cegorach 09:31 04-13-2006
So it finally happened, the second edition of the PMTW mod for MTW VI is ready.
Time for the usual introduction of the mod - those who know the mod please, forgive me.
The Pike & Musket TW mod puts you in the middle of power struggle in the period between 1480 and 1700.
Almost everything is changed this way or will be later, but overall it might be described in few short terms.
Religious wars - the crusades and jihads remain in limited use, but more factors and religious tools appear - the religious agents are much more powerful, there are more buildings converting the local population to your cause and finally even the armies themselves can change the balance converting the population of the conquered teritories.
The time of colonisation - a number of colonial buildings allow you to gain profit from discovering the new lands, to get more office titles to use, even to get more soldiers from the lands far away.
Mercenary wars - the number of mercenary soldiers is much greater now, new buildings which allow getting them appear, new structures affect the mercenary poll and the buildable mercenaries themselves are often the core of many existing armies of this period. Some of them can be quite dangerous though, causing unhappiness and unstability in your domain.
New political systems are born. States can become more and more democratic, tolerant or even decentralised with a level of autonomy given for some territories or turn into modern absolute powers with a degree of controll over every citizen and huge armies to send.
Warfare is in constant move as well. You will start with massive armies of pikemen and medieval style knights ending with massive armies of musketeers and medium cavalry supporting with numerous cannons or even with line infantry, grenadiers and line cavalry all cheap, reliable and in large numbers.
Unique units and armies appear, remain or are slowly declining - you will be able to command moving fortresses of warwagons, use ski riding soldiers to harass the enemy, rapid moving dragoons will give you firesupport, minerteams will blow castlewalls apart, heavy artillery or small, but movable cannons will give you massive firepower, rapid moving cavalry in heavy armours, light riders or fleet-hooved nomads are to be chosen. Many units will be able to change equipment before battle, to remount, dismount, form sapping teams and generally to achieve almost everything allowed by the MTW VI engine, and it means a lot !
Around 600 units from over 35 various countries with unique fighting styles await you.
Enjoy the slaughter !
cegorach 09:33 04-13-2006
I have decided to answer some questions before they will be asked. The FAQ will be expanded later when some really frequent questions will appear.
Q. What do I need to play the mod.
A. Working, fresh installation of the MTW VI.
Q. Is there anything I should install in addition to the main file.
A. Yes, music pack 01 is essential to play the mod, but nothing more is required, even the patch for the VI isn't necessary, but you will find it useful nonetheless.
Q. Why playing on bigger unit size isn't allowed.
A. Many units already reched the numbers close to 200 or 200 itself, playing in bigger unit settings will result in CTDs.
Q. Where is the English Civil Wars campaign ?
A. Currently locked i.e. most of the files are here, but the campaign isn't available. There is a problem with CP and MP for that campaign and in the small patch ( early May) it will be unlocked with the bug hopefully removed or at least with SP ready to play.
Q. Where are my Organ Guns, my beloved, little Organ Guns ?
A. The artillery was modified for the mod. Some artillery pieces i.e. less useful are available only by changing the battle mode ( so dismounting) some of the available cannons - Serpentines for example 'dismount' into Organ Guns.
Q. My game CTD when I am clicking the province with rightmouse button. What happened ?
A. There is a risk of CTDs linked to too large number of structures generating income. The exact, safe number is still a matter of speculation and research, but for now I can only advise not to build every single one of them in one province - it doesn't include mines or farming structures - and because many of them are unique buildings, sometimes impossible to combine in one place without some real effort these CTDs should not happen at all, unless you are really unlucky. The matter is in testing still, so it will be corrected if necessary.
Q. Was Keira Knightly really in betatesting team ?
A. I suggest asking her personally.
-----------------
more later in the Pike and Musket sub-forum
-----------------
cegorach 09:34 04-13-2006
Time for a short summary.
The mod offers around 600 new units ( including those from ECW) - including warwagons, cavalry with two steeds, ski troopers, dragoons, movable artillery, pirates and many many others.
It gives you more than 30, around 40 factions in 4 campaigns ( ECW locked for a short period of time), almost all with unique troop types, often with its own buildings and a number of office titles and historical heroes.
Over 70 new building structures.
New resources and trade goods.
Better than the old, 'plain' MTW map - from Medieval XL thanks to VikinHorde.
Lots of new ideas including evolving office titles, units with two battle modes to choose from and many, many more...
Historical battles and one ( for now) historical campaign with couple of really hard battles with often quite unusual victory conditions.
And many other things I have forgotten that are new or even completely new and unique.
NOw the line of SHAME i.e. things in progress or generally not finished.
- faction shields are not ready yet which might cause some confusion.
- not all unit icons are finished - mostly from early era of the game or from muslim countries.
- strange messages might happen like 'cannot translate $%^&' to be corrected sooner or later.
- campaign pieces for the orthodox factions behave in a strange ways hard to correct it requires some additional effort and research.
- ECW campaign not playble now - it wasn't available in CP and MP so I have locked SP for now as well, I want to make it work in all modes.
- Some unit pictures and many building pictures are not finished, wrong, badly prepared or just not right.
- Many units udse temporary animations which will be replaced with the right ones or might be very hard to prepare e,g, Landsknechts.
- old castle maps are used for now some help with preparing something similar to the fortifications in the NTW mod is required.
- more music is required as well.
- more heroes and their portraits are necessary especially for the Netherlands, Russia, Cossacks, Portugal.
- Many more new descriptions have to be written, and many of the existing have to be corrected or shortened.
- More historical battles and campaigns have to be prepared.
- New movies have to be added - it is possible, I know how to do it ( Barocca from the Org did the thing), but I need the MPG files.
and many other things as well, we will see them while playing.
cegorach 09:36 04-13-2006
The present edition of the mod uses modified campaign map prepared by VikingHorde the creator of the popular Medieval XL. Onece again thank you for it !
Still it remains only as something temporary - the mod will need a new map and it will get one.
For now, to recreate some historical politica processes, wars and the most important directions of expansion I have changed some borders sometimes cutting access from one province to another altogether.
So there is no access between:
Libya <-> Tunisia
Will make ground expansion from Spain to Egypt impossible, makes Malta more important and means that you will need a strong fleet to get from Middle East to North African pirate states.
Hungary <-> Poland
There was virtually no access between thos countries thanks to Carphatian mountains. Channels the Expansion of the Ottomans towards Austria and numerous German and Italian states.
Moldavia <-> Poland
IMproves survival rate of Poland (slightly) and although it still is overrun rather quickly slows down and sends the Ottoams westwards.
Milan <-> Burgundy
Makes Spain slightly more difficult to play - you need a different route between those provinces - possibility of a quick war vs. France.
Hungary <-> Bohemia ( High & Late)
Hapsburg Empire needs some protection against the Ottomans which in future will be provided by Royal Hungary, but now at least Bohemia is safe from the east at least.
Bulgaria <-> Moldavia
Again sends the Ottomans towards the Hapsburg Empire and improves the importance of Wallachia as the main crossing place over Danube.
In addition some countries have added rivers on some borders to protect them better, and some rivers were removed.
There is only one , but very important change when it comes to the seas in the game - THERE IS NO LINK BETWEEN ATLANTIC ( SO ALL NORTHERN SEAS) AND MEDITERRANEAN SEA ( SO ALSO THE BLACK SEA) - this way the income from trade is not so massive as in the vanilla MTW VI and there is no easy way to transport soldiers form Africa to England or other northern country.
Regards Cegorach
cegorach 09:39 04-13-2006
I must say I really like your new map-changes. Now you can really use new strategies and some provinces will be essential to hold! Awesome!
cegorach 09:58 04-13-2006
First one to download!!
Thank you!
Peasant Phill 10:36 04-13-2006
I would love to play this mod (I've been looking forward to its release) but I have only one request. As the units and buildings are different than the medieval ones and a totally new way of war comes with this mod, I would very much appreciate some sort of guide.
this doesn't have to be very elaborate only a quick rundown of the different unit types (like horsearchers, spears, skirmishers, ... in MTW) and there tactics. The same for the new buildings.
Thanks in advance.
Mithrandir 10:45 04-13-2006
Stickied for a while.
Mithrandir 10:46 04-13-2006
Btw. Got some screenshots to show off?
cegorach 10:58 04-13-2006
Originally Posted by Peasant Phill:
I would love to play this mod (I've been looking forward to its release) but I have only one request. As the units and buildings are different than the medieval ones and a totally new way of war comes with this mod, I would very much appreciate some sort of guide.
this doesn't have to be very elaborate only a quick rundown of the different unit types (like horsearchers, spears, skirmishers, ... in MTW) and there tactics. The same for the new buildings.
Thanks in advance.
It will be done in the subforum, most likely TOMORROW you will see a guide FACTIONS, its units and buildings.
There is SCREENSHOT ONLY thread back from the dead somewhere in the bottom of this side + a whole sub-forum to search for these
Peasant Phill 11:09 04-13-2006
Originally Posted by :
It will be done in the subforum, most likely TOMORROW you will see a guide FACTIONS, its units and buildings.
Thanks cegorah1
cegorach 10:59 04-14-2006
It is done.
cegorach 06:50 04-26-2006
cegorach 06:59 04-26-2006
Great stuff ceg, i'll update the medieval mod development thread at the end of week. The ski's are genius mate.
cegorach 09:56 04-26-2006
Personally I like warwagons more - excellent against enemy cavalry make victory so much easier when facing the Ottomans and similar...
macsen rufus 09:12 04-29-2006
Wow! Nice mod indeed - downloaded it yesterday, simple install, and straight into English campaign in Age of Exploration. I'm amazed at how big the changes are, the units, buildings, everything. For the first campaign I'm running on "Normal" difficulty just to get my feet in the new era / tech tree.
I seriously underestimated some of the changes, though. Those Scottish pikemen got a lot tougher between 1453 and 1480, for a start. Took me two attempts to invade Scotland successfully, as I had to withdraw from the first battle so my longbowmen could pop home for more arrows! And I found the Scottish king was an uber-jedi. He was the last enemy soldier on the field, surrounded by 3 units of Trained Billmen when he broke and ran. Over a hundred billmen couldn't kill him, and for a "slow moving" unit he fair pelted along! Then my full unit of Men-at-Arms chased him halfway across the map, and couldn't kill him. Then he turned round and ran the other way, and ran the gauntlet of two units of mounted crossbows and five of Longbows, as I thought missiles would get him.... but no. Having crossed over the whole map again I sent another two units of bills and one of Sprinklermen to intercept, and they couldn't touch him either. Result, the faction wasn't eliminated and now their keep has a garrison of three men, and I'm still building my cannon foundry! And I'm guessing if I withdraw from the province to winkle him out of the stronghold, there'll be a huge loyalist rebellion and I'll have to do the whole lot again.
Well done, to the whole P&M team! Can't wait for the ECW campaign to be unlocked.
Galagros 03:48 05-02-2006
I've been playing the mod for a while now and it's pretty fun, but a few things have begun to bug me. The worst thing is that a unit of 100 men colors the whole flag on a stack, making it look like a unit of 950.
I'm playing as The Knights in The Age of Exploration scenario now and it's getting tough. It's around 1610 and I have about 1/3 or 1/4 of the map and only 7 territories can produce any soldiers at all. And out of those only about 4 are quality. I liked the unique units a lot, but after 1590 or so they went away and mostly everything is mercenary troops, which get boring. The Danes had nearly half of the map up until a few years ago when about 10 rebellions occurred. I don't know how they got so many troops, but they had a lot more than me.
I haven't tried playing any of the other scenarios yet, but I plan to tomorrow or the next day. And so far I've only played as three countries: The Knights, The Scots, and Portugal.
cegorach 07:59 05-02-2006
THe colour thing is the result of the new army pieces - it will be corrected, but not soon - it is very difficult.
The factions you play have small recruitment zone of their unique units and in the first campaign it is even getting smaller. Portuguese have much better choice in the last campaign so do Scots. Knights have all their special units packed in the earliest campaign.
All these factions have to rely on mercenaries ( buildable), for variety you might consider employing some ordinary mercenaries or regional forces - see the online guide - unit section.
There are 256 units possible to add and the limit was used almost fully, unfortunatelly some armies can't get their fully unique unit roster, especially the smallest, besides the roster was made after a long research which means that I really couln't find anything for some factions - so these didn't have anything or almost anything to add.
For better choice I suggest choosing larger factions.
Damn, this looks pretty hot. I'll have a go at downloading my first mod tonight, I think...
Galagros 12:01 05-02-2006
I figured that the bigger factions had more units, but I've always been a fan of the little guys. I'll try a big one out tomorrow.
cegorach 12:44 05-02-2006
Some small factions have unique rosters so it is not entirely true, examples:
Crimean Tatars, Cossacks, Moldavia, Hungary, Gerogia, Portugal ( in last campaign), the Netherlands, Circassia, Barbary States and many have couple of interesting choices like the Venetians.
Have a look around.
macsen rufus 13:02 05-02-2006
A few other things with the army markers (in case you haven't spotted them yet) : Russian ones have the shields and the highlight ring offset to the left of the "stack" (ie guess too much transparency on the stack BIF...), and English faction leader's shield is distorted when picked up. Minor issues, but maybe already sorted at your end.
Really enjoying my English campaign - I like those Border Reevers, especially as they dismount into Billmen - makes the stacks very flexible depending on conditions, and so CHEAP and fast to train. In fact I like them so much I built my metalsmith in Northumbria.
Had some interesting diplomacy happen - I saw Friesland had gone rebel so prepared to invade, by the time my army landed the Saxons had bribed one of the stacks. The remaining rebels ran, I killed off the saxons easily (after all I'd prepared an army to take out both stacks!), then at the end of the turn a Saxon emissary reached my King and asked for an alliance, so he'd obviously been on his way already! Handy to not have the new neighbours at war with me still....
Saxony was also in rebel hands so nabbed that easily, and took on the Danes as they were fighting my allies in Russia. Faction soon eliminated and my empire now stretches across Scandinavia and northern Germany. Finally have pikemen of my own now, so the billmen (Reevers) don't have to do all the work, and I'm getting the hang of whittling down those armoured pikes enough to make melee survivable!
Great mod, new style of fighting to learn, and an interesting tech tree to master so I don't always know which is the best tech route to take - but that's why I'm practising on "normal" difficulty for now.
cegorach 13:21 05-02-2006
I suggest to read the on-line guide I have prepared, it is updated from time to time, so it is a good idea to check it.
The unit list is especially useful.
https://forums.totalwar.org/vb/showthread.php?t=58346
THe mod works as 3 different games, since many units/factions/buildings appear only in one period and even the existing ones like Border Reivers can behave in a different way e.g. they for example dismount into Scottish Pikemen in Religious Turmoil who themselves work often as mercenaries.
IN the next week I will add a small patch corecting some mistakes and adding several things ( I won't tell you much, but there are few suprises you will all love).
In addition it will correct several things for MP mostly, because as we have discovered when playing the mod in MP ( it happens almost every day, now) some options can be exploited too much.
Regards Cegorach
Galagros 12:08 05-04-2006
I started an Irish game (Religious Wars - Normal) yesterday and man is it fun and challenging! Once I could build 2 corsair ships I attacked the english and took Wales (the english had 3/4 of their men attacking the mainland). The naval battles were ceaseless and it took a decade before I could send more reinforcements to Wales. Once I did I quickly took both Mercia and Wessex, left a small garrison in Wessex and prepared to attack the Scots in Northumbria. I was on my second king by now, which is much worse than my starting one. I was outmatched big time when I attacked the Scots and we fought over Northumbria for several battles. Eventually I retreated to hold Mercia.
I built up my garrisons a little and was still in a good position. I had about a nine ships in 3-4 sea areas. About this time I created a six star "expert risky attacks" general. I said what the hell and gave him 700 soldiers to attack Denmark. Bad idea. I thought they were busy on the mainland, but they recovered quickly. The general withstood 3 battles before being killed. And my ships were almost all destroyed after a few battles. I only held the area between Ireland and Wales. The Danes attacked Mercia, Wessex, and Northumbrai with about 2000 men, taking all three. Some how they attacked Ireland, but I don't know how, since I had 2 ships there. Anyways, they attacked with 120 men against my 79. I held out long enough to win.
I built an inn in Wales and only held due to Mercenaries. I have by now fought back to owning all of the British Isles and my ships are starting to take all of the Baltic Sea regions. I have 1 four star ship and 2 three star ships with about 3000 troops total. Fun
Galagros 00:27 05-05-2006
==> To follow up on that, I attacked Denmark and Norway simultaneously and took them both. I blocked the northern ports and then took Sweden and Scandia (sp?). After that I attacked Swabia and settled down for defense, but no one attacked. Once all was at peace I took Pomernia, Brandenburg, Greater Poland, and another province, (the one to the east of Pomernia). When I attacked greater poland the King of the Danes took Brandenburg back, but I countered and now have him trapped in the castle.
The English and Spanish keep reemerging in the Florence area, only to be destroyed in a few turns by the Swiss/Argonese, who hold most of the mainland from the west of Swabia to Morrocco.
On a different note, I tried playing a game as the Barbary States last night and it is IMPOSSIBLE! I took Morrocco right away, allied the Turkish, and built up. I decided that the Turkish and the Spanish were both too strong to attack and that I needed a province with good trade goods ... so I went to destroy The Knights and take Sicily. BAD IDEA! Their troops are waaaay better and they had a better navy than me at the time, too. I lost battle after battle against them in Sicily. In about 5 defeats 1 king was killed, along with 3-4 heirs, and about 3-3500 men. They had 700 men (mostly mercenary pikemen) at their highest and I attacked with 1300 mixed units... I lost. They had 500 left and I attacked with 1100 ... I lost. They had 300 and I attacked with 800... and won, only to lose the counterattack. It went on and on until finally my king was captured and I lost. This faction has terrible troops, as you have noted, but ... is it supposed to be possible to do much AT ALL with them?
cegorach 08:20 05-05-2006
I was thinking similar about Hungary in Religious Turmoil , but after several turns I made it. I will try the Barbary States anyway, any notes are usefull to make the mod better - I have found several mistakes, errors or even bugs but they are beeing eliminated.
Regards Cegorach
cegorach 11:19 05-05-2006
A new thing for the patch
It is called fortified position.
Regards Cegorach
Single Sign On provided by
vBSSO