Page 232 of 237 FirstFirst ... 132182207222223224225226227228229230231232233234235236237 LastLast
Results 4,621 to 4,640 of 4728

Thread: Medieval II Mod Questions & Recommendations

  1. #4621

    Default Re: mods to play in 2017

    Hi, i would like to know if there is avaliable any mod to view your own settlements in vanilla Medieval 2 Total War in the way you could in Rome Total War.

    I've found Oppida http://www.twcenter.net/forums/showt...tlement-mod%29 but it does nothing when i click the supposed button to view the battle map of your own settlements. I don't know what is the problem.

    Thank you very much.

  2. #4622
    ♔atthias♔'s Avatar dutch speaking
    Citizen

    Join Date
    Mar 2013
    Location
    France
    Posts
    4,059

    Default Re: mods to play in 2017

    Quote Originally Posted by gazapo View Post
    Hi, i would like to know if there is avaliable any mod to view your own settlements in vanilla Medieval 2 Total War in the way you could in Rome Total War.

    I've found Oppida http://www.twcenter.net/forums/showt...tlement-mod%29 but it does nothing when i click the supposed button to view the battle map of your own settlements. I don't know what is the problem.

    Thank you very much.
    please when using a mod or submod always ask for help in the mods own thread

    this thread is meant for recommendations as to which mods would be good for you

    but as for you question I think someone need to update it
    you can probably best ask here for that http://www.twcenter.net/forums/showt...er-for-DaC-1-2

    good luck
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  3. #4623

    Default Re: Medieval II Mod Questions & Recommendations

    Quote Originally Posted by atthias View Post
    please when using a mod or submod always ask for help in the mods own thread

    this thread is meant for recommendations as to which mods would be good for you

    but as for you question I think someone need to update it
    you can probably best ask here for that http://www.twcenter.net/forums/showt...er-for-DaC-1-2

    good luck
    Thanks a lot for the information, atthias. Good luck to you too.

  4. #4624
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,453

    Icon3 Re: Medieval II Mod Questions & Recommendations

    Hi Guys,
    I've played recently a couple of good mods and I'd like to share with you what I've found out.

    I've written three in-depth reviews of the following mods:
    - Stainless Steel Historical Improvement Project
    - Broken Crescent - Buff and Shine
    - Wrath of the Norsemen


    I haven't written reviews, but I've had much fun with and I'd advise anybody to play a few other mods.

    ------------

    The "grand mods" that change most of the aspects of the game and are de facto new games using the M2TW engine:


    Third Age Total War with many submods. It covers the Tolkien world so it is for the fans of this universe, obviously. It uses the most ingenious methods to tweak the M2TW engine. The submods are actually the newer versions of the mod - there's a thread discussing differences among them making it easy to decide which suits the player best. It is very fortunate there're devoted modders who still developing them. I wish such a situation for the historical mods for Middle Ages.


    Europa Barbarorum II. Depicts 3rd-1st ancient Europe, West Asia and North Africa history in the most historical manner. Despite the name, it doesn't concentrate on the Northern Europe but it gives its due to the whole covered world. It tilts towards role-playing so some seasoned players may find it not much challenging as far as the gameplay is concerned (easy AI, lots of money, big pools of recruits, few casualities in battles). It is still being improved and refined, including introduction of new mechanics.


    Stainless Steel SS6.4. Covers the Medieval Era in Europe and the whole Mediterreanean basin. It has two major new "minimods" that I perceive as the SS7.0 version in everything but the name: the Titanium and the SSHIP. Don't get swayed by the notion that they're unfinished - they are, only some part are not developed (eg. the Obodrites faction in the Titanium). The former, less developed refinements of the SS were HURB and BtfB, but I frankly think the two new ones are now better. Of course, the base version has numerous
    submods (that are often included in the Titanium or their mechanics in the SSHIP). Be aware though that the Titanium with BGR (and perhaps without as well) is pretty unplayable beyond turn 70 due to huge bonuses for the AI. You need to tweak it so that you can compete. The AI is excellent in the Titanium and gives a serious challenge. If you want to learn about the SSHIP - read my full review.


    1648: Thirty Years of War: I don't have much experience with it but it's Gigantus' work so this is a proof of quality. It seems to me that the battles are in more central position than the city building or character development - as compared to the SS and, especially, to the EBII. The historicity of the German factions is assured, while those on the fringes - not always (ehm, Poland...)


    Broken Crescent, especially with the Buff&Shine minimod. It's ideal for those interested in the Near-East history: completely different map, plenty of factions, numerous units, many historical options etc. Music is wonderful. I've produced a detailed review so if you're interested, just read it.

    The Italian Wars - Ultimate: this is a pretty finished mod. It was developed for years (it had a few versions before) and you can see how much well-crafted it is. You won't feel anything un-finished for most of the factions. Really worth playing for those interested in this period of history.


    Two mods are in the final stages of modding and it seems they'll be playable soon after years of gestation:
    The Great Conflicts - set in the early Middle Ages around the Romaioi faction (ie. they Byzantines). There're still bugs and not working scripts (April 2020), but you can play it if you're an avid Byzantine fan.
    Tsardoms TW - set late Middle Ages in the Balkans. Should be ready soon.

    Some advanced mods I'd played but now I find a bit dated and containing problematic gameplay issues:
    * Hispania in the Middle Ages: it has very intricated political mechanisms crafted for Spain, detailed map of this area, but it is less modified in most other areas. Actually it's the closest to the vanilla M2TW of the mods discussed above and it's why I don't consider it a "gread modification".
    * Bellum Crucis 7.0 - made by the Italian team thus best to be played in this area. I had problems with historicity (again, the level of ignorance of the Central Europe history is sometimes astounding - or there's just no specialist in the team dealing with this area) and also the campaign AI and diplomacy.
    * Deus lo Vult with Battle Balancer - it has a great the battle AI and very much developed various aspects of the game, but historicity was not at the heart of modifications, to put it midly. It's dated now as there're nobody to continue modding.
    * Chivalry II: Sicilian Vespers - it has plenty of options concerning the starting date. However, on graphics and coding (AI, traits) it's dated now.
    * The Last Kingdom - this mod is set in very interesting setting: the British isles in early medieval period. There's much nice chrome and starting situation is interesting. However, it seems the authors didn't bother much with programming the AI and my tests proved this area to be very problematic.
    * Wrath of the Norsemen - could be really good but there's 3 major problems that make the gameplay much less interesting (read my review).
    * Rule Britannia 1.7 - again very interesting setting (British isles in 13th century), with many candies (eg. plethora of missions), and quite finished. However, it's dated on some aspects, especially the CAI and BAI is not up to the current standards.


    I have no interest in fantasy mods like Hyrule, Warhammer or
    Westeros. I have not delved into the history of Chine so I cannot tell anything about the much-acclaimed Rise of Three Kingdoms (also by Gigantus). I'm looking forward (even without much hope) to the conclusion of work on Albion TW and Machiavello. I don't know much about Rus 2 TW, Fleur de Lys, they may also be good.

    Disclosure: I'm a member of the SSHIP modding team.



    The opinions are obviously subjective. The reviews don't discover new planets but provide insights that are relevant from my perspective. They're based on the recent, 2018, experience, and I hope they'd be useful for those who are looking for an interesting historical game.

    My perspective is as follows:
    Quote Originally Posted by Jurand of Cracow View Post
    Criteria

    I assess any M2TW mod in 5 categories:

    1. Gameplay: is the game immersive; are you forced to play the best you can; is the AI and diplomacy reasonable; is there money-recruitment balance achieved; are the different mechanisms well interconnected and conditioned (like ancillary<>script<>usefulness for the player); are there pure stupidities or strategies open-to-abuse.
    2. Historicity: is the historical role-playing credible; is playing the game in a historical way rewarded; how does the turn of the events in-game reflect what I perceive historical, do the factions/rosters/provinces/resources/buildings feel historical to my taste, is there a good trait/ancillary mechanism that reflect things I'm reading in the books; is the map like a true map.
    3. Battles: how does it feel to play them; how does the BAI behave; are the units reasonable/historical/nice, how does the battlefield feel like (trees, hills, water); are there stupidities and bugs related to fighting.
    4. Artistic values: a.) graphics: how do the map, the battlefield, the battles, the units, the 2D pics look like (so all the stuff related to models, animations etc.); b.) sounds: music, voices, other.
    5. Technicalities: are there CTDs; how does the UI look like; how many bugs and unfinished issues linger; are there guides and explanations on how to play.



    What I’m looking for in a Total War mod

    I’m most interested in points 1, 2, and 5, while less in 3 and even less in 4. In particular, I’m looking for:

    • A challenging game: I do everything I can to win. I don’t give the AI money for free, I don’t turtle just for turtling – I turtle because it’s a superiors strategy. The need to make choices: there shouldn’t be easy choices and obvious solutions, everything should come at a price so every action should be well thought-out.
    • A feeling of “gaming a story as it was in the books on history”: the armies, the cities, the generals, the rebels, the crusades, the deaths, the civil wars and family feuds – everything should be there. Fast conquests should be possible but at risk of falling apart.
    • Management of the faction: investing in the buildings, keep an order, safeguarding the borders) to be an equally important goal of the game as the conquest. I'm a Civilization-raised type of person (I mean: Civ 1 of 1991) that means I'm a devoted builder.
    • An interesting development of the traits. The characters should take traits and ancillaries based on their actions. The traits should be historical (reflect the middle-ages’ reality according to our best knowledge of history), meaningful (each should be relevant for the gameplay), logical (eg. they cycle-of-life: young and middle-aged generals get the traits fast, but in the old age they're losing them; as a result the oldest generals should not be the best, but those of 30-50 old for fighting and 40-60 for governorships), producing consistent personalities (one general should not have completely contradictory traits).
    • The relevance and interplay of various mechanisms in the game: everything should have consequences, no chrome just for the sake of chrome. Interactive events are woven into the fabric of the game, the scripts should have an impact on the traits, the traits should condition the options for the player of using a particular general etc.
    • Battles that are played to win, not easy or based on exploits. Especially, I’m looking for the BAI behaving reasonably given the pace of the battles (in some mods it’s faster, in some slower). I think the battles are an exciting part of the game that makes the Total War games different from, say, Europa Universalis type of the games.



    JoC
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  5. #4625
    NorseThing's Avatar Primicerius
    Join Date
    Jul 2017
    Location
    western usa
    Posts
    3,041

    Default Re: Medieval II Mod Questions & Recommendations

    In the Faction Summary window you, as the player, can see the diplomatic status of the factions at a glance. It is more difficult to determine the status of trade. Is there a modification that corrects this deficiency since I am certain each and every computer player knows a bit more and knows it easily. Even a tab in the faction summary listing current status with the human faction would be an improvement over the current situation when we need to either remember or make side notes with pen and paper. My current method is to list the factions and place a T (for trade) plus the date of the agreement and then cross off when at war. Messy. Very messy. This is why we have computers to track this stuff except for Medieval II Total War. I do not know about the latest games, so there may be some improvement over time.

    Also, related to this is the mini map and lighting up the status of territories as the fog of war is kind of lifted. What does this give for information other than the current status of that faction's owned settlements on the mini map at the time the map information was exchanged? This is also something you can determine for free by beginning negotiations with a faction and at least getting a list of the owned settlement without actually consummating anything. At least the number of settlements is known by all factions with the faction ranking line graph. Is there a modification that also can give information a bit easier to digest at a glance? Is there some modification of the faction summary that could give this information in a better form even if it is giving a bit more or less than should be known?

  6. #4626
    ♔atthias♔'s Avatar dutch speaking
    Citizen

    Join Date
    Mar 2013
    Location
    France
    Posts
    4,059

    Default Re: Medieval II Mod Questions & Recommendations

    Quote Originally Posted by NorseThing View Post
    In the Faction Summary window you, as the player, can see the diplomatic status of the factions at a glance. It is more difficult to determine the status of trade. Is there a modification that corrects this deficiency since I am certain each and every computer player knows a bit more and knows it easily. Even a tab in the faction summary listing current status with the human faction would be an improvement over the current situation when we need to either remember or make side notes with pen and paper. My current method is to list the factions and place a T (for trade) plus the date of the agreement and then cross off when at war. Messy. Very messy. This is why we have computers to track this stuff except for Medieval II Total War. I do not know about the latest games, so there may be some improvement over time.

    Also, related to this is the mini map and lighting up the status of territories as the fog of war is kind of lifted. What does this give for information other than the current status of that faction's owned settlements on the mini map at the time the map information was exchanged? This is also something you can determine for free by beginning negotiations with a faction and at least getting a list of the owned settlement without actually consummating anything. At least the number of settlements is known by all factions with the faction ranking line graph. Is there a modification that also can give information a bit easier to digest at a glance? Is there some modification of the faction summary that could give this information in a better form even if it is giving a bit more or less than should be known?
    as for your first question just hit the settlement details button it is there
    as for the second I am afraid not so
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  7. #4627

    Default Re: Medieval II Mod Questions & Recommendations

    I'm looking for a mod that covers Europe and the middle East. Large number of factions with good unit variety and Improved AI. Really stable would be nice too. And lastly, have a really good, historical Byzantine units. Any recommendations? Thanks in advance.

  8. #4628
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,453

    Default Re: Medieval II Mod Questions & Recommendations

    Quote Originally Posted by Jason Wolf View Post
    I'm looking for a mod that covers Europe and the middle East. Large number of factions with good unit variety and Improved AI. Really stable would be nice too. And lastly, have a really good, historical Byzantine units. Any recommendations? Thanks in advance.
    SSHIP or Broken Crescent. You may get more insight from my reviews (links below).
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  9. #4629

    Default Re: Medieval II Mod Questions & Recommendations

    Hello i'm searching for a mod with Bulgaria as a playable faction. Any recommendations?

  10. #4630
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,453

    Default Re: Medieval II Mod Questions & Recommendations

    As far as I remember, only the Chivalry II: Sicilian Vespers introduced it for one (or more) of the earlier eras. The mod is very much playable, but it's dated that means: all the problems of the AI or bugged traits were not resolved - I personally wouldn't advise playing it.
    Afaik, both The Grand Campaigns and Tsardoms will have it, when (or rather: if) the mods will be released.
    In the SSHIP the Serbs are a separate faction if you'd be interested in playing in the Balkans irrespectively of the national issues.

  11. #4631

    Default Re: Medieval II Mod Questions & Recommendations

    Is anyone aware of the mini-map mod? In the Russian mod Staluga it is called Tuman. It makes the mini-map updated every turn so that the player can always see which regions are owned by which faction as the game progresses. If anyone could point me where to find this mod, I would much appreciate it. Thanks.

    Post Script - 12/7/2018
    For what it's worth, I have finally figured out how to incorporate this mod myself. I merely had to add the following text to the campaign script:

    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 0
    console_command toggle_fow
    terminate_monitor
    end_monitor
    Last edited by Kilgore Trout; December 07, 2018 at 06:39 AM.
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  12. #4632

    Default Re: Medieval II Mod Questions & Recommendations

    Hi Jurand, I was looking for some realistic and stable mods and the analysis you did in your post has been very helpful. I had to drop Bellum Crucis because crashes were becoming more and more frequent, such a shame, the mod was so good. I'd like to try Broken Crescent, however many are complaining ctds lately and the author seems gone missing. What about SSHIP? Couldn't managed to find a guide on how to properly install everything, I don't want to mess around. Thank you!

  13. #4633
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,097
    Blog Entries
    35

    Default Re: Medieval II Mod Questions & Recommendations

    Once you installed Stainless Steel you should find a detailed installation instruction in the sub forum of it that contains SSHIP.










  14. #4634
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,453

    Default Re: Medieval II Mod Questions & Recommendations

    Yeah, Gigantus is as efficient and prompt as always :-) Thanks!

    @SigurRós: if had played Broken Crescent, maybe you could 1. comment on my opinions - this would be helpful for vsivak and WeekendGeneral to assess what's really important, 2. maybe you could post the logs at the relevant thread - one might discern where there're problems.

  15. #4635

    Default Re: Medieval II Mod Questions & Recommendations

    Quote Originally Posted by Gigantus View Post
    Once you installed Stainless Steel you should find a detailed installation instruction in the sub forum of it that contains SSHIP.
    Those instructions are for Steam version of the game, aren't they? I'm reinstalling everything now, since I'm not gonna use Steam anymore, which steps should I follow? Thanks.

    @Jurand of Cracow: wanna suggest me a good mod focused on European colonization of the Americas? Guess the expansion Kingdoms isn't really that historically accurate.
    Last edited by Sigur Rós; October 26, 2018 at 12:22 PM.

  16. #4636
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,097
    Blog Entries
    35

    Default Re: Medieval II Mod Questions & Recommendations

    It's for Steam and disk: Steam (and disk) Install for SS 6.3 and 6.4. Steam requires the copy\rename of the executable for the mod to run, the only extra\difference in the instruction.










  17. #4637
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,453

    Default Re: Medieval II Mod Questions & Recommendations

    Quote Originally Posted by Sigur Rós View Post
    @Jurand of Cracow: wanna suggest me a good mod focused on European colonization of the Americas? Guess the expansion Kingdoms isn't really that historically accurate.
    I'm sorry but I haven't played this historical period on the M2TW engine. I wait for a Renaissance TW game to play it ;-)
    I've played Colonization Civ game though, and I was happy with it (especially with Age of Discovery mod, that I consider to be really good).

  18. #4638
    Civis
    Join Date
    Aug 2018
    Location
    Land of the Free, Home of the Brave
    Posts
    170

    Default Re: Medieval II Mod Questions & Recommendations

    Looking for history-focused mods (i.e. no power ranger units, 2hp berserkers, anachronistic units, etc).
    Geographic/time period: Europe, Classical Antiquity/Late Aniquity; Middle East, any time period; Africa, any-time ; Asia, any time; America, any rootin-tootin time period

    Must make good use of AI. For this reason: no guns/muskets. I've read reports where the BAI cannot effectively use musket units.
    If someone can point out a mod that does manage to have AI make proper use of said units, please suggest it.

    I'd also like the mod to be balanced, patched, fixed and generally stable. It's for this reason that I won't play EBII--still needs the kinks to be worked out.

    I'd be willing to try out fantasy-based mods as well (e.g. warhammer, game of thrones) but they must be 'balanced, patched, fixed and generally stable' and not be LotR related. Sorry hobbits...

    I've also seen the THERA mod and that looks intriguing. Should I play that or get Warhammer mod or buy TW Warhammer?
    Last edited by OJ33DA; November 13, 2018 at 11:43 PM.

  19. #4639
    King Athelstan's Avatar The Wheel Weaves
    Join Date
    Sep 2013
    Location
    Nidaros
    Posts
    6,771
    Blog Entries
    8

    Default Re: Medieval II Mod Questions & Recommendations

    Try all mods, and see how they go. Most are worth trying, seeming be to your liking or not
    Proudly under the patronage of General Brewster of the Imperial House of Hader
    Proud patron of 4zumi, Akar, CommodusIV ,Swaeft
    and Peaman






  20. #4640
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,048

    Default Re: Medieval II Mod Questions & Recommendations

    Each mod adresses to different "audience". Others focus of graphics , others to complicated scripts to allow player to create a role play, others focus on fantacy that "rules" are blure and others try to simulate history.
    Some try to combine more than one of the above features. But in the end EACH player makes the finall desision by his personal standards ONLY. Try 3-4 mods and see which of them fits to your taste of gamming.
    The one that will fit better is the "best" mod for you.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •