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Thread: My MOD is almost finished

  1. #1

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    I ran the first 100 turn test today ... playing the Spanish. Was real kewl.

    Here is a list of changes I made, so far :

    Factions:

    Sicilians and Aragonese have been removed.

    Spanish, Italian, French, English, Danish, German_HRE, Polish, Hungary, Byzantines, Novgorod, Turks, Egyptians, Elmos playable.

    Provinces:

    Spain: Castile, Leon, Valencia, Aragon, Navarre, Portugal

    Italy: Genoa, Milan, Venice, Tuscany, Corsica, Sardinia, Naples, Sicily, Malta

    France: Ile de France, Champagne, Flanders, Anjou, Aquitaine, Toulouse, Provence

    England: Wessex, Mercia, Wales, North Umbria, Scotland, Ireland, Britany, Normandy

    Denmark: Denmark, Norway, Sweden, Finland

    German HRE:Austria, Bavaria, Bohemia, Brandenburg, Burgundy, Franconia, Freisland, Lorraine, Pomerania, Saxony, Swabia, Switzerland, Tyrolia

    Poland: Poland, Silesia, Prussia, Volhynia

    Hungary: Hungary, Croatia, Carpathia, Wallachia, Moldavia

    Byzantine: Constantinople, Trebizond, Nicaea, Anatolia, Greece, Serbia, Bulgaria

    Novgorod: Novgorod, Muscovy, Smolensk, Lithuania, Livonia

    Turks: Rum, Armenia, Lesser Armenia, Edessa, Syria, Georgia

    Egypt: Egypt, Siani, Palestine, Tripoli, Antiochia, Arabia

    Elmo: Cordoba, Granada, Morocco, Algeria, Tunesia, Libya

    Rest: Rebels (maybe Mongols if I get them playable)

    There is Iron in every Province !

    Changed Byzantine AI behaviour from Orthodox_stagnant to Orthodox_defensive.

    Some Provinces have their income Increased. All Provinces have a rebelion rating of 0 now (its hard enuff for the AI anyway!)

    Every Faction has one main Province with Castle4, Spearmaker, Bowyer, Horse Breeder, Church(Mosque), Improved Farmland, Town Watch.
    All in all every Faction has at least 2 Spearmaker, 2 Bowyer, 2 Horse Breeder, 2 Town Watch, 1-2 Shipyard. Every Province has a Castle, many Provinces have Improved Farmland many Ports have been added.

    1st Set of Units ... Not really Finished yet ... needs to be balanced.


    Unit Changes:

    Highland Clansmen: Can now be build by every Faction. Can now be build in Scotland and North Umbria. Defense increased from -3 to -2.

    Kern: Can now be build by every Faction. Can now be build in Ireland, Scotland, Norway, Sweden, Denmark, Freisland, Saxony, Finland. (Its just Skirmishers ... the Kerns were just famous)

    GenoeseSailors: Can now be build in Genoa, Venice.

    Desert Archers: Can now be build by every Faction. (Some tribes work with the muslim others with the catholic ... all a matter of the $$$ )

    Bulgarian Brigands: Can now be build by every Faction. Can now be build in Greece, Serbia, Bulgaria, Croatia, Hungary, Wallachia, Carpathia, Moldavia, Poland, Kiev. Building required to build unit now is Bowyer3. Unit now carries Longbows.

    Longbowmen: Can now be build by every Faction. Can now be build in Wessex, Mercia, Wales, North Umbria, Scotland. Building required to build unit now is Bowyer2.

    NapthaThrowers: Unitsize is now 30. (Large Units setting!)

    Turcopole: Building required to build unit now is Horse Breeder2.

    BerberCamel: Can now be build by every Faction.

    Religious Fanatics: Buildings required to build unit now are Church, Spearmaker.

    Hospitaller Footknights: Buildings required to build unit now are Armourer4, Swordsmith4, Royal Court4, Chapter House. Unit can now be build by Italian and German HRE. (Teutonic Footknights)

    Billmen: Can now be build by every Faction. Can now be build in Wessex, Mercia, Wales, North Umbria, Scotland, Ireland.

    Housecarle: Can now be build by every Faction. Can now be build in Denmark, Norway, Sweden, Freisland, Saxony, Finland, Novgorod, Lithuania, Livonia.

