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    Default MTW Pocket Mod: Summary, Download and Bug Reports

    MTW/VI Pocket Mod (Current release: TBA)

    Quote Originally Posted by Latest Release
    The MTW Pocket Mod v1.0.6b-beta has been released. Please install this version over the previous version. If you have never installed any previous version then you need only install this version.


    IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.

    • Fixed crews appearing on the battlefield without siege equipment.
    • This release is savegame compatible with v1.0.6


    Many changes have been made to this version so there are likely to be a few bugs. These need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released.
    Summary

    The MTW/VI Pocket Mod is basically a no frills mod for the main 1087 - 1453 Medieval campaign for MTW. It includes many realism and gameplay fixes but is neither a pure historical accuracy mod, nor a realism mod. The aim of the mod is to improve gameplay, realism and historical accuracy while keeping the mod itself as small as possible. It's features are constantly evolving and improving and are most notably:

    • Homelands for many units to prevent them being trained outside their historical ethnic regions
    • Various unit stat changes to improve game balance and reduce the number of redundant units
    • Many units reassigned or restricted to certain factions
    • New units, only where needed
    • Renaming of many units to more historically accurate names
    • New Harem building for the Muslim Factions to replace Taverns and Brothels
    • Harem woman agent, the equivalent of a Muslim princess
    • Revised and optimised technology tree with new buildings added and redundant ones removed where necessary
    • Tweaked farming, trade and mining to give more income to the AI factions and provide a greater challenge
    • Cheaper ships and ports that are quicker to build
    • Fully functional Sahara Province
    • Removed land bridge across the English Channel between Wessex and Flanders, added land bridge between Sweden and Finland
    • Many more tweaks and enhancements



    Member Contribution

    Member contribution is welcomed. We are always looking for information as to how to improve the mod. If you see an error or something that needs changing or adding, we would like to know about it. Bear in mind that the Pocket Mod's aim is to be as small as possible to download, and to change as little cosmetically as possible, while improving gameplay, realism and historical accuracy as much as possible.

    Complete log of all changes

    Units - Foot Missile / Skirmisher

    Crossbows:

    Eras: All Periods
    Trainable by: All Factions
    Valour bonus: Milan


    Arbalests:

    Eras: High/Late Era
    Trainable by: Catholic and Orthodox
    Valour bonus: Milan


    Pavise Crossbows:

    Eras: Late Era
    Trainable by: Catholic (excluding Danes, Hungarians and Poles)
    Valour bonus: Milan


    Pavise Arbalests:

    Eras: Late Era
    Trainable by: Catholic (excluding Danes, Hungarians and Poles)
    Valour bonus: Milan


    Nizaris:

    Renamed: "Nizari Foot Soldiers"
    Valour bonus: Removed, Syria.
    Trainable in: Syria
    Trainable by: Turks, Egyptians
    Dependency change: "{ BOWYER2, GRAND_MOSQUE, RIBAT }"
    Armed with compound bows


    Hashishin:

    Renamed: "Nizari Fedayeen"
    Trainable in: Syria
    Trainable by: Turks, Egyptians
    Invisibility: Removed
    Armed with compound bows


    Futuwwas:

    Valour bonus: Syria
    Trainable by: Turks, Egyptians
    Dependency change: "{BOWYER3, RIBAT}"
    Armed with compound bows


    Janissary Archers:

    Valour bonus: None
    Eras: Late
    Armed with compound bows


    Janissary Infantry:

    Renamed: "Nefer Janissary"
    Valour bonus: None
    Eras: Late
    Armed with compound bows


    Trebizond Archers:

    Renamed: "Psiloi"
    Valour Bonus: No change (Trebizond)
    Armed with compound bows
    Changed appearance in battle


    Bulgarian Brigands

    Valour Bonus: No change (Bulgaria)
    Armed with compound bows


    Turcoman Foot Soldiers

    Valour Bonus: No change (Anatolia)
    Armed with compound bows
    Dependency Change: { BOWYER }


    Ottoman Infantry

    Renamed: "Zirhli Nefer"
    Valour Bonus: No change (Rum)
    Armed with compound bows
    Stat change: +1 support cost, +50 raising cost, +1 melee, +3 defense, +2 valour, Disciplined.
    Dependency Change: "{ BOWYER3, SWORDSMITH3 }"


    Desert Archers

    Valour Bonus: Cyrenacia
    Armed with compound bows
    Stat change: +1 defence, +2 morale.


    Units - Javelinmen

    Nubian Spearmen:

    Armed with Javelins
    Trainable by: Egyptians
    Trainable in: Cyrenacia, Egypt, Sinai

    Murabitin Infantry:

    Renamed: "Al-Murabitun Infantry"
    Valour bonus: Morocco


    Units - Cavalry

    Alan Mercenary Cavalry:

    Valour bonus: None
    Trainable in: Georgia and Khazar
    Trainable by: Byzantines, Golden Horde and Russians/Novgorod.
    Dependency Change: HORSE_BREEDER3


    Steppe Cavalry:

    Valour bonus: Volga Bulgaria


    Horse Archers (steppe):

    Renamed: "Steppe Horse Archers"
    Unit size: 60, scalable
    Valour bonus: Volga Bulgaria
    Trainable in: Muscovy, Volga Bulgaria, Khazar, Pereyaslavl, Chernigov, Ryazan, Kiev
    Trainable by: Turks, Byzantine, Hungarian, Russian, Novgorod, Golden Horde.
    Split to two units - see below


    Horse Archers (arabic):

    Renamed: "Desert Horse Archers"
    Unit size: 60, scalable
    Valour bonus: None
    Trainable in: Morocco, Algeria, Tunisia, Sahara, Cyrenacia, Egypt, Sinai, Arabia, Edessa, Antioch, Tripoli, Palestine, Syria.
    Trainable by: ALMOHAD, EGYPTIAN, TURKISH.
    Split to two units - see above


    Mongol Horse Archers:

    Valour Bonus: Khazar


    Feudal Knights, Chivalric Knights, Lancers, Gothic Knights and Royal Knights:

    FK Renamed: Knights

    RK: Valour bonus: None
    FK: Valour bonus: Normandy
    CK: Valour bonus: Tolouse, Ile de France
    L: Valour bonus: Castile
    GK: Valour bonus: None

    Trainable by: All catholic factions
    Unit Size FK/CK/L/GK: Scalable 40 man units
    Unit Size RK: Scalable 20 man units

    RK: All Periods
    FK: Early
    CK: High
    L: Late

    Dependency changes:

    RK: ROYAL_PALACE, ARMOURER, HORSE_BREEDER
    FK: ROYAL_COURT, ARMOURER2, HORSE_BREEDER2
    CK: ROYAL_COURT2, ARMOURER3, HORSE_BREEDER3
    L: ROYAL_COURT3, SPEARMAKER4, HORSE_BREEDER4, ARMOURER4
    GK: ARMOURER4, HORSE_BREEDER4, ROYAL_COURT4

    The RK units can be upgraded into the next unit after each era change as before.

    More in depth explanation of Royal Knights, Feudal Knights, Chivalric Knights, Lancers and Gothic Knights here:

    In a nutshell here are the advantages of RK's and the changes made to the other Knights:

    1) As before, a smaller unit size than Feudal Knights, Chivalric Knights and Lancers or bodyguard units like Kataphraktoi, Boyars and Mongol Heavy Cavalry. So you're not paying dearly in support costs every time an heir matures, though you are paying more than you were previously, when the units were 20 man non scalable (up to a maximum of double the cost on huge unit size). This still means lower support costs. Kataphraktoi, Boyars and Mongol Heavy Cavalry will also be modded to 20 man scalable units to reduce their support costs. Sipahis of the Porte and Ghulam Bodyguards will be modded as scalable to increase their units sizes in line with the others. This balances out the bodyguard units for all factions considerably more than they were before.

    2) They are a larger unit size than the old bodyguard units, so they're better equipped to fight and protect your heirs and king, they're actually usable on the larger unit sizes unlike the others that were only usable on the smallest.

    3) Unlike Feudal Knights, Chivalric Knights, Lancers and Gothic Knights. Royal Knights become obsolete with every era change, but unlike the former, they can simply be upgraded by retraining the unit after the era change has occurred.

    4) The Royal Knights unit size is not full size, as with Kataphraktoi so you're not paying dearly in support costs every time an heir matures, though you are paying more than you were previously, when the units were 20 man non scalable (up to a maximum of double the cost on huge unit size). (To be looked at in more detail)

    5) The Feudal Knights and Chivalric Knights can now be built earlier than usual because the tech levels for Royal Courts have been dropped 1 level. Previously the player would often find her/himself in the next era before she/he'd teched up to Feudal Knights.

    6) The Lancers are only available to the Spanish and Aragonese.

    7) The Gothic Knights are only available to the Italians and HRE.



    Royal Knights:

    See Feudal Knights.


    Chivalric Knights:

    See Feudal Knights.


    Lancers:

    See Feudal Knights.


    Gothic Knights

    Stat Change: +2 charge (6), +2 melee (6), run speed 16, charge speed 18
    See Feudal Knights.


    Bedouin Camels:

    Valour bonus: Arabia
    Dismount type: Arab Infantry.


    Viking Raider Cavalry:

    Renamed: "Norse Raider Cavalry"
    Eras: Early
    Trainable by: Danes
    Trainable in: Denmark, Sweden, Norway


    Armenian Heavy Cavalry:

    Trainable by: Byzantines, Turks
    Trainable in: No change (Rum, Lesser Armenia, Armenia)
    Dismount type: Armoured Spearmen


    Spanish Jinetes:

    Trainable by: Spanish, Aragonese
    Trainable in: Iberian provinces


    Saharan Cavalry

    Valour bonus: Sahara


    Turcoman Horse:

    Unit size: 60, scalable


    Ghulam cavalry:

    Stat change: +1 armour, +1 defense, disciplined.


    Ghulam Bodyguards:

    Unit size: 20, scalable


    Sipahis of the Porte:

    Renamed: "Kapikulu Sipahis"
    Unit size: 20, scalable
    Stat changes: Charge +2
    Dismount type: Ottoman Infantry


    Ottoman Sipahi:

    Renamed: "Timarli Sipahis"
    Raising cost: 300 florins
    Stat changes: Elite, Disciplined, Charge +2, Melee +1, Morale +2
    Armed with bows
    Dismount type: Ottoman Infantry


    Boyars:

    Unit size: 20, scalable


    Mongol Heavy Cavalry:

    Unit size: 20, scalable


    Kataphraktoi:

    Unit size: 20, scalable
    Stat change: Run speed +4, charge speed +2


    *****Temporary section*****

    Kontaratoi:**

    Eras: All
    Cost: 350
    Charge: 3
    Melee: -1
    Defence: 3
    Armour: 3
    Morale: 2
    Trainable by: Byzantine
    Dependencies: SPEARMAKER3
    Normal discipline type (not impetuous).


    Kataphraktoi Toxotai - Horse Breeders' Guild and Bowyers' Guild
    Pronoiarioi Kavallarioi - Horse Breeders' Guild and Spearmakers' Guild
    Pronoiarioi Kavallarioi Toxotai - Horse Breeders' Guild and Bowyers' Guild and Swordsmith
    Pronoiarioi Stratiotai - Spearmakers' Workshop and Horse Breeder

    *****Temporary section*****


    Khwarazmian cavalry:

    Trainable by: Mongols, Turks
    Stat change: +1 melee (4), disciplined, run speed 16, charge speed 18


    Szekely

    Valour bonus: Carpathia


    Polish Retainers

    Valour bonus: Poland


    Lithuanian Cavalry

    Valour bonus: Lithuania
    Dependency change: HORSE_BREEDER3, ARMOURER2


    Mounted (Feudal) Sergeants

    Eras: Early


    Militia Cavalry**

    Eras: High and Late
    Trainable by: Catholics
    Dependencies: ARMOURER, HORSE_BREEDER2, TOWN_WATCH3
    Stat changes: As Feudal Knights, cheaper, not elite, 1 point less armour, 1 point less defense, normal discipline type (not impetuous).
    Dismount type: Chivalric Sergeants


    Teutonic Sergeants

    Trainable by: HRE
    Trainable in: Prussia, Palestine and Lesser Armenia
    Dependency change: "{CHAPTER_HOUSE, ARMOURER2, HORSE_BREEDER3}"


    Order Knights
    Trainable in:
    Hospitallers: Palestine, Rhodes, Cyrus, Malta.
    Templars: Syria, Palestine.
    Knights of Santiago: Leon, Castile.
    Teutonic Knights: Prussia, Palestine, Lesser Armenia
    Dependency change: "{CHAPTER_HOUSE, ARMOURER3, HORSE_BREEDER3, SPEARMAKER3}"


    Units - Infantry

    Arab Infantry:

    Valour bonus: Arabia
    Stat Change: +2 point of defense, -1 point melee
    Unit size: 100
    Ruler advantage: Egyptian (they can train them more cheaply)
    Dependency Change: TOWN_WATCH
    Trainable in: Egypt, Sinai, Arabia, Antioch, Syria, Tripoli, Palestine, Edessa


    Abyssinian Guards:

    Trainable in: Egypt, Arabia


    Ghazi Infantry

    Trainable by: Turks, Egyptians


    Saracen Infantry

    Renamed: "Anatolian Infantry"
    Eras: High/Late
    Trainable by: Turks
    Trainable in: Asia minor


    Viking Carls:

    Unit Removed.


    Vikings:

    Renamed: "Drangar"
    Valour bonus: No change
    Eras: Early/High
    Trainable by: Danes
    Trainable in: Denmark, Sweden, Norway


    Viking Thralls:

    Renamed: "Carls"
    Eras: Early/High
    Stat Change: These are now the same as vanilla spearmen except they have 7 charge and are unformed. They are also cheaper to support than Vanilla Spears.
    Discipline type: UNCONTROLLED
    Dependency change: SPEARMAKER
    Trainable by: Danes
    Trainable in: Denmark, Sweden, Norway


    Viking Landsmenn:

    Renamed: "Tegnar"
    Valour bonus: Denmark
    Eras: Early
    Trainable by: Danes
    Trainable in: Denmark, Sweden, Norway


    Viking Huscarles:

    Renamed: "Huscarles"
    Eras: Early
    Trainable by: Danes
    Dependency change: ROYAL_COURT, SWORDSMITH2, ARMOURER2
    Unit size: 20, scalable
    Trainable in: Denmark, Sweden, Norway


    Slav Warriors:

    Valour bonus: Serbia


    Armoured Spearmen:

    Trainable by: All orthodox factions that don't have access to Feudal/Chivalric Sergeants (Byzantine, Russians/Novgorod) and some catholics that do, which are unchanged.


    Ghazi infantry:

    Trainable by: Turks, Egyptians
    Valour bonus: Palestine


    Muwahid Foot Soldiers:

    Renamed: "Al-Muwahhidun Infantry"
    Unit size: 100
    Valour bonus: Algeria
    Trainable by: Almohads


    Almohad Urban Militia

    Renamed: "Andalusian Infantry"
    Trainable in: Iberia
    Dependency change: SWORDSMITH2, ARMOURER2


    Janissary Heavy Infantry:

    Renamed "Zirhli Nefer Janissary"
    Valour bonus: None
    Eras: Late


    Pikemen

    Valour bonus: Flanders. (Tyrolia bonus for Pikemen removed).
    Stat changes: +2 defense
    Dependency change: TOWN_WATCH4, SPEARMAKER3


    Woodsmen

    Valour bonus: Finland (Lithuania removed)


    Spearmen (Square Shield)

    Now also trainable by the Moorish and Egyptian factions (mainly as a garrison unit to replace muslim peasants)


    Peasants/Muslim Peasants

    Unit removed. (revolts/crusades/jihads only)


    Feudal Men at Arms

    Renamed: "Men At Arms"
    Era: Early


    Feudal Sergeants

    Renamed: "Sergeants"
    Era: Early


    (Urban) Militia Sergeants*

    Renamed: "Militia Guards"
    Era: All Periods


    Urban Militia*

    Era: All Periods
    Trainable by: Catholic/Orthodox/Moorish

    *Note: Infantry Militia units may be renamed and adjusted in the next release.


    Units - Agents

    Inquisitor/Grand Inquisitor:

    Valour bonus: Removed, Castile (to get rid of the 'super inquisitors' problem)


    Assassins:

    Valour bonus: Removed, Syria. (such an exploit that it gets boring after a while)


    Imams:

    Valour bonus: Arabia


    Harem Women**

    Era: All Periods
    Trainable by: Muslim
    Dependency: HAREM4


    Jihad

    Takes 4 years to build
    Dependency change: Grand mosque (not ribat)


    Crusade

    Takes 6 years to build
    Cost: 1200 florins


    **new units


    Shipping


    -Import Tax at 50%

    -Trade goods values at 50%

    -No valour bonuses for all ships (portugal, wessex, Venice, Tunisia, Aragon, Denmark etc) because the AI can't exploit them.

    -Gungalley modded deep sea for Byzantines, Italians, Papacy, Sicilians, who currently lack this type of ship.

    -All things sea based cheaper and quicker to build:

    • Port: Cost 400 florins, 2 years
    • Shipyards: Cost 200, 400, 600, 800 florins, time to build 2, 4, 6, 8 years
    • Coastal vessels: Cost half price, 1 years to build
    • Deep sea vessels: Cost half price, 2 or 3 years to build



    Farming

    All farming upgrades now cost 50% less.


    Taverns, Brothels and Harems

    The Taverns and Brothels now work as they do in the VI campaign with the exception of the Harem which is effectively a muslim version of the tavern and brothel combined. The first Tavern/Brothel/Harem buildings now depend on the Fort, the upgrades depend on the Keep, Castle and Citadel. The Tavern and Brothel tech trees are now independent of each other. It is no longer necessary to first build the Tavern in order to build the Brothel.


    Inns

    The Inns will be unavailable, as the AI cannot make use of mercenary units at all. Existing Inns are removed from the startpos files (the early/high/late starting position files).


    Military Academy

    This structure will now depend only on the fortress. This will positively affect the Turks, allowing Janissary units to be produced in multiple provinces that have teched up to a military academy. Homeland restrictions will apply.


    Town Watches*

    Upgrades will be unavailable for those that don't need them (Byzantine, Egyptians and Turks). The Turks and Egyptians cannot upgrade to the final militia building anyway to make use of the +1 valour bonus (for Urban Militia), though it is unlikely that anyone would want to even if they could. Only the first building delivers a provincial happiness bonus so that is irrelevant also. The dependencies have changed in that the last two Town Watch buildings now depend on the Castle and Citadel instead of the Citadel and Fortress.


    Royal Palace

    Now depends on the Keep instead of the Fort. Takes 4 years to complete.


    Royal Courts

    Will be unavailable to the Othodox factions whom of which make no use of them. Will no longer depend on the Royal Palace.


    Iron Mine

    Uses the Iron resource found in many provinces for mining. Iron has been added to some extra provinces.


    Metalsmith+

    Dependency Change: IRON_MINE
    The last Metalsmith upgrade depends on the Iron Mine Complex


    Forester+

    Uses the forest resource found in many provinces to provide income. Forest has been added to many provinces.


    Era Starting Positions

    Some units and buildings removed from the starting position files, most notably Peasants and Inns. Sicilian Barque ships corrected to Dromons. Round Shield Spearmen and Spearmen mix up corrected.

    Georgia and Armenia removed from Byzantine control for all eras. Provinces now rebel.

    Byzantine Units removed from Lesser Armenia and Georgia - all eras

    Non Byzantine Units placed in Lesser Armenia and Georgia - all eras

    Spoiler Alert, click show to read: 
    Early

    Georgia

    1 unit of Alan Mercenary Cavalry
    2 units of Spearmen
    1 unit of Archers

    Lesser Armenia

    1 unit of Armenian Heavy Cavalry
    1 unit of Urban Militia
    1 unit of Archers
    1 unit of Armoured Spearmen


    High

    Georgia

    2 units of Alan Mercenary Cavalry
    1 unit of Armoured Spearmen
    2 units of Archers

    Lesser Armenia

    2 units of Armenian Heavy Cavalry
    1 unit of Horse Archers
    2 units of Archers
    1 unit of Armoured Spearmen


    Late

    Georgia

    2 units of Alan Mercenary Cavalry
    1 unit of Khwarazmian Cavalry
    1 unit of Horse Archers

    Lesser Armenia

    2 units of Armenian Heavy Cavalry
    2 units of Horse Archers
    2 units of Crossbowmen
    1 unit of Armoured Spearmen



    Landbridges

    Removed: Flanders/Wessex, Sicily/Naples, Cordoba/Morocco, Granada/Morocco, Sardinia/Corsica.
    Added: Sweden/Finland.


    Faction Names

    The Spanish renamed to the Castilian Leonese

    The Almohads renamed to the Almoravids, Almohads and Marinids for the early, high and late eras respectively[/B]

    The Turks renamed as Seljukid Empire, Seljuk Sultanate of Rum and Ottoman Empire for the early/high and late eras respectively

    The Egyptians renamed as Fatimid Caliphate, Ayyubid Sultanate and Mamluk Empire for the early, high and late eras respectively

    Other faction names to remain exactly as they are.


    Generic Homelands

    "Russia"

    "ID_FINLAND, ID_NOVGOROD, ID_MUSCOVY, ID_LIVONIA, ID_SMOLENSK, ID_RYAZAN, ID_CHERNIGOV, ID_LITHUANIA, ID_PEREYASLAVL, ID_VOLGA_BULGARIA, ID_KHAZAR, ID_KIEV,ID_CRIMEA"


    Western, Central and Eastern Europe - Mainly Catholic Factions

    "ID_SCOTLAND, ID_NORTH_UMBRIA, ID_MERCIA, ID_WALES, ID_WESSEX, ID_IRELAND, ID_NORWAY, ID_SWEDEN, ID_DENMARK, ID_VOLHYNIA, ID_PRUSSIA, ID_MOLDAVIA, ID_CARPATHIA, ID_WALLACHIA, ID_BULGARIA, ID_HUNGARY, ID_POLAND, ID_POMERANIA, ID_BRANDENBURG, ID_SILESIA, ID_BOHEMIA, ID_SAXONY, ID_FREISLAND, ID_FLANDERS, ID_NORMANDY, ID_BRITTANY, ID_FRANCONIA, ID_LORRAINE, ID_CHAMPAGNE, ID_ILE_DE_FRANCE, ID_ANJOU, ID_AQUITAINE, ID_TOULOUSE, ID_PROVENCE, ID_BURGUNDY, ID_SWABIA, ID_BAVARIA, ID_SWITZERLAND, ID_TYROLIA, ID_AUSTRIA, ID_CROATIA, ID_SERBIA, ID_CORSICA, ID_SARDINIA, ID_GENOA, ID_MILAN, ID_VENICE, ID_TUSCANY, ID_PAPAL_STATES, ID_ROME, ID_NAPLES, ID_MALTA, ID_SICILY"


    Iberia - The Castilian Leonese and Moorish factions

    "ID_GRANADA, ID_CORDOBA, ID_PORTUGAL, ID_LEON, ID_CASTILE, ID_VALENCIA, ID_NAVARRE, ID_ARAGON"


    Balkans, Greece, AsiaMinor - Byzantines and Turks

    "ID_GREECE, ID_CONSTANTINOPLE, ID_CRETE, ID_RHODES, ID_GEORGIA, ID_ARMENIA, ID_RUM, ID_LESSER_ARMENIA, ID_EDESSA, ID_TREBIZOND, ID_NICAEA, ID_ANATOLIA, ID_CYPRUS"


    Egypt, Arabia, the Holy Land, the Mahgreb and Syria - Mainly Muslim factions

    "ID_ANTIOCH, ID_SYRIA, ID_TRIPOLI, ID_JERUSALEM, ID_ARABIA, ID_SINAI, ID_EGYPT, ID_LIBYA, ID_AFRICA, ID_TUNISIA, ID_ALGERIA, ID_MOROCCO"


