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Thread: Medieval Total War - Redux (Beta)

  1. #281
    Axalon's Avatar She-Hulk wills it!
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    Default Re: Medieval Total War - Redux (Beta)

    A mighty post there Pies, and a happy new year to all... Now, even if I - due to various reasons - disagree with or
    remain sceptical to plenty of it, thanks for your thoughts and the post all the same. This place would be better off
    if we had more of those, or so I believe...


    I'll edit in some replies and comments for you later on (when time allows)...


    EDIT:
    ----------------------------------

    Quote Originally Posted by Lord of the Pies View Post
    Lombards playable, its an easy change…
    I won’t make any such changes in order to keep Redux the same on all versions, for that very reason. It would only work 100% in the VI/V.2.01 but not in V.1.1 and thus it is a no-go for me… Everybody should be able to play standard Redux in the same way, regardless what version they have at home (there obviously are people using V.1.1 - some 40% roughly - and I won't leave them behind as others have). I won’t abandon that doctrine on Redux. As usual that doesn’t mean that others could not do “inofficial”/alternative versions with all or some such stuff, if they like…

    Quote Originally Posted by Lord of the Pies View Post
    Finish the faction descriptions! I could help you if you wanted, you may not gather it from my error riddled posts on here but I'm a good writer
    Yup, that would be good. I basically thought that nobody cared much and so it has been a low priority for me so far. Obviously, I will include descriptions again at some point. I’ll consider your offer once I have determined and standardized what the descriptions should look like. Or, you could do some for your own use in the mean time (possibly for locked factions?) – and if you think they are good enough you could upload it for others as well. Just an idea…

    Quote Originally Posted by Lord of the Pies View Post
    This might take some work, but have random unique portraits [for kings] like in vanilla, but in your style art.
    I doubt I will ever go there, as I want the customisation mode style/solution already in place for Redux – this since day 1 – as already outlined in the Redux readme, customization section. You (seem to) prefer the raw MTW solution, as in totally randomized portraits – while I don’t. Again, you can upload the edited/remixed stuff you already done on that thus making it available for others with the same preference. I can even archive the stuff over at Atomic Gamer, thus making sure that the files won’t disappear but remain available for the people so inclined. Just saying. I don’t think I can do much better then that on this specific note.

    Quote Originally Posted by Lord of the Pies View Post
    You could probably squeeze a faction in or two, though I am aware on your stance on factions, and I agree with it. maybe just enable the unplayable factions save for the pope, after all no one likes the pope!
    Redux don’t need another faction. I have already explained the reasons why. In addition, Redux and its factions functions better then any stuff with 5 tons of factions (no names mentioned). They are stronger and more active – and distinct – and this partly because there is not too many of them (general designs obviously is another factor as well). Still, you could always attempt making that submod for Redux, unlocking all factions save the Pope for VI/V.2.01. I see no problems in that. It is a possible path to get the result you are suggesting here (unlocking and even possibly including some completely new factions). I doubt I will stop such a project if it ever happened.

    Quote Originally Posted by Lord of the Pies View Post
    Take out the inquisitors, I think the starting date is a bit early for them.
    The inquisitors stay for several reasons. Anyway, don’t take the “timeline” 700-1230 AD too seriously. Consider it as plain turns instead and some undefined medieval setting, not some historic and specific period – MTW and Redux will otherwise always fail to meet any such expectations. MTW never was a historical game to begin with, neither is Redux, as neither could ever seriously handle such a task due to the engine (the same can be said for any TW). If I could, would make a permanent change as to just display “turns” instead of “years”. However it seem very hard, if not impossible to start at “1” and have a fully functional, non-screwed up game - thus I had to abandon that plan. And the point of "turns" seems lost if we start the game in say “turn 200” or something. Anyway, it is basically only the papacy that employs inquisitors aside of the player (this by conscious design). If you still want them gone anyway, you can always remove them yourself.

    Quote Originally Posted by Lord of the Pies View Post
    More titles, I love the champion titles, and the champion units to endow them upon!
    Well, I see no immediate need for further titles (and I have few good ideas left for it) and so it is unlikely that I will include more of that. If you have ideas on this, by all means feel free to forward it, the worst that can possibly happen here is that I say “no”…


    EDIT II:
    ----------------------------------

    Quote Originally Posted by Lord of the Pies View Post
    And, this might just be my personal taste but tone down the map just a wee bit, its very bright. I went into photoshop and turned the tone down similar to vanilla, I also removed the province names from the map.
    It’s possible… At any rate, I don’t want it to be similar to the greyish vanilla map-style as that is unkind to the eyes and makes me more tired while looking at it – really. Redux-style - apart from being generally sexier to me - is kinder to the eyes and I don’t get as tired when looking at it, which to me is desireable. I don't think I will do much on this note, sorry... As ever, players of Redux are free to edit their personal copy of the map-texture to whatever brightness and saturation-levels they like. Even remove the province names – whatever good that stunt will do? …?...

    Quote Originally Posted by Lord of the Pies View Post
    edit: map could use some trees too, i could also help with that
    First, I really do appreciate the offer - but - the reality is that I don’t want any trees anywhere, because I believe they screw up the map. I want clean and clear maps. Trees works against that, ultimately cluttering the map resulting in less clean and clear maps, and so I ruled against trees and such back in 2010, so I removed it all together in the new RXB100x of 2011 and beyond. MTW2 is even worse then MTW1 on this, even more cluttered and unclear map. That is not, what such a map should look like – if it is ever up to me. The map is there for overview and orientation, cluttering it somehow works against that. Anyway, players of Redux are free to edit their personal copy of the map-texture in whatever way they like – if the results are good upload and share it with other likeminded people (ultimately presenting an actual option for the people so inclined)…

    Quote Originally Posted by Lord of the Pies View Post
    hmmm what else, better units for the muslim factions? Hashashin champion? non-slave champions? I want some heavy armored mother-hubber to slice some infidels too!
    Better Muslim units? How so? I mean, as far as I can tell (and I have actually tested this multiple times) the Muslim factions have all the units they ever need in order to be fully successful against any other faction in battle – this with little exception (this at full tech capacity, there is nothing they can’t beat on 1 on 1 matchups – save royal spearmen, as a possible potential exception to this reality - as I said - I have tested this extensively). In addition, they already have 2 champions. Many (if not all) Catholic factions have 2 as well (of different kinds at times and I think only Spain have 3 by standard means), the Orthodox factions has one standard champion/hero-unit each (unique for each faction). As for heavy armor stuff, considering the terrain they usually operate in – as in hot, arid areas and deserts – heavy armor is hardly optimal for that and this reality shaped their typical traditions of war and that is reflected in the units they get in Redux. They have as a result few heavily armoured units so they can indeed operate more successfully in the terrains they are arguably expected to operate in...

    Anyway, I’m happy to hear more ideas on units - but - try to come up with stuff that are A: clearly can be argued warranted somehow, B: has not been covered already somehow in tactical capacity or have a interesting niche that is yet to be filled (or poorly covered) in the unit-matrix, C: is practically possible without 6 tons additional work (think GFX and animations for instance). If you or anybody has such ideas, by all means let’s hear them and what GFX to use on it etc. As it is, I just don’t really see that, so far, in your suggestion here. If it is, then you will have to sell it better somehow and make me a believer in it as well - then the chances of future inclusions in Redux become far more likely as a result.

    Quote Originally Posted by Lord of the Pies View Post
    also i foudn this startpos bug with the russians: http://i.imgur.com/fWYwb.jpg

    they dont own berezan, yet they have a garrison and army there! also they have an empty province that doesnt show up in the map preview.

    And...

    OK, figured otu whats causing all these map bugs, its your hotfix for the resolution crack. I reinstalled redux without it and no map bugs.
    Screens are good, always use screens, it makes everything easier, so that’s good. Anyway, that’s just a manual install error, you need to apply the included “lbm”-file in my hotfix, and once that is done successfully, all your problems on this will disappear.

    Quote Originally Posted by Lord of the Pies View Post
    edit: also enabled portugal in the txt file and found out they cant invade cordoba, armies cant move there but agents can! I think this is a bug but i might be wrong, the Portuguese hates the moors!
    See previous answer… And yes, the Portuguese sure hate the Moors, always have. The Moors aren’t much friendlier back either. This is a well established and very common conflict in Redux, due to design in large part. Just as the Lombards and Italians, England and France, Saracens and Byzantium etc. etc. It is due to Redux-designs in large part.


    EDIT III:
    ----------------------------------

    Some final notes on portraits of Catholic kings, princes and generals (which are what this is about, as I understand it)…. Kings need 50 portraits to function 100% within the game without any sort of fuss. Redux has 15 stock alternatives made by me, thus you need 35 to get a fully functional game with the randomness you want. I won’t do it but it is very possible to get there – and you have already started it seems, thus pick your 35 best remixed/edited portraits and add my 15 and you got your 50 random king portraits. As for princes, the game don’t use them so you can ignore princes altogether as they will never show up in the game anyway. Then there was the generals, the game needs a minimum of 24 (and has a max of 57) portraits to be 100% functional without fuss. Now I have made, if we include everything in “RX template_Factions” (20 portraits), “RX template_Orders” (6 portraits) and “RX stock_Heroes” (32 portraits) a total of 58, which means that Redux already have the capacity to fill the generals section to max capacity if so desired – thus no or little work is needed for the achieving full random portraits on that note – this with the RX-stock portraits already included.

    At any rate, kings in Redux are never fat or skinny – ever – they are constantly “royally athletic” as to remain properly majestic and impressive. It’s stylized and unreal. It’s just like the Marvel/DC notion on superheroes that has found its way to Redux because I can’t help myself. I like it and think it’s cool. Just as I think it cool to have needlessly sexy and yummy princesses everywhere in Redux (which also totally unreal - but yummy). If that is wrong somehow then I don't want to be right...

    ***

    Well Pies, there you have it... I would love to throw some rep your way - for trying to help out and your general input - but as I am to poor at spreading it around, it is a no go... Sorry for that.

    - A
    Last edited by Axalon; January 11, 2013 at 01:06 PM. Reason: Mo stuff...

  2. #282
    GeorgiBG's Avatar Miles
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    Default Re: Medieval Total War - Redux (Beta)

    Just Im curious but....what about a bigger map? Im sure that this haven't been maded (most probably because it's impossible).
    Maybe new sounds?

    And by the way happy new year.


  3. #283
    Axalon's Avatar She-Hulk wills it!
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    Default Re: Medieval Total War - Redux (Beta)

    Hi Georgi and to you as well... (BTW, sorry for the delayed reply)

    The map is limited to 108 land-provinces and 37-38 sea-regions (it is a common misunderstanding that the game can handle up to 256 regions, the fact is that it can’t, and so that is unintentional nonsens. If we want a fully functional map in all regards). It is not possible to go beyond that due to engine restrictions on VI/V.2.01. And I’m unsure about V.1.1, if even those numbers are possible (otherwise it is 100 and 37, as in raw MTW) - hence no bigger maps anywhere, neither in Redux or elsewhere due to these limitations.

    As for sounds, due to engine it is not possible to create “new triggers” for sounds. Thus we can only edit and/or create new sound-sets and files to replace the old ones of raw MTW. In these regards Redux is already one of the most, if not THE most advanced/extensive work ever made for MTW with new original sound designs and some few original compositions/scores made especially for it as well. This is taken from the RXB1003 Read me:

    Quote Originally Posted by Redux Beta 1003
    -----------------
    5) AUDIO & REDUX:
    -----------------

    Redux is one of few projects that have actually bothered reworking audio and SFX. However, the current version has only a few changes in music, most noticeable is perhaps the silencing of all battle music. Instead there is an “attack signal” that warns the player that the battle has started. The reason for this is the conclusion that the original score “killed” the possibilities for the player to hear what was going on, and that at a crucial point in the game. However, if you don’t like that trait just replace the usual files with the original files and you are all back to “normal” bam-bam again... The path is:

    ..."Redux - Total War\Sounds\Music"

    Other audio has also been altered here and there in Redux, mainly because some of the original audio files strike me as poorly timed for the given circumstances they have to operate under. In other cases, I just wanted to change them, plain and simple. In the “frontend” section I wanted a different feeling to the game so files were changed to some of my own audio designs.

    Ergo, Redux already basically exceeds everything else ever made for MTW in this very regard. Take raw MTW play some 5 turns, then take Redux and play 5 turns – Catholic factions – that while you focus on listening for/to the differences, they are huge. Or a single SFX – “naval battle” for instance, significantly different - raw MTW (10+ secs) have fireweapons, Redux (7 secs) has no such thing but arrows etc. etc. I would love to have an in-depth discussion about sound in Redux and what people might think of it, I have been waiting for such an opportunity ever since 2008. The reality however seems to be that most gamers simply don’t give sound much thought or consideration. So, I guess that discussion will never ever happen.

    - A

  4. #284
    The Bold Burgundian's Avatar Ducenarius
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    Default Re: Medieval Total War - Redux (Beta)

    Hi Axalon! Here are the portraits files I'm playing Redux with. Would you care to take a look?

    http://dl.dropbox.com/u/19848838/Portraits.7z

    If you don't have VI you might have to delete the vikings portraits!

