Page 56 of 63 FirstFirst ... 646525354555657585960 ... LastLast
Results 1,651 to 1,680 of 1861

Thread: XVI -XVII mod

  1. #1651

    Default Re: XVI -XVII mod

    Why block Turkey from Poland? Just so it won't be invaded? The Turks had access, all the had to do was march north...

    And why such a limited recruitment pool? Does it really have to be historically accurate, or just fun? Historically accurate...


    Is Ireland in in 1480? That would be kelterific...

    Irish fish smells like grass. Oh, just shoot me! It'll never happen again..
    Eras Total Conquest, your Eras TW for Kingdoms.

  2. #1652
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    [QUOTE=Wladyslaw IV]
    Why block Turkey from Poland? Just so it won't be invaded? The Turks had access, all the had to do was march north...
    Direct access was rather hard. ALWAYS that is why both states rarely fought each other. Offensive warfare in Moldavia/Ukraine region is hard e.g. in 1621 Turks lost about 60 000 men, in 1651 Cossacks lost over 100 000, in 1660 Russians lost entire army and had to rebuild it completelly ( a rare event, but not against the Commonwealth), during the wars from 1672 to 1699 Ottomans lost over 100 000 men.
    There was no direct route from Turkey to Poland, only via Wallachia and Moldavia and this is well recreated in the mod.
    Besides without the limits the Ottoamsn usually moved noth ignoring their eternal enemy - the HRE.

    And why such a limited recruitment pool? Does it really have to be historically accurate, or just fun? Historically accurate...
    Limited ? Some countries have access to over 40 units (Poland) !
    Simply you need to expand in the traditional areas of interest of a faction + Germany and Italy give you always the numerous mercenaries in almost each one province.


    Is Ireland in in 1480? That would be kelterific...
    Nope - other factions are more important, no space left.

    Oh, just shoot me! It'll never happen again..
    Maybe later.

  3. #1653

    Default Re: XVI -XVII mod

    You seem to be leaving out Irish Fish smells like grass - spring in fact!


    But I see the point now with difficult access, that it existed in reality. So just expand as Poland and I can get access to German or Russian units, although highly unlikely I would just prance into Russia unless attacked first.

    And I have a question - is there faction relationships, somewhere in the database? It seems to me there are, I just can't find them.


    And I made my own mini mod for Medieval I. Want to know how to increase "Cash arrives from the church - 1000 florins" to Cash arrives from the Church - 5000 florins. And also to make the time to make peace before being excommunicated 4 years instead of 2. Don't really know if this is possible.


    Anyway, happy ing and I'm going to get my



    *EDIT*

    And how do you make those little bars I see all the time at twcenter? The ones in people's sigs? I want my own too God damnit!
    Last edited by Wladyslaw IV; 02-15-2007 at 10:26.
    Eras Total Conquest, your Eras TW for Kingdoms.

  4. #1654

    Default Re: XVI -XVII mod

    few questions:
    are there going to be any new factions in 2.0?
    any new buildings?
    what about new provinces?

  5. #1655

    Default Re: XVI -XVII mod

    I love this mod and Im really looking forward to 2.0
    However I still have problems with frequent ctds, which is strange because I can play Napoleonic TW, and MTW without any of these problems. So it seems the ctd is caused by this mod somehow. Anyone else experienced this?

    And could we please, please, pretty please have at least some dead bodies in the next version?

  6. #1656
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    [QUOTE=arfrisco]few questions:
    are there going to be any new factions in 2.0?
    Courland, Ragusa, Munster, Palatinate, Bohemia, Pomerania + Siberian Natives and Hawai in the MP.

    'English' campaigns have other factions, easy to guess.


    any new buildings?
    Over 20 for sure. Only3-4 in the main campaign however.


    what about new provinces?
    About a dozen.


    @bobbysocks

    I love this mod and Im really looking forward to 2.0
    However I still have problems with frequent ctds, which is strange because I can play Napoleonic TW, and MTW without any of these problems. So it seems the ctd is caused by this mod somehow. Anyone else experienced this?
    Most likely graphic drivers are to be blamed. It can be also the case of weaker graphic cards - older computers have problems with enhanced animation quality in the mod.


    And could we please, please, pretty please have at least some dead bodies in the next version?
    Hope so, but it might come with a patch after a couple of months (there will be some errors to correct for sure.

  7. #1657

    Default Re: XVI -XVII mod

    @Wladyslaw

    AND Irish fish smells like grass......


    Polish fish smells like frozen chicken.


    But what I should be asking, will 2.0 be save game compatible with 1.5? So I don't start a new campaign today just to have to restart 3 days (months) from now?


    This is always too funny to look at. Look! He's doing it again! hahahahha
    Eras Total Conquest, your Eras TW for Kingdoms.

  8. #1658
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    It seems that thanks to this discovery

    https://forums.totalwar.org/vb/showt...96#post1437696

    of sharrukin

    I can fit even more units in each campaign.

    It means that some units unavailable in some campaigns will appear everywhere - miner teams, fortifications, some guard units among others.

    I will also add more new units because I have about 25 free slots in each campaign now.

    I will probably add more agents as well - Polish envoy, Polish agent, Italian Assassin, French emissary are my initial ideas for now - all are possible because agents ignore the hardcoded limit of units in MTW VI.

    More fun, more realism, but more time to wait - unfortunatelly you can't predict everything... and I thought I know almost everything, another lesson of humility, I guess.


    Ehh, it seems there will be those 1000 units in PMTW 2.0 after all.

  9. #1659

    Default Re: XVI -XVII mod

    Quote Originally Posted by cegorach
    It seems that thanks to this discovery

    https://forums.totalwar.org/vb/showt...96#post1437696

    of sharrukin

    I can fit even more units in each campaign.

    It means that some units unavailable in some campaigns will appear everywhere - miner teams, fortifications, some guard units among others.

    I will also add more new units because I have about 25 free slots in each campaign now.

    I will probably add more agents as well - Polish envoy, Polish agent, Italian Assassin, French emissary are my initial ideas for now - all are possible because agents ignore the hardcoded limit of units in MTW VI.

    More fun, more realism, but more time to wait - unfortunatelly you can't predict everything... and I thought I know almost everything, another lesson of humility, I guess.


    Ehh, it seems there will be those 1000 units in PMTW 2.0 after all.
    Whoa...way cool.
    I want to bathe in their blood...I want to bathe in their blood for a week!-Freaky Roman General

    Formerly Seedexodus...not that anyone cares

  10. #1660

    Default Re: XVI -XVII mod

    Sounds great! Just a little longer wait then
    BTW I´ve been trying to ad dead bodies, but can´t get i t to work. Just a thought - would it be possible to keep one of the original infantry units and one of the original cavalry units and add them to the Deadpagecoords to represent all dead bodies?
    Been trying that - but as I never done any modding I´m not sure how to get it to work.
    I don´t mind if all bodies look the same, but I would really want them in the battles, as it´s always fun to see where the fighting takes place and how intense it has been, it really adds to the atmosphere.

  11. #1661

    Default Re: XVI -XVII mod

    [QUOTE=cegorach]
    Quote Originally Posted by Ciaran

    In fact it is relatively easy and allows incredible things with the right approach.
    MTW VI is incredible game to mod and very flexible too.
    Some imagination and knowledge and you can achieve miracles.
    It´s just that there are so many mod changing the graphics for RTW, but only four for MTW (Middle Earth, Silmarillion, Napoleonic and Pike & Musket), that´s what prompted my statement. Out of curiousity, how do you make sprites for MTW? Or don´t you want to give away your secrets ?

  12. #1662
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    Windows Paint is all what is necessary, actually.


    Preparing animations is like drawing a cartoon, all you need is someone with such skills and patience (YanTraken, streety) + someone to direct the work and combine the animations into the right files (me).

  13. #1663
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    After several ours of great, intellectual affort I created the list of new units which will appear in Age of Exploration in PMTW 2.0.


    Thanks to some other discoveries I managed to put entire 50 additional units, mainly taken from other campaigns, but with several completelly new added as well.

    So let's see.

    France will get

    Coustilliers who are llight spear-armed horsemen used to chase after fleeing enemy.
    Will be available only to 1572.

    Royal Cravates - light cavalry wearing eastrn european clothes copying Croat fashions.
    They were light skirmishers used to harrass enemy, scout and outflank him. True light cavalry France needs at that time.
    They will appear from 1572 and will require Richelieu's reforms.

    Poland gets

    Drabi
    - who are infantrymen of Hussiate ancestry. Available only to 1572 will add some firepower.

    Hetman - is additional Polish general. His purpose is to allow more extensive use of filed fortifications which Poles erected often in defensive battles.
    Will appear from 1572.


    Hungary will get

    Bohemian Infantry - not always of Czech origin, but mainly coming from Bohemia they have the same purpose as Polish Drabi.


    German states (all of them) get

    Musketeers ( Catholic states) - large range of their heavy muskets adds some killing power, but slows the rate of fire and makes them often a little more difficult to redeploy.

    Musketeers (Protestant states)
    - Dutch muskets were lighter than those in southern Germany, but had smaller range and killing power. On the other hand they are faster to reload and the entire unit is a little easier to move.


    ALL or almost all states of fully european culture get two types of general.

    1. Armed with lance and riding armoured horses are very similar to Men-at-arms, but are better in every way + will have exceptional power in siegies.
    Available to 1572.

    2. Late general which dismounts into Fortified Position - looks the same as the present one.
    Will appear from 1648.


    A number of MERCENARY units will appear in each campaign. Some are known, others are new - including:

    Mercenary Mounted Arquebusiers They have more ammunition and are better than ordinary Mounted Arquebusiers + can fight as mounted pistoliers if you change their battle mode.

    In both cases are excellent to disrupt enemy pikemen and to cause large losses in a critical part of a battleline.
    Will be available to 1572. But only if you hire them.

    Balcan Haiduks rather cheap and pretty good light infantry possible to find in Balcan provinces. They will be able to hide everywhere and should be quick enough to outflank any enemy infantry, but their quite small firepower and low morale can be a problem.
    Available from 1572.

    Mounted Haiduks - another Balcan unit. Mercenaries and bandits fight as agile light cavalry and can dismount to Balcan Haiduks.
    May appear from 1572.


    In addition there will be a new option open to some pikemen units if they change their battle mode..

    They will be able to deploy (different battle mode) in defensive formation - with pikemen mixed with musketeers in one unit.
    Such unit will be able to hold the line against enemy cavalry and will get some ranged support from the musketeers deployed in the formation.
    Unfortunatelly it will suffer against enemy infantry in close combat.



    Finally there is anew concept MIRROR UNITS


    new experiments and testing allowed me to add new possibilities to get some of the existing units.
    MIRROR unit on its own doesn't really do anything and is possible to use only in custom battles, but in campaign its main purpose is to give access to some existing units.

    This way there will appear new scottish and german units (+ one cossack) which though will have its own description if recruited will appear as something different - ordinary mercenaries Scots or Cossacks.

    Anyway they will allow some factions to get certain units faster or cheaper (or both) with diffeent building requirements too.



    So here is the first campaign and I still think of new agents in the game.

    Most of new soldiers will be simply shifted from other campaigns which in this way will become more interesting and with wider choice of fighting forces.


    I am not going of course to add too many, only those I find justified or adding something new to a faction's choice of fighting tools.

  14. #1664
    Member Member SkyElf's Avatar
    Join Date
    Jan 2005
    Location
    Battle Creek,MI original from Ottawa, Ont. Canada
    Posts
    44

    Thumbs up Re: XVI -XVII mod

    Sounds really great and still patiently waiting for your update! Will it be soon?

    Field Marshal SkyElf at your service. A Born Gamer.

  15. #1665

    Default Re: XVI -XVII mod

    cool. i cant wait for this mod to come out. ive been waiting forever.

  16. #1666
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    Why didin't you try 1.5 + patch ??

    PMTW 2.0 will take more time than expected, but most likely will be ready before Easter.

    There is so much space now, soooo much to explore.

    In addition I am going to upgrade unit rosters.


    Basically

    Each faction will get - one unit of heavy cavalry
    - one unit of medium cavalry with firearms
    - one unit of light, fast cavalry to chase the routed enemy,

    - one unit of heavy infantry (pikes/spears/pole-axes),
    - one unit of missile infantry,
    and one unit of light infantry which hides everywhere

    This is the key, but of course it will be different in many cases. Still unit rosters should be easier to explore and use now.

  17. #1667
    Member Member Radier's Avatar
    Join Date
    Nov 2004
    Location
    Forsmark, Sweden, where the radiation keeps me warm.
    Posts
    612

    Default Re: XVI -XVII mod

    I thought the unitlimit was reached in all campaigns.

    Is it because of Sharrukins discover and your enchantment of it?

    Love this mod, keep goin'
    I support the Pike and Musket:Total War



    Also Europa Barbarorum supporter!

  18. #1668
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    I must admit that the discovery and my later research in the matter give so many possibilities that I can literally double the number of unitsif I want to...


    I am still quite confused and sometimes really don't know how to use this, but I can promise one thing - the mod will not become more complicated than it is - most of the changes will be hidden to some degree allowing more, but easy to use options.

  19. #1669
    Passionate MTW peasant Member Deus ret.'s Avatar
    Join Date
    May 2005
    Location
    Behind the lines
    Posts
    460

    Default Re: XVI -XVII mod

    Ceg, sometimes I wonder if you also do other things apart from modding. well, if you're only half as good in those as you are in mod-making, then your life has to be some kind of serious success story.

    anyway, I'm still eager to play 2.0! the MedMod (with which I tried to bridge the waiting time) is gradually becoming boring...
    Vexilla Regis prodeunt Inferni.

  20. #1670
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    I am doing fine.



    Anyway I have couple of new ideas which I am testing (or rather will be this evening) - I will describe them later when I am sure it works...


    For now I can only reveal one - there will be differences in size and cost of certain units depending where they are recruited.

    The mirror unit project means that you will get bigger units of Mercenary Pikemen etc in for example Germany, but those will be smaller in provinces such as Novgorod or Crete and STILL you will be able to mix both units without any problems - it will de facto remain ONE unit for all purposes except their size and cost.




    Another thing.

    I will create a huge thread to guide you through the unit rosters of ALL Ffactions with screenshots, building requirements as well as descriptions of all unique structures and lists of historical heroes.

    Hoepefully some of you will be able to post some tips how to use certain units in the game or how to play with some factions, but your tips and ideas will be possible to post in a different thread - if there is someone willing to start I will just in case create such thread and sticky it - right now.

  21. #1671
    Passionate MTW peasant Member Deus ret.'s Avatar
    Join Date
    May 2005
    Location
    Behind the lines
    Posts
    460

    Default Re: XVI -XVII mod

    Salve Ceg,

    the pictures you posted in the Glorious victories thread reminded me of a similar thread here in this forum, but since I got no pictures, I just thought I'd ask about PMTW 2.0....just so you know there are still people very much interested in the release Despite mainly playing MedMod now I'm eagerly awaiting the Lion of teh North campaign!
    Vexilla Regis prodeunt Inferni.

  22. #1672
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    Don't worry. I am kinda shellshocked...

    I am still adding new units and there is no end of it...

    I am sure there will be more than 1100 of them...


    The trick is to keep it easier to master and use than in 1.5.


    Really... it is KILLING me.

    Right now I also am waiting for a translation from Serbian about Montenegrin army at that time ( last campaign has this faction) and I am searching for some details about Bohemian forces.

    Overall nothing too complicated, but takes time - especially writing all the new descriptions...

    Fortunatelly most of new units will be available only by changed battle mode in the game. So it is rather adding quality and new options to the existing forces than throwing too many completelly new units - which will be numerous anyway.

    Comparing to PMTW 1.5 considering all new options the mod will almost DOUBLE its size.

  23. #1673
    Member Member axel's Avatar
    Join Date
    Oct 2004
    Location
    UK/Holland
    Posts
    678

    Default Re: XVI -XVII mod

    Hi mate
    you still working on the update mate??

  24. #1674
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    Quote Originally Posted by axel
    Hi mate
    you still working on the update mate??

    Of course. Next time I will throw some screenshots about the progress done for now.

    The most time consuming part is writing all the new descriptions for the massive 1100+ units in the mod - ok, ok - 'only' 800-850 need those descriptions, but it is shattering experience anyway.

  25. #1675

    Default Re: XVI -XVII mod

    cant you just release the descriptions in a later patch?

  26. #1676
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    No. I need to finish it once and for all if possible. Later patch/es might be used to add more animations, historical battles and correct existing mistakes, but not what I can do right now..

  27. #1677
    Member Member axel's Avatar
    Join Date
    Oct 2004
    Location
    UK/Holland
    Posts
    678

    Default Re: XVI -XVII mod

    thx mate

  28. #1678
    Crusading historian Member cegorach's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Posts
    2,523

    Default Re: XVI -XVII mod

    I have a bad message.

    NO dead bodies can be added in this mod. It is only possible if ALL unit sets in ALL periods were more similar or even completelly the same.

  29. #1679
    Passionate MTW peasant Member Deus ret.'s Avatar
    Join Date
    May 2005
    Location
    Behind the lines
    Posts
    460

    Default Re: XVI -XVII mod

    A 'bad message' you call that? It could have been much worse, like 'due to xxx I can no longer work on PMTW 2.0. The project is abandoned, sorry etc.'

    After all, it isn't those bodies which make MTW or PMTW so great!
    Vexilla Regis prodeunt Inferni.

  30. #1680

    Default Re: XVI -XVII mod

    Just a one time message to express my appreciation for creating this jaugernaut of MTW moding innovation:

    With or without bodies, Pike & Musket is one of the most enjoyable to play, most historically accurate to the detail, most interesting unit abounding, most aesthetically pleasing and cared after mods out there.

    Only a large, wholehearted c o n g r a t u l a t i o n s will do for the one man band that put this forth - and no less.

    I am awaiting for v2.0 - whenever its ready.

    Many Thanks

    Noir

Page 56 of 63 FirstFirst ... 646525354555657585960 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO