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Thread: XVI -XVII mod

  1. #691
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    1.What about new castle maps?


    2.ANother thing: cegorach is there any specific reason (or maybe installing it on top of the previous version....don´t know) why the campaign doesn´t work for me?[/QUOTE]


    1. Sorry I prepared several maps for historical battles and it was really exhausting

    One of main reasons I decided to release it soon is to find someone interested in doing something for the mod if possible. Otherwise I will do prepare more, even if only for myself.

    2. A clear MTW VI invasion is ALWAYS a better solution.

  2. #692
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: XVI -XVII mod

    1. Sorry I prepared several maps for historical battles and it was really exhausting
    I might be able to give you a hand with the RTw version, if Real Life leaves me some free time in the next couple of months.

    2. A clear MTW VI invasion is ALWAYS a better solution.
    Oh, well.... I'll have to do it all over again, then....
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  3. #693
    lurker Member JR-'s Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by cegorach1

    YES
    ace, thank you.

  4. #694
    Dungalloigh Brehonda Member Ranika's Avatar
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    Default Re: XVI -XVII mod

    Damn double posting.
    Last edited by Ranika; 01-19-2005 at 20:34.
    Ní dheachaigh fial ariamh go hIfreann.


  5. #695
    Dungalloigh Brehonda Member Ranika's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by SwordsMaster
    And the castle itself is surprisingly classic in structure. I´m not sure if it was upgraded by the english until the XVIII cent, but I would say it has mantained its original norman structure...
    It was built in the 12th century I believe, solid Norman type of defenses; the Irish name was given it due to how Normans were integrating into Irish life, using similar names, adopting language, etc. The English used it more as a governor's estate, it was totally refitted, more of a palace than a castle, though the actual frame of the structure remained the same for a long time. The only part remaining from the original Norman structure (since it was eventually mostly replaced by a modernized, small scale palace) is a single tower of records, but I might be mistaken.
    Ní dheachaigh fial ariamh go hIfreann.


  6. #696
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: XVI -XVII mod

    No, you are actually almost right. There are other towers left (the ammunition tower is one of them), but they were half-destroyed - blown-up-devastated- by a fire. Almost half of the actual remains is still visible, but you have to pay for the guided tour to visit the ruins which are under the modern castle.
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  7. #697
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: XVI -XVII mod

    Ok, after another few fruitless tries, finally got the campaign going. Had to reinstall VI though.
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  8. #698
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Progress of the testing.

    - unit costs/support costs problems fixed,

    - stronger pikemen ( especially earlier periods),

    - weaker cavalry,

    - portraits for Cossacks added,

    - and many more corrections and additions.


    P&M TW 0.9 - testers only - very soon.


    Regards Cegorach

  9. #699
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Progress of the work.

    -----> most of errors are now corrected,

    -----> 6 new factions added for early,

    -----> new Info_Pics are added everywhere where necessary,

    -----> mod is fully playable in all eras,

    -----> many historical heroes are added e.g. Oliver Cromwell,

    -----> PMTW 1.0. ready for testing - testers will get it soon.


    ------> expected release date MONDAY

  10. #700
    Member Member ThijsP's Avatar
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    Default Re: XVI -XVII mod

    Hey,

    I signed up for betatesting a long time ago, but I lost interest a bit and I never recieved any mail, but I would like to join again. But now im off trying the 0.7 version. It looks really well :)

  11. #701
    Member Member Minister of Fear's Avatar
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    Default Re: XVI -XVII mod

    I'm licking my lips in anticipation of this mod. The custom mod has been great so far, but its marauding, sorry, campaiging through Europe that I enjoy.

  12. #702
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by ThijsP
    Hey,

    I signed up for betatesting a long time ago, but I lost interest a bit and I never recieved any mail, but I would like to join again. But now im off trying the 0.7 version. It looks really well :)
    I have send an e-mail long time ago, but had no reply. :(((

    Anyway if you like to test the Netherlands (or something) PM me. I f you have any proposals for historical heroes that is even better.

  13. #703
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Progress of the work.

    I decided to add more factions yesterday - to allow more choice in the campaign release.

    For this reason the testing release will be available on Wednesday - so it doesn't take much time - presently I am placing agents and units for the new factions and changing unit files to some extent.

    - FACTIONS AVAILABLE

    - THE AGE OF EXPLORATION:

    Portugal, Spain, England, France, Venice, Switzerland, Hapsburgs (HRE), Danemark, Sweden, Poland, Russia, Crimean Khanate, The Ottoman Empire, Georgia, Hungary, the Knights of St John + Brandenburg, Saxony, Bavaria, Genoa, Florence, Milan, Navarre, Scotland, Moldavia, Livonian Confederacy, Egypt and unplayable Pope

    - THE RELIGIOUS TURMOIL:

    Portugal, Spain, England, France, Venice, Switzerland, Hapsburgs (HRE), Danemark, Sweden, Poland, Russia, Crimean Khanate, The Ottoman Empire, Georgia, Hungary, the Knights of St John + Brandenburg, Saxony, Bavaria, Genoa, Florence, Scotland, Ireland, the Hougenots, Moldavia, the Netherlands, Persia and unplayable Pope

    - THE SUN KING'S AMBITION:

    Portugal, Spain, England (Roundheads), France, Venice, Switzerland, Hapsburgs (HRE), Danemark, Sweden, Poland, Russia, Crimean Khanate, The Ottoman Empire, Georgia, Hungary, the Knights of St John + Brandenburg, Saxony, Bavaria, Genoa, Tuscany, Cavaliers, the Netherlands, Cossacks
    and unplayable Pope

    This means that there are new units implemented i.e. almost every faction has at least one unique unit (sometimes even 15+ such units).


    Cegorach

  14. #704

    Default Re: XVI -XVII mod

    I was hoping for scheduled release...Oh well...Two more days dosen't hurt.

  15. #705

    Default Re: XVI -XVII mod

    k wait, let me get this straight? You have already completely modelled and completed that many factions? If so, I must say, that is amazing.. As for the beta testing for 1.0 , after this is tested will there be a public release? If not, how long until a public release?

    Thanks,
    JunkmonK

  16. #706
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    PMTW 1.0 ready to download

    http://mizus.com/SwordsMaster123/pmtw10.rar

    I know that it is not fully tested, but there are Easter soon so consider this a gift

    If you have any problems raport here.

    I know that it is not as advanced as it could be, but it won't different be in around 30 days time anyway.

    In a future release I promise I will remove the rest of the errors + possibly add some things here and there.

    Regards Cegorach/Hetman

  17. #707
    Member Member Armchair Athlete's Avatar
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    Default Re: XVI -XVII mod

    woohoo! although I will have to wait a few days to play it. You should announce this in the MTW main discussion, Entrance Hall and Engineers Guild

    CHIVALRY TOTAL WAR - A medieval mod for RTW
    http://www.stratcommandcenter.com/chivalry/

  18. #708
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    You should announce this in the MTW main discussion, Entrance Hall and Engineers Guild

    DONE

  19. #709

    Default Re: XVI -XVII mod

    Where can you download it?

    Ekklesia Mafia: - An exciting new mafia game set in ancient Athens - Sign up NOW!
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    "Oh, how I wish we could have just one Diet session where the Austrians didn't spend the entire time complaining about something." Fredericus von Hamburg

  20. #710
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: XVI -XVII mod

    Where can you download it?



    Quote Originally Posted by cegorach1
    PMTW 1.0 ready to download

    http://mizus.com/SwordsMaster123/pmtw10.rar

    I know that it is not fully tested, but there are Easter soon so consider this a gift

    If you have any problems raport here.

    I know that it is not as advanced as it could be, but it won't different be in around 30 days time anyway.

    In a future release I promise I will remove the rest of the errors + possibly add some things here and there.

    Regards Cegorach/Hetman
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  21. #711

    Default Re: XVI -XVII mod

    Not any patches or other stuff needed? If yes, which ones and where do I get them.

    Ekklesia Mafia: - An exciting new mafia game set in ancient Athens - Sign up NOW!
    ***
    "Oh, how I wish we could have just one Diet session where the Austrians didn't spend the entire time complaining about something." Fredericus von Hamburg

  22. #712
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: XVI -XVII mod

    nope, MTW-VI, thats it.
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  23. #713
    Member Member Minister of Fear's Avatar
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    Default Re: XVI -XVII mod

    Just a general comment regarding this mod; its great! I'm playing as the Spanish in the Religious Turmoil era and finding it very interesting. The units available to the Spanish are great and diverse, and moreover, their movement and combat on the battlefield is even better.

    Everyone connected to the development of this mod has done a great job, hats off to you all.

    Now, back to the blood and filth of war.

  24. #714
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by Minister of Fear
    Just a general comment regarding this mod; its great! I'm playing as the Spanish in the Religious Turmoil era and finding it very interesting. The units available to the Spanish are great and diverse, and moreover, their movement and combat on the battlefield is even better.

    Everyone connected to the development of this mod has done a great job, hats off to you all.

    Now, back to the blood and filth of war.

    Yup, the spanish are a very complete faction. Yours truly did most of the research and looked after the accuracy....

    Although I probably shouldnt say this...
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  25. #715

    Default Re: XVI -XVII mod

    I downloaded it and it just won't work.

  26. #716
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by I_dunno
    I downloaded it and it just won't work.
    Did you follow all the instructions specified in the readme file?
    Other than that, if you have an MTW-VI installation with any other mods installed, that can also be the reason. You need a clean MTW-VI installation.
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  27. #717

    Default Re: XVI -XVII mod

    It should be clean because i took off HTW, But where is the readme file?

  28. #718
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: XVI -XVII mod

    Quote Originally Posted by I_dunno
    It should be clean because i took off HTW, But where is the readme file?

    My advice is you reinstall MTW-VI and the readme is included in the zip file.
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  29. #719

    Default Re: XVI -XVII mod

    Sorry to be an idoit but I'm not very good at computers,Zip File?

  30. #720

    Default Re: XVI -XVII mod

    Now it says i cant open uninstall.2.

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