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Thread: Personaly Suggestions and Improvements for FTW1.1

  1. #1

    Default Personaly Suggestions and Improvements for FTW1.1

    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
    Last edited by Cesare; January 29, 2008 at 01:44 PM.

  2. #2
    sinople's Avatar These Romans are crazy!
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    Default Re: Personaly Suggestions and Improvements for FTW1.1

    Oh

    This is very very good work. I think we should integrate all your suggestions, and moreover they're not too much difficult to be made.
    But because I work on others mods, it's actually falcom that make the mod alone, and he can mod before february, so wait a little

    And thanks for congratulations .


    And a question : are you a modder ? (because i'm looking for modders )

  3. #3

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    Thx , for the good work i really like this monster big mods. Because you can play it for a very long time and you never get full of them ive had made my one when i playing Rtw . Thats has contain other little mods also on the big map it name was Mundus Magnus at they time . I loved it. Also 2 new suggestions I haved at the time 2 mods implemented for RTW I dont know the names but one of them has the abilities to build generals in the biggest cavalry stables (I think this is also in your mod a option because the family three doesnt produce so many generals ) and is very usefull because also not every big or good general was a family member and the second one was a mod that was very usefull for big empires and for playing over a long .
    Dont know the name but this mod gives you the ability to have for your empire all the best and special units from the others empires.
    f.e. you play as the romans_Julii make war with Carthago , conquered their capital and let them 2-3 provinces and makes them then your slaves or a vassal. Then from Time to time (Trigger) you received in Carthago (Capital) some special units (Elephants , templeguard etc) against money . This is happened over the advisor text. And you can accept or decline the units.
    this was very usefull and a very cool mod. (For so bigger mods and empires it was chocolate) But i know this mod was not on twcenter to download only at the guild and i dont find it to download it anymore. when i find it i try to convert so that it is capable to work also with M2TW.
    The only thing that i know it was on the first scripting tutorial for RTW as example mod.
    So that was the last 2 Suggestions for your mod
    To your Question Yes im a modder or better says im learning more every day im not a specialist but I try to get better, (Fe example also as i mentioned in the first post i cannot did it for myself to bring the Mangonel unit into FTW)
    But so little things 'I can do im good to accompliance diferent mods to work together or so things. On what for a project you are working now ?
    I wIll now to make also a big mod with 199 provinces and 31 factions for the America Campaign for Kingsdoms that is my next step and that i worked for.
    But if I can help then I would .....


    PS: Ive found the mod that i mentioned before it calls ClientKingdoms look here: http://forums.totalwar.org/vb/showthread.php?t=46728
    Last edited by Cesare; January 19, 2008 at 02:12 PM.

  4. #4

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    @ Sinople

    Ive found this mod that is already done and works for retrofit mod . I think you will also add the retrofit mod into yours. He brings all the Kingdoms units and some Buildings into the grand Campain . You only need to accompliance him also into FTW . So my Suggestions at point 2 and 5 are done with this mod(point 5 not at 100% because the guild are missing and also some buildings. Here is the Link : http://shoguntotalwar.yuku.com/topic/28873. So in february when you and falcolm have time you dont need to do so much you only must ask the authors for permissions......
    Last edited by Cesare; January 22, 2008 at 03:30 AM.

  5. #5
    sinople's Avatar These Romans are crazy!
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    Default Re: Personaly Suggestions and Improvements for FTW1.1

    I think Falcom already want to add it.
    But I won't work with falcom (but if he aks I will) because I have 3 other mods to do.


    And thanks to show your interest in the mod

  6. #6

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    Last minute suggestions............

    for the map i suggest to make the province of Lyon smaller and the province of Clermont bigger. to make the river Rhone i think the border between this provinces are better because if this province are in hre hands (at beginning of the campaign) then is the border between hre and france more historical and hre doesnt have so much terittory in france lands.
    Also make a delta for the river that is south of Tunis that looks horrible.

    for factions i will bring the suggestion to completely change the aztecs into the mayans(from kingdoms Campaign) that is geographically correct. With all the opportunities for this faction.( also historically the mayans have some boats or small ships for trade ).
    check the hungarian and Polish factions because they used units (archers i think) whitout battle textures

    for units i observed that the turks or the egyptians didnt have any sword units it maybe better if they possesed one because its impossible to get the sword guild for this factions

    If its possible a suggestions for the ansemblle on the strategy map is to bring also the models for Kings, Sultans etc and also different looking factions captains.

    Ive found also a mod for M2tw like Client Kingdoms for Rome that i mentioned in a previous post here is the link:Conquerable Units
    Last edited by Cesare; January 31, 2008 at 01:56 AM.

  7. #7

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    It would be nice to have the heraldy that you can find in the region&provinces Mod. There u get Count of the region if you stay one Turn in a region. This will be shown with a heraldic shield by the Generals stats and it´s increasing the tax income. This improves the Gameplay much cause you try to stay in the near of his county to get the higher taxes. Like it was in reality. Or is this like this in your mod already?

  8. #8

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    It would also be nice a improvement for the heraldymod so that it is in regions & provinces mod.

    for example the general that is in the province of Jerusalem gains the title Count of Jerusalem in the heraldy mod. The improvement would look like if the same faction gains also akkon,damaskus, and Leukosia as provinces then the general in Jerusalem will get also the title King of Jerusalem after 1-5 turns.
    So you can make it for more Regions here some Examples.
    Duke of Antiochia - Provinces need : Antioch, Edessa, Aleppo
    King of Burgundy - Marsilho,Lyon,Geneve,Bern,Strasburri
    Grand Duke of Austria - Vienna, Innsbruck
    Duke of Leon - Leon, Santiago
    and so on

    also some name changes for Examples in Jerusalem you willnot get the title count of Jerusalem you will get the title Count of Outremere. more Examples:
    In Bordeaux you will get the title Duke of Guyenne
    In Bruxelles get the title Duke of Flanders
    and so on

    For the campaign map and also to keep in the balance of Factions and that every faction will have a minimum of 4 provinces (located historically)
    My Suggestions about the campaign map on the question what province to exclude and what to include are:

    For France - exclude Angers(make Orleans bigger) for Avignon or Montpellier(make Toulouse smaller)

    For England - Exclude Colchester(make London bigger) for Glasgow (Scotland) (make Dun Eideean and York smaller)

    For HrE - exclude Bern(make Geneve bigger) for Utrecht(Brabant - make Osnabruck and Brugge smaller)

    For Papal States - exclude Vrhbosna (Make Belgrad and Zagreb bigger) for Ancona(make Ravenna smaller)

    For Byzantium - exclude Ochrid(Make Tshesalloniky bigger) for Sparta (make Corinth smaller)

    For Lithuania - exclude Kernave,Minsk for Wilna,Königsberg or Marienburg - because we cant have bouth of them you have to choice (they are to close to each other )

    For Middle Eastern - exclude Vladimir (make Kazan bigger), Tenerife(Spain Island on West Africa) and Irunea(make Donostia bigger) for Tripolis(make Akkon Smaller) , Krak de Chevaliers
    (make Antiochia and Damasc smaller) the arabic names for the fortress was (Hisn a-Akrad) and Askalon (Make Ghazzah smaller)

    For South America - exclude Ponta Delegada(Portugal Island) and Fortalezza for Salvador de Bahia (Colonial Capital of Brazil- historical name: São Salvador da Bahía de Todos)
    and Rio de Janeiro

    For Middle America - (suggestion only if the aztecs are being replaced with the mayas) exclude Tlaxcala,Cholula,Tenochtitlan and Funchal (Portugal Island) for Chicken Itza
    (Maja Capital),Tikal,Tegucigalpa and Altun-Ha - see American Campaign Map for exactly locations

    For North America - exclude Ribeira Grande (Spanish Island on WestAfrica Coast) for Tequesta (take Florida from Miccosoukkee) - see American Campaign Map for exactly locations
    (For the Bahamas because they was colonized in the 17 century I think we should only put some ressources on the islands so that we can put some merchants there)
    Last edited by Cesare; January 30, 2008 at 05:28 PM.

  9. #9

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    I. Because i get some PMs with the Question for the minor factions to listen they provinces i will post here how it will look that every minor country can have 4 historical and geographical corrected poistions (this are not starting provinces they will gain during the game)

    1. Scotland - Dun Eideen, Inbhir Nis, Kirkjuvagr and Glasgow (new one)

    2. Leinster - I think here is no question (Ireland island with 4 provinces)

    3. Brabant - Brugge,Bruxelles,Liege and Utrecht (new one)

    4. Aragon - Zaragosa,Barcelona,Valencia,Palma

    5. Sicily - They can gain 5 with Castuddo

    6. Papal_States - Roma,Firenze,Pisa and Ancona (new one)

    7.Venice - Venice,Ravenna,Pula,Zadar can also get Zagreb

    8. Serbia - Beograd,Raska,Zeta,Dubrovnik

    9. Hungary - Buda,Eztergom,Kassa,Bran or Zagreb

    10. Kiev -Lugank,Kiev,Donestk,Salaciq also can get Kherson

    and at last the new factions

    11. Wallachia -Bucharest,Constansta,Suceava,Bran than Byzantium can conquer the two bulgarian provinces whiout a reason and this Faction can come later in the game

    12. Mayas - Chicken Itza,Tikal , Tegucigalpa and Altun-Ha (new one)

    Ps: sry i forgot the scandinavian

    13. Norway - Oslo,Stavenger,Arendal,Lödöse

    14.Denmark - Arhus,Odense,Kobenhavn,Lund,

    15.Sweden - Birka,Kalmar,Visby and Turku

    other factions will have more than 5

    II.
    The historical corectly positions of the Knights Chapter Houses are:

    1. Templars - Jerusalem
    2.Hospittalers - Krak des Chevaliers, later Rhodos, later Malta
    3.Teutonic - Akkon,later Marienburg
    4.Santiago - Santiago
    Last edited by Cesare; January 31, 2008 at 03:18 PM.

  10. #10

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    @sinople

    for the wallachian faction look at the mod Tsardoms total war they have a cool coat of arms for that and maybe also some units. Maybe they would let you use them for Ftw. The List of Names you can also get from me if you want .Just pm me

    PS: sry , i forgot you didn´t work at ftw 1.1 , but say falcom about this
    Last edited by Cesare; February 01, 2008 at 06:56 PM.

  11. #11

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    Another Bug that I find is on the Map that the Province of Riga (Lithuania) has no port . (In Mapregions.tga he have one but not in the campaign map)
    check this

  12. #12
    King Yngvar's Avatar Senator
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    Default Re: Personaly Suggestions and Improvements for FTW1.1

    Sounds great, all of it. Especially the move to making this mod compatible with kingdoms and translating it into English. However, why not take a look at this?

    http://www.twcenter.net/forums/showthread.php?t=135397

    It's from the Ornamentum mod, a skin mod that changes the looks of various units. I definately like the look of those Danish units, which can be implemented for Sweden and Norway too. You guys should have a look at it and ask them for permission to use it in Falcom.

    In addition, why not make the character names more historical. I for one is tired at seeing my Norwegian kings named Charles and Sweyn in every mod I've played. Why not use the characters name project? Take a look and maybe you could ask them for permission to use it in your mod.

    http://www.twcenter.net/forums/forumdisplay.php?f=327

  13. #13

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    under bugs is to mentionate that the mongols and timurids doesn´t appear
    the second events with the scripts wouldn`t occure. So at the moment this factions wouldn´t work
    check this


    The campaign_script.txt are simply totally ignored. No errors Shown in the system.log .I think it is a error in installation folder structure.
    Last edited by Cesare; February 15, 2008 at 11:52 AM.

  14. #14
    King Yngvar's Avatar Senator
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    Default Re: Personaly Suggestions and Improvements for FTW1.1

    1. Scotland - Dun Eideen, Inbhir Nis, Kirkjuvagr and Glasgow (new one)
    Hopefully Scotland and Norway won't start as allies then... Or it could be a rebel province?

  15. #15

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    @ King Yngvar

    No they dont start as allies .Scotland start as before also Norway (Kirkjuvagr would be also as before in norway hands. Glasgow will be rebels. I only mean that scotland can gain during the game this 4 provinces

  16. #16

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    It is also for interess to bring the unremovable fortifies into ftw. We will have with that option more advantages. f.e. : We can have much more settlements because this fortifies can be named. Also its a more challenge when you conquer a province you must conquer also its fortifies that are located in historically or very good strategical points of the map (fe dover and calais) to gain fe all the trade value of the province. The Names of the fortifies would be from realistical towns and castles of that time. Also the fortifies would be placed near a ressource so that merchants can get in and improved the trade whitout risk. (For that is also important that we include into Ftw all new ressources from Kingdoms and maybe new ones also.)

    I would make a list with the fortifies that can be included for each faction also
    locations and a suggestions about the ressource that will be available at this point. I will start the list here but because it will taken some time to do that i will continued every time i have a faction or region completely. I would start with the British Isles.

    British Isles

    Land : 1.Scotland - Province-Capitals:

    1.Kirkjuvagr
    - none

    2.Inbhir Nis
    - Eilean Donan Castle ,ressource Gold , look at link for location: Eilean Donan location

    3.Dun Eideann
    - Aberdeen,ressource Iron , location:Aberdeen location
    - Striling Castle,ressource silver, location:Stirling Castle location
    -Berwick ,ressource apple, location : Border between england-schottland in the south east directly on the road Berwick Castle

    4. Glasgow
    -Dunstaffnage Castle ,resource Wool, location:Dunstaffnage_Castle
    -Caerlaverock Castle, resource coal, location:caerlaverock-castle
    -Stanraer ,ressource fish,location: the waypoint you can cross from south west to Irland Island Stanraer


    2. England

    1. York
    -Lindisfarne,ressource fish,location : North-East border to Scotland on the road Lindisfarne - Holy Island
    - Newcastle, ressource Coal ,location : Newcastle
    -Carlisle, ressource Apple, location : Carlisle
    -Lancaster,ressource Wool, location: Lancaster
    -Castletown,ressource fish , location : Castletown (would be start in norway hands)

    2. Notthingham
    -Chester,ressource Cheese (new one) , location : border,road to Caernarvon Chester
    -Shrewsbury,ressource coal , location :border, road to Caerleon Shrewsbury
    -Warwick, ressource Wool, location: border, road to Dorchester Warwick Castle
    -Lincoln, ressource Furs, location: border, road to York Lincoln

    3. Caernarvon
    -Montgomery , ressource Iron , location : Montgomery

    4. Caerleon
    -Pembroke, Ressource Salt, location : Pembroke
    -Cardiff, Ressource Tin , location : Cardiff

    5. Exeter
    -Launceston , ressource Wool, location : Launceston Castle
    -Corfe Castle, ressource Iron, location: Corfe Castle

    6. Dorchester
    -Gloucester, ressource Furs , location : Border, road to Caernleon Gloucester
    -Winchester, ressource Silver, location : Border , road to Exeter Winchester
    -Windsor , ressource Silver , location : road to Notthingham Windsor Castle
    -Arundel , Ressource Fish , location : Arundel Castle

    7. London
    -Norwich, ressource fish , location : Norwich
    -Colchester , ressource coal, location : Colchester
    -Dover Castle ,ressource fish , location :waypoint to Europe Dover Castle
    -Berkhamsted Castle , ressource coal , location : border, roat to Notthingham Berkhamsted Castle


    It will be continued.....
    Last edited by Cesare; February 14, 2008 at 10:37 PM.

  17. #17
    King Yngvar's Avatar Senator
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    Default Re: Personaly Suggestions and Improvements for FTW1.1

    Are you able to make it possible to recruit something in those forts then?

  18. #18

    Default Re: Personaly Suggestions and Improvements for FTW1.1

    nope , King Yngwar only in the capital of the province you could recruit something then

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