  5. #285

    Default Re: Medieval Total War - Redux (Beta)

    I saw in an ooooooold thread this may help with my graphical issues I'm currently experiencing. But aside from that it looks alot like this will improve vanilla MTW. Dowloading now can't wait to give it a shot!
    My A-list of mods to play
    Lord of the Rings total war
    Thera Legacy of the Great Torment
    End of Days and its sequel
    Third Age total war, similar to Lord of the rings total war
    Call of Warhammer
    RIP
    Bringing the light of God(Canadian) Emperor to the fringes of TWC

  6. #286
    Axalon's Avatar She-Hulk wills it!
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    Default Re: Medieval Total War - Redux (Beta)

    Hi guys.... Also, my salutations to all fellow Reduxians and the honourable representatives of the Yummy Strippers Union of TW... Anyway, I'm back...

    Pies, the ”random” portraits seem fine to me. Odd numbers though, not matching the ranges used in game (like generals 1-57 etc. etc.). How so? Other then that, do you want me to clean up the file (removing redundant folders etc.) and archive this stuff over at Atomic (which is still the most reliable place for it, they have yet to disappoint me actually) and put the cleaned up version as an optional upload somewhere? Here or the Org? Crediting you for compiling the package of course. The “Pies optional-portraits pack” or some such? Let me know…

    Midterm360, um… Did it work out for you?

    - A

  7. #287
    GeorgiBG's Avatar Miles
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    Default Re: Medieval Total War - Redux (Beta)

    Axalon, now I can try something special for your mod. But first a little piece of history:
    On 3rd of March 2013 I had switched to Linux Mint 14 Nadya because of Windows problems as always. From then since today on Linux I haven't got problems at all.
    On 31st of May 2013 I had updated to the newest Linux Mint version - 15 Olivia (Im saying this because this version is polished and...you will see).
    Today, on 1st of June 2013 I had tried once again to run Windows programs on Linux. My last try (on Mint 14) was buggy experience just because I had installed things that I don't need but now I had installed only Wine 1.5.31. "Let's try it now" I said.
    I found my "Knights Of Honor" CD's and burned them. Installing, patching, removing the CD's and DONE. Starting the game... WORKS BETTER THAN IN WINDOWS 7!!! I was amazed and my next target is "Medieval I Total War" with your mod. Im very excited about the success and I will report THIS result as soon as possible.

    EDIT 1: Now I see why the game is rated "Garbage" at Wine HQ. It's just black screen no matter what Winows I choose. It's already the latest version 2.01 but... Let's try it with Redux...

    EDIT 2:
    Unknown faction label used to indicate building advantage: column 13 row 19 PAPIST
    But Im doing everything correct!? And MAYBE I smell that REALLY MAYBE, Redux MAYBE can run. It's starts really fast but this error stop it.
    Last edited by GeorgiBG; June 01, 2013 at 07:33 AM.


  8. #288
    Axalon's Avatar She-Hulk wills it!
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    Default Re: Medieval Total War - Redux (Beta)

    Hi Georgi,

    Interesting... This test of yours... As for the...

    Unknown faction label used to indicate building advantage: column 13 row 19 PAPIST
    This error-message is due a simple manual install error. Its easily fixed, download the VI-upgrade (module B), install/apply it on top.... Relevant info and details in post 220, 224, 251 and 252. Basically...

    Quote Originally Posted by Axalon View Post
    You need to download both modules and then install them properly and in order (and obviously at the right place, wherever you put your clean install of MTW1) - and then it will work for you too. Read and follow provided instructions closely if there are any further problems or related questions.
    Get the VI-upgrade installed on top and see how things goes... Maybe you can run Redux on Linux after all, I don't have a clue. As for compatibility settings - I would try Win2000, if that is possible (its better then XP anyways). Now, lets see how things turn out on this test of yours. I'll be around to see whatever findings you report in. Whenever ready man...

    - A
    Last edited by Axalon; June 01, 2013 at 01:15 PM. Reason: mo info...

  9. #289
    Axalon's Avatar She-Hulk wills it!
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    Default Re: Medieval Total War - Redux (Beta)

    Redux News....

    I'm happy to announce that the RXB1003 have generated 1000+ downloads. This makes it the most successful "new" Redux beta-release to date. Keep at it and do enjoy the Redux-experience folks. All the same, if people could help me out with general Intel and report in game-experiences on whatever faction they played in Redux - it would make things a lot more easier. Basically, the more solid info I have and get, the better job I can do as to improve Redux for the future final release.

