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  1. #1

    Default Re: Tyberius Mod 2.0 Final Version Released!

    Hi, I know the next patch is only intended as a minor 'cosmetic' one, not changing anything anything major, but there are one or two things that could do with changing, particularly in the high period. The Seljuks are generally wiped out within 10 or 15 years, as are the Egyptians. This often happened in the original XL mod, but has become more frequent in your mods, particularly 2.0. What could be done to remedy this is
    1) Take away any offices conferring command stars from Byzantines, Crusaders and Armenians.
    2) Make Turkish infantry such as Saracen infantry available in Anatolia, Armenia, lesser Armenia and Nicaea, and Trebizond.
    3) Give the Egyptians more military infrastructure in Syria and Edessa.

    After all in the 13th century it was the Crusader states and Byzantium that were struggling to survive, not the Seljuks or the Ayyubids.

    By the way, great mod.

  2. #2
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    Quote Originally Posted by oz_wwjd View Post
    Thanks for the mod tyberius.You've outdone yourself this time,as everyone else has said,but I have a question:Why are the Byzantine Skutatoi and Kontarioi only buildable in the byzantine provinces,as in version 1 I could build them just about anywhere I captured reasonably quickly.in my current campaign half ofthe known world has decided on naval-warfare 1.01 and the lack of being able to ship reinforcements in is well annoying at best,some local garrison troops apart from vanilla spearmen would be great.
    Maybe I have gone too far with te concept of "special troops only in your homelands" so it would be harder to expand for every faction, so I think I messed up somehow with the balance. That's a problem only with the pagan, muslim and orthodox factions since the catholics can train almost the whole feudal-chivalric chain of units on every province. On the 2.2 patch I will try to "expand" homelands for some medium units or make them buidable by faction regardless of the province. I will let the byzantines to train everywhere the skutatoi, byzantine cavalry,byzantine lancers, and byzantine infantry, but not the kontarioi, wich I will make available on every byzantine province (including the islands, the former byzantine province of naples, rum, lesser armenia, serbia and moldavia) that's because myself would train only kontarioi instead of skutatoi if I could.

    Quote Originally Posted by Bill Westwater View Post
    Hi, I know the next patch is only intended as a minor 'cosmetic' one, not changing anything anything major, but there are one or two things that could do with changing, particularly in the high period. The Seljuks are generally wiped out within 10 or 15 years, as are the Egyptians. This often happened in the original XL mod, but has become more frequent in your mods, particularly 2.0. What could be done to remedy this is
    1) Take away any offices conferring command stars from Byzantines, Crusaders and Armenians.
    2) Make Turkish infantry such as Saracen infantry available in Anatolia, Armenia, lesser Armenia and Nicaea, and Trebizond.
    3) Give the Egyptians more military infrastructure in Syria and Edessa.

    After all in the 13th century it was the Crusader states and Byzantium that were struggling to survive, not the Seljuks or the Ayyubids.

    By the way, great mod.
    I have been noticing that problems too, The byzantine just pass over the seljuks with their 9 star monster-generals.
    As I said on a post before most of the stars of the byzantine titles will be gone on 2.2
    as for the crusaders and armenians.

    When playing with the seljuks, is problematic not to have access to reliable infantry on the conquered territories, so, I will expand saracen infantry to the territories mentioned, also khwarazmian swordsmen and khwarazmian cavalry. Also will make ghulam cavalry to be available on all provinces since "ghulam" means "slave" (a special kind) I think they shouldn't be arranged to a specific homeland, and that would help the Almohads and the Ayyubids as well.

    As for the Ayyubids, I will add some more advanced training facilities on their starting provinces.

    Thank you very much for your feedback and constructive criticism, that helps to make this a better mod. keep doing it please!


    Cheers to all,
    Last edited by Tyberius; 07-21-2008 at 18:27.

  3. #3

    Default Re: Tyberius Mod 2.0 Final Version Released!

    What an amazing mod, and so far all I´ve done is played a few custom battles. Your new graphics truly make it shine, fantastic work. Now, if only I had the time to properly sit down for a campaign game like in old times...

  4. #4
    Spirit King Senior Member seireikhaan's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    Tyberius, this is just sort of a personal preference thing, but I'll admit there's one particular thing I don't like too much about the mod, and that is that the Almoravids start with Tunis/Algiers. I kinda preferred the almos the way they were when they only had Morocco in North Africa, but like I said, its not a big issue and its just one person's preference.
    It is better to conquer yourself than to win a thousand battles. Then, the victory is yours. It cannot be taken from you, not by angels or by demons, heaven or hell.

  5. #5
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    Quote Originally Posted by makaikhaan View Post
    Tyberius, this is just sort of a personal preference thing, but I'll admit there's one particular thing I don't like too much about the mod, and that is that the Almoravids start with Tunis/Algiers. I kinda preferred the almos the way they were when they only had Morocco in North Africa, but like I said, its not a big issue and its just one person's preference.
    I didn't made modifications on this point from the original XL mod, maybe on Vanilla MTW-VI it was that way, It's been too long since I played a vanilla campaign that I don't remember the original positions...

