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  1. Re: Any suggestions for making cavalry more useful in vanilla MTW?

    Spearmen and pikemen are just designed to deter cavalry. And they do it well, especially when they keep the order of battle and use the maximum support ranks (and the "hold position" mode is enabled,...
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    Re: Who's still playing?

    I'm still playing this game )= The list of mods and links is available here : https://steamcommunity.com/app/345260/discussions/0/523890046873941980/
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    Re: Hard and above difficulty seems unplayable

    At the "EASY" level, the AI loses 30% damage, on "NORMAL" the damage is the same as that of a human, on" HARD" the AI gets +20% (this is equivalent to
    + 1 attack), on "EXPERT" AI takes +30% damage....
  4. Re: How to turn off skirmishing formation for AI units

    It is more correct to replace the projectile type on "NONE" (TYPE_PROJECTILE( NONE )). If you just delete the projectiles ammo (by writing AMMO( 0 )), but the projectile type is not set to NONE, you...
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    Re: New Textures for future mods

    These images look great, especially when you consider the limited graphics capabilities in MTW.
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    Sticky: Re: Medieval Total War - Redux (Beta)

    I wish everyone happiness in 2021, especially Axalon. :)


    Of course, these games have new features, the graphics have become much better, the battles are more realistic, etc., but still I missed...
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    Sticky: Re: Medieval Total War - Redux (Beta)

    I apologize for the double post, I forgot to put brackets here


    So it's more correct :
    The bonus against armor works like this :
    (unit armor + armor upgrade - value (for foot soldiers 1, for...
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    Sticky: Re: Medieval Total War - Redux (Beta)

    You can give a unit armor much more than 8, you can even give it 100, but ...


    In melee combat the unit's original armor does not work, it is only used against arrows, but the upgrade armor works...
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    Sticky: Re: Medieval Total War - Redux (Beta)

    You can compare the preferences In both the vanilla version and Redux in files : "CRUSADER_BUILD_PROD13.TXT" "AI characters building production preferences" and "AI building influences for building...
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    Sticky: Re: Medieval Total War - Redux (Beta)

    Cyprian2, you can change the probability of a riot in the file campmap/startpos/RX-Classic.txt , you need to change the "SetAttributes" value to "REBELLIOUS" , the larger it is, the higher the chance...
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    Sticky: Re: Medieval Total War - Redux (Beta)

    I played Rome and Medieval 2, but not much and it was a long time ago. With Medieval 1, I also have nostalgia, and with the new changes that I have already made on my computer (for example, I removed...
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    Sticky: Re: Medieval Total War - Redux (Beta)

    I almost don't play games, I've lost interest. Medieval VI is one of the few things I'm still interested in. I didn't do any modding, but I had a research interest in this game, and I have a lot of...
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    Sticky: Re: Medieval Total War - Redux (Beta)

    Cyprian2, let's hope so. )= By the way, why do you play this game despite the fact that it is quite old? Other games in the Total War series are not so interesting? ) =
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    Sticky: Re: Medieval Total War - Redux (Beta)

    I remember how many times I started the campaign in Medieval 1
    and it took 10-20 moves when the message appeared that the
    Novgorodians were destroyed, they just drowned in the crowds
    of peasant...
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    Sticky: Medieval Total War - Redux (Beta

    Thank you for your response, Avalon. I would like to thank you for your great mod and for extending the life of this interesting and exciting game. :) I noticed another small detail - the closing...
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    Sticky: Re: Medieval Total War - Redux (Beta)

    Sorry, not avalon, but Axalon )=
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    Sticky: Re: Medieval Total War - Redux (Beta)

    Dear avalon , In the file "CRUSADER_BUILD_PROD13.TXT" there is an error : CASTLE 15 requires CASTLE14 and GUNSMITH, while GUNSMITH requires CASTLE15. It turns out interdependence, without the first...
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