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Thread: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

  1. #221
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Nico View Post
    hi, great mod man!! im playing the moors and having loads of fun. I love the map and the whole gameplay (the building system is very cool). I have noticed however that the HRE and the Byzantines seem a bit too strong, the HRE has wiped through italy destroying genova, taking venice and most of southern italy they have also left denmark with one province thaken de flanders region also tolouse and much northern spain! the byzantines have destroyed hungary and are also expanding in all directions. Anyways may suggestion would be maybe adding a few extra factions hostile to these two to try and make things harder for them. The ones i could think of are flanders, aragorn (to prevent the from invading spain) and maybe the Rum sutanate or armenia and serbia to bother the byzantines. all of these factions are already being used in diferent mods so if they give you permision to use the i dont think it would be too hard to add them.

    Anyways awsome mod!! keep up the good work!!

    cheers nico
    Funny, I guess it depends on the campaign. As I've seen HRE bullied by Denmark, France, Venice and Sicily before...And Byzantium usually gets going early but usually isn't able to keep an empire going for too long.

    And yes, as I've mentioned before I plan on new factions but want to get the core mechanics and gameplay balanced first. And I really feel that Anatolia could use another faction - billydilly mentioned Armenia or Kingdom of Georgia.

    Quote Originally Posted by Ettore View Post
    1 bug (URGENT)
    I played the mode with Genoa in 1205 no Hopsitalier knights came . Chapter event happened, heavy mail event happened too, Genoa have 3 chapters and none gives Hospitaliers.
    Very strange. I'll look into this immediately

    Quote Originally Posted by Ettore View Post
    1 problem
    In the early part of game only french knights and nobles have heavy mail ..Who made them if none knows them?
    Are they simple not commun mails powered or mastered? It is logic for the Nobles not much for the mercenaries. Perhaps is it better to have only mailed mercenaries around?
    Looks like I inadvertently gave some units armor upgrades that would give them heavy mail! I'll correct!

    Quote Originally Posted by Ettore View Post
    1 suggestion
    Milan made the best armours by 1200 to 1600
    Toledo and Damasco (and Indian smiths) made the best blades
    Can you emplement that?
    Hmm...typically I see Toledo getting a swordsmith guild...but I'll see what else I can do.

    Quote Originally Posted by Ettore View Post
    1 question
    Darth mode combat mode can be merged with this ?
    His last battle system seems the best.

    Gratz for the mode it seems to become one of the best made.
    Thanks for the complement and you can try adding Darth Battle AI to this, just be aware that there was a battle config file included in this one...not sure what'll happen if you overwrite it as I haven't looked at Darth's latest yet.

    Please let me know how it works out for you!

    Quote Originally Posted by Dogma75 View Post
    Hi there,

    bug or wanted?

    in my Venice campaign and in a newly started denmark campaign every of my travelling generals get the "unhealthy" trait. Some of them even get a worser sickness trait?!! It usually happens in the second turn in the field to them!!

    Even if they are only on a travel between two cities.
    Seems to be part of Blood, Broads and Bastards Health Traits System. You run a risk of getting those traits if you campaign (i.e. spend time outside a settlement in the winter) Those should get cured if you get to a settlement and get rest.

    Let me know if they persist and become a problem.

    Cheers!

  2. #222
    aduellist's Avatar Push the button Max!
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    I've played a lot of mods, Divided Kingdoms, LTC, TLR, CAE, lately a lot of Stainless Steel. Your mod looked so promising that I just had to give 'er a go.

    First impression (after making some tweaks to traits and ancillaries that I always make to suit my own style) is that this mod is very promising!

    I've only played a dozen turns or so, but am enjoying it immensely so far. I will confess now that I have not read all of this thread, so forgive if I'm bringing something up that's already been reported. The only thing I've encountered is that I don't seem to be getting free upkeep on any units in castles. Building description says I get them, but none appear to have free upkeep, no tooltip says "this unit has free upkeep while in garrison" like in cities.

    I might suggest that you open, sticky, and close a "Known Bugs" thread so gits like me won't keep bringing up things you're already aware of. Like you're not busy enough working on the mod...

    Anyhow, keep up the excellent work! If this is, as it appears, an early beta I can hardly wait to see what a "finished" version is like!

    Edit: Sorry, forgot to mention that I'm playing as England...
    Under the patronage of TheFirstONeill
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    THERA, A New Beginning


    "To take from one, because it is thought his own industry and that of his fathers has acquired too much, in order to spare to others, who, or whose fathers, have not exercised equal industry and skill, is to violate arbitrarily the first principle of association, the guarantee to everyone the free exercise of his industry and the fruits acquired by it." Thomas Jefferson

  3. #223
    Theo's Avatar Yari-hei
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Socal_infidel View Post



    Very strange. I'll look into this immediately
    I'm currently playing a campaign as Denmark and I can't produce Templars from Jerusalem even though it has a Templar HQ. Most mods out right now seem to have the problem. Crusader guilds can't produce the said unit.

    Btw, awsome mod!

  4. #224
    Suzuki
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Perhaps I found the origin of teh Hospitalier problem In effect I discovered I played your mod until 1185 not 2005.
    Then problemd to the chapter event in 1187 that is not Historic
    We find the Hospitalier knights (and sergents) in "statuti" of Roger of Moulins in 1182
    Pope Alexander III asked Hospitaliers to remember their first mission (to cure pilgrins before to think to fight) in 1170 and 1178 .
    We know that Great Master Gilbert of Assailly military helped hardly the egyptian campaigns of king Amaury of 1164 and 1169
    So the begin of the Hospitaliers knights is thought by most historians by 1136 to 1160 not later.
    However it is after 1129 when the templars born.
    I hope these informations are useful to you. ( I am an History teacher- lol)
    Now I test the Darth combat system on your mod and I think I change the chapter event at 1157-(65-80 random date).
    Last edited by Ettore; July 04, 2007 at 12:18 PM.

  5. #225
    Ludicus's Avatar Kamikaze
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    I did some extensive testing - costum battles- with this files from Darth:
    battle_config
    config_ai_battle
    descr_formations
    descr_formations_ai
    descr_pathfinding (2 files)

    And it works very well.

  6. #226
    Murakawa
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    I am having the same problem that oldgamer was having with the text not showing up. I have a tried reinstalling the game and mod and nothing works. please help

  7. #227
    Dogma75's Avatar Wimmer
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Seems to be part of Blood, Broads and Bastards Health Traits System. You run a risk of getting those traits if you campaign (i.e. spend time outside a settlement in the winter) Those should get cured if you get to a settlement and get rest.

    Let me know if they persist and become a problem.
    Yep your right the traits vanish after beeing several rounds in a city or castle. I can live with this. It gives some more flair to the game. No more 10 years war campaigns.

    Something new from my campaign:

    One of my younger super loyal generals went from Kopenhagen on crusade to conquer Jerusalem. Now after he sieged it and slaughtered about 3000 Egyptians he became king of it! Not bad so far... But it seems that becoming king didnt do him well. something in his brain started to work wrong. Now he loathes my king - he didnt likes the way he rules - and his son. And loyality dropped from 8 to 3...

    I am taking bets when he will leave my kingdom to make his own...

    But I have to admit its more thrilling each turn.

    Keep on the good work.

    I for my part played for a long time Rise of Kings. Imho one of the best mods for M2TW. After the new patch I couldn't play it anymore so I tried DLV, the long road, stainless steel and a few others but my two favorites for M2Tw are now Rise of Kings and PRO DEO ET REGE.

    You made really a good job with this mod. Congratz from my side.


  8. #228
    Murakawa
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    I have a problem with the 0.2 version, when i click next turn, the game don't freeze but it stop going throught the rows of countries when it reach Basileia ton Rhomaion, just stops there, and it does it all the time.

    Any idears?

  9. #229
    Pannon's Avatar Murakawa
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Hi!

    The mod looks cool, and it is very promising!
    A few comment without order to Hungarian Kingdom (sorry for my english, i hope you will catch the point):
    - in the Árpád era Pest was a small settlement, the capitol should be Buda or Esztergom, Visegrád maybe Székesfehérvár (these four city was the "Medium Regni", the center of the kingdom, the kings goes from city to city).
    - In the Árpád era, the nobles fight as a heavy cavarly, the light cavarly (with sword and comp. bow recruited from cumans and from lower class hungarians).
    - the rank of prince or dux was for only the members of the royal family, others should be barons. The most important positions (in the rank of baron):
    Palatine - hun: Nádorispán (comes palatinus)
    Vaivode of Transylvania hun: Erdélyi Vajda (woyuoda Transsiluanus)
    Judge of the country hun: Országbíró (iudex curiae regiae)
    Ban of Croatia or Slavonia or Dalmatia--> southern provinces (bani)
    - Hungary was the biggest silver exploiter in europe in the times of Árpáds, mines was mainly in Transylvania and northern hungary. iron and salt mines also was important in Transylvania. Historians said the power of the Árpáds mainly gets from the mining activity
    - Templar order live in hungary from XII. century, there was 14 friary in Boisce, Béla, Dubica, Esztergom, Gecske, Glogonca, Gora, Keresztény, Nekcse, Okriszentlőrinc, Szentmárton, Vrána, Zablata, Senj. They fought in the army of king András II in the 5th crusade in 1217. The hungarian Templar order was destroyed in the battle of Muhi 1241 11-12 april, against the Mongols
    Last edited by Pannon; July 05, 2007 at 09:18 AM.

  10. #230
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Hope all of you U.S.ers had a safe and sane Fourth of July! And hope everyone else had a pleasant Wednesday! Now off we go...

    Quote Originally Posted by aduellist View Post
    I've played a lot of mods, Divided Kingdoms, LTC, TLR, CAE, lately a lot of Stainless Steel. Your mod looked so promising that I just had to give 'er a go.

    First impression (after making some tweaks to traits and ancillaries that I always make to suit my own style) is that this mod is very promising!

    I've only played a dozen turns or so, but am enjoying it immensely so far. I will confess now that I have not read all of this thread, so forgive if I'm bringing something up that's already been reported. The only thing I've encountered is that I don't seem to be getting free upkeep on any units in castles. Building description says I get them, but none appear to have free upkeep, no tooltip says "this unit has free upkeep while in garrison" like in cities.

    I might suggest that you open, sticky, and close a "Known Bugs" thread so gits like me won't keep bringing up things you're already aware of. Like you're not busy enough working on the mod...

    Anyhow, keep up the excellent work! If this is, as it appears, an early beta I can hardly wait to see what a "finished" version is like!

    Edit: Sorry, forgot to mention that I'm playing as England...
    The Sergeant units get free upkeep in castles. But are only eligible for free upkeep if the settlement they are garrisoned in has the building that allows for their recruitment.

    Quote Originally Posted by Theo View Post
    I'm currently playing a campaign as Denmark and I can't produce Templars from Jerusalem even though it has a Templar HQ. Most mods out right now seem to have the problem. Crusader guilds can't produce the said unit.

    Btw, awsome mod!
    I done messed up with the Order units event trigger that allow for their recruitment. Order units should have been recruitable when you get the, for example, Templars Founded event. This has been fixed. Sorry.

    Quote Originally Posted by Ettore View Post
    Perhaps I found the origin of teh Hospitalier problem In effect I discovered I played your mod until 1185 not 2005.
    Then problemd to the chapter event in 1187 that is not Historic
    We find the Hospitalier knights (and sergents) in "statuti" of Roger of Moulins in 1182
    Pope Alexander III asked Hospitaliers to remember their first mission (to cure pilgrins before to think to fight) in 1170 and 1178 .
    We know that Great Master Gilbert of Assailly military helped hardly the egyptian campaigns of king Amaury of 1164 and 1169
    So the begin of the Hospitaliers knights is thought by most historians by 1136 to 1160 not later.
    However it is after 1129 when the templars born.
    I hope these informations are useful to you. ( I am an History teacher- lol)
    Now I test the Darth combat system on your mod and I think I change the chapter event at 1157-(65-80 random date).
    Thanks for the info. Order event triggers will be corrected next version.

    Quote Originally Posted by Ludicus View Post
    I did some extensive testing - costum battles- with this files from Darth:
    battle_config
    config_ai_battle
    descr_formations
    descr_formations_ai
    descr_pathfinding (2 files)

    And it works very well.
    Nice to know. Thanks for the testing, mate!

    Quote Originally Posted by Fearless79 View Post
    I am having the same problem that oldgamer was having with the text not showing up. I have a tried reinstalling the game and mod and nothing works. please help
    Strange...I wonder why not everyone is having this problem...I'll look into this further.

    Quote Originally Posted by Dogma75 View Post
    Yep your right the traits vanish after beeing several rounds in a city or castle. I can live with this. It gives some more flair to the game. No more 10 years war campaigns.

    Something new from my campaign:

    One of my younger super loyal generals went from Kopenhagen on crusade to conquer Jerusalem. Now after he sieged it and slaughtered about 3000 Egyptians he became king of it! Not bad so far... But it seems that becoming king didnt do him well. something in his brain started to work wrong. Now he loathes my king - he didnt likes the way he rules - and his son. And loyality dropped from 8 to 3...

    I am taking bets when he will leave my kingdom to make his own...

    But I have to admit its more thrilling each turn.

    Keep on the good work.

    I for my part played for a long time Rise of Kings. Imho one of the best mods for M2TW. After the new patch I couldn't play it anymore so I tried DLV, the long road, stainless steel and a few others but my two favorites for M2Tw are now Rise of Kings and PRO DEO ET REGE.

    You made really a good job with this mod. Congratz from my side.
    Oh no! Sounds like your general has let the glory and honour of taking Jerusalem go to his head! And he's a long way from Arhus...

    Yeah, that's one of the BBB features...Certain generals let the good life of being the King of Jerusalem get to them and they rebel. If I were you, I'd recall him back to Kopenhagen soon!

    And thanks for the kind words! That's some lofty company you have my mod up there with! I'm honoured!

    Quote Originally Posted by marschmidt View Post
    I have a problem with the 0.2 version, when i click next turn, the game don't freeze but it stop going throught the rows of countries when it reach Basileia ton Rhomaion, just stops there, and it does it all the time.

    Any idears?
    Hmmm...the game's not crashing/just freezing? Have you tried downloading the v0.2A patch?

    Quote Originally Posted by Pannon View Post
    Hi!

    The mod looks cool, and it is very promising!
    A few comment without order to Hungarian Kingdom (sorry for my english, i hope you will catch the point):
    - in the Árpád era Pest was a small settlement, the capitol should be Buda or Esztergom, Visegrád maybe Székesfehérvár (these four city was the "Medium Regni", the center of the kingdom, the kings goes from city to city).
    - In the Árpád era, the nobles fight as a heavy cavarly, the light cavarly (with sword and comp. bow recruited from cumans and from lower class hungarians).
    - the rank of prince or dux was for only the members of the royal family, others should be barons. The most important positions (in the rank of baron):
    Palatine - hun: Nádorispán (comes palatinus)
    Vaivode of Transylvania hun: Erdélyi Vajda (woyuoda Transsiluanus)
    Judge of the country hun: Országbíró (iudex curiae regiae)
    Ban of Croatia or Slavonia or Dalmatia--> southern provinces (bani)
    - Hungary was the biggest silver exploiter in europe in the times of Árpáds, mines was mainly in Transylvania and northern hungary. iron and salt mines also was important in Transylvania. Historians said the power of the Árpáds mainly gets from the mining activity
    - Templar order live in hungary from XII. century, there was 14 friary in Boisce, Béla, Dubica, Esztergom, Gecske, Glogonca, Gora, Keresztény, Nekcse, Okriszentlőrinc, Szentmárton, Vrána, Zablata, Senj. They fought in the army of king András II in the 5th crusade in 1217. The hungarian Templar order was destroyed in the battle of Muhi 1241 11-12 april, against the Mongols
    Thanks for the kind words. And this info is very helpful. I'll look into incorporating your suggestions...

    The Hungarian Nobles fought with lances?

    Cheers all!

  11. #231
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    @Oldgamer and Fearless79

    I've been looking into the problem you two were experiencing with Corrupted Text. I've noticed other people were having this problem with certain other mods, too.

    Might want to check out this thread or this thread. Maybe it's a graphics card issue.

  12. #232
    Wimmer
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    once again another very dope mod that is very nicely made , props
    but i have problems tryna recruit knights templars in bourdeaux as france even though i got correct guild. i think i had this problem in few other cities as well(not just in france). would upgrading my guild to higher lvl allow me to recruit the knights templar maybe?

    nevertheless, this mod is def great! and those new units i've been seeing in other threads look fantastic.

  13. #233
    Suzuki
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Tested darth mod too As for Ludicus no problems with your mod.

    A map suggestion

    There is a balance problem in Italy map . most wealth and power were in padan Valley in ME.
    the AD map put Milan , Pavia(castel) ,Parma, Asti(castel) Verona, Padavum; Bologna and Venice there. And it si historically realistic in power, popolation and wealth vision. I counted 6 cities in South Italy, 4 in center and 4 in North Italy. This was good in Roman Era, in ME the land of 100 cities was mostly the North and the Italy of the Comuns ( the zone AT NORTH OF CHURCH STATES) the medioval farming changed the demographic of Italy and Europe and the Mediterranean zones were no more the richest.
    This explains because was so hard for the empire to control so many cities and Venice could not fight one other until late 1300...With your ZoR system with more cities you replay the hard problem to control so many padan cities usually initially very rebel to be controlled by other (Italian or not) Actually is too easy for Genoa and Venice getting Milan and Bologna to have the control of North Italy in 20 30 years.

    Other suggestion in wictory condition
    Genoa and Venetia had not same objectives, Venetia felt itself ad daughter of Costantinaple AND ITS HEIR.
    VENETIA created teh Latin Empire in East Genoa fighted it and helped greeces to get their freedom . Genoa hepeld thw new Greek empire. In 1453 hundreds of Genoan helped Bysantines against Turks in the last defence. So conquest of Costantinaple asd win condition is good for Venice not for Genoa.
    Other thing: the control fo South Italy and Rome has never been an objective of the North Italy powers that looked for control of the mediterranean trade and the markets of North Europa.
    Last edited by Ettore; July 06, 2007 at 01:57 AM.

  14. #234
    Pannon's Avatar Murakawa
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Hi Infidel!

    About the noble's weapons:
    (XI-XIII. century)
    Long chain mail
    Open, later closed great helm
    Small round, then normann shield (medium and large size)
    Lance (it was the main weapon)

    One handed/broad sword

    Mongols and hungarian knights (they are fleeing, i think...), XIII.c.:
    http://mek.oszk.hu/01900/01948/html/index1403.html
    XIV. c. style armour:
    http://www.bgrg.sulinet.hu/tant/inf/...MANDOB/k36.htm
    http://mek.oszk.hu/01900/01948/html/index1403.html[/URL]
    A lot of hungarian knights:
    http://images.google.hu/imgres?imgur...%3Dhu%26sa%3DG
    Hungarian Baron:
    http://images.google.hu/imgres?imgur...%3Dhu%26sa%3DG
    Another baron:
    http://images.google.hu/imgres?imgur...%3Dhu%26sa%3DG
    St. István (the first hungarian catholic king) wins over the attacking bulgarians (and a lot of knights, of course):
    http://images.google.hu/imgres?imgur...%3Dhu%26sa%3DG
    Last edited by Pannon; July 06, 2007 at 12:23 AM.

  15. #235
    Dimcantina's Avatar Yoshihara
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Eh whenever I start up a campaign I get this.



    This is the same for every faction I play...

    Grim Tales~ A Sweboz AAR

  16. #236
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Dimcantina View Post
    Eh whenever I start up a campaign I get this.



    This is the same for every faction I play...
    Are you playing a short campaign?

  17. #237
    Dimcantina's Avatar Yoshihara
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    O.. I am.. is that the reason?

    Grim Tales~ A Sweboz AAR

  18. #238
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Dimcantina View Post
    O.. I am.. is that the reason?
    Yeah...but it shouldn't be a problem. Basically, I done messed up!

    Quick fix is to open up descr_win_conditions.txt file - it's in your PDER_v.0.2A_Beta\data\world\maps\campaign\imperial_campaign folder and look for this:

    Code:
    slave
    hold_regions Roman_Province Tenochtitlan_Province
    take_regions 195
    short_campaign hold_regions ;Roman_Province
    take_regions 100
    Change that "100" number in bold to 195.

    I'll fix it for my next planned update (which is going to probably be tomorrow)...but this fix should allow you to take on a short campaign right now.

    Cheers!

  19. #239
    Dogma75's Avatar Wimmer
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    It's me again.

    Just took a look at the scots's faction. The refresh times there in the starting capital and the castle seem a bit long for me. Militia in edinburgh take betweet 6 and 8 turns to refresh and in Dumfries the starting units need about 4 to 5 turns to refresh. Seems quite to long imo.

    Talked today with a friend of mine who is also as M2TW mad as me. He told me that after the 1.02 patch the Pikemann "pikewalls" and the charges of the cavalry are now much better in the vanilla version then before the patch.
    He also plays many moded games and said that the patch made the battle behaviour of the above mentioned units better then in the modded games. Thought you maybe want to take a look over it...

    good night


  20. #240
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    UPDATE
    WELSH LONGBOW EVENT



    DYNAMIC RECRUITMENT OF LONGBOWMEN:
    Thanks to feedback received in this forum, I have added a new event for Welsh Longbows. Basically, what this means is that rather than wait for a rigid date requirement for the recruitment of English Longbows (which mirrored when they were integrated in the English Army historically), an English player can now recruit Longbowmen immediately upon taking a Welsh province! Provided the proper building is constructed, of course!

    I feel this is a better way of dealing with the recruitment of Longbowmen as it makes sense that the English would start using them (as they did in real-life) once they encounter them.

    Before Taking A Welsh Province - What's a Longbow?!?


    Aha! So that's a Longbow!


    What a great idea! Let's start using them!


    Cheers all!

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