    - A

  10. #290
    GeorgiBG's Avatar Miles
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    Default Re: Medieval Total War - Redux (Beta)

    I really don't get what Im doing wrong. First I had copy & pasted the base mod in to Medieval Total War. Then I had done the same for module B. Im doing just copy & paste, Im not touching the bonus files at all.


  11. #291
    Axalon's Avatar She-Hulk wills it!
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    Default Re: Medieval Total War - Redux (Beta)

    Hello Georgi...

    I take it that you still have some kind of problems and errors? Installing and starting Redux? If so, check out this thread...

    http://forums.totalwar.org/vb/showth...post2053477463

    Once there, read posts: 23, 24 and 27.... That should sort it out.... Good luck....

    - A

  12. #292
    GeorgiBG's Avatar Miles
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    Default Re: Medieval Total War - Redux (Beta)

    I had done the easier job: Just install a new one MTW 1.1 game. The results...The game starts fast than before and for a moment I though that I will be able to play it. Unfortunately - again black screen. I will try with other Windows versions but I think that this is it about MTW... It's .exe problem as usual.

    EDIT: Thanks for the Win 2000 suggestion but looks like it doesn't matter. I will report the error in the Wine forums anyway.
    Last edited by GeorgiBG; June 01, 2013 at 04:04 PM.


  13. #293
    Axalon's Avatar She-Hulk wills it!
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    Default Re: Medieval Total War - Redux (Beta)

    That's a shame Georgi...

    I guess Linux is big no-no then... Oh well, you win some, you lose some. You are probably right about the EXE-fuss and I would imagine it might be something with GFX-drivers as well, but that is just a wild guess. Anyways, thanks for trying and reporting in man....

    - A

  14. #294
    GeorgiBG's Avatar Miles
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    Default Re: Medieval Total War - Redux (Beta)

    We just need to wait for a better version of Wine but this proves 1 thing: STW will not run too (like they said).

    Everything newer than MTW works although. For example RTW works, M2TW works, S2TW and so on but I haven't tested them yet.

    Anyway for just a little program Wine is doing it's job, well done to it's developers.


  15. #295
    NekoGenijalan's Avatar Unruffled Equanimity
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    Default Re: Medieval Total War - Redux (Beta)

    Is there any way I can make Medieval Total War work on Windows 7?


  16. #296
    GeorgiBG's Avatar Miles
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    Default Re: Medieval Total War - Redux (Beta)

    Quote Originally Posted by NekoGenijalan View Post
    Is there any way I can make Medieval Total War work on Windows 7?
    Works without any problems.


  17. #297
    Axalon's Avatar She-Hulk wills it!
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    Default Re: Medieval Total War - Redux (Beta)

    Quote Originally Posted by NekoGenijalan View Post
    Is there any way I can make Medieval Total War work on Windows 7?
    Well... MTW-Redux is fully compatible with W7 (have been for well over a year now) – install and see for your self... As for raw MTW on W7, I typically get crashes in no time with that. It has essentially been an unstable, unreliable and crash-happy mess for me. All the same, some people still claim that they have had no problems with W7 – in contrast to my own experiences. I have had no such fuss from Redux so far, instead it has performed very well on W7.

    - A

  18. #298
    Axalon's Avatar She-Hulk wills it!
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    Default Re: Medieval Total War - Redux (Beta)

    Redux News....

    I'm happy to announce that the TWC content-branch has set up an official Redux wiki-page for us. Many thanks to content-branch for their work. The Redux wiki-page offers analysis, lists and comments on many features and traits, and provides various information of all kinds on Redux. I think its a must see for all new to, or just curious about Redux in general. I would like to think that this wiki-page can offer something to experienced Redux players as well, go there and find out.

    On general terms, I'm happy to discuss this Redux-wiki with anybody - regardless the aspect. Suggestions, additional content, criticisms, corrections, improvements, pictures or just in general etc. etc. - even if it is just your overall impression of it, let me and others know what you think. The more input and the more it is discussed - the better this wiki can become. I will eventually pass on all (valid) corrections and the best improvements/suggestions to content-branch, requesting them to include it in Redux wiki. Now, get over there and have a look!

    http://www.twcenter.net/wiki/Medieva...E2%80%93_Redux

    - A

  19. #299
    Kirila the Kitten's Avatar Primicerius
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    Default Re: Medieval Total War - Redux (Beta)

    Axalon, my graphics card don't support MTW battles cause of Anti-aliasing or something. I don't know how could Redux help me...

  20. #300
    mishkin's Avatar Dux Limitis
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    Default Re: Medieval Total War - Redux (Beta)

    Believe Kirila, believe.
    Install, and play

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