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  1. #1

    Default Re: Report!

    Noble Durango you reminded me those killing machines of Doom the Italian Heavy Infantry of MedMod!



    Terror is their name - killing is their business and... business is good

    They just wont go down - the fact that they are slow hardly matters.

    Anyway thats my resentment with the Medmod - way too high morale for SP... flanking only - match ups do not matter much with 15+ morale units...
    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

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  2. #2
    Forever MTW Member Durango's Avatar
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    Default Sv: Re: Report!

    Quote Originally Posted by gollum View Post
    Noble Durango you reminded me those killing machines of Doom the Italian Heavy Infantry of MedMod!



    Terror is their name - killing is their business and... business is good

    They just wont go down - the fact that they are slow hardly matters.

    Anyway thats my resentment with the Medmod - way too high morale for SP... flanking only - match ups do not matter much with 15+ morale units...
    Smeagol kills them nasty spears while they sleep so sweet.... yesss they does...?

    I agree, which is why I have taken out all morale upgrades from buildings, and nerfed general stars. I believe you have done much the same in your homemod?

    There is however a problem with the usage of say spears for bodyguard units. In the MedMod, the Italians have their great spear units be their bodyguards, with full manpower. This causes the upkeep to rise significantly more than in vanilla since the cost is counted per man, and in vanilla the standard BG unit is cavalry around 20 man in size. I now understand why that is!

    With the rich Venetians for ex. that is no problem, but for smaller nations it can kill the economy when they get full strength heirs... but I have not really found an easy way to change this in MedMod.

    BTW, in the Samurai Warlords mod, is there a good "beginner" faction recommended? I have gotten the impression that many of the clans are somewhat equal (more so than original MTW) in starting positions.



    (Also, Glenn, if you want to whip the Byz (and everyone else) you can give the Mongols a go in Late. Armour piercing HAs..... muhahahaha!)

  3. #3

    Default Re: Report!

    Yes thats a very good approach Noble Durango, indeed.

    However as a rule SP game has another source of bonuses that cannot be muted, the general command stars. Hence its best to drop the *intended* moral level and stats 2-4 points lower than the ones wants the game to operate to. In the Medmod IV the creators in their desire to make all units useful, have made them of decent base stats ie base stats are already to the level the unit is intended to operate. Now add the general stars bonuses and you end up with certain battles that match ups dont exactly matter.

    The Uesugi are the easiest of the lot - as well as other clans that are based on the *eastern* end. Thats because the eastern end is far more rich while it has few provinces and approaches to it and so its very easy to expand from there.

    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

  4. #4

    Default Re: Report!

    Gah!

    Though I have a cunning plan to rescue my faction from oblivion...
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  5. #5

    Default Re: Report!

    cunning plan? Does it involve metaphysics?
    Last edited by gollum; 03-29-2009 at 17:41.
    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

  6. #6

    Default Re: Report!

    It involved reloading from a previous save game and it worked.

    I had an heir that only needed three years to mature. The campaign is becoming dull however and I don't think the janissary units that I'm teching up to, will make it any more interesting.

    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  7. #7

    Default Re: Report!

    Well here is the final overview:


    The Byzantine are now gone and enemy is still sending crusades against me. The last attempt by the Spanish crusade on Epirus was a disaster. The English crusaders are sitting in Serbia doing nothing.

    I have Constantinople teching up to Janissaries but to be honest the campaign has become predictable. I will start a new one tomorrow. I may even do an AAR or continue the SW Asai campaign.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

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