We make everything ourselvesbtw why not use burek skins?
I personally hate most mods that are nothing different than 20 small mods put together, in a bad way. Things that don't look alike, things that look .
Now we might not be able to make models ourselves, but that atleast means everything looks good. Or atleast, we think so.
I'm a strange creature really, I hate most RTW mods for the simple fact that all units are brown, I love faction colours, the brighter the better.
Heh, I actually critized OAM for his use of native languages, if I could mod some things I'd just put everything in in English.
Nice mod guys may I suggest in a future release including one of the irish kingdoms?
Heh, Ireland is not really a main priority, afterall, it's hardly on the map
Next release will get Flanders (skins more or less done, coding is easy as we're using Scotland (same amount of letters makes it easier to mod) and for some units we only need to change the names) and mostlikely Wales
After that we might see Brittany and Navarre, but it will take a long time before we get there
Testing has been slow, due to real life work and the work I've been doing on a mod of my own for RTW (where the units aren't all brown).
You said something about looking into removing the other factions from custom game setup. I haven't unpacked the M2TW files, but for RTW you do that in data\descr_sm_factions.txt - it's trivial, just changing a 'yes' value to a 'no' one for all the factions you want left out. It may be the same in M2TW, or at least similar.
I've played some more, and I'm currently only two provinces away from a Burgundian short victory. Some observations:
I had two citadels and several large cities by the first 50 turns. With the current building times and population growth rates, most construction should peak at around that time, with not much left to do later. I'll make a more clear assessment once I've finished the game, this is just a heads up in case you're thinking of tinkering with these parameters.
Spain took Provence, but was kicked out by a rebel uprising, and the English had some success against the French, expanding from their initial holdings in south-west France towards the center of the country. Once again, I'll have a clearer assessment of AI behaviour and balance once I finish my game.
It would be nice to have (at some point) faction overview maps in the faction tab. For Burgundy it shows the standard M2TW map with Milan and the Byzantines as targets.
A very knit-picky point, but the army/city/agents buttons do not behave uniformly. The city and agents ones light up when selected, while the army one not only lights up, but its surrounding becomes a little darker and appears to be "pushed in".
Beautiful mod! I can't wait to try Flanders!
the next version include flanders , and castilla-leon?
and navarra?
ThanksYou said something about looking into removing the other factions from custom game setup. I haven't unpacked the M2TW files, but for RTW you do that in data\descr_sm_factions.txt - it's trivial, just changing a 'yes' value to a 'no' one for all the factions you want left out. It may be the same in M2TW, or at least similar.
We are already doing soI had two citadels and several large cities by the first 50 turns. With the current building times and population growth rates, most construction should peak at around that time, with not much left to do later. I'll make a more clear assessment once I've finished the game, this is just a heads up in case you're thinking of tinkering with these parameters.
I myself propose a pop growth of 1%, not 4% as most settlements have now.
OAM more or less unscripted the AI. And it's dangerous now, even without the mercenaries.Spain took Provence, but was kicked out by a rebel uprising, and the English had some success against the French, expanding from their initial holdings in south-west France towards the center of the country. Once again, I'll have a clearer assessment of AI behaviour and balance once I finish my game.
Spoiler Alert, click show to read:
Strange, I believe Vas actually made thoseIt would be nice to have (at some point) faction overview maps in the faction tab. For Burgundy it shows the standard M2TW map with Milan and the Byzantines as targets.
Something for Vas to fixA very knit-picky point, but the army/city/agents buttons do not behave uniformly. The city and agents ones light up when selected, while the army one not only lights up, but its surrounding becomes a little darker and appears to be "pushed in".
As for Flanders:
Spoiler Alert, click show to read:
Flanders will be in it, and possibly Walesthe next version include flanders , and castilla-leon?
and navarra?
After that there will be Britanny and Navarra
Yes we are aware of this as Stig said. We will definitely change some factors such as the population growth.
Hm... I'm pretty sure I had them changed. Anyway, they are meant to change till next release. So no worries. Thanx for the point-out!It would be nice to have (at some point) faction overview maps in the faction tab. For Burgundy it shows the standard M2TW map with Milan and the Byzantines as targets.
This is something we know from the very first days of development of the mod. Since it is something small, we maybe let it be as it is. But there is a possibility I will change it. In fact, I like the fact that the buttons give an impression of "hand-made" ui panel. Dunno, we'll seeA very knit-picky point, but the army/city/agents buttons do not behave uniformly. The city and agents ones light up when selected, while the army one not only lights up, but its surrounding becomes a little darker and appears to be "pushed in".
If we continue to work at the rate we do now, you will be able to play with Flanders and enjoy several other fixes/changes sooner than you hopeBeautiful mod! I can't wait to try Flanders!
Cheers for the feedback!
"Greeks dont mod like modders, modders mod like greeks." -PorkyJack
10 new captain models (campaign map) to download
Even though this is a very capable and extremely impressive mod I'll wait until the next version to download. It seems that the next version with Flanders and all that other goodies will be released soon and I will report first thing when I fire up my game.
Unus, duo, tres, quattuor, quinque, sex, septem, octo, novem, decem! - Proof that I can count from 1-10 in Latin.
Oh well, it will be a great Christmas present.
Unus, duo, tres, quattuor, quinque, sex, septem, octo, novem, decem! - Proof that I can count from 1-10 in Latin.
great job keep up the great work
Maybe it makes sense to limit the number of spies and assassins? As with merchants and priests.
Also possibly be spies and assassins slightly increase their price and content ...
Last edited by Russian NORMAN; November 23, 2008 at 02:28 AM.
yes, we are definitely trying to lower the amount of secondary characters. They clogg up the map, and drain too much income from the AI.
nevermind works fine ^-^
3 questions
1)mercenaries are coming in the actual release aren't they
2)please make that faction based on Poland available in the campgain
3)has England had new shield skins or something similar, as they look different but i'm not sure why
great mod ^-^
Last edited by gaunty14; November 24, 2008 at 03:56 PM.
"will help build battle station for food" - or rep
If we find enough spare time from our busy real-lives, you will be able to test mercenaries in the next beta release
Hm...not very sure what you mean here. If you are talking about the Savoians, they are already a playable faction!
They enjoy some small improvements in their appearance. The shields the units are holding are same as in the vanilla though.
"Greeks dont mod like modders, modders mod like greeks." -PorkyJack
10 new captain models (campaign map) to download
yeah I meant the savoians, my mistake
and thanks for the info ^-^
"will help build battle station for food" - or rep