Page 5 of 32 FirstFirst 12345678910111213141530 ... LastLast
Results 81 to 100 of 684

Thread: HundredYearsWar 0.99 - General Discussion

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: HundredYearsWar 0.7 - open Beta

    the next version include flanders , and castilla-leon?
    and navarra?

  2. #2

    Default Re: HundredYearsWar 0.7 - open Beta

    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.
    Thanks
    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.
    We are already doing so
    I myself propose a pop growth of 1%, not 4% as most settlements have now.
    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.
    OAM more or less unscripted the AI. And it's dangerous now, even without the mercenaries.
    Spoiler Alert, click show to read: 
    This is about 90 turns (only 45 of the 100 years), Vas played as Savoy, but did not really do anything, he was a spectator

    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.
    Strange, I believe Vas actually made those
    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".
    Something for Vas to fix


    As for Flanders:
    Spoiler Alert, click show to read: 
    Angomen (actually just Billmen, with changed stats)
    Spoiler Alert, click show to read: 

    Flemish Heavy Pikemen
    Spoiler Alert, click show to read: 

    Flemish Light Pikemen
    Spoiler Alert, click show to read: 



    the next version include flanders , and castilla-leon?
    and navarra?
    Flanders will be in it, and possibly Wales
    After that there will be Britanny and Navarra

  3. #3
    =NF= Vasileios_the2nd's Avatar Semisalis
    Join Date
    Sep 2008
    Location
    Athens.Greece
    Posts
    404

    Default Re: HundredYearsWar 0.7 - open Beta

    Quote Originally Posted by Seleucos of Olympia View Post

    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.
    Yes we are aware of this as Stig said. We will definitely change some factors such as the population growth.

    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.
    Hm... I'm pretty sure I had them changed. Anyway, they are meant to change till next release. So no worries. Thanx for the point-out!

    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".
    This is something we know from the very first days of development of the mod. Since it is something small, we maybe let it be as it is. But there is a possibility I will change it. In fact, I like the fact that the buttons give an impression of "hand-made" ui panel. Dunno, we'll see


    Beautiful mod! I can't wait to try Flanders!
    If we continue to work at the rate we do now, you will be able to play with Flanders and enjoy several other fixes/changes sooner than you hope

    Cheers for the feedback!
    "Greeks dont mod like modders, modders mod like greeks." -PorkyJack
    10 new captain models (campaign map) to download

  4. #4
    Albath's Avatar Civis
    Join Date
    Aug 2008
    Location
    Монгол Улс
    Posts
    127

    Default Re: HundredYearsWar 0.7 - open Beta

    Even though this is a very capable and extremely impressive mod I'll wait until the next version to download. It seems that the next version with Flanders and all that other goodies will be released soon and I will report first thing when I fire up my game.
    Unus, duo, tres, quattuor, quinque, sex, septem, octo, novem, decem! - Proof that I can count from 1-10 in Latin.

  5. #5

    Default Re: HundredYearsWar 0.7 - open Beta

    Quote Originally Posted by Albath View Post
    Even though this is a very capable and extremely impressive mod I'll wait until the next version to download. It seems that the next version with Flanders and all that other goodies will be released soon and I will report first thing when I fire up my game.
    Soon is about a month from now mate ... I personally am busy enough with reallife to not be able to do much stuff

  6. #6
    Albath's Avatar Civis
    Join Date
    Aug 2008
    Location
    Монгол Улс
    Posts
    127

    Default Re: HundredYearsWar 0.7 - open Beta

    Oh well, it will be a great Christmas present.
    Unus, duo, tres, quattuor, quinque, sex, septem, octo, novem, decem! - Proof that I can count from 1-10 in Latin.

  7. #7

    Default Re: HundredYearsWar 0.7 - open Beta

    great job keep up the great work

  8. #8

    Default Re: HundredYearsWar 0.7 - open Beta

    Quote Originally Posted by Albath View Post
    Oh well, it will be a great Christmas present.
    Yeah, that's the way to see it

  9. #9

    Default Re: HundredYearsWar 0.7 - open Beta

    Maybe it makes sense to limit the number of spies and assassins? As with merchants and priests.
    Also possibly be spies and assassins slightly increase their price and content ...
    Last edited by Russian NORMAN; November 23, 2008 at 02:28 AM.

