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Thread: Tyberius Patch 1.0 for MTW - VI - XL 3.0
Tyberius 19:07 02-08-2008
Finally I have finished the Tyberius 1.0 graphic enhancement patch for MTW - VI - XL mod, and now I make it available for the guild to download.
I hope you'll enjoy it.
I will receive any feedback about it, in order to improve it or solve some issues and problems you may discover, so playtest it and tell me how do you like it or not.

The features of this patch are as follows:

1.- Total MTW unit graphics change (I think for better)
- new weapons texture for all units
- new shield texture for all units
- new items position for some units
- new graphics for flying arrows and javelins
- size of some units changed
- includes omar pacha's ultimate icons
- some units's stats changed

2.- 41 new units
1.-Berber Lancers
2.-CumanHorseArchers
3.-Seljuk Lancers
4.-Seljuk Horse Archers
5.-Berber Warriors
6.-Berber Archers
7.-Andalucian Cavalry
8.-Italian mercenary Cavalry
9.-Espadachines
10.-Hebredian Warriors
11.-Saxon Warriors
12.-Gochos
13.-Balcanic Warriors
14.-Croatian Lighthorse
15.-Swiss Guard
16.-Steppe Warriors
17.-Byzantine Kontarioi
18.-Byzantine Skutatoi
19.-Milicia Concejil
20.-Breton Militia
21.-Kievan Lancers
22.-Volga Bulgar Warriors
23.-African Warriors
24.-African Skirmishers
25.-Karelian Warriors
26.-Lowland Clansmen
27.-Norse Archers
28.- Psiloi
29.-Baltic Warriors
30.-Basque Warriors
31.-Carpathian Warriors
32.-English North Militia
33.-Mounted Squires
34.-Regular Bowmen
35.-Elite Bedouin Camel Warriors
36.-Khwarazmian Swordsmen
37.-Pecheng Cavalry
38.-Slav Horsemen
39.-Scottish men at arms
40.-Scottish Pikemen
41.-Milanese Mercenary Crossbowmen


3.- Partial Campmap graphic change
- new flags, shields, and colour for some factions.
- added some portraits
- slightly changed maptex


4.-minor changes
- added muster field to build peasants, (if you don't want them, don't build the muster field)
- added princesses to all factions
- Elementary buildings are built faster

Links: Tyberius Patch 1.0

Viking Deadpage Coords



Notes:

1.- This patch must be installed over a copy of MTW XL mod
2.-Any preexistent XL campaign will be messed up after this patch installation, but new campaigns will work perfectly
3.- Vanilla MTW or VI campaigns should work fine with the exception of the lack of some dead bodies on the battlefield.


Credits:

Special thanks to Viking Horde for giving me the permission to share this unofficial patch for his official great mod

Thanks to:
Blind King of Bohemia and his excelent Supermod for inspiring several of the new units I've included (and some of them outrageously copied).

Omar Pacha which excelent icons I have adopted for my own copy of MTW XL
and included on my patch too.

Feel free to make use and abuse of all icons, flags, shields or anything you could find useful for your own mod developing.

Cheers to all:
Tyberius

Reply
Belisario 20:12 02-08-2008
Amazing release! Muchas gracias Tyberius!
I am desiring to arrive at home to install it.

Reply
Tyberius 05:10 02-09-2008
Here are some screens of my new units, just to encourage you to download it xD


African Skirmishers: very fast javelinmen


African Warriors: Something like slav warriors but with some anti-cav capability although not as good as regular spearmen


Andalucian Cavalry: Trained by spanish and almohad factions, sort of spanish jinettes with better melee.


Avar Nobles: new shields to diferentiate from cuman heavy cav.


Balkan Warriors: Cheap and discrete melee unit, available to byzantine, serbs, hungarian, and turkish factions when conquering some Balkan provinces.


Berber Archers: filling the role of superior bowmen for the almohads


Berber Lancers: Strong and fast medium cavalry


Carpathian Warriors: ferocious men from the carpathos, trained on carpathia and wallachia by all factions


Milicia Concejil: Disciplined spearmen, only available for the spanish in castile


Cuman Horse Archers: Most players asked for them, the piece that completes the cuman power.


