First I would like to say that DLV is the best mod I have ever played for M2TW and that I think the work of Repman as nothing short of genius! If this mod had come out as a commercial product I would have bought it.
Unfortunately as I have been playing with this release (5.74) I found many discrepancies with the units performance on the battlefield, overpowered/underpowered/broken units. I am spending many many hours trying to improve the situation. In the end I hope to provide a more challenging, more realistic and more consistant battlefield experience.
I have many more adjustments to make but I am satisfied that it's already well worth trying out
In making this I have had the advantage of much being done already, I don't deserve all the credit (or blame). I have had a lot help from the modding forums and the various people who have contributed feedback on this thread. The idea to do a double upgrade at partial plate is from Point Blank's excellent RRRC mod for stainless steel.
EDIT: Warning this next paragraph is wrong; the weapon upgrade is only about +1 attack in reality.
There is one major point where I have had trouble and that is the weapon upgrade. A single weapon upgrade adds +6 attack and this causes problems. It's hard to work with but the simple alternative at present would be to lose the weapon upgrade and the nicer graphics that come with it. It has meant having to keep melee weapons values quite high which in turn has reduced the effectiveness of armor. Some units have their attack doubled by the upgrade and for some it's only +50%. The solution would be to edit the meshes to allow use of nicer weapons without the upgrade and then the removal of the upgrade altogether.
What it does:
1, Attack and Defence
Attack is now a result of troop quality (9 levels), weapon (13 weapons) and primary/secondary role (missile units often recieve a -2 handicap to their attack and -1 to defense, those intended to do melee recieve -1 to attack). The exception to this revision is cavalry lance/spear which I have used as a reference point.
Spoiler Alert, click show to read:
2, Armor and Shield
Armor goes from 0 to 14 with a double upgrade between heavy mail and partial plate. Armor is reduced by 1 point for cavalry whose armor is better than their mount with the exception of leather armor. Eastern troops do not get a double upgrade at partial plate (level 4).
All units for whom the final upgrade is heavy mail or lamellar and that have space for another armor upgrade get an extra upgrade at advanced plate, they take advantage of improvements in armor manufacture but this does not affect their looks.
Spoiler Alert, click show to read:
With shields I have tried to ensure that the shield value matches my impression of defensive capability of the shield. For cavalry the shield value is reduced by 1.
Spoiler Alert, click show to read:
3, Missile Units
3 levels of accuracy for bowmen, crossbowmen and gunmen. Militia/peasant, regular and elite. Missile damage and accuracy is reduced slightly overall and many nations now have top tier bowmen with ap bows. Conventional archers will have some problems killing those in partial plate and above. Due to a reduction in armor for heavy mail and below they should still prove very useful, especially versus cavalry.
Gunpowder infantry have increased range, their reduction in accuracy should mitigate this. It makes them much more interesting plus they have cheaper upkeep. I would have slowed their rate of fire but this is impossible without learning animation.
The exception to this attack reduction is javelins. They were underpowered, now they are not.
4, 2h Swords
2h swordsmen lose their ap bonus and gain some attack. It helps to mark them as different from axemen but more importantly it helps them prevail over lighter armored foes. Their attack is high enough to threaten those in full plate though axes and maces will shine here.
5, Norse
I have spent many hours getting Norse Swordsmen to upgrade properly. I've reverted them back to their previous skins and models and they now get 2 upgrades instead of 1. This has had the unexpected side effect of making the Russian versions look cooler! Flemish Badelaar now get appropriate starting armor and an extra upgrade as a result of this.
Reverted Dismounted Huscarls back to axe and shield as denmark and norway already have plenty of 2handed axe units.
Norway can no longer produce scouts(they didn't have a rider on the battle screen).
Axemen are recruitable from the same barracks level as raiders.
Huscarls now look like they are riding the horse and not walking on it from the sprite distance.
Norse Axemen get a buckler.
Attachment 23717
6, Byzantine
Varangian guard get a buckler.
Attachment 21823
Byzantine heavy spearmen now have sword and shield secondary. They don't have long enough spears to be pikemen, I keep them using the pike animation but they have shorter range than normal pikes and no phalanx. You can use alt+attack to force them to swords.
7, 2H Axe Vs Cavalry Fix
2h axes weren't working vs cavalry except when the axes charged and when charged (due to spear_bonus). They just stood around, they were broken. I have replaced their animations with 2h sword animations so sometimes they do silly looking things (like stabbing an opponent clean through the side) but at least they work now. Also I rebalanced their attack delay and skeleton compensation to make them slightly slower than 2hswordsmen instead of much faster. There is a further distinction for poleaxe (2h warhammer) units, they are slightly faster than normal axes now.
8, Halberd Conversion
All halberds now have the same fighting style as militia halberds. This affects jhi, armored billmen, middle eastern halberds and transilvanian peasants. It makes them more powerful. I have also fixed a bug with them that made them able to attack enemies outside the range of their weapon. They have been balanced to offer excellent offensive capabilities vs almost anything but guard their flanks.
9, Dismounted Order Sprites Fix
Dismounted order knights' sprites previously made them into dwarfs if you zoomed out, fixed this. I ignored Teutonics, they have the same model and textures as dismounted feudal knights and use a mace animation when I have a btter solution I'll look at them again.
10, Fixed many units' stats.
11, Added upgrades
Gothic upgrade for dismounted imperial knights.
Attachment 21825
Partial plate for dismounted huscarls.
Attachment 21824
Attachment 23723 Updated 23/11/08
Made compatible with 5.74
Integrated troop quality/missile accuracy differentiation.
Unzip the contents of this file into your "c:\Program Files\SEGA\Medieval II Total War\" folder (or where ever you installed M2TW+DLV).
11/12/08 again I fixed some mistakes I made and some others, just unzip the contents of this file to ...\dlv_ext\data
Attachment 24999
It adds Mangonels!!!
29/12/08 Sorry to everyone who downloaded the previous projectiles file I uploaded. I've been really too busy having fun to fix it until now:
Attachment 26188
It is savegame compatible.
You can backup the files it overwrites if you like, you can also just reinstall DLV and all will be back to normal.
Also if you'd like things to look a little more realistic on the battlefield use Harry Lime's "No Blood Clouds" http://www.twcenter.net/forums/showthread.php?t=188771
Total Rawr is an excellent minimod, if you are using it then install my mod after Total Rawr.
Please give me some feedback! Even if you just say "It's crap" or "It's good". I'm fairly happy with where I've got to considering where I've come from but it will give me much more enthusiasm to think that I am satisfying (or not) other people.
Suggestions are always welcomed.
*****This post always has the most up to date information about changes I have made*****
<<<<<I'm working on 5.8 now so no more updates to my minimod will appear for 5.74>>>>>