thanks for you rep thank you
And why in the cities to build Leather Tanner if there is no set of soldiers?
You may have to return the recruitment of militias in the city? AI because many now lost ...
For this beta we still do not have the mercenary units that will supply the main bodies of the armies.
Therefore, we have left the basic facilities so that depleted units can be restored without always having to return to the castles. This may change in later versions as mercenaries become widely available. Then it may be that you can only refill your hardcore units in the castles.
"Greeks dont mod like modders, modders mod like greeks." -PorkyJack
10 new captain models (campaign map) to download
As merchants are not all right, it makes no sense to recruit them ...
Over 30 moves merchant still gives paltry income does not get the experience and not paying attention to earnings growth cities ...
Last edited by Russian NORMAN; November 17, 2008 at 02:39 PM.
In fact, we are looking for ways to reduce the spawning of priests, merchants and diplomats, which the AI never ceases to create, endlessly.
Mod is very promising, the topic of gold, even the beta is a complete success! Thank you.
So far, all clearly on the history.
Yes.
Let me explain this. When we began making our mod, Kingdoms had not yet been released, so there were no cultures. However, we needed a mechanism to make certain provinces want to rebel (for instance Wales).
The only way we could see this was by making them islamic or orthodox.
We are right now working on installing cultures into our mod so that this aberration can be corrected.
I apologise!![]()
In your plans include making forts stone?
Century War still ...
We may introduce stone forts in a future issue.
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As I was working on about 2 dozen identified map micro-bugs and balance issues I took the suggestions of some of you to heart and gave the British Isles a complete workover, enhancing the overall topography in order to make it look hillier, and pouring over historic maps to introduce the large forest areas which were missing in the first issue.
The reason for this is that I worked mostly from satellite data, and unfortunately nowadays Britain has got almost none of the vast forests left that once dominated the landscape. Who hasn't heard of Sherwood Forest, or even the Wychwood forest of fairytales..., and who actually HAS heard of the Lincoln and Yorkshire Forests that once covered large areas?
Here is a couple of goodies:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
I have also increased the total number of regions by seven to a total of 121.
Meanwhile stig and vas have been very busy creating new factions and an astonishing number of mercenary units...
We make everything ourselvesbtw why not use burek skins?
I personally hate most mods that are nothing different than 20 small mods put together, in a bad way. Things that don't look alike, things that look.
Now we might not be able to make models ourselves, but that atleast means everything looks good. Or atleast, we think so.
I'm a strange creature really, I hate most RTW mods for the simple fact that all units are brown, I love faction colours, the brighter the better.
Heh, I actually critized OAM for his use of native languages, if I could mod some things I'd just put everything in in English.
Nice mod guys may I suggest in a future release including one of the irish kingdoms?![]()
Heh, Ireland is not really a main priority, afterall, it's hardly on the map
Next release will get Flanders (skins more or less done, coding is easy as we're using Scotland (same amount of letters makes it easier to mod) and for some units we only need to change the names) and mostlikely Wales
After that we might see Brittany and Navarre, but it will take a long time before we get there
Testing has been slow, due to real life work and the work I've been doing on a mod of my own for RTW (where the units aren't all brown).
You said something about looking into removing the other factions from custom game setup. I haven't unpacked the M2TW files, but for RTW you do that in data\descr_sm_factions.txt - it's trivial, just changing a 'yes' value to a 'no' one for all the factions you want left out. It may be the same in M2TW, or at least similar.
I've played some more, and I'm currently only two provinces away from a Burgundian short victory. Some observations:
I had two citadels and several large cities by the first 50 turns. With the current building times and population growth rates, most construction should peak at around that time, with not much left to do later. I'll make a more clear assessment once I've finished the game, this is just a heads up in case you're thinking of tinkering with these parameters.
Spain took Provence, but was kicked out by a rebel uprising, and the English had some success against the French, expanding from their initial holdings in south-west France towards the center of the country. Once again, I'll have a clearer assessment of AI behaviour and balance once I finish my game.
It would be nice to have (at some point) faction overview maps in the faction tab. For Burgundy it shows the standard M2TW map with Milan and the Byzantines as targets.
A very knit-picky point, but the army/city/agents buttons do not behave uniformly. The city and agents ones light up when selected, while the army one not only lights up, but its surrounding becomes a little darker and appears to be "pushed in".
Beautiful mod! I can't wait to try Flanders!![]()