Elite Bedouin Camel Warriors: Powerful unit, nemesis of western Knights, available on egypt and surrounding areas.


Gochos: Savage men from the portuguese mountains.


Kievan Lancers: Ultimate east european noble heavy cavalry, like boyars with the punch of a western knights lance, although not that armoured.


Norse archers: equal to plain archers except that they have viking morale and axes to defend themselves.


Saxon Warriors: almost like viking landsmenn, trained only in Saxony, all factions.


Seljuk Horse Archers: I was doubtful to include this, Do the turkish need another horse archer unit?, maybe not, but I did it anyway, just for variety and flavor, slightly better melee and morale than turcoman horse.


Seljuk lancers: again, is not enough with Ghulam Cavalry, Armenian Heavy Cavalry and Kharazmian Cavalry? try them.


Mounted Squires: A jack of all trades, Good melee, decent morale, the only western mounted archer unit besides the turcopoles, but they use shortbows instead of compound bows and have only an ammo of 12.



And the old units:



New dismounted Faris, available to be trained too.


Early Ghulam Bodyguards with faction recolourable shields and black spears.


High Ghulams, same updates.


Arbalesters, now with arbalettes/arbalest, bigger than crossbows.


Different pavises for arbalesters and crossbowmen.


New shields and swords for the Viking Karls


The same for Landsmenn


Added Berserkers


Vikings with Viking shields and new axes


Viking Raider Cav.


Even the humble urban militiamen fights better now that they have fearsome looking bardiches. (stats unchanged)


Militia sergeants's new poleaxes.


Early Royal Knights, with real Knight lances and faction coloured shields.


Murabitin horsemen now played by burncav texture and new spears.


Saharan Cavalry wielding Scimitars.


Billmen's new billhacks.


Swiss pikemen and their fearsome Pikes.


Plain Spearmen are not that plain now!


Kerns Shooting.


Hobilars


Muwahid Foot Soldiers with the shields like in their info pic.


Murabitin Infantry also with their own shield.


Wallachian Mercenary Cav. at full speed.


Remember Saracen Swordsmen?, new Copper shields and scimitars. now named Khwarazmian Swordsmen


Charging Backed up by the ghulams.


The Polish heralic eagle on Polish Retainer's shields


New maces.


Italian Infantry: proudly Italian.


Teutonic Knights, black lances, as historians tell.


Chivalric Knights, with Chivalric lances and Chivalric faction recolourable Shields.


High Royal Knights, IMHO one of the most beautiful units in the game.


Reply
Raz 09:12 02-09-2008
YAY! I love you Tyberius (not literally). I haven't even tried to download it - I just saw the title and said, "YAY".



Reply
Belisario 20:05 02-09-2008
I've found a bug with Seljuk Lancers when I tried to play a custom battle. This unit hasn't defined the ActionsPage txt file and the weapon/shield txts files. I've corrected it and now custom battle works fine.

Reply
Tyberius 20:52 02-09-2008
Originally Posted by Belisario:
I've found a bug with Seljuk Lancers when I tried to play a custom battle. This unit hasn't defined the ActionsPage txt file and the weapon/shield txts files. I've corrected it and now custom battle works fine.
Sorry, I sort of missed that unit. It uses shield7 and weapon7, item positions same as high ghulam bodyguards, actions page same as High ghulam bodyguards, now corrected in the patch.

Reply
zBarlow 13:56 02-22-2008
hi. new to the forums and believe it or not new to the total war series! first i'd like to say i d/l both XL and and your patch and i'm very impressed. kudos to all who worked on these mods, they really are fantastic and i love them. adds much depth to the game.

BUT, i have one, tiny problem... once i installed your patch, now every single year my emperor's wife gives birth! not necessarily a bad thing, but im a realism buff, and im not sure how my emperor has time to wage all my wars i have since he is obviously VERY busy at home. while its humorous to be 20 years into my campaign and have 20 new princes and princesses, all going from 0-20 in increments of one, its not very realistic. from what i see it happens with all factions...

so my question is, is there a way i can fix this? maybe a value i can change to lessen the chance of pregnancy, because as i see it now, if there is such a value to change, mine must be set to 100% chance each turn...

thanks in advance and again great job.

Reply
zBarlow 17:43 02-22-2008
sorry for double post but also is there a way i can fix no bodies showing up on VI campaign?

Reply
macsen rufus 18:36 02-22-2008
Welcome to the Org zBarlow

Your heirs will never exceed 6 in number, so you needn't worry about bulk-buying babyfood In my experience my kings seem to find conquest bit of an aphrodisiac, as well. Of course, the early game has a few heirs written in, but usually only two or three max.

As for the VI missing dead bodies, there is a fix, and somewhere in the modding sub-forums (probably the Repository?) there is a thread dedicated to this very topic, but it does involve a bit of fiddling with some files.

EDIT: https://forums.totalwar.org/vb/showthread.php?t=29803

Reply
zBarlow 19:00 02-22-2008
thanks for the link!

right now i have a total of 8 heirs. ages are 2,3,4,5,6,7,19,26. the 19 and 26 are original heirs. after my sixth born child it did stop. but still is there a way i can change it so i wont have a new heir auto born when i lose one or my king? i dont want to end up with a king who is say 25 and his heirs being in order 24,23,22,21, and 20 years of age.

Reply
zBarlow 19:37 02-22-2008
quick question about the disapearing units since this thread is active. i tried doing what the thread said but i cant find those unit names in the file. i suppose because i have these mods installed? if i clean install, fix the file, and then install the mods again, will the problem be fixed? sorry for all these questions! i looked around but there is so much info on this site its hard to find the specific thing im asking about.

Reply
Tyberius 01:58 02-23-2008
Originally Posted by zBarlow:
thanks for the link!

right now i have a total of 8 heirs. ages are 2,3,4,5,6,7,19,26. the 19 and 26 are original heirs. after my sixth born child it did stop. but still is there a way i can change it so i wont have a new heir auto born when i lose one or my king? i dont want to end up with a king who is say 25 and his heirs being in order 24,23,22,21, and 20 years of age.
Having that many heirs is perfectly possible on the game.
When your 25 years old King assumes, the remaining heirs should be his brothers, so, it's perfectly normal that they have not so different age than the king.
Later, when your new king gets descendence, and his firstborn reach the age of 16 he will be the prioritary heir, and when your king dies, he will assume and the old King's brothers will no longer be heirs, instead they will be normal generals.

Reply
Tyberius 02:05 02-23-2008
Originally Posted by zBarlow:
sorry for double post but also is there a way i can fix no bodies showing up on VI campaign?
For this problen I have one solution: To make a deadcoord page just for the VI campaign. but there is a problem: each time that you want to play a VI campaign you should replace the XL deadcoord page with the VI one, and vice versa if you want to play an XL campaign, you must have to replace the VI deadcoords page with the XL one.
If you want to I can make that file, and upload it so everyone could download it.

Reply
zBarlow 10:12 02-23-2008
that would be great and much appreciated! these mods compliment the game so well and if i gotta switch files if i want to play the VI or othe campaigns, then so be it.

Reply
Tyberius 04:43 02-24-2008
Originally Posted by zBarlow:
that would be great and much appreciated! these mods compliment the game so well and if i gotta switch files if i want to play the VI or othe campaigns, then so be it.
Done!
the file is on the first post of this thread.
To make it work you have to open the Medieval - Total War/textures folder, make a backup of the file:"DEADPAGE COORDS.txt" and rename it "XL DEADPAGE COORDS.txt" then pick the new file: "Viking DEADPAGE COORDS.txt", make a backup of it, and rename it DEADPAGE COORDS.txt put it on the textures folder, and voilá you can play VI campaigns with dead bodies.

To revert this, go for your backup, rename the "XL DEADPAGE COORDS.txt" to "DEADPAGE COORDS.txt" and replace the viking file. now you can play xl campaigns.

notice that only a file named DEADPAGE COORDS.txt will work.

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