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Thread: MTW Pocket Mod: Units, Buildings and Unit Stats

  1. #61

    Default Re: New valour bonus regions

    Well they're already scalable. The only non scalable units in the vanilla game are the 20 man Bodyguard units as far as I know. I just put the word scalable in there in case anyone thought I was going to make then non scalable (20 mem no matter what unit size you select).

  2. #62

    Default Re: New valour bonus regions

    I've been reading (and posting) in a thread in the modding forum and I has got me thinking. The Tavern/Brothel structure is just wrong for the muslim factions. I feel that they need to replaced with a single building and it's upgrades, based around the harem principle, that trains both types of units and ultimately a kind of "muslim princess" that can be married off to your generals and princes to improve loyalty and produce heirs. I think this is possible, though I can't guarantee it yet. This would be better than muslims having princesses, which wouldn't be realistic.

  3. #63
    Senior Member Senior Member naut's Avatar
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    Default Re: New valour bonus regions

    It is possible. Patrick made trainable princesses (he called them Seductresses) for the Muslim factions, which is downloadable from 3D downloads I think.

    To save you some time and effort, have an almost finished building stat.

    Code:
    3	HAREM	"Harem1, Harem2, Harem3, Harem4"	AGENT_PRODUCER	"1300,1500,1700,1900"	"6,6,8,10"	"{CASTLE},{CASTLE4,HAREM},{CASTLE7,HAREM2},{CASTLE10,HAREM3}"	"Office Level 1, Office Level 2, Office Level 3, Office Level 4"		"POVERTY_STRICKEN(5), DESPERATE_DEFENCE(30), CATHOLIC_EXPANSIONIST(80), CATHOLIC_NAVAL_EXPANSIONIST(80), CATHOLIC_TRADER(120), CATHOLIC_CRUSADER_TRADER(120), CATHOLIC_EXPANSIONIST_CRUSADER(80), CATHOLIC_DEFENSIVE_CRUSADER(100), POPE(150), CATHOLIC_DEFENSIVE(100), CATHOLIC_ISOLATIONIST(50), ORTHODOX_DEFENSIVE(120), ORTHODOX_EXPANSIONIST(120), ORTHODOX_STAGNANT(200), MUSLIM_PEACEFUL(50), MUSLIM_EXPANSIONIST(100), MUSLIM_DEVOUT(100), BARBARIAN_RAIDER(10), REBELS(100), CLOSE_TO_SUPPORT_LIMIT(0), POVERTY_STRICKEN(7.5), DESPERATE_DEFENCE(45), CATHOLIC_EXPANSIONIST(120), CATHOLIC_NAVAL_EXPANSIONIST(120), CATHOLIC_TRADER(180), CATHOLIC_CRUSADER_TRADER(180), CATHOLIC_EXPANSIONIST_CRUSADER(120), CATHOLIC_DEFENSIVE_CRUSADER(150), POPE(225), CATHOLIC_DEFENSIVE(150), CATHOLIC_ISOLATIONIST(75), ORTHODOX_DEFENSIVE(180), ORTHODOX_EXPANSIONIST(180), ORTHODOX_STAGNANT(300), MUSLIM_PEACEFUL(75), MUSLIM_EXPANSIONIST(150), MUSLIM_DEVOUT(150), BARBARIAN_RAIDER(15), REBELS(150), CLOSE_TO_SUPPORT_LIMIT(0), POVERTY_STRICKEN(11.25), DESPERATE_DEFENCE(67.5), CATHOLIC_EXPANSIONIST(180), CATHOLIC_NAVAL_EXPANSIONIST(180), CATHOLIC_TRADER(270), CATHOLIC_CRUSADER_TRADER(270), CATHOLIC_EXPANSIONIST_CRUSADER(180), CATHOLIC_DEFENSIVE_CRUSADER(225), POPE(337.5), CATHOLIC_DEFENSIVE(225), CATHOLIC_ISOLATIONIST(112.5), ORTHODOX_DEFENSIVE(270), ORTHODOX_EXPANSIONIST(270), ORTHODOX_STAGNANT(450), MUSLIM_PEACEFUL(112.5), MUSLIM_EXPANSIONIST(225), MUSLIM_DEVOUT(225), BARBARIAN_RAIDER(22.5), REBELS(225), CLOSE_TO_SUPPORT_LIMIT(0), POVERTY_STRICKEN(16.875), DESPERATE_DEFENCE(101.25), CATHOLIC_EXPANSIONIST(270), CATHOLIC_NAVAL_EXPANSIONIST(270), CATHOLIC_TRADER(405), CATHOLIC_CRUSADER_TRADER(405), CATHOLIC_EXPANSIONIST_CRUSADER(270), CATHOLIC_DEFENSIVE_CRUSADER(337.5), POPE(506.25), CATHOLIC_DEFENSIVE(337.5), CATHOLIC_ISOLATIONIST(168.75), ORTHODOX_DEFENSIVE(405), ORTHODOX_EXPANSIONIST(405), ORTHODOX_STAGNANT(675), MUSLIM_PEACEFUL(168.75), MUSLIM_EXPANSIONIST(337.5), MUSLIM_DEVOUT(337.5), BARBARIAN_RAIDER(33.75), REBELS(337.5), CLOSE_TO_SUPPORT_LIMIT(0), "		NO			MUSLIM		"{}, {UPGRADE_VALOUR(1)},{UPGRADE_VALOUR(2)}, {UPGRADE_VALOUR(3)}"	"1,2,3,4"						"10,10,20"
    UPDATED: Made them more expensive, longer to build and fiddled with some AI stats.
    Last edited by naut; 12-13-2006 at 12:01.
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  4. #64
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: New valour bonus regions

    Quote Originally Posted by Caravel
    Well they're already scalable. The only non scalable units in the vanilla game are the 20 man Bodyguard units as far as I know. I just put the word scalable in there in case anyone thought I was going to make then non scalable (20 mem no matter what unit size you select).
    Whoops, my bad. When I posted that, I was (for whatever bizarre reason) subconsciously under the delusion that they were always units of 60 men, regardless of what the unit size was set to. (I know they're not, but that's what I was thinking at the time!)

    Quote Originally Posted by Caravel
    I've been reading (and posting) in a thread in the modding forum and I has got me thinking. The Tavern/Brothel structure is just wrong for the muslim factions. I feel that they need to replaced with a single building and it's upgrades, based around the harem principle, that trains both types of units and ultimately a kind of "muslim princess" that can be married off to your generals and princes to improve loyalty and produce heirs. I think this is possible, though I can't guarantee it yet. This would be better than muslims having princesses, which wouldn't be realistic.
    Hmm; fascinating. I rather like the concept. Wouldn't that be somewhat unbalanced in favor of the Muslim factions, though (since they would only have to construct one building for Spies/Assassins instead of two)? Or are the costs/build times increased for the Harem to equal things out?
    "MTW is not a game, it's a way of life." -- drone

  5. #65
    Senior Member Senior Member naut's Avatar
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    Default Re: New valour bonus regions

    Do you think you could increase the range of longbows. Because as it is Arbalesters have similar (if not almost identical) stats. I find it pretty odd that their range is so pitiful.
    #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

    Freedom necessarily involves risk. - Alan Watts

  6. #66

    Default Re: New valour bonus regions

    Rythmic, thanks for the code. I'll try that later.

    The longbow range can be extended easily IIRC. What sort of range would we be looking at though?

    The Harems would have to cost more to build, probably double at every level, which is the equivalent of building both a brothel and tavern. The "Harem Women" would have to cost quite a lot as well. Probably about 1000 each and take several years to train. *cough*I envy the man that trains them!*cough*

    Anyway, this would even it out somewhat as they wouldn't be easily obtainable and you wouldn't be able to spam them. I'm 100% sure that the AI would be able to use them also, in the same way it uses princesses.

    Does the AI know how to marry princesses to it's own generals though?

  7. #67
    Professional Cynic Member Innocentius's Avatar
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    Default Re: New valour bonus regions

    Quote Originally Posted by Rythmic
    Do you think you could increase the range of longbows. Because as it is Arbalesters have similar (if not almost identical) stats. I find it pretty odd that their range is so pitiful.
    That can easily be fixed by just editing them in the missile units .txt-file. I did so myself a few weeks back, so in my game the LBs have longer range, higher accuracy, fire somewhat faster and are much more lethal. I also increased their ammo a little so that they'd continue firing for the same amount of time as regular archers.
    This means they're somewhat overpowered, but indeed more realisitc. This makes it much easier when I'm playing as the English, which is a bit of a shame, but make them almost impossible to beat when playing as another faction.
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  8. #68
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: New valour bonus regions

    Quote Originally Posted by Caravel
    Does the AI know how to marry princesses to it's own generals though?
    Good question. I don't think I've ever seen married generals outside of my own faction, but I could be wrong. Still, I have my doubts as to whether the AI makes effective use of princesses.
    Last edited by Martok; 12-13-2006 at 19:49.
    "MTW is not a game, it's a way of life." -- drone

  9. #69

    Default Re: New valour bonus regions

    Quote Originally Posted by Martok
    Good question. I don't think I've ever seen married generals outside of my own faction, but I could be wrong. Still, I have my doubts as to whether the AI makes effective use of princesses.
    I've been wondering about this myself. Now I may be wrong about this but I've often, playing as the Danes, been visited by a Novgorod or other faction princess, and an alliance has been formed and the princess either sat there for a few years or moved on. The important point here is that I had unmarried heirs and an unmarried faction leader, yet the AI could chose not to offer marriage in the first place and just use the princess as a free emissary, which is something that the player can't do. Now when the Ai princesses sit there they may suddenly dissappear which may mean they've been assassinated. Also the AI often dumps princesses in a neighbouring province and leaves them there. e.g. the Danes often leave loads of them in Saxony. It seems to me that the AI can decide what it wants to do with it's princesses, but often reaches some kind of an obstacle that prevents it from doing any more. This may be a safeguard to prevent the AI from continuously sending them around the map looking for husbands. I have also never seen a married AI general, and because of this, and the above, I doubt the AI is coded to do it.

    Edit: -

    I've added the Harems and the Harem Women, and they work. These can be married to generals with no problems, but if married to your own princes can cause the secret incest vice. They can also be sent off to other factions to propose marriage.

    I'd also just noticed something I'd completely forgotten about, a relic from MTW 1.0/1.1. The original tavern and brothel. These look islamic for the muslim faction and orthodox for the orthodox, instead of all looking catholic as they do now. If I could get my head around this bif editing I'd have a go at creating a set of bifs for all of the brothels and taverns, and a muslim version, containing both symbols, for the Harem.

    Just need to fix the language files for the Harem Women now, and the portraits. For the info pic I may have to use the same as the building as there is no princess info pic (the one in the folder is called princess.bif but is in fact genoese sailors).
    Last edited by caravel; 12-15-2006 at 00:46.

  10. #70
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: New valour bonus regions

    the one in the folder is called princess.bif but is in fact genoese sailors
    NOT something I'd like to try explaining to a Genoese sailor
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  11. #71

    Default Re: New valour bonus regions

    Quote Originally Posted by macsen rufus
    NOT something I'd like to try explaining to a Genoese sailor


    Summary updated: Link

    There are now a few more things left to do. The Harem womens portraits will probably be the existing princess' ones for now. I may look into finding some others.

    • Arabic and Turkish woman's names for the harem women are needed.
    • More ideas for catholic homelands are needed, i.e. for Gothic Knights and other specific units. There are certain catholic units that I won't be able to restrict, i.e. feudal sergeants. (Sergeants), these are so widespread that I would have to enter nearly ever province on the map except the deserts. I've tried doing this before with another units and I think that the number of provinces crashed the game.
    • Novgorod and the Russians. What to do with them? I'm against adding another real Novgorod faction at present. I'm thinking of leaving them as they are unless anyone comes up with another idea.
    • Longbow ranges. What sort of range would be best?

  12. #72
    Professional Cynic Member Innocentius's Avatar
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    Default Re: New valour bonus regions

    These are my LB stats if it's to any help:

    Length: 25
    (Freq: 11)
    Range: 7500
    Velocity: 175
    Accuracy: 0.7
    Lethality: 0.75
    Power: 1
    Armour Mod: 0.5

    I also edited their ammo to 30 in the "Units file" (can't remember the name, something with crusader though).

    Be warned that this makes the LBs (that's all LBs - like Welsh Longbowmen - not just longbowmen) quite imba unless you edit all the other missile units as well, although more realistic. Under all circumstances they should be able to out-reach arbalesters, if even slightly (perhaps only by 500 points, giving them a range of 6500).

    I'd be glad to help with the homelands if I only new more exaclty what it was about, it makes feel stupid but I'm not actually sure of what you're talking about

    Good work on the mod anyway!
    It's not easy being a man, you know. I had to get dressed today... And there are other pressures.

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  13. #73

    Default Re: New valour bonus regions

    Quote Originally Posted by Innocentius
    These are my LB stats if it's to any help:

    Length: 25
    (Freq: 11)
    Range: 7500
    Velocity: 175
    Accuracy: 0.7
    Lethality: 0.75
    Power: 1
    Armour Mod: 0.5
    I can try those stats in the first release and see how it goes.
    Quote Originally Posted by Innocentius
    I also edited their ammo to 30 in the "Units file" (can't remember the name, something with crusader though).
    crusaders_unit_prod11.txt
    Quote Originally Posted by Innocentius
    Be warned that this makes the LBs (that's all LBs - like Welsh Longbowmen - not just longbowmen) quite imba unless you edit all the other missile units as well, although more realistic. Under all circumstances they should be able to out-reach arbalesters, if even slightly (perhaps only by 500 points, giving them a range of 6500).
    The welsh longbowmen won't be an issue as the mod is for vanilla MTW/Vi and not XL.
    Quote Originally Posted by Innocentius
    I'd be glad to help with the homelands if I only new more exaclty what it was about, it makes feel stupid but I'm not actually sure of what you're talking about
    The homelands are basically the provinces where units can be trained. Examples of exisiting homelands would be Scotland for the highland Clansmen or the desert provinces for the Bedouin camels. I am proposing to extend this and add homelands for most other units. I have done this for many units already. If you look towards the bottom of the summary you can see them.
    Quote Originally Posted by Innocentius
    Good work on the mod anyway!

  14. #74
    Senior Member Senior Member naut's Avatar
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    Default Re: New valour bonus regions

    Innocentius, you think thats uber. I have them at 9000 Range and Armour mod 0.35. I never play as the English anywho so all it does is hamper my expansion.
    #Hillary4prism

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    And hold that everything depends upon having the “right” religion.
    But when one really knows, one has no need of religion. - Mahavyuha Sutra

    Freedom necessarily involves risk. - Alan Watts

  15. #75
    Professional Cynic Member Innocentius's Avatar
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    Default Re: New valour bonus regions

    Hehe, although the range has no really positive effect unless you alter the Velocity to something similar (like 190). I have tried to edit them to Accuracy: 1 and Lethality: 0.99. Let's just say that wasn't even funny. It was just bloody.
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  16. #76

    Default Re: MTW Pocket Mod

    The Harem .bifs (building graphics) are now finished and the harems are working. The harem is a single building tavern/brothel for the muslim factions only. The Harem will cost twice as much as the tavern/brothel and the build times will be different, getting steeper as it is upgraded. The VI tavern and brothel will no longer be available to them. So far I have these, rather poor, names: Harem, Great Harem, Grand Harem, Sultan's Harem. Any ideas on better names would be appreciated. Ideas such as "Caravel's Escort Agency" will not be considered. The Sultan's Harem allows the training of Harem Women, a kind of princess, that can be trained for 1500 florins and married to one of your lucky generals, or sent off to woo a rival faction leader. The only things left to find for these are some portraits. I have some names I can now work with thanks to Martok and LEN.


  17. #77

    Default MTW Pocket Mod: Units, Buildings and Unit Stats

    As I had mentioned in another thread. I was planning a review of all crossbow units as follows:

    Crossbows:
    All Periods
    All Factions

    Arbalests:
    High/Late Era
    Catholic and Orthodox

    Pavise Crossbows:
    Late Era
    Catholic (excluding Danes, Hungarians and Poles)

    Pavise Arbalests:
    Late Era
    Catholic (excluding Danes, Hungarians and Poles)

    Mounted Crossbows:
    All Periods
    Holy Roman Empire, Hungarians, Italians, Burgundian, Swiss, Polish, Russian, Novgorod.

    Mounted Crossbows are unchanged, I've placed them there for consistency, and also I was wondering if anyone had any more historical data as to when and where they were used? At present they've been placed in a geographical area stretching from the German and Italian provinces, eastwards into Russia.

    Also I've been looking at some of the influence factors that makes the AI train certain troops, specifically siege weapons. For those familiar with the crusaders file, I'm referring to columns 15 and 18 in particular.

    With some tweaks here and with some other stat changes, i may be able to achieve the following:

    1) Reduce the number of ballistas trained by the AI
    2) Increase the units size of Al-Muwahhidun Infantry to 100 and cause the AI to use them as a spear unit, not a flanker. This would effectively make them a better version of Feudal Sergeants with higher honour and a stronger charge.

    More homelands:

    1) Nubian Spearmen could be unassigned from the Almoravid/Almohad/Marinid faction and they would keep the Al-Muwahhidun Infantry as their one and only spear unit (except square shield spearmen) throughout the campaign. The Moorish dynasties had pretty much nothing to do with Nubia historically so Nubian Spearmen belong moreso to the Egyptians anyway. The Nubians would have been only trainable in Egypt, though for gameplay reasons they could be also available in Cyrenacia and the Sinai. I feel that the Nubians should in fact be a hybrid spear/javelin unit. I'm not entirely sure how to do this however, as it involves changing their animations. I'm not sure if the sprite used for the abyssinnians and nubians has the javelin throwing animation frames, I doubt it.
    2) Abysinnian Guards would only be available in Egypt and Arabia.

    Also I've noticed that the Byzantine are still surging through Europe like an unstoppable war machine. The addition of Armoured Spearmen greatly appreciated obviously... though the real issue is the many starred Kataphraktoi princes of course.
    Last edited by caravel; 01-05-2007 at 23:03.

  18. #78
    Professional Cynic Member Innocentius's Avatar
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    Default Re: MTW Pocket Mod

    Perhaps Pavise Crossbowmen should be available to the Catholic factions in Early as well, IIRC, Richard Coeur de Lion used pavise crossbowmen in his army during the third crusade.
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  19. #79

    Default Re: MTW Pocket Mod

    I had allways believed them to be 13th century. I can't find any record of them occurring before that. They apparently originated out of Pavia in northern italy, hence the valour bonus in Milan.

  20. #80
    Professional Cynic Member Innocentius's Avatar
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    Default Re: MTW Pocket Mod

    Quote Originally Posted by Wikipedia
    Crossbowmen among the Flemish citizens,[10] in the army of Richard Lionheart, and others, had two servants, two crossbows and a pavise shield to protect the men. One of the servants had the task of reloading the weapons, while the second subordinate would carry and hold the pavise (the archer himself also wore protective armor). Such a three-man team could shoot 8 shots per minute, compared to a single crossbowman's 3 shots per minute. The archer was the leader of the team, the one who owned the equipment, and the one who received payment for their services. The payment for a crossbow mercenary was higher than for a longbow mercenary, but the longbowman did not have to pay a team of assistants and his equipment was cheaper.
    I think it's in the Osprey book about the Third Crusade as well.
    It's not easy being a man, you know. I had to get dressed today... And there are other pressures.

    - Dylan Moran

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  21. #81

    Default Re: MTW Pocket Mod

    Wikipedia I wouldn't trust entirely, as it can be publically edited. I've seen some glaring errors in Wikipedia articles in the past. The Osprey books are also just picture books of soldiery throughout history AFAIW, I'm not sure how accurate they are. I'll have to look into it some more. The key question is when did the pavise orginate, and did it actually originate in pavia, or was it merely perfected there and more common. Parts of Milan and Genoa were well known for crossbow mercenaries after all. The French hired Genoese crossbows for deployment at Agincort. It may be that Pavises were starting to appear around the late 1100's but were not commonly used until the 1200's. In view of this I am thinking the high period for Pavises, Early for Crossbows themselves and Late For Arbalests.

    -Edit: I've made the changes to the Nubian Spearmen and the Abysinnian Guards. I've also halved the value of trade goods. This will address the trade glut problem that some have no doubt noticed. I hadn't implimented this before as I had wanted to see how the AI handled trade after making ships and ports cheaper. It still handles it poorly of course, though there is more shipping. I want trade to work as a bonus income that gives a faction the edge, not as the mainstay.

    I've also reduced Byzantine Infantry to normal sized sword infantry units. Now that the Byzantine have Armoured Spearmen they no longer need those oversized Byantine Infantry (which are a fantasy unit anyway btw). From the Early period the Byzantine are getting economically bloated. The developers seemed to know this and gave them the provinces that they controlled historically but with no buildings. I have just been facing off against them as the Italians (in the end it got boring so I gave up). Their armies consisted mainly of Treb Archers, Archers, UM, Spearmen, Slav Warriors and The Kat princes of course. They had stormed south against the Egytians and Turks and westwards against the Hungarians, Poles and Germans, using only those types of troops. An occasional unit of Pronoiai Allagion, Byz Lancers or Byz Infantry turned up, but not in large numbers. Again the problem is the high command royalty. I may edit these next. I may also make Armenia a low loyalty province, to symbolise it's historic independence and place more rebel units there at the start of the early period. If necessary I may also bring the technology level in Constantinople down slighlty while placing some other buildngs in some of the other provinces.

    -Edit2: No point posting again and bumping this thread it would seem. Anyway, now that I've halved the trade goods value, my trade bloating days are over. The 50% import tax means I can make a little more out of the AI's trade than I used to, and the AI is reaping the same benefits, but overall trade income is slashed. The days of bloat are over, it's now a big struggle to make ends meet. In my current Almoravid campaign, I'm having to farm and mine to squeeze out what income I can while building ships to extend my trading network further. At present it stretches from Sahara to Genoa. Portugal is not yet ready, though I've been upgrading it. Castile and Egypt are in a similar condition only having been recently taken. Despite this I would normally be making a decent living, with the halved income it's pretty poor. Certainly more challenging though.
    Last edited by caravel; 01-09-2007 at 11:14.

  22. #82
    Senior Member Senior Member naut's Avatar
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    Default Re: MTW Pocket Mod

    Quote Originally Posted by Caravel
    1) Nubian Spearmen could be unassigned from the Almoravid/Almohad/Marinid faction and they would keep the Al-Muwahhidun Infantry as their one and only spear unit (except square shield spearmen) throughout the campaign. The Moorish dynasties had pretty much nothing to do with Nubia historically so Nubian Spearmen belong moreso to the Egyptians anyway. The Nubians would have been only trainable in Egypt, though for gameplay reasons they could be also available in Cyrenacia and the Sinai. I feel that the Nubians should in fact be a hybrid spear/javelin unit. I'm not entirely sure how to do this however, as it involves changing their animations. I'm not sure if the sprite used for the abyssinnians and nubians has the javelin throwing animation frames, I doubt it.
    You can do two things.

    a) Add javelins and leave it as is, as the game will just leave them in a stationary animation by default if there are no other defined animations.
    Or
    b) Open the ActionPage folder (in Textures\Men) and open the NegroSpearmen file and copy the "charge" values renaming "charge" as "standing_shoot". It does not make it look ungainly as when they charge they hold their spears above their heads anyhow.
    Last edited by naut; 01-09-2007 at 15:41.
    #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

    Freedom necessarily involves risk. - Alan Watts

  23. #83

    Default Re: MTW Pocket Mod

    Quote Originally Posted by Rythmic
    You can do two things.

    a) Add javelins and leave it as is, as the game will just leave them in a stationary animation by default if there are no other defined animations.
    Or
    b) Open the ActionPage folder (in Textures\Men) and open the NegroSpearmen file and copy the "charge" values renaming "charge" as "standing_shoot". It does not make it look ungainly as when they charge they hold their spears above their heads anyhow.
    Thanks Rythmic I'll definitely try that and see how it looks.

    -Edit: Working fine. The animation is ok for the job. If you get very close up and study it you can see it's not right, but from a normal distance it's hardly noticable. Thanks again.
    Last edited by caravel; 01-09-2007 at 21:24.

  24. #84
    Senior Member Senior Member naut's Avatar
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    Default Re: MTW Pocket Mod

    Quote Originally Posted by Caravel
    Thanks Rythmic I'll definitely try that and see how it looks.

    -Edit: Working fine. The animation is ok for the job. If you get very close up and study it you can see it's not right, but from a normal distance it's hardly noticable. Thanks again.
    Glad to help.
    #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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  25. #85
    Member Member axel's Avatar
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    Default Re: MTW Pocket Mod

    Hi
    i got a question
    5) Byzantine Infantry reduced to normal sized sword infantry units (60 men on the normal unit size, 100 on the large unit size and 120 on the Huge unit size)
    how do i change the unit size?
    and wich one most i download to play this mod mate? the 1.0.3.beta?

  26. #86

    Default Re: MTW Pocket Mod

    Quote Originally Posted by axel
    Hi
    i got a question

    how do i change the unit size?
    and wich one most i download to play this mod mate? the 1.0.3.beta?
    Go to options, performance, unit size and increase or decrease it using the slider.

    Download the 1.04-beta version.

    To install, extract to the "Total War" folder, not the default location as it won't work.


    Update:-

    I've made some stat changes to the Ottoman Sipahi. Historically elite cavalry, and mounted counterparts to the Janissary corps, in the game they are absolutely pathetic. The changes are as follows:

    Training cost 300 florins
    Elite
    Disciplined
    Armed with bows
    Dismount to Ottoman Infantry
    Charge +2 (6)
    Melee +1 (3)
    Defence +0 (3)
    Armour +0 (4)
    Honour +2 (4)

    I've also made changes to the Ottoman Sipahis of the Porte to bring them in line the others:

    Dismount to Ottoman Infantry
    Charge +2 (6)
    Melee +0 (3)
    Defence +0 (6)
    Armour +0 (7)
    Honour +0 (6)

    These will be in the next release.[/QUOTE]
    Last edited by caravel; 05-14-2007 at 12:43.

  27. #87

    Default Re: MTW Pocket Mod

    I play with a Spanish version of MTW and then I suspect this is the cause of the error. Could you send me via e-mail an original English version of the Loc/Eng folder?

    I like the javelin armed Nubian Spearmen but from my point of view you could obtain a better result if you use the fight action coordinates to simulate the shoot animation. I'll try to summarize the method here:

    1. Go into the Textures/Men/ActionsPage directory and open the NegroSpearmen.txt file. You will see a sequence of coordinates for each action of the unit (walk, run, stand, die, fight, charge). Scrool down and write standing_shoot, then copy the coordinates of the fight action and paste it bellow the standing_shoot entry.

    2. Go into the Textures/Men/Items/Shield1/NegroSpearmen directory. You will see several text files which contain the movement coordinates of the shield for each action. Copy and paste the fight.txt file and rename it as sshoot.

    3. Go into the Textures/Men/Items/Weapon1/NegroSpearmen directory. You will see several text files which contain the movement coordinates of the weapon for each action. Copy and paste the fight.txt file and rename it as sshoot.

    There are other javelin armed units in the game like the Jobbagys or the Almughavars which don't have a bif animation for the standing_shoot action. You could follow this method to give them an improvised shoot animation.

  28. #88

    Default Re: MTW Pocket Mod

    Quote Originally Posted by Belisario
    I play with a Spanish version of MTW and then I suspect this is the cause of the error. Could you send me via e-mail an original English version of the Loc/Eng folder?
    I'll try and get it hosted for you as a zip tomorrow failing that I'll email it you. PM me with your address.

    Quote Originally Posted by Belisario
    I like the javelin armed Nubian Spearmen but from my point of view you could obtain a better result if you use the fight action coordinates to simulate the shoot animation. I'll try to summarize the method here:

    1. Go into the Textures/Men/ActionsPage directory and open the NegroSpearmen.txt file. You will see a sequence of coordinates for each action of the unit (walk, run, stand, die, fight, charge). Scrool down and write standing_shoot, then copy the coordinates of the fight action and paste it bellow the standing_shoot entry.

    2. Go into the Textures/Men/Items/Shield1/NegroSpearmen directory. You will see several text files which contain the movement coordinates of the shield for each action. Copy and paste the fight.txt file and rename it as sshoot.

    3. Go into the Textures/Men/Items/Weapon1/NegroSpearmen directory. You will see several text files which contain the movement coordinates of the weapon for each action. Copy and paste the fight.txt file and rename it as sshoot.

    There are other javelin armed units in the game like the Jobbagys or the Almughavars which don't have a bif animation for the standing_shoot action. You could follow this method to give them an improvised shoot animation.
    Many thanks for the info, I'll try and get that in to the next release. I've just finalised the latest release now, so I won't get it into this one, it'll be the next one.

    Regards

    Caravel


  29. #89

    Default Re: MTW Pocket Mod

    Some ideas from another thread and some notes:

    The Grand Mosque as the Prerequisite for jihads.

    Upping the cost and build times of jihads

    The ribat used as a prerequisite for "fanatical" troops such as the Nizari Fedayeen, Nizari Foot Soldiers and Ghazi Infantry instead of the Mosque and Grand Mosque. Other dependencies adjusted accordingly.

    The Royal Court removed from Muslim factions (redundant).

    Increasing the build time and cost for crusades.

    Also the chapter house to form the prerequisite for knightly orders such as the Teutonics, Templars, Hospitallers, Santiago and Order foot soldiers in provinces where the orders were based historically.

    Units such as the order knights, foot soldiers and fanatics modded to determine how likely they are to appear in crusades, to give slightly stronger crusades.

    Other possibilities needing more input:

    Removing the unique status of the Grand Mosques and Cathedrals. As the GM will no longer be a prerequisite for either the Military Academy or the Nizari Foot Soldiers, it would make sense to allow multiples to be built. The cost and build time could also be slightly reduced. The Cathedral could also be modded in this way.
    Last edited by caravel; 01-22-2007 at 09:50.

  30. #90

    Default Re: MTW Pocket Mod

    Another idea

    Revise the look of the Ghulam Bodyguards:

    -EarlyGhulamBGs: remove the kite shield and give them the wooden round shield which remains unused in the MailHCav.bif

    -HighGhulamBGs: don't need changes, they have a nice Muslim look

    -LateGhulamBGs: really need a urgent change, a Muslim cavalryman (and horse) with a Gothic armour?! I propose the same look of the HighGhulamBGs but with mail horse armour (the same horse armour of the Khwarazmians or the Kataphraktoi; I don't remember its bif's name). The golden round shield of the Faris also would be nice. And for the Unit Icons you could use the Khwarazmians icons.

    PD: The correct spelling of archers in Greek is Toxotai.

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