  10. #10

    Default Re: HundredYearsWar 0.7 - open Beta

    yes, we are definitely trying to lower the amount of secondary characters. They clogg up the map, and drain too much income from the AI.

  11. #11
    gaunty14's Avatar Vicarius
    Join Date
    Jul 2007
    Location
    UK, somewhere in the middle of England
    Posts
    2,629

    Default Re: HundredYearsWar 0.7 - open Beta

    yeah I meant the savoians, my mistake

    and thanks for the info ^-^

    "will help build battle station for food" - or rep

  12. #12
    Emperor of The Great Unknown's Avatar Primicerius
    Join Date
    Nov 2008
    Location
    far enough where verizon cant go
    Posts
    3,110

    Default Re: HundredYearsWar 0.7 - open Beta

    feedback:

    i kinda hate this dumb mercinary stuff where you just pay there should be diffrent mercenary guilds like a flemish guild a norwgiegn guild and a itatian and spainish guide. you can recruit most mercenarys cheaply and you have to be winning the war.

    The Pope should be reintroduced as papal favor but no elections priest should only increase you papal favor you can get troops fomr the pope or money with more favor.

    titles like king of england or king of france after all the english king wanted the kingdom of france so maybe it will be controled over how many territorys of france you control like if you control 60% percent of france you gain the title and vice versa for other factions.

    better amounts of spearmen like armoured sergeants and spear militia. light knights like maybe mailed knights. more late militia tybe french armys. brugandy should have a more german itailan and swiss influnce rather than french. more diverse knight mercenarys like tetonic knights or bulgarian, byzantine, itialan, spainish, light cavalry from eastern europe, maybe even some muslim tybes.

    add the faction switerland just give the germans someone to play with
    but wales was already conquered by england in the hundred years war but the baron allance was brewing around bristol, warwick, and linclon. i feel that the germans tend to be just out there and conquer the whole east of the map in the 1st few turns the nheads to kill off france can you stop this and balance it in some way?

  13. #13
    gaunty14's Avatar Vicarius
    Join Date
    Jul 2007
    Location
    UK, somewhere in the middle of England
    Posts
    2,629

    Default Re: HundredYearsWar 0.7 - open Beta

    the only error i've found is rebel gothic knights are invisible, the mounts show but the men don't

    kinda cool

    I think it might have been mentioned elsewhere but i'm not sure

    the only 2 reccomendations from me would be more spearmen

    and could you remove the swords from pikemen, so they don't switch to swords as soon as they enter combat

    "will help build battle station for food" - or rep

  14. #14

    Default Re: HundredYearsWar 0.7 - open Beta

    i kinda hate this dumb mercinary stuff where you just pay there should be diffrent mercenary guilds like a flemish guild a norwgiegn guild and a itatian and spainish guide. you can recruit most mercenarys cheaply and you have to be winning the war.
    Sorry, what?
    The Pope should be reintroduced as papal favor but no elections priest should only increase you papal favor you can get troops fomr the pope or money with more favor.
    The Papal States are not on the map, so he can't be in.
    Furthermore, he has nothing to do with the whole thing. This needs to feel like a different game. Not just another MTW2 mod.
    titles like king of england or king of france after all the english king wanted the kingdom of france so maybe it will be controled over how many territorys of france you control like if you control 60% percent of france you gain the title and vice versa for other factions.
    Ermmm, the English king is called king
    better amounts of spearmen like armoured sergeants and spear militia. light knights like maybe mailed knights. more late militia tybe french armys. brugandy should have a more german itailan and swiss influnce rather than french. more diverse knight mercenarys like tetonic knights or bulgarian, byzantine, itialan, spainish, light cavalry from eastern europe, maybe even some muslim tybes.
    You will get some with the future releases. But this is a different era than the early era in which MTW2 starts. Spearmen hardly existed, the shields for example used by Sergeants in MTW2 got out of use. Same for light cavalry, armies relied on knights.
    Bulgarians, Byzantines and Muslims would just make this mod very bad. It's regional, not some whole world.
    What kind of special thing is Bulgaria anyway. It's just another country. It's not even in vanilla MTW2.
    add the faction switerland just give the germans someone to play with
    Nah, not a priority
    but wales was already conquered by england in the hundred years war but the baron allance was brewing around bristol, warwick, and linclon. i feel that the germans tend to be just out there and conquer the whole east of the map in the 1st few turns the nheads to kill off france can you stop this and balance it in some way?
    in English?


