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  1. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98c (Updated)

    small suggestion : Estate/Noble Buildings should give a unit or two additional professional troops to the garrison ? (1 at lvl 1/2; 2 extra at lvl 3/4)
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    Popes - what are they good for ?

    I've played mainly as catholic factions in play-testing.
    First I played as Portugal and wondered why everyone hated me.
    Eventually I worked out that I had been ex-communicated at the start.
    Seemed...
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    Re: How does War Weariness work?

    TBH I rarely check war weariness.
    I've been at war almost the time on my latest campaign, its 1245 (4TPY) and war weariness has stayed at 0% on the odd occasion I checked it.
    I also have no idea...
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    Re: Total Sanitation

    Playing the main mod, once you upgrade the sanitation building tree (I've only played catholics so other cultures may be different) then sanitation is easily sorted out.

    Takes a while but I...
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    Re: Missile units

    In England, the longbowmen of the Hundred Years war period, were typically paid half that of a billman.
    They were mustered for a campaign and disbanded at the end of it.

    Only professional English...
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    Re: A Bone to Pick with Balancing

    Generally a charge by heavy cavalry would provided the cavalry was charging over solid, dry ground, is well-led and disciplined, is well-armoured and carries melee weapons suitable for fighting...
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    Sticky: Re: Medieval Kingdoms Total War Suggestion Thread

    Agents
    Is there any way to nerf them by modding ?
    Fewer agents would help
    Removing ability of agents to destroy entire settlements would also help.
    Had to abandon a Portuguese campaign as Almohad...
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    Re: more turns per year please?

    Using a 4TPY mod, playing as Portugal.
    I have a young king, has a wife. plenty of time to produce offspring.
    I am also excommunicated which makes trade diplomacy with other catholic factions...
  9. Thread: Public Order

    by Used2BRoz
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    Re: Public Order

    Sorting out Public Order can be done, but it takes time.
    Check to see if there any issues that are causing the problem :
    Food shortages are done on region by region basis, so boost food
    (Note :...
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    Re: Disease outbreaks

    If an army gets plague, it also suffers integrity losses as well (not sure if that is every time but it seems to happen.)
    On home territory where you'll get replenishment it's not too bad, the army...
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    Re: more turns per year please?

    I'd def go for 4 TPY.

    Gives more chance of children being born (I always seem to get more daughters than sons)
    Gives faction leaders more time to gain influence by being in the front line and...
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    Re: Remove Unit Upkeep for the player only

    Keep playing, learn how to balance your finances.
    Playing as England I ended up with several armies and was earning about 25,000 gold each turn and had over 300,000 in the bank.
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    Sticky: Re: Medieval Kingdoms Total War Suggestion Thread

    First congrats to team for a great mod.

    Having fun playing an English campaign, and have now established the British Empire -- Yay
    My knig has no heirs and insufficient influence to adopt anyone...
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    Re: Tweaking Clouds Across Europe v2.0

    Progressing slowly on :
    Added dhow / dromon / war galley / bagalah to Georgia and removed holks etc.
    Sorted out a couple of errors in the EDB re Lithuania ships.
    Added Georgia orthodox priests.
    ...
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    Re: Tweaking Clouds Across Europe v2.0

    Yes I know - I'll probably try different values for those in settlement mechanics as well.
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    What ships should Georgia have ?

    Had a quick run through of Georgia.
    Discovered it can't build ships in the base level port.
    But can build holks at higher levels.

    This seemed a little odd, so I did a bit of research.
    Georgia...
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    Clouds over Europe v2.0 help requested

    Clouds over Europe is hosted mod on here, but it was left incomplete by the original modder about 10 years ago.

    Gigantus has done a splendid job of making it playable under Steam and compatible...
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    Re: Tweaking Clouds Across Europe v2.0

    Have implemented these, with some success :)

    reducing artillery spam by increasing cost and reducing recruitment pool from 3 to 1.
    buffed the descr_strat to give all towns and above roads and...
  19. Sticky: Re: Clouds across Europe 2.0 - Kingdoms and Steam compatible

    I've started work on a couple of tweaks :
    reducing artillery spam by increasing cost and reducing recruitment pool from 3 to 1.
    buffed the descr_strat to give all towns and above roads and some...
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    Re: Tweaking Clouds Across Europe v2.0

    Mongols
    Not sure what the issue is, but they eventually went to war with the Khwarizmians.
    But some scripting might help push them into action.
  21. Sticky: Re: Clouds across Europe 2.0 - Kingdoms and Steam compatible

    Thanks for this.
    The memory corruption was mentioned in the bugs for the earlier mod versions.
    So is it the M2TW vanilla game or the mod that has the problem ?

    The assimilation issue - I...
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    Re: Tweaking Clouds Across Europe v2.0

    The Mongols clearly need some scripting to get them moving ;)359883
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    Re: Tweaking Clouds Across Europe v2.0

    It seems the mod creator didn't quite finish their work with new factions.

    I've noticed that TO gun holks are disguised as roman peasants.
    Looks like a lot needs to be ported over from the...
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    Tweaking Clouds Across Europe v2.0

    Gigantus, to whom many thanks, has done a splendid job in getting this mod playable, with steam compatibility and numerous bug fixes.

    I've only played 100 turns as England so far, so early days,...
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    Re: NEW FACTIONS UNITS ROSTERS

    Some form of longbow was probably in widespread use across Europe for neolithic times, mainly used for hunting.
    This suggests central and northern areas :...
  26. Sticky: Re: Clouds across Europe 2.0 - Kingdoms and Steam compatible

    Not played this before, so have given it a spin.
    At turn78 and no CTDs, plays fine.
    Haven't tried any sub-mods, but overall game is very stable so far. (Playing as England)

    If I was going to mod...
  27. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    You're welcome to use and amend the files attached.
    It includes a revised EDB, descr_mercenaries, settlement_mechanics, descr_regions among others which should help slow down settlement growth and...
  28. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    True.
    The mod looks like it has merged all 4 kingdoms mods into the original mod with little regard as to how they relate to each other.
    Would take a complete overhaul to sort it all out.
    And we...
  29. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    If people can list some of the smaller bugs that would be useful.

    Some of the design features don't work very well.

    There's minor things like the Teutonic Order having princesses which they...
  30. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    That's probably too big a project now.
    The main aim of the Mod was to add all the factions from the Kingdoms mods and as many units as possible to the basic Grand Campaign.
    Not sure if we've...
  31. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    @serkan86 As you wish ;) It bugs me so I'll change for my use.

    Generally the population growth doesn't look like a settlement_mechanics issue but the farming level in...
  32. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Have started a Portugal campaign.
    Not sure why this a non-playable faction.
    Simply moved it from one section of descr_strat to the other. Seems to work fine apart from the faction choice screen it...
  33. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Yes this is a problem with v5.0 inherited from v4.3 version of mo (maybe even earlier)
    It's a design feature to force the AI to recruit the best units available when buildings are upgraded.
    This...
  34. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    @Gigantus : No probs with not re-doing map, it doesn't affect gameplay.

    ---------------------------------------------------------------
    You might like to look at Sar1n's revision of builder's...
  35. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Have completed my Irish campaign.
    No CTDs - but I did auto-resolve a lot of battles to save time.

    I'll do a revised mercenaries file, but it'll take a while as I have to check the EDU to see...
  36. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Good news : Ive reached 1300 without a single CTD
    Admittedly I'm using the modified kingdoms.exe but even so all good so far.

    More stuff :
    (Still playing as Ireland)

    Upgrading to Docklands...
  37. Re: Kingdoms Grand Campaign Mod 5.0 - steam compatible

    Another day, another bug.
    Irish unit recruitment is incomplete.
    In the city barracks, Ceitherne (kern) are only recruitable at the 1st and 2nd tier barracks, but not above that level.

    In the...
  38. Re: Kingdoms Grand Campaign Mod 5.0 - steam compatible

    Another minor bugette :
    The catapult maker uses the wrong graphic for the small versions ion building browser for both city and castle (northern european at least)
    (might be the RTW catapult maker...
  39. Re: Kingdoms Grand Campaign Mod 5.0 - steam compatible

    EDIT - IGNORE THIS POST -

    I DIDN'T REALISE THE START DATE WAS 1180 AND NOT 1080. APOLOGIES

    Is there any possibility of changing the regions to reflect actual historical situation in 1080 ?...
  40. Re: Kingdoms Grand Campaign Mod 5.0 - steam compatible

    I can confirm that both the battle and win conditions patch work.
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