  6. #6

    Default Re: Tyberius Mod 2.0 Final Version Released!

    Quote Originally Posted by Tyberius View Post
    Maybe I have gone too far with te concept of "special troops only in your homelands" so it would be harder to expand for every faction, so I think I messed up somehow with the balance. That's a problem only with the pagan, muslim and orthodox factions since the catholics can train almost the whole feudal-chivalric chain of units on every province. On the 2.2 patch I will try to "expand" homelands for some medium units or make them buidable by faction regardless of the province. I will let the byzantines to train everywhere the skutatoi, byzantine cavalry,byzantine lancers, and byzantine infantry, but not the kontarioi, wich I will make available on every byzantine province (including the islands, the former byzantine province of naples, rum, lesser armenia, serbia and moldavia) that's because myself would train only kontarioi instead of skutatoi if I could.



    I have been noticing that problems too, The byzantine just pass over the seljuks with their 9 star monster-generals.
    As I said on a post before most of the stars of the byzantine titles will be gone on 2.2
    as for the crusaders and armenians.

    When playing with the seljuks, is problematic not to have access to reliable infantry on the conquered territories, so, I will expand saracen infantry to the territories mentioned, also khwarazmian swordsmen and khwarazmian cavalry. Also will make ghulam cavalry to be available on all provinces since "ghulam" means "slave" (a special kind) I think they shouldn't be arranged to a specific homeland, and that would help the Almohads and the Ayyubids as well.

    As for the Ayyubids, I will add some more advanced training facilities on their starting provinces.

    Thank you very much for your feedback and constructive criticism, that helps to make this a better mod. keep doing it please!


    Cheers to all,
    Hi, I'd like to go back to this. Would it be unreasonable to make the Janissary Heavy Infantry easier to recruit? You need the fortress ($8000), Grand Mosque ($1000), Military Academy ($1000), then if you're playing on the large unit setting they cost something like $1250 each. The Grand Mosque is a unique building too, so once you achieve all of the above, that province is the only place in the world you can recruit them at. Historically, I don't believe the Janissaries were that rare. I don't know, maybe I'm wrong on this idea but if your looking for balance, easier access to these would help the Turks.
    Last edited by Baron von Manteuffel; 07-23-2008 at 04:50.

  7. #7

    Default Re: Tyberius Mod 2.0 Final Version Released!

    well if you were going to remove the byzantine command stars you'd have to go something about the Silicians and Serbians command bonuses as well,because I usually crush both of them as soon as possible.When i did this in my most recent campaign I got both factions titles to assign to my generals as I pleased and by doing this I was able to create 3 6-star generals within the space of a year or so...

  8. #8

    Default Re: Tyberius Mod 2.0 Final Version Released!

    In the interests of balancing you might want to take a quick look at the late era. You have beefed up the Golden Horde, which was much needed. I think you have gone a bit far. The other day, playing as the Turks i saw, by the early 1330s Russian, Novgorod and Lithuania had all beeen destroyed. When i started a game as the Russians in late on the very first move, my force of around 200 was attacked by nearly 1000 GH. Game over! I think Russia, Novgorod, Lithuania, and the Ottomans all need to start with more units, maybe not a lot, but some.

  9. #9
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    Or perhaps different starting positions?
    Quote Originally Posted by drone
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  10. #10
    Senior Member Senior Member naut's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    Your graphics are divine.
    #Hillary4prism

    BD:TW

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  11. #11
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    Quote Originally Posted by oz_wwjd View Post
    well if you were going to remove the byzantine command stars you'd have to go something about the Silicians and Serbians command bonuses as well,because I usually crush both of them as soon as possible.When i did this in my most recent campaign I got both factions titles to assign to my generals as I pleased and by doing this I was able to create 3 6-star generals within the space of a year or so...
    The byzantines have an harcoded advantage of giving birth to 5-7 stars princes all the time so it's the only faction that will be unfavoured in this aspect, maybe you are a bit partial since you play Byz as your favourite faction but I was playing Cumans, Turkish, Bulgarians, Ayyubids etc. and it was so hard because always the byz ruled the entire world,seas and so....and when playing the byzantines it was so easy! by the way, I won't wipe out all stars-giving offices, just leave the three original ones, plus constantinople and trebizond (giving 2 stars each!)

  12. #12

    Default Re: Tyberius Mod 2.0 Final Version Released!

    Tyberius, In the Late campaign the English cities Wessex and Mercia start with the metalsmith but they do not have the resource iron.

  13. #13

    Default Re: Tyberius Mod 2.0 Final Version Released!

    So? That only means that, should the metalsmith building line be destroyed, it can´t be rebuilt.

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