medmod Strategies

    Quote Originally Posted by Silver Rusher
    The MedMod is great, and I know this doesn't matter too much, but the Genoese in Late are still Sicilians and weaker than they should be (he forgot to make Genoa a decent province) and the Crusaders are still the Burgundians. There's a way to change this, which I've done on my own comp, so I can't be bothered to explain.

    But I may release an *unofficial* patch based on the things I think are wrong with it (it's so good that this patch won't have much difference).

    Anywho, I've played as the Crusaders, somehow managing to whip the Egyptians ass, and I am now playing as the Almos, having already destroyed Spain and Aragon, working my way towards france. In MedMod, a lot has changed, so remember to use different strategies than you normally would.

    My pet peeve of this mod is that if you manage to carve a big enough empire to be on both sides of Europe, in the mediteranian and the atlantic (doesn't apply to Spain and France) you can't build ships to move around the other sea. And, if you happen to be playing as a faction that doesn't start on the sea at all, then you can't even build any ships anyway!
    Yes, and the swedish have russian names, i could make changes and add swedish names for this faction, and change the burgundian faction to crusaders faction.
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