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Thread: Retrofit Multiplayer (Retrofit MP) 2.0 released

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    Default Retrofit Multiplayer (Retrofit MP) 2.0 released

    ========================================
    REQUIRES MEDIEVAL II TOTAL WAR: KINGDOMS
    ========================================

    DOWNLOAD

    http://www.twcenter.net/forums/downl...o=file&id=2098



    TABLE OF CONTENTS
    =================
    =================

    1.0 OVERVIEW
    2.0 RETROFIT MP 2.0 CHANGELIST
    3.0 INSTALLATION
    4.0 LAUNCHING THE MOD
    5.0 CAVEATS AND KNOWN ISSUES
    6.0 MODDING
    7.0 CONTACT AND SUPPORT INFORMATION
    8.0 LEGAL INFORMATION
    9.0 CREDITS


    1.0 OVERVIEW
    ============

    The Retrofit MP 2 Mod is a multiplayer balanced version of the Retrofit Mod. The Retrofit Mod retrofits various Medieval II Total War (M2TW): Kingdoms features, improvements and bug fixes to vanilla M2TW. This mod can be used as it is, or as a base to create additional M2TW: Kingdoms mods (see section 5.0).

    The major features of the Retrofit Mod are:

    · Hotseat Campaigns.
    · Control AI Reinforcements.
    · Boiling Oil.
    · 4 Additional custom battle maps (Backwoods, Borderlands, Forts, Trenches).
    · 150 new maps, all them with weather selectable.
    · Unit rebalancing.
    · AI Unit Recruitment tweaks.
    · Campaign AI Tweaks.
    · Miscellaneous bug fixes and improvements.
    · Installer: The mod is packaged with an easy to use installer for computers with a valid installation of M2TW: Kingdoms.


    2.0 RETROFIT MP 2 CHANGELIST
    ============================

    The changes made to the Retrofit MP 1.0 Mod in Retrofit MP 2.0 are:

    Miscellaneous

    • Increased the base cost of armor upgrades.
    • Carroccio Standard and Great Cross cost: 700 fl (+250).
    • Stat heat x 0.75.
    • Changed infantry unit formation to 1.2, 1.2, 2.0, 2.0
    • Reduced terrain bonuses and penalties to +1 or -1.
    -------------------------------------------------------------------------Cavalry - General

    • Increased the cost penalty for bodyguards from 30% to 100%
    • Increased cost penalty for cavalry from 30% to 50%

    Heavy Cavalry

    • Feudal Knights (730->780), +3 attack, +1 armour.
    • English Knights (840->830), 3 max without cost penalty, +1 armour, +2 morale.
    • Chivalric Knights (920->910), +1 armour.
    • Portuguese Knights (760->780), +1 armour, +1 defense, +2 morale, 3 max without cost penalty.
    • Imperial Knights (820->830), +2 armour, 3 max without cost penalty.
    • Noble Knights (920->940), +2 armour, 3 max without cost penalty.
    • Lancers, +3 armour, 3 max witout cost penalty
    • Gothic Knights (930->960), +3 armour.
    • Gendarmes (760->720), +2 armour.
    • Italian MAA (570->680), +1 armour, +2 attack, +2 morale, 3 max without cost penalty.
    • Famiglia Ducale (820->870), +3 armour, 3 max without cost penalty.
    • Tsars Guard (920->970), +3 armour, 3 max without cost penalty.
    • Kataphractoi (770->850), +3 armour, +1 shield, 3 max without cost penalty.
    • E Chivalric Knights, +1 armour, 3 max without cost penalty.
    • Royal Banderium (890->960), +3 armour, 2 max without cost penalty.
    • Polish Nobles (750->740), +1 defense.
    • Polish Knights (920->910), +1 armour, 2 max without cost penalty.
    • Polish Guard (920->980), +3 armour, 2 max without cost penalty.
    • Armored Clergy (820->830), +2 armour
    • NE Bodyguard (300->420), 12 men, given the "can_formed_charge" attribute, +2 armour.
    • NE Late Bodyguard (320->470), 12 men, given the "can_formed_charge" attribute, +3 armour.
    • SE Bodyguard (300->420), 12 men, given the "can_formed_charge" attribute, +2 armour.
    • SE Late Bodyguard (320->470), 12 men, given the "can_formed_charge" attribute, +3 armour.
    • EE Bodyguard (300->410), 12 men, given the "can_formed_charge" attribute, +1 armour.
    • EE Late Bodyguard (320->470), 12 men, given the "can_formed_charge" attribute, +3 armour.
    • Greek Bodyguard (300->440), 12 men, given the "can_formed_charge" attribute, +3 armour.
    • Knights Templar (890->920), +2 armour, 2 max without cost penalty.
    • Knights Hospitaller (890->880), +1 armour, 2 max without cost penalty.
    • Teutonic Knights (950->980), +2 armour.
    • Knights of Santiago (890->880), +2 armour, 2 max without penalty
    • Mercenary German Knights 720 fl, +2 armour.
    • Mercenary Knights 590 fl, +1 armour.
    • Quapukulu (950->1020), +3 armour.
    • Royal Mamluks (880->980), +3 armour, 2 max without cost penalty.
    • Kwarizmian Cavalry (630->670), +3 armour, 2 max without penalty
    • ME Bodyguard (300->440), 12 men, given the "can_formed_charge" attribute, +3 armour.
    • ME Late Bodyguard (320->460), 12 men, given the "can_formed_charge" attribute, +3 armour.
    • Mongol Heavy Lancers (830->890), +3 armour.
    • Khan's Guard (930->1000), +3 armour, given the "can_formed_charge" attribute and wedge formation.
    • Mongol Bodyguard (330->470), +3 armour, 12 men, given the "can_formed_charge" attribute.
    Medium Cavalry

    • Mailed Knights (670->640), removed from Milan, Venice and Papal States in High era.
    • Demi Lancers (770->760)
    • Broken Lances (670->720), +2 attack
    • Italian Cavalry Militia (530->550), +2 charge, 2 max without cost penalty.
    • Druzhina (750->720)
    • Merchant cavalry militia +1 attack, +2 charge, -1 defense, +2 morale. Added to Spain, Portugal, Hungary and Poland in High Era, 2 max without penalty.
    • Byzantine Lancers (490->470)
    • Latinkon (740->720), 2 max without cost penalty.
    • Polish Retainers (850->710),-2 attack, -1 defense, -4 morale, 3 max without cost penalty.
    • Conquistadores (850->870), 3 max without cost penalty.
    • Huscarls (750->730), 3 max without cost penalty.
    • Mercenary Frankish Knights 670 fl
    • Condottieri (590->610)
    • Serbian Knights 900 fl
    • Crusader Knights 870 fl
    • Mounted Sergeants (470->460)
    • Hussars, 3 max without cost penalty.
    • Serbian Hussars 820 fl
    • Sipahi lancers (670->650)
    • Bedouin Cavalry (420->410)
    • Mamluks (680->740), +1 shield., 3 max without cost penalty.
    • Granadine Lancers (670->640)
    • Christian Guard (870->890), 2 max without cost penalty.
    • Armenian Cavalry (720->700), voice changed to heavy type, 2 max without penalty.
    Light Cavalry

    • EE Cavalry Militia (340->330). Mount changed to fast pony and voice type to light.
    • Greek Militia Cavalry (310->330), +1 shield. Voice light and mounted changed to fast pony.
    • Border Horse (380->360)
    • Hobilars now use fast pony, +1 attack, +2 defense, 3 max without cost penalty.
    • Scouts (420->360)
    • Albanian Cavalry 590 fl
    • Alan Light Cavalry (540->550). Given to Timurids in Early and High era, +1 shield, -1 defense, -2 morale, 2 max without penalty.
    • Mongol Light Lancers (570->580), -1 defense.
    Missile Cavalry