    Varangian Guard: Can now be build by every Catholic or Orthodox Faction. Can now be build in Constantinople, Denmark, Norway, Sweden, Finalnd. (Wiking Nobles, Wiking Heavy Inf.)

    Chivalric Footknights: Buildings required to build unit now are Armourer3, Swordsmith3, Royal Court3.

    Gothic Knights: Can now be build by every Catholic Faction. Charge increased from 4 to 6.

    Gallowglass: Can now be build by every Catholic or Orthodox Faction. Can now be build in Ireland, Scotland. (Irish/Highlander Nobles)

    Feudal Footknights: Buildings required to build unit now are Armourer2, Swordsmith2, Royal Court2.

    Italian Light Infantery: Can now be build by every Faction. Can now be build in Genoa, Milan, Venice, Tuscany, Corsica, Sardinia, Naples, Sicily, Malta.

    Order Foot: Buildings required to build unit now are Armourer4, Spearmaker4, Royal Court4, Chapter House. Unit can now be build by every Catholic Faction.

    Gothic Sergants: Can now be build by every Catholic Faction.

    Pikemen: Can now be build by every Faction.

    Swiss- Pikemen, ArmouredPikemen and Halbardiers: Can now only be build in Switzerland.

    Sahara Cavalry: Can now be build by every Faction.

    Armenian Heavy Cavalry: Can now be build by every Faction.

    Bedouin Camel Warriors: Can now be build by every Faction.

    Teutonic Sergants: Buildings required to build unit now are Armourer3, Horse Breeder3, Royal Court3, Chapter House.

    Teutonic Knights: Buildings required to build unit now are Armourer4, Horse Breeder4, Royal Court4, Chapter House. Dismounted Teutonic Knights are now Hospitaller Footknights. (Teutonic Footknights

    Hospitaller Knights: Buildings required to build unit now are Armourer4, Horse Breeder4, Royal Court4, Chapter House.

    Templar Knights: Buildings required to build unit now are Armourer4, Horse Breeder4, Royal Court4, Chapter House. Unit can now also be build by the Danes. Charge increased from 4 to 6.

    Knights Santiago: Buildings required to build unit now are Armourer4, Horse Breeder4, Royal Court4, Chapter House.

    Gothic Footknights: Buildings required to build unit now are Armourer4, Swordsmith4, Royal Court4. Can now be build by every Catholic Faction.

    Royal Knights : Unit size increased to 40. (Large Units setting !)

    Ghulam Bodyguards: Unit size increased to 40. (Large Units setting !)

    Sipahi of the Porte: Unit size increased to 80. (Large Units setting !)

    Almughavars: Building required to build unit now is Spearmaker2. Unit can now be build by every Faction. Unit can now be build in Valencia, Aragon, Toulouse, Aquitaine, Tuscany, Naples, Greece. Charge value reduced from 6 to 4.

    Hashishin: Unit size increased to 30. (Large Units setting !)

    Negro Spearmen: Unit can now be build by every Faction.

    Caravel: Unit Type is now Deep Water Ship.

    Wargalley: Unit Type is now Deep Water Ship.

    Gungalley: Unit Type is now Deep Water Ship.

    Crusade: Can now also be build by the Danes.


    Building Changes:

    Pope doesn´t build shipyards anymore.


    What you think of it so far ?

    100 Turn test results:

    I was playing Spanish. Elmos attacked me around turn 20. Fought them back into destroyed them after about 20 more turns. My Army was: Spanish Jinettes 2, Spearmen 2, Archers 2, Almugavars 2, Urban Militia 2, Royal Knights 1 (General - Command 5).
    Was real fun ... the Almugavars are pretty neat .
    After taking north africa from them I found myself facing a huge Egytian Border Garrison in Libya. Egypt and the Byzantines had allied and eliminated the Turks. Novgorod had councered most rebel Provinces after hard battle and was now fighting the Danes that took Novgorod from them. The danes also attacked the German in Saxony and Freisland. Poland and France had been at war with the HRE too. HRE fall apart as the Italians joined the fight from the south.
    By that time I had risen my North Africa garrison force and had them stationed at Tunesia. It was : Desert Archers 2, Negro Spearmen 2, Almugavars 2, Sahara Cavalry 2, Berber Camel 2, Spanish Jinettes 2 (one of them General - Command 3)
    Navarre and Aragon were guarded by Archers, Spearmen, Almugavars and Urban Militia against a French garrison in Aquitaine and Toulouse of several units of Religious Fanatics, Archers and Pesants.
    The French then attacked England taking Brittany and Normandy. I decided to raise an Army to join the Fight and take the British Islands (wanted to build Longbowmen). By the Time my Army and the reserve Force was raised the French had taken Wales and Wessex. I quickly destroyed the English fleet and Moved my Army into Scotland while my Reserve took Ireland from Rebels that defeated the english garrison. After Taking Scotland I marched into North Umbria and conquered it from the English, facing an Loyalist Rebellion the turn thereafter. Novgorod had established a huge Empire in the North East by then, while the Danes were facing some bad rebelions since their king was in the middle of the former German HRE (Franconia). Around turn 100 the Danes had gladly put an end to those. It was around 7am by then and I decided to call it a day ... zZzZz ...

    I consider this test a great sucesse since all modifications worked and there was pretty much action going on. Everybody was able to hold his Provinces unless he was taken on by several enemies. The Danes and Novgorod were pretty active and doing quite well, too, not to mention the French.

    The MOD is not designed to be historical, but to be fun to play. Most Units made available to everybody are Tribesmen, Known Mercenaries, Brigands or are recruited from the Local Population. I made this change to reflect that I belive that those people would fight for any Ruler what so ever, if he gouverns the Land wisely (without rebelions) and pays the right amount of money for their support. Some people would help the Catholics and try to fight the Muslims, while others would help the Muslims fighting the Catholics.
    You may not want to abuse the system, but the system is abusing you

  2. #2
    Member Member King David's Avatar
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    Nice job jaret !! When can i get my grubby hands on it ?

  3. #3

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    Soon ... the 1st asset of units needs some more balancing ... the germans get their 4$$ kicked by the french, italians, polish and danish atm. They surely got some friends .

    Will mail you a zip with the files when they are ready.
    You may not want to abuse the system, but the system is abusing you

  4. #4
    Member Member King David's Avatar
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    Thanks jared... Or I can check the files section for it.. Always looking for new ideas..Seems i spend more time tinkering than playing..

  5. #5
    Barbarian of the north Member Magraev's Avatar
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    Sounds like a great mod - I've had some of the ideas myself, but not the guts to try and make it work...

    Can I download it from the org?
    Nope - no sig what so ever.

  6. #6

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    Really like the sound of your mod esp the units being available to most nations,

    Ps: has anyone worked out how to mod mercenary prices (upkeep)?


    "The mind is everything. What you think you become."

    "The whole secret of existence is to have no fear. Never fear what will become of you, depend on no one. Only the moment you reject all help are you freed."

    Buddha

  7. #7

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    Lo, again.

    Made some more changes :

    Novgorod: Can now build Feudal MAA, Chivalric MAA, Feudal Knights, Chivalric Knights, Feudal Footknights and Chivalric Footknights. (otherwise they have been too weak in the end.) They also now have the Russian Office Titels.

    Khwarazmian Cavalry: Can now be build by every Muslim Faction

    Mameluk Cavalry: Can now be build by Egyptian and Elmos. (Elmos lack Heavy Cav. ... atm the Spaniards eat them for breakfast !)

    Murabititn Infantry: Can now be build by every Muslim Faction. (I like Skirmishers with Javelins )

    Mameluk Korse Archers: can now be build by Egyptian and Elmos.

    Militia Sergants: Can no longer be build by Elmos (they have AUM). Can now also be build by Egyptian and Turks.

    Saracene Inf: Can now be build by every Muslim Faction.

    Abysinian Guard: Can now be build by Egyptians and Elmos.


    I had forgotten these things for the Muslims. Will have to work about ballancing a little more. Have some problems with the Elmos and Turks getting their 4$$ kicked all the time. Also some Provinces need their Income increased since the changing of Provinces greatly affected income, which lead to inactivity of the faction.

    I hope it will be finished by the start of next week.

    If there are ideas of yours, you would like to have implemented ... just go ahead ... the changes I made are kinda radical already, so why not include some more nice ideas. (I have stole some from this forum already .)

    PS: Sorry Swoosh, haven´t changed the upkeeps so far ... I will take a look and try to figure it out.

    [This message has been edited by Jaret (edited 10-30-2002).]
    You may not want to abuse the system, but the system is abusing you

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