Hello, this is a thread with all the the improvements i did for Ftw(only on my version) ,bugs i found and suggestions to make for 1.1. I must say i found FTW for me at the time the best existing mod for M2TWand i want to help it out to improvred them and make them more better and bugs free. Iread about the suggestions that th eprogrammers maked nd also other users and I found it very good to Implement Kingdoms units and buildigs into FTW.(I also have Kingdoms and i try to do it by myself but i cannot did it)
1. The Map.
The Map needs to be checked again and remaked. The rivers deltas are not exists on many rivers and the ends of the river when it goes on the seas looks horrible. One I found that is ok that is the Danube river . But check alot of them you will see what I mean.
Also the Road making system on the map must be do it again because a lot of Provinces cannot have roads to their neigbours provinces.
F.E. : Santiago Province (Spain) cannot build roads to the spanish neighbour Province Leon. you cannot have a trade route between Santiago and Leon. You must cross Portugal Provinces for that. Also the Province of Bern and Geneve in the hre are not roads to his neighbours in east or south. It is Impossible to get from Marsilho or Milan to the north the only way is to cross venice. Also the Provinces of the Serbian Kingdoms. Constanta Province (Bulgaria) cant build roads into north ans west only into south. Cairo cant make a road between the city and his province port .And as last the Province of the Swedens south of their capital that did not building roads on the map.
The Provinces needs to be a little be changed to make new ones and delete sometimes because I think we have the maximum of 199 provinces.
I think some isles into the southwest are too much like funchal or tenerife.
also some Provinces in the northeast like Yaroslavl.
We must implemente Krak de chevaliers or Tripoli in the middle east and other rescue provinces for the khazars empire when the Mongols come , more Provinces like the Bahamas in the American Continent and also make some changes in the lithuanian provinces so that we can have Marienburg and Königsberg as Province.
2. FTW.cfg
I found is better when the cfg contain the multiplayer options so that we can play hotseat campaigns .(I Did it for myself and it works very wheel) also i have the ability with that to play simultanly with more factions.
3. Events
Because Ftw play in a very long period of time it is usefull to have more events and also more eras of weapons for example between the discovery of gunpowder and the ability to build cannons (not bombards it must be a new era) (I did it for myself and it works very good when i have the gunpowder event i can only have the bombars and the monster bombards but not cannons until 1350 I think is more realistical) So cannons not can be build before timurids also handgunners and musketeers. Also Events from Kingdoms "teutonicC" like "lituanian Converts" for example are very usefull.
4. Factions
papal states - must build units like Inquisitors or Clergymen and Cleryknights from Kingdoms (also units like clergymen and clergyknights should be build by every catholic faction but only in crusade times )
hre - also Hre like portugal must can build the two others knightorders like Templar and Saint Jean with the possibility to recruit knight (made it for myself).Also for Hre it must be possible to build mortars . In the French Cities
Like Marsilho and Geneve he should have the ability to build music buildings and in the italian ones (Milan and Genova) to build artist gallery. In Milan only they can also gain the milan Carrocio.(Milan Special Unit). For their Teutonic orderunits he should use the sprites from Kingdoms Teutonic Campaign. (They look much better) and also a new unit the order Spearmen and later the order handgunners) This units (Spearmen and handgunners I made for the other orders too from Kingoms Crusade.( all this abilities i made for myself and they works) also a bug i found here in FTW for the dismounted teutonics
pls check the textfiles for this unit
bulgaria- When i play this mod i must say this is the best mod ever but when i play this faction i must say this is the buggy faction ever that i play .
- the names are ugly and not coresponding (Surnamens are names )
- Units infos are not displayed corectly (fe Spy ,Priest , Ships)
- Also in the battle the textures of some units are not shown
- When I play this Faction i get after a couple of turns every time a ctd.
So for myself I solved this when I completely change the bulgarian Empire into the Duchy of Valahia. I made it complete with names, units and startpositions. So I think its better to have the valahians that the bulgars as faction in the game. (Its Interesting to play with Dracula against the Turkish or so) ( I repeat i play with hotseat configurations and i played with all the factions for a couple of rounds but this bulgarian faction is the buggiest i every seen) I did not make a new banner for the valahians but they need one. So my suggestion is to make thisfaction unplayable from beginning and that he comes later so between 1300 also like the mongols as "the duchy of valachia"
Lithuania
This faction should have the abilities from Kingdoms. The 3 pagan temples with its units and also the other Kingdoms units nd buildings for their faction . Also the event lithuanian converts event and then the ability to build christian buildings and gunpowder buildings and units should be introduced from Kingdoms
Aztecs
This Faction should also also have the abilities and buildings from the Americas Campaign. (If its possible to stay there not to scratch down if they are conquered by other culture) So like the buildings in the middle east culture if they are conquered by a catholic faction fe.
5. Buildings Units and Guilds
Every Faction that Have specially units that are not in the FTW or vanilla M2tw campaign should be introduced from Kingdoms . (F.e. GreekFireunits for Byzantium and so on)
Mangonelunits for every faction until 1350. (I try to do this but i cannot did it)
Also the Mercenary units from all KingdomsCampaigns should be introduced.
The catholic and orthodox factions should could recruit moslem mercenaries not all but bedouin cavalry and camel arches fe (Did it for myself)
Constantinopel - Every faction that conquered this town should have the ability to build only here the Greek Fire units
Jerusalem - Only theCatholic factions when they are conquered this town should build her the Knights of Jerusalem units and the saracinmilice
Antioch - also like Jerusalem only the special Antioch unitsFroms Kingdoms Antiochs faction
Edessa - same as the others before only here the Edessa Knights
Anew Guild should be available from Kingdoms for some Factions that is the hanseatic guild and the factions are : Norway,Denmark,Sweden,Novgorod,Lithuania,Poland and HRE
At last the improvements for 1.1 posted by falcom4ever
The mod will only be compatible with Kingdoms!
Language
- The mod will be translated in english (It would be my pleasure to make a german version of it )
Buildings
- Synagogues for the jews
- More buildings for the Aztecs and Lithuania
Scripts
- More an army will be far away of the capital, more it will be expensive.
- Inflation
Campaign
- Aztecs can recruit now diplomats and scoots
- France, England, Spain and Portugal can recruit explorers in the late period
- Name of some cities change depending the owner. EX: When Konstantinopolis is conquered by the Turks, the name will change into Istambul.
- New ressource : Salt
Battle
- Boiling oil for castles
- Some units from kingdoms avaliable
The mod will be more stable with the retrofit mod 1.0