    • Reiters (850->740), +5 range.
    • Jinetes defense +1.
    • Mounted Crossbowmen (480->490).
    • Kazaks (420->480), 3 max without cost penalty.
    • Boyar sons (680->670), +2 morale (4->6), +1 defense.
    • D'vor Cavalry (990->900), +3 armour, -1 shield, 2 max without cost penalty.
    • Cossack Cavalry (730->670)
    • Byzantine Cavalry (530->560)
    • Skythikon (420->480), 3 max without cost penalty, removed from Byzantium in Late era.
    • Magyar Cavalry (450->540), 3 max without cost penalty.
    • Hungarian Nobles (800->710)
    • Vardariotai (900->810)
    • Lithuanian Cavalry (590->560), +2 ranged attack, -1 shield.
    • Polish Shooters (830->770), -1 shield.
    • Cuman Horse Archers (420->480), 2 max without cost penalty.
    • Mounted Longbowmen (760->710), available for England in High, 1 max without cost penalty.
    • French Mounted Archers (860->790), 2 max without cost penalty.
    • Turkish Horse Archers (420->480), 3 max without cost penalty.
    • Turkomans (490->540), 3 max without cost penalty.
    • Sipahis (680->650)
    • Desert Cavalry (480->470), +1 defense, +1 shield.
    • Mamluk Archers (810->780), 3 max without cost penalty.
    • Granadine Jinetes +1 defense, +1 shield.
    • Granadine CB Cav (500->480), -1 missile attack, added to Moors in High era.
    • Turkopoles (480->650)
    • Akinjis (420->480), given to egypt in early, 2 max without cost penalty.
    • Mongol Horse Archers (530->500), -3 defense.
    • Mongol Heavy Archers (600->730), -1 defense, +2 morale.
    • Turkomans Mercs (490->540)
    Camels

    • Bedouin Camel Riders (550->520)
    • Camel Gunners (1000->960), 2 max without cost penalty, range 160.
    • Tuareg Camel Spearmens (580->520)
    -------------------------------------------------------------------------
    Swords, Axes and Maces

    • Increased the cost penalty for bodyguards from 30% to 100%
    • Sword and Buckler Men -20 fl (510->490), mass changed to 1.2.
    • Battlefield Assassins (690->570), -1 attack, 2 max without cost penalty.
    • Hashishim (760->670), -1 attack, 2 max without cost penalty.
    • Dismounted E Chivalric Knights +2 defense, (510->550).
    • Dismounted Men at Arms +2 morale, (430->460)
    • Dismounted Broken Lances +4 morale,(430->510).
    • Dismounted Christian Guard -3 attack, -1 defense, -100 fl (660->560), 4 max without cost penalty, changed stat_ground to 1, 0, 1, -1.
    • Dismounted Conquistadores (660->650), -1 attack, 4 max without cost penalty.
    • Dismounted Druchima mass changed to 1.2
    • Dismounted Boyars Sons mass changed to 1.2, +1 defense, +2 morale (540->590).
    • Swordmen Militia -20 fl (370->350), mass changed to 1.2.
    • Urban Militia (370->350), added to moors in Early Era.
    • Norse Swordmen (490->470)
    • Dismounted Byzantines Lancers (370->350).
    • Byzantine Infantry (370->400), +1 defense, +2 morale, mass changed to 1.2.
    • Dismounted NE Bodyguard -1 attack, 16 men, (180->300).
    • Dismounted Huscarls 2 max without cost penalty.
    • Aztec Bodyguard size increased from 16 to 24 men, (200->240).
    • Venetian Heavy Infantry -1 armor, +1 defense, +2 morale (510->480).
    • Highlanders +1 defense.
    • Viking Raiders (450->420).
    • Flagellants (340->300).
    • Dismounted Imperial Knights (510->530).
    • Dismounted Mercenary Knights (570->590).
    • Dismounted Mercenary German Knights (430->410), +4 morale.
    • Sudanese Tribesmen +2 attack, (260->270).
    • Ghazis (410->370).
    • Sudanese Tribesmen Mercs (370->230).
    • Dismounted Crusader Knights (660->650), -1 attack.
    • Aztec Peasants (200->190).
    • Aztec Warriors (330->340).
    • Jaguar Warriors (520->500).
    • Cuahchiqueh (550->520).
    • Coyote Priests (470->340).
    • Txacalan Mercenaries (280->270).
    • Native Mercenaries (200->190).
    • Native Warriors (280->270).
    -------------------------------------------------------------------------
    Small Polearms

    • Dismounted Noble Knights (590->600), added to France in High Era, 2 max without cost penalty.
    • Dismounted English Knights (590->600)
    • Dismounted Portuguese Knights (590->600), 4 max without cost penalty.
    • Heavy Billmen -10 fl (320->340), +4 attack against cavalry
    • Billmen -40 fl (240->200), +4 attack against cavalry
    • Heavy Bill Militia -10 fl (320->340), +4 attack against cavalry
    • Bill Militia, +4 attack against cavalry
    -------------------------------------------------------------------------
    Polearms

    • Swordstaff Militia +2 attack, -30 fl (610->580)
    • Obudshaer, +1 attack, -30 fl (740->710)
    • Halberd Militia +3 attack, -70 fl (420->350), available for Papal States, Sicily, Poland and Hungary in High era, available for HRE, Sicily, Poland and Hungary in Late era.
    • ME Halberd Militia, given to Egypt, Turks and Timurids in High Era, (420->500).
    • Janissary Heavy Inf (680-720), -2 attack.
    • Transilvanian Peasants (280->310), +3 attack.
    • Voulgier (580->520), +2 attack.
    • Partisan Militia (470->430), +3 attack.
    • Swiss Guard (800->790).
    -------------------------------------------------------------------------
    2 Handed Axes

    • Norse Axemen +3 attack, +40 fl (600->640)
    • Varangian Guard +1 attack
    • Tabardariyya +1 attack
    • Berdiche Axemen +2 attack, +40 fl (410->450), mass changed to 1.2
    • Croat Axemen -20 fl (320->300)
    • Galloglaich +90 fl (410->500)
    • Galloglaich Mercs +1 attack, +90 fl (410->500)
    • Varangian Guard given "very_hardy" attribute.
    • Woodsmen +2 attack, -2 defense, +2 morale.
    • Berdiche Axemen (450->460)
    • English Huscarls (470->460)
    • Free Company Men At Arms (350->400)
    • Tabardariyya (680->670)
    • Saxon Bodyguard (180->170), +1 attack.
    -------------------------------------------------------------------------
    2 Handed Swords

    • Forlorn Hope (720->740).
    • Dismounted Gothic Knights (670->680).
    -------------------------------------------------------------------------
    Spears

    • Lamtuna Spearmen (520->510), changed from "very_hardy" to "hardy"
    • Welsh Spearmen (320->310), 2 max without cost penalty.
    • Slav Mercenaries, (380->350), 2 max without cost penalty, added to Russia in Early and High era.
    • EE Town Militia +1 defense.
    • Azabs +1 defense.
    • Dismounted Polish Nobles, (480->510), -1 defense.
    • Theigns (480->470)
    • Town Militia (210->260)
    • EE Spear Militia (280->260)
    • Italian Militia (360->350)
    • Nubian Spearmen (380->360)
    • Berber Spearmen (380->370)
    • Levy Spearmen +1 defense.
    • Sergeant Spearmen (380->370).
    • Armoured Sergeants, (560->550), -1 defense.
    • Spear Militia +1 defense, available for Denmark in High era.
    • Byzantine Spearmen, +1 defense.
    • SE Spear Militia, +1 defense.
    • Pavise Spearmen -1 defense.
    • EE Spearmen -1 defense.
    • Peasant Spearmen +1 defense.
    • Italian Spear Militia -1 defense.
    • Papal Guard -1 defense, (710->690).
    • Mercenary Spearmen -1 defense.
    • Crusader Sergeants -1 defense.
    • ME Spear Militia +1 defense.
    • ME Levy Spearmen +1 defense.
    • Saracen Militia -1 defense.
    • Aztec Spearmen 330->310).
    • Welsh Spearmen Mercs (320->310), 2 max without cost penalty.
    • Dismounted Frankish Knights (500->520), -1 defense.
    • Dismounted Arab Cavalry (330->350), -1 defense.
    • Dismounted Tuareg, (420->410), -1 defense.
    • Dismounted Sipahi Lancers -1 defense.
    • Dismounted Light Lancers (370->390), -1 defense.
    • Dismounted Heavy Lancers (530->520).
    -------------------------------------------------------------------------
    Others 2 Handed Weapons

    • Mutatawwi'a (230->280).
    -------------------------------------------------------------------------
    Archers

    • "arrow" missile range increased from 120 to 130.
    • Longbowmen +20 fl (480->500), range 160.
    • Yeoman Archers +10 fl (590->600), range 160.
    • Sherwood Archers -1 secondary attack, -30 fl (450->420), range 160.
    • Highland Archers range 140.
    • Highland Noble Archers, 4 max without cost penalty.
    • Scots Guard range 160.
    • Sicilian Muslim Archers range 150.
    • Venetian Archers range 150, -1 armor, +1 defense.
    • Trebizon Archers range 150.
    • Byzantine Guard Archers -40fl (610->570).
    • Bosnian Archers range 150.
    • Dismounted Longbowmen range 160.
    • Dismounted French Archers range 160.
    • Dismounted Lithuanian Cavalry range 150.
    • Welsh Longbowmen range 160.
    • Free Company Longbowmen range 160.
    • Bulgarian Brigands range 150.
    • Dismounted Dvors (750->660), +1 defense, -3 shield.
    • Turkish Archers range 150.
    • Ottoman Infantry: added 'hardy' attribute, range 150,+2 attack, +2 morale, -3 shield, (620->630), mass changed to 1.2.
    • Desert Archers changed from "very_hardy" to "hardy", range 150.
    • Nubian Archers available for Egypt in High and Late era, 2 max without cost penalty, range 150.
    • Armenian Archers available for Timurids in Late era, range 150.
    • Mongol Foot Archers range 150.
    • Mongol Infantry range 150, +3 defense, -3 shield.
    • Sabadar Militia -3 shield, +2 attack, +1 defense.
    • Dismounted Archers range 150.
    • Dismounted Heavy Archers -80 fl (640->560), +1 defense, range 150.
    • Welsh Longbowmen Mercs range 160.
    • Bulgarian Brigands Mercs range 150.
    -------------------------------------------------------------------------
    Crossbowmen

    • "crossbow_bolt" missile range changed from 120 to 130.
    • Crossbowmen range increased from 120 to 140, (380->360).
    • Peasant Crossbowmen (290->260).
    • Crossbow Militia (290->260).
    • ME Crossbow Militia (340->300).
    • Pavise Crossbowmen range 150.
    • Pavise Crossbow Militia range 150.
    • Mercenary Pavise Crossbowmen range 150.
    • Mercenary Crossbowmen range 150.
    • ME Peasant Crossbowmen given crossbow_bolt (130 range), 9 missile attack, 290 fl.
    • ME Crossbow Militia (290->360), given steel_crossbow_bolt (140 range), 12 missile attack, given to Moors in High and Late era.
    -------------------------------------------------------------------------
    Gunpowder

    • Naffatun +100 fl (350->450), 1 max without cost penalty.
    • Increased arquebus_bullet range from 120 to 140.
    • Cossack Musketeers -20 fl (650->630), range 170.
    • Arquebusiers +2 secondary attack, -20 fl (470->450)
    • Musketeers +2 secondary attack, -20 fl (550->530), range 170.
    • Portuguese Arquebusiers -80 fl (680->600)
    • Mercenary Arquebusiers, +2 secondary attack, -70 fl (520->450)
    • Jannisary Musketeers -20 fl (720->700), fixed armour upgrade cost, range 170.
    • Sudanese Gunners -70 fl (580->510)
    • Hand Gunners: +5 range +1 defense skill and -60 fl (510->450)
    • ME Hand Gunners: +5 range +1 defense skill and -60 fl (560->500)
    -------------------------------------------------------------------------
    Javelins

    • cav_javelin speed increased from 30 to 40.
    • javelin ammo reduced from 8 to 6, range 60.
    • Javelinmen (250->200), +1 defense.
    • Lusitanian Javelinmen (330->320), +1 defense, +3 shield.
    • Almughavars (540->510), +3 shield, +1 defense, -2 morale, -1 attack.
    • Irish Kerns 2 max without cost penalty, +1 defense.
    • Catalans (580->600), +1 defense, +3 shield, given to spain in High era, 2 max without cost penalty.
    • Turkish Javelinmen (250->200), +1 defense.
    • Sudanese Javelinmen (300->270), +1 defense.
    • Kurdish Javelinmen (330->280), +1 defense.
    • Afghan Javelinmen +1 defense.
    • Aztec Spear Thrower +1 defense.
    • Arrow Warriors (360->480), +1 defense, given the "light_spear" attribute, +4 versus cavalry.
    • Irish Kerns Mercs +1 defense, 2 max without cost penalty.
    • Afghan Javelin Mercs +1 defense, added to Mongols in Early, High and Late era.
    -------------------------------------------------------------------------
    Pikemen

    • Highland Pikemen +2 defense.
    • Scot Pike Militia -50 fl (260->210), added to Scotland in Early era.
    • Heavy Pike Militia, added to Scotland in High Era.
    • Tercio Pikemen (470->420)
    • Pikemen (350->310)
    • Pike Militia (260->210), available for Spain, Portugal and HRE in High era. Available for Milan, Venice, Sicily and Papal States in Late era.
    • Aventuros (690->610)
    • Flemish Pikemen (420->390)
    • Swiss Pikemen (640->530)
    • Landschknett Pikemen (470->420)
    • Noble Pikemen (600->630), +2 defense.
    • Flemish Pikemen Mercs (420->390)
    • Swiss Pikemen Mercs (640->530)

    3.0 INSTALLATION
    ================

    The Retrofit MP 2.0 Mod requires M2TW: Kingdoms.

    To install the Retrofit MP 2.0 Mod, simply run the supplied executable file. If you have a valid installation of M2TW: Kingdoms, installation setup will automatically determine the installation path and appropriate language assets (game audio and text) for the Retrofit MP 2.0 Mod.

    The Retrofit MP 2.0 Mod installs all game files into a separate mod path and does not modify any existing M2TW or M2TW: Kingdoms files. This protects the existing M2TW and M2TW: Kingdoms installations and allows multiple mods to be run from the same M2TW installation.

    Installation consists of four main components:

    · Required Retrofit MP 2.0 Mod Files: Core files required to install and use the Retrofit MP 2 Mod. (REQUIRED)
    · Copy M2TW Campaign Files: The installer will copy the required campaign files from the original M2TW installation. (REQUIRED)
    · Copy M2TW Custom Battle Files: The installer can copy the custom battle files from the original M2TW installation. (REQUIRED)
    · Copy M2TW Save Games: The installer can copy save games from the original M2TW installation for use in the Retrofit MP 2.0 Mod. (OPTIONAL)


    4.0 LAUNCHING THE MOD
    =====================

    The Retrofit MP 2 Mod can be launched via a number of methods:

    · Start menu shortcut
    · Desktop icon
    · M2TW game launcher (English)
    · Batch file located in: [M2TW Path]\mods\RetrofitMP2\medieval2_RetrofitMP.bat


    5.0 CAVEATS AND KNOWN ISSUES
    ============================

    · Version 2.0 of the Retrofit MP Mod is designed to work with M2TW: Kingdoms with M2TW updated to version 1.05.000. Version 2.0 of the Retrofit MP Mod may not work correctly with future versions of M2TW: Kingdoms and M2TW.
    · The Retrofit MP Mod may not install and/or run correctly for some downloadable distribution methods of M2TW or M2TW: Kingdoms.
    · Although the Retrofit MP Mod contains assets for all available game languages, it has not been exhaustively tested for every language of M2TW: Kingdoms.
    · The additional custom battle maps have not been translated for non-English languages.
    · Using M2TW save games in the Retrofit MP 2 Mod has not been exhaustively tested.


    6.0 MODDING
    ===========

    The Retrofit MP Mod may supply a good base or reference for other M2TW: Kingdoms mods. Other mods may include content of the Retrofit MP Mod in whole or in part. Please acknowledge credit to the Retrofit MP Mod when Retrofit MP Mod content is used in other mods.

    It is requested for others not to release mods that directly modify an installed Retrofit MP Mod. This is to avoid compatibility issues in multiplayer battles between players with different Retrofit MP 2 Mod data. If you wish to create a mod for Retrofit MP, please ensure it uses a new ModPath.


    7.0 CONTACT AND SUPPORT INFORMATION
    ===================================

    Support for the Retrofit MP Mod is provided through the Total War forums:

    http://www.totalwarforums.com/
    http://www.twcenter.net/forums


    8.0 LEGAL INFORMATION
    =====================

    This is an unofficial Mod for Medieval II Total War: Kingdoms. SEGA and the Creative Assembly do not endorse or support this Mod.

    All right, title, interest and ownership rights in this Mod belong to the Authors of this Mod (as far as is legally possible).

    The Authors of this Mod (and for the avoidance of doubt SEGA and The Creative Assembly) will not be held responsible for the risks connected with any loss (financial or otherwise), damage to property, lost data, console, computer or handheld device failure, errors and lost business or other information as a result of possession, use or malfunction of this Mod.


    9.0 CREDITS
    ===========

    Authors & Support
    =================

    Carlos 'Mordred' Sánchez
    Jake Peterson
    Jason 'Palamedes' Turnbull
    Juan Luis 'Ergion' Barahona
    Scott 'Unspoken Knight' Lowther


    Beta Team
    =========

    Acunal
    Almircar
    Anubis
    Brutus
    Danielo
    DucaWilliam
    Edecón
    Embirrado
    Fieldmarshall
    Hannibal
    Iberoxauen
    Indigo
    Niesmiertelnik
    Lerend
    Paolai
    ReloK
    Rikimaru
    Sir Eudes
    Sir Heinz
    Super
    Veneno
    Wolf-yop


    Special Thanks to
    =================

    Alba
    Alexandros
    Avgvstvs
    Castellano
    Colossus
    Conan
    Duffman
    Eagle
    Espartiata
    Finisterra
    Gale
    Gorrion
    Harkonnen
    Hereje
    Iberoxauen
    Indibil
    Jorkelme
    Klu
    Kronos
    Kubaro
    Kyolic
    Lancelot
    Legion22
    Leonidas
    Llop
    LordHarald
    LordKoal
    Lotario
    Lupu
    Magon
    Mardonio
    Marcumar
    Medieval
    naiver
    Okeenan
    Phoenix
    Proteus
    proximo
    Raiola
    Regne
    Romanos
    SalmonMoose
    Soldurio
    Stranger
    Thrandhuil
    Thormes
    Trash
    Viri_712
    vonPauluS
    Vorian


    Clans
    =====

    Arcani
    Bractwo Stali
    Brotherhood of Aggony
    Brotherhood of Steel
    Cacciatori
    Celtiberos
    Cojot
    Crusaders
    Cruzados
    Devoti Custodes
    Grey Wolves
    Hermandad de la Guardia
    Hussars
    Imperial
    Imperium Polskie
    Invictus
    Leontes
    LEGIO
    LONG
    Luna Rossa
    Normanni
    Rapax
    Sarmaci Krolewscy
    Victrix
    Warriors of Crom
    4Horsemen


    Sites supporting Retrofit MP Tourneys & Campaigns
    ===================================================

    Clan War Belt : http://forums.clanwarbelt.org/
    Clan Wars Championship : http://clanwars3540.yuku.com/bclanwars3540
    Clan Community Shield : http://www.clancommunityshield.net/
    Clan Celtiberos 2v2 Tourney : http://www.celtiberos.net/
    Clan LEGIO MP Italian Campaign : http://tournaments.realtimestrategy....b9d7f8fe44bd16
    Total War Italia: http://freeforumzone.leonardo.it/for...=45154&f=45154

    And of course all those who support this wonderful mod playing it in multiplayer! This update wouldn't have been done without you, mates!
    Last edited by Unspoken Knight; October 13, 2008 at 09:44 PM.

  2. #2

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Download link is wrong. The good one is http://www.twcenter.net/forums/downl...o=file&id=2098

    Anyway, thanks a lot Unspoken Knight!
    Shogun was chess, vi was chequers rome was tiddlywinks and mtw2 musical chairs." - Swoosh So

  3. #3

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Thank you very much, Unspoken Knight

  4. #4
    loet66's Avatar Senator
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    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Yes, Thanks a lot !

    + REP !

  5. #5
    Sirius 21's Avatar Tiro
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    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Why isn't this a sticky topic? I spent some minutes searching it around the forums.... Shouldn't this thread replace the one about Retrofit MP 1.0?
    Admin of Total War Games Italia
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  6. #6

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    I had played retrofit 2.0 multiplayer for couple of weeks since it released. after at least 100 online battle played, i can say its a pretty well balanced mod. the major changes on archer type of units are great. that gives players more viable faction/army selection. and better balance in melee vs missle wise.

    A couple of things i may suggest:

    1, The heavy cavalry. many of the heavy cavalry got more armor. noble knights, teutonic knights, royal mameluk ect. the change was great first hand imo. It gave cavalry better survival ability against missiles. But the change on armor make cavalry way too powerful in melee. they were already very deadly in charge and melee before. more armor simply make them overpowered close combat. I would suggest that keep the 2.0 armor value but reduce their melee attack(secondary weapon). That would keep their good missile defense, still powerful in charge, and also make them not overpowered in melee.

    2, Two-handed axemen proform better when they are attacking uphill. I don't know if many people notice this, when twohanded axemen attack up hill, they got one more attack amination. Notice when they attack cavalry, they use their two handedaxe to thrust-hook the cavalry. Its a very fast attacking move. When they attacking up hill, they are using the same amination agaist the infantry. Most of twohanded axe amination are slow, but this one is fast and with the extramly high damage of twohanded ax, it will kill opposing infantry very fast.

    3, Twohanded axemen again. and its still something to do with the amination, there is an attack move that looks like swing a base ball bat. that move never hits the target unless you are attacking uphill. I think its because of the range, the attack range of that move is too short. It would rarely touch the target, hit chance about 10%.

    4, Weather does not effect missile unit big enough. fog and rain supposely negat the effectivness of missiles, but right now they seems not effect them at all. only weather that effecting missile effectivness is the thunder storm.

    In nordays, the universal rules in retrofit tournament was attacker choose army first, then defender choosing the counter part. Its a HUG advantage for defender. First defending side can choose a excatly counter army against attacker base factional unit selection. Second, defender can choose a good defensive ground await the attacker. Its seriously an unfair advantage for defending side.

    what i am thinking is put the weather into count, allowing attacker tho choose the weather at the map setup in tournament. That would gave attacker a fair edge. For example, melee heavy unit rushing in the heavy rain fall, that would negat the effectivness of defender archer on high ground. Right now, rain day does not effect missile at all seems. Only thunderstorm does. But many player saying the thunderstorm cause too much lag and their computer can't handle it.

    Thats all in my mind right now. Retrofit is the best multiplayer mod imo. Just a couple of things need to be rebalance/fixed. Overall i would gave 9 out of 10 for 2.0.

  7. #7

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Hi, I was just wondering what the diffrence is between Retrofit multiplayer v2 and the regular retrofit mod other than the balances? Whats the point in getting the normal retrofit if retrofit multiplayer balances the game more evenly? Also can I uninstall my regular retrofit mod or do I still need to keep it? And is it possible to install Grand Unit addon mod for the retrofit multiplayer version?

  8. #8

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    To the above poster: "The Turk",

    Very good questions!

    I too would like to know...

  9. #9

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    I believe the only changes between the two are balance related.

    Retro and RetroMP are 2 completely separate mods, you can install them individually or have both at once, uninstall any of them without fear.

  10. #10

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Hey all, sorry if this sounds like a rather noobish question but I haven't been able to determine for certain by reading through some of these threads how exactly the retro fit works with MP hotseat campaigns.

    Specifically, can my daughter and I play a "Hotseat" campaign with each of us on our own networked computers or do we have to share the same computer on each turn? Also, will we actually be able to control our defending armies or are the defending armies still auto resolved like the original hotseat mode in Kingdoms?

    Thanks.

  11. #11

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Are there any gameplay differences between this and the other Retrofit?

  12. #12

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    No, unless you include the unit rebalancing. The overall features are the same, but Retrofit MP has had a lot of unit changes to improve balance for Multiplayer battles
    Total War Modder, Former Total War Developer

  13. #13

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Hello, my version of the Installation isn't working. I've installed the whole thing with steam and when I try to run the Retrofit 2.0 installer it gives me the error:

    "ERROR: Setup was unable to find a valid Medieval II Total War: Kingdoms installation.

    Retrofit Multiplayer version 2.0 requires Medieval II Total War: Kingdoms.

    Setup aborted."

    If you could help me thanks a lot!

  14. #14

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Yeah I'm going through the same thing right now. Is it because I have steam?

  15. #15

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Quote Originally Posted by Artavios View Post
    Yeah I'm going through the same thing right now. Is it because I have steam?


    Same here. I believe its because the standard Medieval and the Kingdoms expansion were merged on steam. I played Retrofit without issue before, but no longer.

    Does anyone know how to make Retrofit work in this situation? Or will we need to revert back to an earlier version of Medieval? Any help is appreciated.

  16. #16

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    For everyone who can't install this mod on steam: place cracked kingdoms.exe to the steam game directory (where usual medieval2.exe is located). If that won't fix the issue, find registry (.REG) file that has kingdoms info in it (you can find one on web) and merge it with your windows registry.

  17. #17

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Janissary Heavy Inf (680-720), -2 attack ? Make them weaker as they are ? Only if you have Kingdoms they have 14 Attack , but if you still play Vanilla there is no change from 1.3 to 1.5 , they are still like in 1.2 because 1.3 has nothing changed for them and this mods makes them weaker.

    Donīt download it if you play as Turks. It will ruin your Campaign and your Game.

  18. #18

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    Question. Does anyone know why we are not getting messages playing the retro fit mod? They worked when we played hotseat on my cpu but emails play we do not get the messages.

  19. #19

    Default Re: Retrofit Multiplayer (Retrofit MP) 2.0 released

    What's the point of having an installer when it doesn't work with the version most players have now? Why don't you just give a normal zip file? Are you hiding something shady in that installer?

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