Results 1 to 13 of 13

Thread: ZX Mod Beta 3!

  1. #1

    Default ZX Mod Beta 3!

    Hello, after two months since last update i'm proud to announce the third release of the controversial ZX Mod!

    For those of you that never heard of it:

    The ZX MiniMod takes a different approach from the popular big Mods like BKB, XL or Medmod.
    ZX aim is to bring an AOE flavour into MTW by using the exisisting MTW+VI unit set in a more specialized way, increasing faction specialization and rebalancing the game.
    http://microsoftuse.temp.powweb.com/hosted/ZxMod.exe


    Some features:

    - Increased faction specialization

    Now each faction has more marked strenghts and weaknesses, focusing on the importance of developing customized strategies shaped on what you have and increasing the importance of mercenaries/strategic troop production territories in order to increase your army efficency.

    Each faction (a bit like in AOK) has one or more defined attributes that rules out the unit set.
    For example the Danish are an Heavy Infantry faction.
    What does this mean?
    Their unit roster is mostly focused on heavy inf (like Landsmenn or Huskarles), while they are weak in most other aspects, especially cavalry (so you'll have to get heavy cav from the steppes or hire mercenaries), meaning that you won't get knights but only the crappy raider cav or druzhina...

    Another interesting faction to try are the Italians.
    Being a Militia and Late Tech faction they'll have to make do with an overall low morale army and may need to bring numbers against an heavier foe, especially on early where they won't get anything better than MS and ILI...
    Things improves a lot with time for them (halbs in high and other heavy units in late) but mercs and crusades will be a resource through the whole game since they don't get killer units.

    On the opposite tactical side you'll find interesting the Hungarians, which are a low tech cavalry archer faction.
    I found them great on early as with Szekely you can make a pincushion of most enemies and engage lighter foes, but their roster won't improve much in high and late.
    Facing the Horde head-on with them is an unique challenge, as you'll have to use amored spears and get nothing heavier than feudal knights, but ranged cav dueling is very interesting.

    BTW, more specialized factions doesn't mean 100% unique tool set, just that you'll have to focus more on certain units to get an hedge over the opponent.
    Simply, while all factions got the same basic units (spears, archers, light cav and men at arms) some got more advanced units in a respect or the other.
    For example with the hungarians you'll get FMAA but not CMAA as they aren't focused on infantry rather than cavalry, while the Italians gets MS which are a bit weaker but this is compensated by the ILI...


    - Revisited crusading system

    Instead of having crusading orders tied to each faction, now they work on their own "zones of influence", where you have to build your chapter house or walk with your crusade in order to acquire an order's services.
    Crusading roster has also been increased, moving a few units (like Turcopoles) into this specialistic role and giving two units to the factions with less chances to get a chapter house into the right place (this is done because the AI cannot recognize them).
    In order to balance it and avoid a crusader swarm to Byz and muslims now crusading price has been doubled.

    Historically (BTW, this mod is more focused in gameplay than historical accuracy, let's say you can expect a few "compromises") the knightly orders were'nt tied to a kingdom, but rather they had their own bases of operation and land holdings.
    Nearby countries this way could call their help (for a price of course) and acquire their services.

    I'm trying to simulate this by changing the crusader units requisites from "FN_xxx" to specific territories (IE Teutonics in Prussia, Hospitallers in Malta etc).
    This way all you need to get an order instead of the other is to build a chapter house in an order's lands (still working on this, look for the valour bonuses in the beta).
    Personally i'd get Prussia or Malta as those two orders gets an extra unit (i've unlocked the foot knights as separate unit for the Hospitallers), but if you like the other ones try Leon or Tolouse.
    BTW, any historical info on where the various orders got their lands would be welcome

    In addition to this system English and Danish gets a surprise (as their AI has problems in conquering the right places) so you'll want to do plenty of crusading with them

    - Improved strategic balance

    Now underdog factions gets their chance, they've been given money/territory bonuses so that they won't cripple the economy with the heirs.
    Overall AI is improved and now produces better unit mixes.

    - Peasants role redefined

    No more peasant armies, they now appear only in crusades (early only) and rebellions, where they belong.

    - Refined dimounted units

    Now all light and non-noble cav can dismount outside sieges, improved the dismounted version of many units so you'll always get something useful.

    - Other minor changes

    A few units have been slightly retouched so they won't be nearly useless anymore (like Abissinian Guards, Bulgarian Brigands, Gothic Sergeants etc).

    Also, dismounted versions of many units has been improved, giving an increased tactical flexibility to cavalry commanders.

    - Novgorod (early), Swiss and Golden Horde (late) are now playable!

    - SFX installer!

    - Overall AI is improved and now produces better unit mixes

    - Added "new" units from VI

    - Looking for feedback and suggestions!


    The MOD isn't so "mini" now, and 56k users will have some problems with the size (at least until I can find a way to copy files inside the MTW folder), but it shouldn't get much bigger than this as the MOD is meant to be focused on gameplay improvements rather than adding new units to the roster.
    The best is yet to come.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



  2. #2
    Lord of the Kanto Senior Member ToranagaSama's Avatar
    Join Date
    Aug 2002
    Location
    USA
    Posts
    1,465

    Default Re: ZX Mod Beta 3!

    You say that you've taken a different approach than other mods.
    Could you highlight you your mod differs in approach than the other mods, in particular the MedMod. Other than Crusades everything you mention seems quite similar, in terms of Approach.

    Also, I'd be interested in knowing what *methods* are utilized to accomplish certain goals, such as restricting Peasants. I mean defining *roles* is one thing, getting the AI to effectively utilize Peasants or any unit within the confine of one's definition is another thing entirely.

    - Added "new" units from VI
    I'm confused. What do you mean is this mod not meant to be played with VI? That is pre-VI MTW??

    Personally, I prefer a de-emphasis regarding Crusades, rather than a re-emphasis. The use of Crusades, generally, by the Player, is a Cheesy tactic. The AI cannot approach equally utilizing the Tactical manner in which a human can.

    Though, I find what you've done to be very interesting.

    Any adjustments to Cost and Time regarding Crusades?
    In Victory and Defeat there is much honor
    For valor is a gift And those who posses it
    Never know for certain They will have it
    When the next test comes....


    The next test is the MedMod 3.14; strive with honor.
    Graphics files and Text files
    Load Graphics 1st, Texts 2nd.

  3. #3

    Default Re: ZX Mod Beta 3!

    The different approach in ZXMOD is that it's based on the "small is good" philosophy.
    This means that rather than trying to spice up the game by adding dozens of units, the mod gives a more focused and specialized experience by restricting the unit roster available to any nation and giving emphasys on their role and national units.

    You can find a more detailed explanation in the previous beta thread: https://forums.totalwar.org/vb/showthread.php?t=48703

    Regarding the "new" units from VI, It's simply the use of part of VI units in MTW (the mod requires VI BTW) in what I feel is a logical and gameplay enhanching way.

    Regarding crusades, though more factions can use them they aren't a really cost effective solution now, as the price is doubled and the "extended" roster means that you're more likely to get lighter units than knights, especially in early where you can end with a bunch of peasants.

    Finally, this MOD isn't meant to compete with the big ones such as XL,BKB or MedMod, but rather to give a quick and refreshing experience to the player without having to learn everything again as the focus is more on gameplay and AI improvement than a true "novelty" factor.
    The best is yet to come.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



  4. #4

    Default Re: ZX Mod Beta 3!

    Zarax:

    Nice work!

    I agree - mods come in all sizes and flavours - there is something for everyone - and every modder gets an opportunity to define their very own vision for mtw...

    Cheers!

  5. #5

    Default Re: ZX Mod Beta 3!

    Quote Originally Posted by Pericles
    Zarax:

    Nice work!

    I agree - mods come in all sizes and flavours - there is something for everyone - and every modder gets an opportunity to define their very own vision for mtw...

    Cheers!
    Thanks!

    I just discovered a small bug though I suspect it's more a MTW bug than something mine: If thr Golden Horde inherits some other faction territories they will be able to train bishops from the churces despite the fact they couldn't according to the prod files.

    This leads to the "no portrait found" error, which is not show-stopping (just minimize MTV, click "ok" and get back to the game) but may lead to other problems, like GH trying to convert itself to another religion and so on... Will try to fix it lately even though I'm not sure how I could do it... Meanwhile the beta is perfectly playable, you have 0.1% chances to incur in that bug.
    The best is yet to come.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



  6. #6
    The hair proves it... Senior Member EatYerGreens's Avatar
    Join Date
    Aug 2004
    Location
    Above the greengrocer's
    Posts
    851

    Default Re: ZX Mod Beta 3!

    Quote Originally Posted by Zarax
    to get an hedge over the opponent.
    What? Like an untrimmed Leylandii, or something?

    (Sorry, couldn't resist.)

    EYG

    ________________________
             

  7. #7
    Minion of Zoltan Member Roark's Avatar
    Join Date
    Jun 2005
    Location
    Sydney, Australia
    Posts
    961

    Default Re: ZX Mod Beta 3!

    I just got hooked up to broadband at home, where I didn't previously have access, so this might have to be my first mod, eh. Looking forward to it.

  8. #8

    Default Re: ZX Mod Beta 3!

    Quote Originally Posted by EatYerGreens
    What? Like an untrimmed Leylandii, or something?

    (Sorry, couldn't resist.)
    Err, this is what happens when english is not your first language and you write in an hurry

    That said, I might post a screenshot of my testing campaign as the Italians... The map got quite strange colours by MTW standards I might call it "revenge of the underdog"
    The best is yet to come.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



  9. #9

    Default Re: ZX Mod Beta 3!

    Ok, here's what the new beta 3 is capable of:



    I'm playing as the Italians, turtling a lot and currently going for the southern part of the map...
    Some crazy things happened, like the horde inherithing the french lands, aragon going toe to toe with spain and the dainsh becoming the northern overlords, plus their crusade in carpathia!
    The best is yet to come.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



  10. #10

    Default Re: ZX Mod Beta 3!

    And here's the approach to the final showdown:



    The Aragonese broke all expectations and actualy owned the overstretched Danish, becoming pretty much the biggest faction, altough their army is slightly smaller (and hopefully weaker) than mine...

    The big empasse I'm facing right now is that my army is pretty much overstretched and my navy badly suffered the long war against Egypt that also costed me most of my great mercenary army...
    I can slowly build enough forces to face Aragon, but right now HRE menaces my main troop recruiting centers and even managed to siege Venice once.

    I cannot retaliate directly so big garrisons and lots of spies will be my strategy on that front, meanwhile I'm teching up for heavy cav (mounted nobles aren't exactly what I could call heavy, so I'm gonna wait for KRC and Lancers) and securing the eastern front with a few crusades.

    Can't really say this campaign is plain, it will be an hard fought 60% victory...
    The best is yet to come.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



  11. #11

    Default Re: ZX Mod Beta 3!

    I'll dload it as soon as I finish my current first XL conquest mode with the norwegions. Looking forward to it, last version was a nice change.

  12. #12
    The hair proves it... Senior Member EatYerGreens's Avatar
    Join Date
    Aug 2004
    Location
    Above the greengrocer's
    Posts
    851

    Default Re: ZX Mod Beta 3!

    Quote Originally Posted by Zarax
    Err, this is what happens when english is not your first language and you write in an hurry
    Well, if you need any proof-reading done, then you know where to come!

    Actually, if you hadn't mentioned the 2nd language thing yourself, I'd never have worked it out for myself. The one thing I can say in favour of those who have English as 2nd language is that at least their spelling is a few shades better than many a mono-linguist I've encountered online. (No insult intended towards patrons here, of course).

    Come to think of it, a joke about Leylandii probably makes little or no sense to people outside the UK...

    EYG

    ________________________
             

  13. #13

    Default Re: ZX Mod Beta 3!

    And this is the endgame:



    Honestly, I was lucky...
    If the aragonese didn't catch the Danish with their forces overstretched they would most likely have crushed me...
    Without any real heavy infantry and heavy cav in my roster, the Danish heavy inf based armies would most likely have eaten me for breakfast, as the only real counter units I could have used are MS and mounted xbows, not exactly elite forces, though that's the fun with the Italians... Strong defence but poor attack.

    I'm open to suggestions for the next testing campaign, what would you like to hear?

    Currently thorn between doing a late clash with the Golden Horde and a slow turtling with HRE...
    The best is yet to come.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO