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  1. #1
    IZob's Avatar one for the core
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    Default Medieval Reborn [Playable Beta released!!!]

    Medieval Reborn Alpha has been released!!!

    Download links:
    - Game Front: http://www.gamefront.com/files/20571...born_0.2.0.rar
    - MegaUpload: http://www.megaupload.com/?d=2NTT23QO (link not recommended).
    You do not need to be a member of Megaupload to download the mod.

    Got an extraction error, bug or CTD? Send me a pm if you need help. Read below:

    1. Got an extraction error - Wales body guards skin not showing? Dont worry: Solution: Download patch 0.2.1.
    2. Patch 0.2.2: Campaign map doesn't load?: Click here. Follow instructions.

    For Patches see, bottom of this post on attachments.
    Information on system requirments, installing, runing, patches and using Medieval Reborn as a resource for your public mod can be found here:
    Spoiler Alert, click show to read: 

    This information is included inside all downloaded files.

    Medieval Reborn Total War
    Version 0.2.2 Released 28th August 2011

    Spoiler page Index:
    - 1. Patches
    - 2. Installation
    - 3. Run
    - 4. System Requirments
    - 5. Use
    - 6. Links

    ==================================================================================================================
    1. Patch Info:

    v0.2.2
    - new loading bar.
    - new mod title to splash loading screen and in-game menu.
    - new map for the battle editor (although battle editor dose not work yet).
    - forts now cost 1200f.
    - towers now cost 400f.
    - ulster swordsmen now cost more.
    - deisi javelinmen now cost less.
    - campaign_script.txt difficulties hard and very hard now effect ai factions kings purse, to be increase by 500 or 1000f.
    - denmark and irelands kings purse slightly increased.
    - added more traits for the king of ireland.
    - increased the castle garrison for denmark, bordering the hre.
    - land_bridges have been added to scotland for the norwegian occupied islands.
    - smoothing the coastal line.
    - minor changes to the landmass on the campaign map.
    - added victory conditions for ireland.
    - added wales to the victory conditions for england.

    v0.2.1
    - Fixed the textures of the mounts for the Welsh General Bodyguard unit.
    - Properly placed all resources on the campaign map (note some resources are intended to be unreachable).
    - Tin will no longer be named Apples on the campaign map.
    - Resources trade_value has been increased.
    - Tweaks to Irish settlements on the campaign map.
    - Tweaked the settlement mechanics.
    - Norway should now recruit more infantry unit types.
    - Spy’s and Assassins now have a recruitment limit.

    ==================================================================================================================
    2. Installation (NOTE: You must install Reborn in this order: 2.0 -> 2.1 -> 2.2 -> ... patches are not save compatiable):

    v0.2.2
    Step 1/2:
    Move the medieval_reborn.rar folder to the mods folder. Extract inside this folder. Replace all older files.
    Step 2/2
    Delete the map.rwm file, located inside the medieval_reborn\data\world\maps\base folder.

    v0.2.1
    Step 1/2
    Move the medieval_reborn.rar folder to the mods folder. Extract inside this folder. Replace all older files.
    Step 2/2
    Delete the map.rwm file, located inside the medieval_reborn\data\world\maps\base folder.

    v0.2.0
    Step 1/2.
    Place and store medieval_reborn_0.2.0.rar somewhere as a back-up copy. This file is a good idea to keep because it acts as a working backup, should your own copy stop working. .rar files also take up little space.
    Step 2/2.
    Extract the medieval_reborn_0.2.0.rar file to your 'mods' folder. To extract medieval_reborn_0.2.0.rar you will need the program WINrar installed (see links). To find the 'mods' folder, for most users, it will be located inside your C:\Program Files\SEGA\Medieval II Total War\
    Just got an extraction error from 0.2.0? Don't worry, patch 0.2.1 will fix the broken files.

    ==================================================================================================================
    3. Run:

    After installing medieval_reborn_0.2.0 (see installation instructions) you can then play Reborn.
    Double click on the Executable.bat file. Medieval Reborn should load straight away.
    ==================================================================================================================
    4. System Requirments:

    Windows OS
    Kingdoms Total War and patch v1.5
    View your Medieval II Total War manual/CD box/steam game information for reccomended system requirments. For best performance, your computer should cover the reccomended system requirments.
    ==================================================================================================================
    5. Use:

    Downloading this Medieval II Total War mod, you agree that if you ever modify Reborn (any and all of its file contents), then this mod will only be for your personal use only on your own machine. Should you wish to make your version of Reborn public to download for other people, you should seek prior permission from the TWC member IZob (http://www.twcenter.net/). If you do not agree you should delete all files related to Medieval Reborn, found in this .rar file. Including copies.
    ==================================================================================================================
    6. Links:

    winRAR program (with download links)
    http://www.rarlab.com/download.htm
    IZob Medieval Reborn Designer (TWC Account and contact details).
    http://www.twcenter.net/forums/member.php?u=64502
    Medieval Reborn (TWC wip post)
    http://www.twcenter.net/forums/showthread.php?t=464594


    Medieval Reborn: Total War

    Look at this post here for updates on WIP, alpha released content, modding news, general mod information and more.

    Mod information:
    - Mod Designer: IZob
    - Compatibility: Made for Kingdoms: Total War v1.5
    - Mod current version: 0.2.2 (0.1 Alpha, 0.2 Beta, 0.3 Release).
    - Size on disk (v0.2): 730 MB
    - Download size (v2.0): 250 MB
    - Alpha mode: released.
    - Mod release date: Unknown.

    Reborn is also keeping in mind to being as small as possible for downloading and storing on your computer.
    General Content:
    Medieval Reborn: Total War is a vanilla and Kingdoms based mod, focused on game balancing, multiplayer (especially hotseats), smaller scale focus on major campaign areas/events around Europe and in game battles. Such campaign areas/events include (not official names/list): Nth Western Europe, 100 year war in France, Iberia and Nth Africa, Italy, the Baltic and Mongol Hordes, the Mediterranean and Middle East/Outremer.

    All these campaigns will feature multiple factions, a new campaign map, some newly designed factions (and unit skins) and other mod ideas. Special events will also be conducted within some campaigns to incorporate major historical events.

    New custome battles will also be created based off the new campaign map (vanilla custome battles will be removed).
    The Campaigns:
    • Campaigns released: none yet.
    • Campaigns in Alpha status:
      • Northern Europe Campaign:

    Factions:
    - England
    - Scotland
    - France
    - Norway
    - Holy Roman Empire
    - Denmark
    - Wales
    - Ireland

    Map Details:
    More details and pictures will be released closer to the Alpha release. Around 60 - 70 regions have been added and the size of the map is around the same size of the Kingdoms crusades map.

    Events:
    None yet.

    Status:
    ~99.9% completed.
    • Other Campaigns: comming soon
    Campaign Models:
    Settlement models (includes castles, forts) from Kingdoms Britinnia, Crusades and Teutonic Order have/will be ported into Reborn.
    Campaign Battles and Custom Battles:
    On the campaign map, or in custome battles, player and AI are now able to use the forts from Kingdoms Britinnia, Crusades and TO inside in game battles. See the Gallery.
    Added units within the Mod:
    More details and pictures will be released closer or on the Alpha release.
    Gallery:

    Spoiler Alert, click show to read: 
    5/7/2011

    Mini map of Englands victory conditions (Alpha).

    7/7/2011

    England vs France at a fort created on the campaign map.

    7/7/2011

    One of many castles. This is the Holy Roman Empires castle, Magdeburg

    12/7/2011

    Wales (Alpha)

    12/7/2011

    Scotland (Alpha)

    12/7/2011

    Mini Map (Alpha)

    28/8/2011

    English Channel (Beta)

    More pictures will be released closer to or on the Alpha release.


    Mod details:
    Changes from Vanilla in Alpha so far:

    • Many new settlements, castles and attention to detail on the campaign map.
    • Events appear sooner in the campaign (note in Nth Europe campaign, the game starts from year 1100).
    • Reduced the max number of heretics on the campaign map from 50 to 15.
    • Reduced the max number of witches on the campaign map from 20 to 5.
    • Reduced the max number of Inquisitors on the campaign map from 20 to 10.
    • Inquisitors should start to appear around turn 20. (Most reductions have been made specifically for the scale of the campaign map and to reduce agent spam by the AI).
    • Reduced the maximum number of Priests that can be recruited from each temple level to 1 (one) for each level.
    • Reduced the maximum number of Spy’s that can be recruited from each tavern level to 1 (one) for each level.
    • Reduced the maximum number of Assassins that can be recruited from each tavern level to 1 (one) for each level.
    • Priests can only be recruited from level 2 temples or more.
    • Diplomat can only be recruited from level 2 city halls or more.
    • Spy’s can only be recruited from level 2 taverns or more.
    • Assassins can only be recruited from level 3 taverns or more.
    • Adjusted the subterfuge level of spy’s to make spying on settlements, characters and armies harder.
    • Increased the walking distance of all characters, agents and armies (It takes 4 turns [4 years in the Imperial campaign time] to walk from the Northern part of Scotland, to the Southern part of England).
    • Priest’s upkeep wage has been decreased from 100 to 50.
    • Admirals no longer take any upkeep wages.
    • To call a Jihad requires a priest piety level of 6 or higher.
    • Reduced the max level of disbandment on Crusades and Jihads from 20% to 10%.
    • Reduced the battle attack strength of Crusades and Jihads from 80% to 40%.
    • Reduced the movement_points_modifier of crusades and Jihads from 2 to 1.4
    • Jihads are most likely to be called (by the AI) on turn 30 or higher.
    • Increased the population upgrade point and population limit for castle/settlement levels. (This allows settlements to be more developed before upgraded to the next level and slows down the levelling up of settlements, from village all the way to huge city.
    • Greatly reduced the agriculture levels of all regions from vanilla and for new regions made. (This will slow down the population growth, giving factions more time to build constructions inside their castles/settlements. It also makes sacking settlements much more devastating to recover from).
    • Reduced the effect of corruption on settlement income tax, meaning settlements far away from the capital will bring in a closer to normal income as they should.
    • Forts are now indestructible, but cost more to build.
    • Forts can now support any 2 units with free upkeep.
    • Many units from Vanilla and Britannia have had their stats tweaked at to balance out the units.
    • Boiling oil has been added.
    • Certain units are phased out of the recruitment tree. (As more advanced buildings are constructed, units like peasants, cog’s and ballista’s are removed and cannot be recruited).
    • Reduced the number of Siege weapons that can be recruited per turn.
    • Reduced the number of ‘very weak’ units available throughout the recruitment tree. (Weak/near useless units such as peasants are harder to recruit in large numbers [both for Human and AI]).
    • Siege weapon recruitment has been changed to give a huge incentive for human and AI players to upgrade their siege workshops. Higher levels of siege workshops produce a larger variety of siege weapons and better siege weapons become available.
    • Reformatted the export_descr_building.txt file so that viewing, moderating, editing and adding or removing the production of all units is easier (generally speaking the file has been made easier to read and edit).
    • More to come ...
    Designer comments:
    6/July/2011
    Reborn is progressing well. I plan to have the first campaign released before the end of July. Oh and If I haven't already added, or you didn't catch on, each of these campaigns will have their own campaign map, hence these are 'custome campaigns' within the mod (Reborn). A similar example is the Custom Campaign [vanilla] Mod which has the Imperial campaign (all of Europe) and then lots of smaller campaigns focused around Europe. Reborn is similar to this except the mod detail is on a much large scale, and I dont guarantee any Imperial Campaign maps (one that covers all of Europe and America), it's just too much work.

    Some good news to development is that some factions within Reborn can be reused in multiple campaigns, which makes development a lot quicker and easier (especially when I need to add in a whole new faction).

    The key I find to having a fun mod is for a fun campaign and map. This is what a plan to cover, but it depends on your style of play. Lots of players consider in game battles a major part of the game, as do I, so I will try to keep this area entertaining in the mod as well. Although I'm not much of a modeller, I do know from experience which units are lacking for some factions and which units should be changed for the better.

    Within the next week or two I'll have more information to share .
    Attached Files Attached Files
    Last edited by IZob; August 29, 2011 at 06:49 AM. Reason: Alpha Release

  2. #2
    IZob's Avatar one for the core
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    Default Re: Medieval Reborn

    The mini map image for England's victory conditions has been added to the gallery!

    See if you can guess who or what they are meant to conquer

  3. #3
    Makrell's Avatar Governor of Scandinavia
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    Default Re: Medieval Reborn

    I love you

  4. #4
    IZob's Avatar one for the core
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    Default Re: Medieval Reborn


  5. #5
    Jiub's Avatar Butcher of Blaviken
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    Default Re: Medieval Reborn

    Please let the surprise factions be some sort of Denmark, Wales and Ireland. Even if a tad different from the usual ones. Why no Flanders ?


  6. #6
    IZob's Avatar one for the core
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    Default Re: Medieval Reborn

    Quote Originally Posted by Jiub View Post
    Please let the surprise factions be some sort of Denmark, Wales and Ireland. Even if a tad different from the usual ones.
    What do you mean? oh wait nvm. I get you.

    Its ment to be a suprise Jiub.

    Why no Flanders ?
    Flanders, like Wales and Ireland, wouldn't get much use in the other campaigns (Wales and Ireland could only be used in this campaign and perhaps another). With 31 factions being the limit, I am a little hesitant to add factions that wont get used in many campaigns.

    But we shall see. It dependss on the other campaigns and how many factions are going to be in them. Some factions are more important in terms of their historical dominance over other factions, and game play wise.

    But I wont rule out the possability of Flanders ... or wales, ireland and denmark. There is considerable space to fill.
    Last edited by IZob; July 05, 2011 at 06:57 AM.

  7. #7
    Makrell's Avatar Governor of Scandinavia
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    Default Re: Medieval Reborn

    i say add denmark and another muslim faction. also kingdom of jerusalemmerged with princippality of antioch

  8. #8
    IZob's Avatar one for the core
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    Default Re: Medieval Reborn

    Here is a map showing Flanders (highlighted in the lime green border).
    Spoiler Alert, click show to read: 

    Year 1100.
    Flanders is more ideal to be a rebel region.

  9. #9
    Loose Cannon's Avatar Baitai kihei
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    Default Re: Medieval Reborn

    Not that the M2TW WIP forums get much viewing, but hey it's only us hotseat players in here so far

    Good job so far. I don't see the land bridges though. You are putting in land bridges? In sp the AI desperately needs land bridges. Without land bridges the AI never crosses the seas effectivelly. Land bridge from Ireland to Scotland. Land bridge from England to France. Land bridge from Denmark to Norway.
    Did i make mypoint clear?
    Spoiler Alert, click show to read: 
    land bridges
    "All I did was drink. . . I only drank some wine. . . you have no witness."
    "As it happens, you're wrong there. . . . Milady?" . . . When she lowered her hood, something tightened in Merrett's chest, and for a moment he could not breathe. No. No, I saw her die. She was dead for a day and night before they stripped her naked and threw her body in the river. Raymund opened her throat from ear to ear. She was dead.
    . . . But her eyes were the most terrible thing. Her eyes saw him, and they hated.
    . . ."What do you say, m'lady? was he part of it?"
    Lady Catelyn's eyes never left him. She nodded.
    Merrett Frey opened his mouth to plead, but the noose choked off his words. His feet left the ground, the rope cutting into the soft flesh beneath his chin. Up into the air he jerked, kicking and twisting, up and up and up.

  10. #10
    IZob's Avatar one for the core
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    Default Re: Medieval Reborn

    Quote Originally Posted by Loose Cannon View Post
    Not that the M2TW WIP forums get much viewing, but hey it's only us hotseat players in here so far

    Good job so far. I don't see the land bridges though. You are putting in land bridges? In sp the AI desperately needs land bridges. Without land bridges the AI never crosses the seas effectivelly. Land bridge from Ireland to Scotland. Land bridge from England to France. Land bridge from Denmark to Norway.
    Did i make mypoint clear?
    Spoiler Alert, click show to read: 
    land bridges
    lol. Actually I've seen the AI sending over diplomats, princess, large and small armies all the time. They are still not very fluid invasions but they happen often enough.

    France sometimes go's to Ireland, England often go's to Bruges. Rouen (Normandy) is often used by the English and French to send off troops. I've seen Norway invade Denmark by boat, and I've seen Norway invade Nth HRE also by boat. Denmark also ventures into Norway if there is a rebel base to capture and often attacks the French if they hold the Netherlands/Flanders.

    The Key I think, is to not have any unnecessary ways to walk from A to B. Why? Well take this example, AI Norway wants to get to Denmark. If this character can walk there, its most likely Norway will send this character to walk to Denmark (usually this would be the case because sailing over water requires a boat and the AI don't always make use of their boats). Even if walking will take much longer to arrive at Denmark and its more dangerous, the AI will still consider this path as much or even more then sailing across.

    But without land-bridges, or a path to follow the AI are completely isolated (which is what Norway is very much at the moment), and so the AI would have no other choice then to use boats. This hasn't stopped Norway (once aggressive towards its neighbours), to sail out against Denmark or the HRE. It is rare that Norway will send ships to Britannia but I am not fussed about that as Norway will still send over its large naval fleets to piss off Scotland, England ...



    So far there are no land bridges.
    Last edited by IZob; July 05, 2011 at 07:12 PM.

  11. #11
    IVIarkI2I's Avatar .
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    Default Re: Medieval Reborn

    great mod looking forward

    The more sand has escaped from the hourglass of our life, the clearer we should see through it.
    Niccolo Machiavelli

  12. #12
    Desley's Avatar Kamikaze
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    Default Re: Medieval Reborn

    HOLLAND/FRIESLAND FACTION!

  13. #13
    Shisai
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    Default Re: Medieval Reborn

    Quote Originally Posted by Desley View Post
    HOLLAND/FRIESLAND FACTION!
    It would be awesome to see Holland, Flanders and some other states in the regional Northern Europe campaign.

  14. #14
    IZob's Avatar one for the core
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    Default Re: Medieval Reborn

    Some significant developments on Reborn!

    - New fort and castle models for Northern European factions on the campaign map (wooden model thrown out).
    - Forts are no long destroyed when left behind, but now cost more to build.
    - In game battles with forts are no longer wood. The new stone forts on the campaign map will also be in your in game battles.
    - Other things

    See the gallery (inside the spoiler).

  15. #15
    Ninja
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    Default Re: Medieval Reborn

    Gimme a linky to the download and I'll give my thoughts.

    You know I can do text editing if you need help.
    Visor's Game - A Mafia game that's open for sign ups.

  16. #16
    IZob's Avatar one for the core
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    Default Re: Medieval Reborn

    Gimme a linky to the download and I'll give my thoughts,
    I havnt uploaded it yet
    Early next week the mod will be uploaded in its Alpha status (hopefully with no issues). I've still got a few things to finnish up on.
    You know I can do text editing if you need help.
    Sure Well there isnt much work I can offer you at the moment (except maybe unit balencing the campaign script, etc ... but they are not neccesary needed for Alpha). Once Alpha is released you'll be free to rip it appart and add what you like. If you make some good stuff I'll consider adding it in to my (official Reborn) version.

  17. #17
    Ninja
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    Default Re: Medieval Reborn

    Alright.

    I'll take a look at it when you release it.
    Visor's Game - A Mafia game that's open for sign ups.

  18. #18
    IZob's Avatar one for the core
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    Default Re: Medieval Reborn

    Been a while since I've posted any progress lately, so here it go's:

    - Factions Ireland, Wales (and of course Denmark) are in the game.
    - In game battles are 99.9% crash proof, with all units available for all new and old factions.
    - Mapped out all of Northern HRE, France, England, Wales and Scotland with trees mountains, rivers, etc ...
    - Added resources to the map.
    - Given new factions temporary characters for play.
    - New mini map graphics.
    - New skins for the campaign map and [normal] view of the battle command hud (skin is from Britannia).
    - Cleaned much of the campaign script, removing unneeded or irrelevant events. Its .. dulh at the moment, but more content will be added to the script eventually.
    - Agriculture values for regions have been dropped, so that a more sustainable and realistic population is grown. This makes it easier for production demand, but also slows down the population size, hence the teck tree development.
    - Configured some building times for structures.
    - Reduced the number of spawning Heretics and Witches (Yay! No more mass agents around your base).
    - And some other things I've forgotten about ...

    Things that still need to be done:

    - Balance control for all of the faction armies and settlements.
    - Relevant family characters for all factions at the time (year 1100).
    - Rebel armies for the Minor Faction and its settlements.
    - Map out Ireland (about 50% done atm).
    - Testing.

    So theres still lots of work to do, but the Alpha release is very close.

    Check out the Gallery, Ive added some more pictures.

  19. #19
    Shisai
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    Default Re: Medieval Reborn

    It's easy to add Flanders, there's allready a MOD on that, maybe it just easy to put it in?


    linkydinky; http://www.twcenter.net/forums/showthread.php?t=88837

  20. #20
    blur!'s Avatar Kihei
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    Default Re: Medieval Reborn

    wowow, i will install MTW2 again for this mod.+rep

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