    More Specific Homelands

    Almohad/Almoravid/Marinid (Moors/Berbers): "ID_MOROCCO, ID_ALGERIA, ID_TUNISIA, ID_AFRICA, ID_LIBYA"

    Iberian/Nasrid/Andalusian: "ID_LEON, ID_CASTILE, ID_ARAGON, ID_CORDOBA, ID_GRANADA, ID_NAVARRE, ID_VALENCIA, ID_PORTUGAL"

    Arab: "ID_EDESSA, ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_SYRIA, ID_ARABIA, ID_SINAI, ID_EGYPT, ID_MOROCCO, ID_ALGERIA, ID_TUNISIA, ID_AFRICA, ID_LIBYA"

    Fatimid/Ayyubid/Mamluk: "ID_EDESSA, ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_SYRIA, ID_ARABIA, ID_SINAI, ID_EGYPT, ID_LIBYA"

    Seljuk: "ID_TREBIZOND, ID_ANATOLIA, ID_RUM, ID_LESSER_ARMENIA, ID_ARMENIA, ID_EDESSA, ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_SYRIA, ID_ARABIA"

    Ottoman: "ID_GREECE, ID_BULGARIA, ID_CONSTANTINOPLE, ID_NICAEA, ID_TREBIZOND, ID_ANATOLIA, ID_RUM, ID_LESSER_ARMENIA, ID_ARMENIA, ID_GEORGIA, ID_EDESSA, ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_SYRIA, ID_ARABIA, ID_SINAI, ID_EGYPT"

    Byzantine: "ID_GREECE, ID_BULGARIA, ID_CONSTANTINOPLE, ID_NICAEA, ID_TREBIZOND, ID_ANATOLIA, ID_RUM, ID_LESSER_ARMENIA, ID_ARMENIA, ID_GEORGIA"

    Italian: "ID_MILAN, ID_GENOA, ID_VENICE, ID_TUSCANY, ID_PAPAL_STATES, ID_ROME"

    Norse: "ID_DENMARK, ID_SWEDEN, ID_NORWAY"

    Holy Land Syria and Arabia: "ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_EDESSA, ID_SYRIA, ID_ARABIA"


    Extra Provinces

    Sahara


    Notes:

    Era restrictions for some other units may enhance historical accuracy and gameplay.

    Almost all units are subject to homelands.

    The trade import tax percentage is now 50% for all eras.


    Required:

    Contributers!

    More input, more ideas for homelands, especially for catholic factions.

    Any required name/stat changes for units


    Comments

    Trade goods values, trading percentages, homelands and some other details still to be finalised. Landridge to Ireland to be decided upon.

    The town watch will be removed as a prerequisite for the spearmaker and bowyer if required.
    Last edited by caravel; 11-19-2008 at 00:16.

  2. #2
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: MTW Pocket Mod

    Note: I split this off from the original New valour bonus regions thread. Given that it spurred Caravel to try his hand at making a mod for MTW/VI, I decided it was probably a good idea to give the project its own thread. (Unfortunately, however, I was for some reason unable to move any of the rest of the thread over here to join it. ) Carry on!
    Last edited by Martok; 12-18-2006 at 10:06.
    "MTW is not a game, it's a way of life." -- drone

  3. #3

    Default Re: MTW Pocket Mod: Summary (ps Ever playe d KINGMAKER?)

    This is specifically regarding how you've handled the knights :)

    I suggested something vaguely similar on a mtw2 mod forum a bit back- and it got derailed by the knights cant dismount/different troop type mechanic which i consider basiaclly a huge BUG of M2tw.

    Anyway; I'm referring to how armor upgrades are done.
    Now; let me preface by saying i have a lot of issue with knights or samurai being trained in 1 year; lol - blame risk and axis &allies? -
    and i dislike that militia and peasant levies can become a standing army...

    But what i ahd asked was; that by upgrading armor - and i liked how m2tw spelled out what each armor upgrade was-
    you HOWEVER were changing what the troop type really WAS.
    i mean you can CALL your light militia troops light infantry; but when you have them upgraded to; i dont recall; chainmail like i did - should they still MOVE like light infantry?
    Because by josh; they ARENT light infantry now...

    when they weapon upgrades; are they STILL using.. spears?

    As i said i mentioned this elsewhere (mod db?) and it got mired and frankly i quit playing m2tw due to the 'bug' ( the ai is already..hmmmn.. when you WIN b/c the enemy CANT dismount and take a wall of archers devastating them;; it just kills the game for me.. a player can plan around that - annoyance - but the ai?).

    ANYWAY - but i see you actually took some of the same idea -
    iwas just curious if you had considered extending that principle - that NOT just for knights; but for troops in general;

    the light - medium - heavy requires the facilities to produce FOR THE KINGS ARMIES ( i wont get into the discussion of how its NOT feudal in these games - hard to sell ) armor sufficient for that

    weapons-making facilities appropriate to their armament...(rather than 'upgrades')

    Please understand i'm NOT asking you to 'fix' your mod to how I'd do it -
    i was just surprised to see someone take a similar tact (that armorers might bea UNIT TYPE requirement) - and wondered if you had considered applying that logic to other troop types?

    Me; i can say i THOUGHT of it; and i admit i lost heart b/c i was told the 'bug' couldn't be fixed in m2tw - which is why next time i wanted medieval i reloaded VI and here i am :).

  4. #4

    Post Re: MTW Pocket Mod: Summary, Download and Bug Reports

    Hi The Badger,
    I'm sorry to say that I'm not too sure on this matter, but I think, that Caravel will be revolutionising the concept of armouries and recruitment in his next version (1.0.7) to the way which you have described. However, as I have said, I'm not completely sure, so you may have to wait for Caravel to confirm it. I'm very sorry about my uncertainty.
    Dawn is nature's way of telling you to go back to bed

  5. #5

    Default Re: Armory as Preq. for Heavier Troop Types

    Thanks for the response; and sorry if the original post now that i re-read it again; is a bit meandering.

    I think the oririnal STW idea of how you qualified for troops was fairly revolutionary; especially the idea of troops that had multiple requirements.

    I see no reason for the idea to continue to develop; tho' I don't know hat i would call Caravel's fix or my suggested extension of its logic; really revolutionary...

    Again; Its Not my intent to tell someone else WHAT to mod for me since I'm such a beginner; but rather to ask i it had been considered yet ( or done).

    If i may say so; my opinion i sthat ALL troops should be thought of as multiple- axes of requirements ( of qualities)

    Professionalism(peasant,proessional; noble);
    Equipment; (which i suppose arms and armor - seperate breakdowns)
    and then region is a factor for another thread.

    anyway; i suppose that would mean we define each troop requiremnt by 3 axes...
    Might be too complicated for most people's interest.

  6. #6

    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    Thank you for all the input, and I am sorry that I've been largely absent over the last month or so. I've just started a new job and have a lot of other business to sort out also so I haven't been able to spend any time on the mod lately. Hopefully once things calm down a bit I should be able to get started again sometime around September/October time.


  7. #7

    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    Good to hear from you Caravel,

    take care

    Noir

  8. #8

    Default Re: MTW Pocket Mod: Summary (ps Ever playe d KINGMAKER?)

    Quote Originally Posted by The Badger
    This is specifically regarding how you've handled the knights :)

    I suggested something vaguely similar on a mtw2 mod forum a bit back- and it got derailed by the knights cant dismount/different troop type mechanic which i consider basiaclly a huge BUG of M2tw.

    Anyway; I'm referring to how armor upgrades are done.
    Now; let me preface by saying i have a lot of issue with knights or samurai being trained in 1 year; lol - blame risk and axis &allies? -
    and i dislike that militia and peasant levies can become a standing army...

    But what i ahd asked was; that by upgrading armor - and i liked how m2tw spelled out what each armor upgrade was-
    you HOWEVER were changing what the troop type really WAS.
    i mean you can CALL your light militia troops light infantry; but when you have them upgraded to; i dont recall; chainmail like i did - should they still MOVE like light infantry?
    Because by josh; they ARENT light infantry now...

    when they weapon upgrades; are they STILL using.. spears?

    As i said i mentioned this elsewhere (mod db?) and it got mired and frankly i quit playing m2tw due to the 'bug' ( the ai is already..hmmmn.. when you WIN b/c the enemy CANT dismount and take a wall of archers devastating them;; it just kills the game for me.. a player can plan around that - annoyance - but the ai?).

    ANYWAY - but i see you actually took some of the same idea -
    iwas just curious if you had considered extending that principle - that NOT just for knights; but for troops in general;

    the light - medium - heavy requires the facilities to produce FOR THE KINGS ARMIES ( i wont get into the discussion of how its NOT feudal in these games - hard to sell ) armor sufficient for that

    weapons-making facilities appropriate to their armament...(rather than 'upgrades')

    Please understand i'm NOT asking you to 'fix' your mod to how I'd do it -
    i was just surprised to see someone take a similar tact (that armorers might bea UNIT TYPE requirement) - and wondered if you had considered applying that logic to other troop types?

    Me; i can say i THOUGHT of it; and i admit i lost heart b/c i was told the 'bug' couldn't be fixed in m2tw - which is why next time i wanted medieval i reloaded VI and here i am :).
    Hi, I too still enjoy MTW and STW and also RTW-BI, and you Badger and Caravel are 110% correct about Armories being a requirement for certain troop types rather than providing simple upgrades to all troop types, and Armories includes blacksmiths of course.

    Peasants and Militia with super upgraded weapons are ahistorical and actually a bit of a joke. I can see them being upgraded at a Blacksmith maybe once due to battlefield scavenging etc., but upgradeable to the max!!!

    Nice to meet you all, thanx, Chris

  9. #9

    Default Re: MTW Pocket Mod: Summary (ps Ever playe d KINGMAKER?)

    Quote Originally Posted by christof139
    Hi, I too still enjoy MTW and STW and also RTW-BI, and you Badger and Caravel are 110% correct about Armories being a requirement for certain troop types rather than providing simple upgrades to all troop types, and Armories includes blacksmiths of course.

    Peasants and Militia with super upgraded weapons are ahistorical and actually a bit of a joke. I can see them being upgraded at a Blacksmith maybe once due to battlefield scavenging etc., but upgradeable to the max!!!

    Nice to meet you all, thanx, Chris
    Welcome christof139, upgrades are indeed ahistorical in MTW, but that is not a major issue. The main problem with upgrades is that they imbalance gameplay quite significantly. Upgrades are also illogical in that armour upgrades = worse in desert, which is clearly ridiculous. Newer armour would have been much more comfortable and lighter than older types of armour. Also weapons upgrades simply improve attack which is also ahistorical. If MTW had dynamics where lower quality weapons could break in combat then weapons upgrades would make sense, as things stand they make no sense at all.


  10. #10

    Default Re: MTW Pocket Mod: Summary (ps Ever playe d KINGMAKER?)

    Quote Originally Posted by Caravel
    Welcome christof139, upgrades are indeed ahistorical in MTW, but that is not a major issue. The main problem with upgrades is that they imbalance gameplay quite significantly. Upgrades are also illogical in that armour upgrades = worse in desert, which is clearly ridiculous. Newer armour would have been much more comfortable and lighter than older types of armour. Also weapons upgrades simply improve attack which is also ahistorical. If MTW had dynamics where lower quality weapons could break in combat then weapons upgrades would make sense, as things stand they make no sense at all.

    Thanx for the welcome and hello, nice to meet you.

    Yes, that is what we are getting at, they imbalance game play!!! Lower class units with super armor and weapons is very ahistorical.

    As for the Desert regions and factions, well, due to the Crusades, Muslim armor did become heavier and more effective, and Cataphracts/Clibinari were in use in those areas long before the Crusades occurred.

    Yeah, I know that weapons upgrades only upgrade attack value, and that attack can also be modded elsewhere and otherwise in the basic stats of troops, which lower attack stats value would be indicative of none or little or poor training, low morale, weapons of inferior and improvised make and nature respectively, etc.

    So, the soultion is to do what you are/may be doing. A brilliant idea BTW!!!

    A lot of file editing to limit what types of troops can be upgraded at armories I would think, as I haven't modded any files in a couple of years and would guess that is how to limit lower class troops from getting super arms and armor.

    Super Peasants etc. are a drag.

    Chris

  11. #11
    Senior Member Senior Member naut's Avatar
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    9,103

    Default Re: MTW Pocket Mod: Summary (ps Ever playe d KINGMAKER?)

    Bug: Novogrod start with Catholic Spearmen, not the Round-Shield ones. Already fixed it for myself, but others may not be able to.
    #Hillary4prism

    BD:TW

    Some piously affirm: "The truth is such and such. I know! I see!"
    And hold that everything depends upon having the “right” religion.
    But when one really knows, one has no need of religion. - Mahavyuha Sutra

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  12. #12

    Default Re: Bug Reporting

    Bug reports for V1.0.9 here please.

    Comments on or suggested changes to the map here.

    Comments on or suggested changes to the buildings, units and stats here

    General comments and suggestions here.

    Last edited by caravel; 12-30-2008 at 15:26.

  13. #13

    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    SUSPECTED BUG;

    could move agents from ports in the North Seas (say Flanders) to Venice, yet could not do it the other way around. Effect only noted in Venice - Provence for example was ok - ie could move agents to Flanders.

    !it burnsus!
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  14. #14

    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    Hmmm... I need to test this one. Movement of agents between ports only requires the ports themselves in the destination and target provinces and does not rely on land or sea region interconnectivity via the startpos file (SetNeighbours).

  15. #15

    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    Actually was wrong - same effect from Provence too.

    Med ports do not send agents to north sea/atlantic ports, need totravel by land then. Actually not so bad for gameplaywhatever may be causing it.

    !it burnsus!
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  16. #16

    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    Makes sense. so the port hopping is just an illusion. Agents actually travel from port to port via coastal regions.

  17. #17

    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    Quote Originally Posted by gollum View Post
    SUSPECTED BUG;

    could move agents from ports in the North Seas (say Flanders) to Venice, yet could not do it the other way around. Effect only noted in Venice - Provence for example was ok - ie could move agents to Flanders.

    !it burnsus!
    Hmmm... connectivity may only be one way in that region, need to check...


    ******************07/03/09******************************

    • Fixed.
    Last edited by caravel; 03-08-2009 at 13:23.

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