    the only 2 reccomendations from me would be more spearmen

    and could you remove the swords from pikemen, so they don't switch to swords as soon as they enter combat
    As I said above, the time of spearmen was over. They got out of use.
    And yes, pikemen swords will be removed

  15. #15
    gaunty14's Avatar Vicarius
    Join Date
    Jul 2007
    Location
    UK, somewhere in the middle of England
    Posts
    2,629

    Default Re: HundredYearsWar 0.7 - open Beta

    ah ok ^-^

    "will help build battle station for food" - or rep

  16. #16

    Default Re: HundredYearsWar 0.7 - open Beta

    I'll sort of comment in a roundabout way without refering to what was said (although I am refering to it, I just want to avoid doing this by quoting).

    - Burgundy should have more of an italian influence:
    Well, I kind of doubt that. the original kingdom of burgundy evolved from one of the frankish kingdoms and never really reached beyond the alpine realm. Much of what is nowadays seen as a typical "rommand" characteristic, ie from western Switzerland, is in fact a burgundian relic. But it must be seen as "burgundian culture" (via french culture) influencing western Switzerland.
    Burgundy was a strong ally of France during the war, and lost importance internationally after 1378 when it was assimilated into France (but remained vitally important within the french kingdom).

    - The Pope
    Although the papal shism falls within this period and one of the two popes actually resided in Avignon during this time, the catholic church only played a diminute role in the conflict. Much much more important were heretic movements inside England (e.g. Lollardy) which caused quite a good deal of unrest.

    - Mercenaries
    As stig said, a clever mercenary system is being implemented. The system is strongly influenced by geography.

    - Flanders, Wales.
    Both are being implemented atm. Wales was hugely important during the uprising of 1400-1415. It allied with France and attempted an alliance with Scotland.

    - the HRE always moves northwards and then attacks France.
    Yes, that is natural, and this is what the HRE actually did at the time. They were allied with England.

    ----------------------------------------------------------------------
    I am playing a long test campaign as France at the moment (note: this is already with a much improved version of this mod). This is one of the hardest things I have done since playing the WRE in BI. Your south is wide open, and England and Aragon advance through the entire Garonne valley to the Rhone and then move north. England stabs at you from the north. The HRE slowly eats up the northeast. My finances are in disarray.

    But Savoy are my sturdy allies, and pound the HRE from the south and up the Rhone valley. My economy slowly went up beyond the point of certain death at about turn 25, as I started plundering southern english ports, exactly as the french did during the 100 year war.
    I have begun pushing back the english in the Perigord after a few vicious battles, some of them involving the spanish which actually came to help the english.

    The improved AI works astonishingly well (I only altered a few but crucial things). The population does not increase stupidly as it still does in the demo, but you still get mones.

    At the moment we are implementing mercenaries and cultures. twiddling and fiddling is being done. We are nearing conclusion.

    I am very happy with this, it is good fun to play.
    And that is all I ever wanted.

  17. #17
    ♔Old Dragoon♔'s Avatar I'm Your Huckleberry
    Content Emeritus

    Join Date
    Feb 2008
    Location
    At my mind palace...
    Posts
    1,083

    Default Re: HundredYearsWar 0.7 - open Beta

    Good to see on a mountain and Stig from the .com making a mod. Might have to crack this baby open.

  18. #18
    =NF= Vasileios_the2nd's Avatar Semisalis
    Join Date
    Sep 2008
    Location
    Athens.Greece
    Posts
    404

    Default Re: HundredYearsWar 0.7 - open Beta

    I think for anyone who considers himself a TW veteran or something, should play with France. As Oam said, it reminds the difficulty WRE had in BI. Very challenging!
    "Greeks dont mod like modders, modders mod like greeks." -PorkyJack
    10 new captain models (campaign map) to download

  19. #19

    Default Re: HundredYearsWar 0.7 - open Beta

    yeah, but I guess they'll all have to wait for the next version of the mod to come out for this to have the full effect.

    As I said to vas yesterday, my AI adversaries are beating me like a gong, and I cry everytime I come close to my computer.

  20. #20

    Default Re: HundredYearsWar 0.7 - open Beta

    Guys I need help starting the mod
    I downloaded it into My downloads folder and then I just draged the files into the M2TW mod file. Can somehelp me?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •