to install do you just copy and paste it over the med 2 files
to install do you just copy and paste it over the med 2 files
No, by all means do not do that. It would cause one hell of a confusion with your M2 files, and you would have to reinstall.
When you open the RAR file, simply drag the two files HundredYearWar_0.7.cfg and HundredYearWar_0.7.bat, as well as the folder HundredYearWar_0.7 into your Medieval II Total War folder.
To play the mod double click on HundredYearWar_0.7.bat.
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.
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"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
Here two images that should help you install the mod if you are still experiencing doubts/difficulties.
Once you have downloaded the mod from whichever upload site is working at the moment, you double click on the RAR folder.
What you see right now should look like this:
Spoiler Alert, click show to read:
What you do is to simply drag the two files and the folder into your Medieval II Total War folder (to make it easier if you have never done this before I suggest you already have it open on your desktop)
Your Medieval Folder should now look somehow like this:
Spoiler Alert, click show to read:
Note that there are three items called HundredYearWar in here now, which weren't there before you dragged them over from the downloaded folder.
To play the mod make sure you have the medieval disc in your drive, and double-click the HundredYearWar.bat file (the second HundredYearWar file in the list).
I hope this helps.
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PS Oh, and I believe you need the normal Medieval patches for it to work (1.1, 1.2 and 1.3, I have forgotten if you really need the third one, someone posted here saying it works fine with just the first two). You can get the patches at the .com (I actually don't know whether they have them here as well, might be...)
Last edited by on a mountain; December 07, 2008 at 12:26 PM.
I really love this mod. It is very well put together. I would like to have it fitted to have the kingdoms.exe kick it off. This would increase the playability, similar to what Broken Cresent did by creating a special mod to allow it to be played via Kingdoms. This would give flexibilty that Kingdoms as the driver would provide. SS6.1 also uses Kingdoms. I know that you mentioned that you did not have kingdoms at the time you started. My hope is that someone could assist in fitting this for kingdoms. Please let me know if this is something that can be looked into. I would greatly appreciate it as a fellow modder looking to take several lessons from this mod and give credits on the mod I am working on. Thank you JML322
"Accept the challenges so that you can feel the exhilaration of victory." George S. Patton
"Greeks dont mod like modders, modders mod like greeks." -PorkyJack
10 new captain models (campaign map) to download
Congratulations gentlemen very nice work indeed+rep of course!!!
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I've played it some more, and I'm close to completing my short campaign with Burgundy. I have a few more observations:
a) Pirate ships in lakes:
Spoiler Alert, click show to read:
It doesn't affect the actual gameplay, but I find it a tad annoying, aesthetically. Perhaps it can be resolved by using the "no_pirates" tag in the descr_regions.txt file, which is what the American regions use in vanilla.
b) The Alps are a strange place to travel, often leading to unusual paths such as this:
Spoiler Alert, click show to read:
Although the only problem in the campaign map is that a player may not know automatically where the paths are (because they look like any other mountains), it also makes for battlefields of extreme height gradients. I haven't had a battle there where I was blocked by impassable terrain yet, but it could be a cause of concern.
c) This isn't a bug but a good thing. The rebels besieged one of my towns! This happens so rarely in vanilla, that I had to take a screenshot.
Spoiler Alert, click show to read:
d) The monk in the intro video always talks about England. I know it's not important, but I suppose it can't be hard to make him talk about France or the other factions (although Burgundy doesn't really fit anywhere).
e) Movement seems unusually slow around Torino. The roughness of that area is low, so I don't know what's causing it, or even if it's just in my head.
f) When I changed my video settings and left the game, upon restarting it they reverted back to their default (shader 2, 1024x768). I changed them by editing the cfg file and they're alright now. This was a few days ago, so I can't remember for sure if there may have been other reasons for that behaviour. I'll try it again some time, maybe later today, to check.
g) You mentioned the low loyalty of French generals. I haven't played a French campaign yet, but I've looked at their starting state, and that if the English. I noticed that the French have some generals with 2 loyalty points, but the English have one general with no loyalty at all, in south-west France. Is that historical and expected?
h) I also noticed that the HRE starts without a single castle. That means that, without mercenaries, it has no way to train new troops. It borders two rebel castles (Bern, Luxembourg), but they are both very heavily defended. I don't see how this faction can do anything of note in the hands of the AI (since it never converts towns to castles).
Edit: added spoiler tags for pictures.
Hello Sel,
Nice to see a dedicated payer attack this!
I have noted that too. Also, they tend to clogg up the rivers. I have planned to generally lower the rebel incident rate overall. They are very annoying and tend to divert the AI from the main campaign.
I have already redone the Alps three times. I guess sitting down and redoing them a further time won't do any harm. They have improved a lot since version 1 (which was a satellite image). Regarding the steepness of the battlefields: As you may know, I have lived for three years in an alpine village. I think few people outside the Alps actually know/realise how impossibly steep most of the terrain is. When you travel through the main alpine valleys, most of the lower valley slopes are vertical or subvertical in many areas.
I am atm working on several AI models, taking them apart statistically. In the better ones the rebels are quite aggressive. But this is extremely tedious, as I have to get statistically relevant numbers on what I am doing. This is the most difficult task to achieve for the final issue 1.0 of this mod.
Yes, no clue how to do that.
I have altered overall movement rates for the mod. This also makes the AI behave less like a total twerp.
Let me know what you find.
The stats for all named characters are a bit arbitrary atm, as I just put any random numbers in many places when I was rewriting the descr_strat. Vas, with his great patience, has been doing a grand job going through it with a fine comb and eliminating many of my micro-bugs (when you write the first version of a mod, all you want to do is for it not to crash, so that was my priority).
I pointed this fact out to Vas yesterday. I had never noticed this. He thought I had done it on purpose in order to slow down the HRE killing machinery.
The fact is that for the final release recruiting is going to work in a two-fold manner:
- The strong core of your army comes from castles.
- The infantry ("the canon fodder") is recruited through mercenaries.
- Towns cannot recruit (they may be able to refill detrimented units though)
This is a very nice model that will make gameplay totally different from the original M2, and much more realistic. Stig has been doing some impressive and beautiful work on the mercenary units and recruiting models.
so much for now. Back talking to the AI (and I might play a round of Ludo (or Mensch ärgere dich nicht, as I know it) with my daughter).
and of course you get +rep for your constructive report.
Ah, good point ... I doubt any of us even knew of thisIt doesn't affect the actual gameplay, but I find it a tad annoying, aesthetically. Perhaps it can be resolved by using the "no_pirates" tag in the descr_regions.txt file, which is what the American regions use in vanilla.
Oh, battles are playable allright, but highly unrealistic and idiotic.Although the only problem in the campaign map is that a player may not know automatically where the paths are (because they look like any other mountains), it also makes for battlefields of extreme height gradients. I haven't had a battle there where I was blocked by impassable terrain yet, but it could be a cause of concern.
I personally have been thinking of smoothing stuff, so instead of all those strange heights an nice smooth slow elevation ... unfortunatly I can't make maps and OAM has to do this.
Well, it's rare in this game as well, as we haven't changed the AI yetc) This isn't a bug but a good thing. The rebels besieged one of my towns! This happens so rarely in vanilla, that I had to take a screenshot
For Savoy he speaks about the Byzantines I believe ... though I have been looking into taking them out in general ... or replacing them with scrolling text supported by the background music.d) The monk in the intro video always talks about England. I know it's not important, but I suppose it can't be hard to make him talk about France or the other factions (although Burgundy doesn't really fit anywhere).
Yup, remember seeing that in the first version of the map, but I doubt anyone has ever seen it as a great probleme) Movement seems unusually slow around Torino. The roughness of that area is low, so I don't know what's causing it, or even if it's just in my head.
lol, I've been having similiar problems, not knowing what was causing them ... atleast I know the causef) When I changed my video settings and left the game, upon restarting it they reverted back to their default (shader 2, 1024x768). I changed them by editing the cfg file and they're alright now. This was a few days ago, so I can't remember for sure if there may have been other reasons for that behaviour. I'll try it again some time, maybe later today, to check.
Can't answer this myself. OAM? (Where's the whipping smiley?)g) You mentioned the low loyalty of French generals. I haven't played a French campaign yet, but I've looked at their starting state, and that if the English. I noticed that the French have some generals with 2 loyalty points, but the English have one general with no loyalty at all, in south-west France. Is that historical and expected?
Yeah, our bad, we just found out ourselvesh) I also noticed that the HRE starts without a single castle. That means that, without mercenaries, it has no way to train new troops. It borders two rebel castles (Bern, Luxembourg), but they are both very heavily defended. I don't see how this faction can do anything of note in the hands of the AI (since it never converts towns to castles).
Metz will be, or is already, transfered into a castle for the next release
Thanks for the feedback mate
On the note of mercenaries, some are already finished:
Spoiler Alert, click show to read:
Some notes on this:
- Mercenary Zweihanders currently use Rebel skins, as there are no Merc skins for them. We'll make them.
- Frisian Spearmen will get reskinned shields, to set them apart.
- Parisian Mercenaries will get shields that look less nordic (I will do what I did for Savoy, I'll simply copy the town militia shields over the current ones).
- And as you see, no unit card for the new units is done yet
Stig: I believe we typed this at the same time.
So, whoever reads this has to take the average of our answers for the correct info.
Hello ON A MOUNTAIN!!well first of all this mod has the potential to be the best mod about the 100 YEARS WAR it's really very good and almost as realistic as it could be
i have started playing as England a few hours ago and i already have useful feedback for you mates
so 1rst i cannot retrain my ships in any port of a castle or a town, (the game starts with galleys as a ship type and i don't know if that is intented or not or if it has something to do with retraining since i can only recruit cogs in the beginning) 2nd we definitely need increased unit movement since the map is much bigger (and this is a very nice map i have to say!!!
) That's all for the time being gentlemen
i'll provide more feedback as soon as i see something that needs fixing
we hope to see the new version or at least a patch soon
keep up the good work
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Last edited by Violator; November 17, 2008 at 12:43 PM.
Maybe worth close the river navigable for ships? Major cities on the rivers can not build ports and vulnerable to major disembarking from ships ...
That is precisely the point of navigatable rivers: easy access for the enemy.
It's meant to be a challenge.
Also you can transport your own armies from landlocked positions quickly along the rivers.
Earlier in the game I tried to install ports on the cities by the rivers, but this led to a million problems, as enemy ships could no longer pass (they automatically try to blockade the ports).
Will definitely have a go once the 1.0 comes out![]()
A new mobile phone tower went up in a town in the USA, and the local newspaper asked a number of people what they thought of it. Some said they noticed their cellphone reception was better. Some said they noticed the tower was affecting their health.
A local administrator was asked to comment. He nodded sagely, and said simply: "Wow. And think about how much more pronounced these effects will be once the tower is actually operational."
hello, Can you put the link of the mod in another site please, i can´t download it, my internet tells me that can´t open the file. congratulations for the mod
I added it to Fileplanet as well:
http://www.fileplanet.com/194500/190...ed-Years-War--