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  1. #1

    Default Re: MAGYAR MOD 2.13 RELEASED

    well, thats ok, but if you contionously making war or just to much, the crowd gets unsatisfyd which leads to rebellion.

  2. #2
    shikaka's Avatar Domesticus
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    Default Re: MAGYAR MOD 2.13 RELEASED

    maybe it would be good to unveil the script mechanics in the post where the link are?

    Like what to expect when playing this mod in a bit more detail.

    I understand this is better as a surprise, but it would be good to know how to avoid nasty things like heretic movements and rebels.

  3. #3
    Mr. Sorrow's Avatar Ordinarius
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    Default Re: MAGYAR MOD 2.13 RELEASED

    Quote Originally Posted by shikaka View Post
    maybe it would be good to unveil the script mechanics in the post where the link are?

    Like what to expect when playing this mod in a bit more detail.

    I understand this is better as a surprise, but it would be good to know how to avoid nasty things like heretic movements and rebels.
    Yes, that would be very helpful... I lost half of my kingdom... three times, thanks to rebellions...

  4. #4
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.13 RELEASED

    First of all fortify your feeling of safety. Life is changing and it is good. It is just a game and you will not be hurt if you loose some provinces.
    Anyway have a good authority and behave like a Christian should. Grow your empire slowly. But it is more interesting if you don't follow the latter instructions. The usual boring conqering game mode doesn't fit in the medieval reality. Treachery is always skipped from the games. It was present in the first edition but CA removed it in the second one. Struggles for the throne were constantly present in the medieval Hungary.

    I implement XAI 4 campaign AI and upload the next patch soon where you meet the rebels in very hard level only.

  5. #5
    shikaka's Avatar Domesticus
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    Default Re: MAGYAR MOD 2.13 RELEASED

    Quote Originally Posted by Csatádi View Post
    I implement XAI 4 campaign AI and upload the next patch soon where you meet the rebels in very hard level only.

    They do add nice flavour in my opinion, but I hate very hard settings. (I play medium or hard)
    Is it possible wth a button at startup?

  6. #6
    Ixor_Drakar's Avatar Senator
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    Default Re: MAGYAR MOD 2.13 RELEASED

    For some reason I can get english for everything but the units, unit descriptions and loading screen quotes. Everything extracted fine and I can see the english files in the folder, just not in game.
    I survived the Mayan Apocalypse 12/21/12

  7. #7
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.13 RELEASED

    Maybe you unzipped in a wrong folder.
    Copy every files in the folder of the game and use the 'unzip here' command.

  8. #8
    matija191's Avatar Senator
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    Default Re: MAGYAR MOD 2.13 RELEASED

    Quote Originally Posted by Ixor_Drakar View Post
    For some reason I can get english for everything but the units, unit descriptions and loading screen quotes. Everything extracted fine and I can see the english files in the folder, just not in game.
    same here, but the hungarian doesnt bother me much.... "paseszek" are pavisiers, "sasz" are saxons, and so on
    COMPANY OF HEROES - BALKANS IN FLAMES

    Mi? Satrli smo grobu vrata,
    Da,još nas ima - još Hrvata!


  9. #9

    Default Re: MAGYAR MOD 2.13 RELEASED

    pavézések and
    szász


  10. #10
    matija191's Avatar Senator
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    Default Re: MAGYAR MOD 2.13 RELEASED

    Quote Originally Posted by dome View Post
    pavézések and
    szász

    my bad
    COMPANY OF HEROES - BALKANS IN FLAMES

    Mi? Satrli smo grobu vrata,
    Da,još nas ima - još Hrvata!


  11. #11
    shikaka's Avatar Domesticus
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    Default Re: MAGYAR MOD 2.13 RELEASED

    This is still for 2.13...


    What do you think of the moorish presence in iberia?


    I had an interesting conversation with a spanish collegue of mine, about the reqonquista lately. And it seems that the Almoravid dynasty (which are the Moors in this game) was invited to Iberia in 1084 by the local Al-andalus taifa's. The almoravid ruler, Yusuf ibm Tashfin defeated a christian army in 1086, left for africa, and later (1090) annexed the muslim states.
    He simply exiled the princes and annexed the states, so there were no muslim-muslim wars.

    It is hard to represent, but maybe this would work:
    - only 2 moorish provinces in Africa
    - muslim revolter provinces in south iberia
    - 1 muslim army in iberia, where from it can start conquering

    also
    - a strong army led by Alfonso IV, to capture Toledo by 1085

    At the moment AI Portugal and Spain don't really make any steps against a much stronger moorish state...


    I know that that part of the map is not in focus of the mod, but maybe you are interested

  12. #12

    Default Re: MAGYAR MOD 2.15 RELEASED

    hi

    i start the mod than in the loading screen the game is crash... no error massage nothing.. what is the prob?

  13. #13

    Default Re: MAGYAR MOD 2.13 RELEASED

    hi!

    since I lived 1 year in spain, I interested in iberia very well

    could you draw it on a map? much easier to understand hm?

    döme

  14. #14
    shikaka's Avatar Domesticus
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    Default Re: MAGYAR MOD 2.13 RELEASED

    Quote Originally Posted by dome View Post
    hi!

    since I lived 1 year in spain, I interested in iberia very well

    could you draw it on a map? much easier to understand hm?

    döme

    I will try when I get home, now is the time to work on the GDP of the Hungary



    *************



    Actually, it is much easier then I first thought!

    The game starts in 1080, and I found a (freely modifyable) map which starts at that time:

    Spoiler Alert, click show to read: 


    maybe a better map for 1080:
    Spoiler Alert, click show to read: 


    You can see that the
    - 'imperio almoravide' is limited to North Africa.
    - 'reino de leon' (spain in game) is León, Salamanca (in game province north of Toledo) and 'Portugal' is a duchy under Alfonso (it is not an own kingdom until 1139!)

    The rest is ruled by independent muslim taifas. While they are so to say Moors, they are not the same.
    The North african almoravids are more likely to war and are more orthodox, more strict in their religion.


    What happened:
    1. Alfonso IV conquers Toledo in 1085 (5 years from start)
    2. the almoravids are invited in by the taifas after the fall of Toledo, to defend them from Alfonso
    3. the Almoravids (Yussuf ibn Tashfin, aka 'Teshufin') defeat the christian army in 1086 (battle of Sagrajas)
    4. the Almoravid co-ruler (Abu-Bakr Ibn-Umar) dies during his african jihad (1087), and Yussuf returned to settle the problems
    5. Teshufin is back to the former Al-Andalus in 1090
    6. after realizing that their lifestyle is not according to the Coran (sic!) Teshufin exiled all taifas, and simply annexes their lands. Those who didn't want to obey, he defeated. (the populace wanted an other ruler, because they were disillusioned after the fall of Toledo)
    7. Valencia is conquered by El Cid (Rodrigo Diaz de Vivar) in 1092





    Based on this:

    El Cid:
    He was exiled by Alfonso in 1080. From 1081 to 86 he was serving the taifa of Zaragoza as a mercenary general. In 1086, after the defeat of Alfonso IV by Yussuf ibn Tashfin, the king recalled him from exile. In 1080 he should work for Zaragoza. Maybe a rebel general commanding the defense of Zaragoza, made up mostly from Moorish units.


    Abu-Bakr Ibn-Umar:
    He is the co-ruler next to Yussuf ibn Tashfin. He was supressing revolts in the desert, also spreading religion. What I found is that it is believed, but not proved that he defeated the Ghana empire and added the african west coast to the kingdom, before he died in his desert jihad. Also, if you have to choose a king from the 2 (Abu-Bakr and Yussuf), it was Abu-Bakr first, as he accepted Yussuf as co-ruler not in reverse.


    Spain:
    Ruler is OK, historically the kingdom should have (from magyar mod map): Salamanca, Leon, Asturia (Asturia is fine as Portugal)
    Should have an army to conquer at least Toledo!

    Portugal:
    Should be not in game, but it would be a waste to remove imho. Fine with Asturia.

    Moors:
    Should have Marrakesh and Arguín. (Arguín should have a pagan majority and a muslim minority)
    Should have 2 armies:
    - 1 under Yussuf ibn Tashfin in Granada, to counter Alfonso's army
    - 1 under Abu-Bakr to conquer Koumbi Saleh and maybe Timbuktu
    These 2 armies should be quite numerous.
    This is the full extent of the almoravids. (the western african part is an earlier conquest then the iberian one)
    Spoiler Alert, click show to read: 



    Iberian independent taifas:
    This is strange as they didn't have the will and the power to fight either the spanish or the almoravids...
    However they did put up a fight when they could. Zaragoza resisted Aragon, and they asked for the help of Yussuf, but later he had to leave (when he returned, he was a conqueror)

    I don't know how this could be represented. But if french, german, english provinces are rebels because of the weak central rule, these should be rebel imho too.
    Maybe the moorish (almoravid) target cities (especially Granada) should be lightly defended.



    Also this requires some balancing. With 2 provinces in Iberia, Spain will be stronger the Moors. Maybe give castle units to Spain (so that they have upkeep problems after getting Toledo), and miltia (free) units to the Moors so that they have to pay less upkeep and can conquer Granada, Valencia, Cordoba...
    Last edited by shikaka; October 05, 2010 at 01:39 AM.

  15. #15
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.13 RELEASED

    The Iberia thing was discussed earlier in another topic.

  16. #16
    shikaka's Avatar Domesticus
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    Default Re: MAGYAR MOD 2.13 RELEASED

    Quote Originally Posted by Csatádi View Post
    The Iberia thing was discussed earlier in another topic.
    Does that mean that you don't want to change the current setup?

  17. #17
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.13 RELEASED

    Yes, it does.
    The present state is a compromise between the possibilities.

  18. #18

    Default Re: MAGYAR MOD 2.13 RELEASED

    Hey,
    Is this compatible with SS6.3, BYG, RRC, and so on what's inculded in ss6.3?


    Edit:
    English please.

    Tzar
    Last edited by Tzar; October 10, 2010 at 03:11 PM.

  19. #19

    Default Re: MAGYAR MOD 2.13 RELEASED

    well I interested in ,it.
    Although it is right, that we made a discussion about it, but smaller changes which could be better than the actual starting position is always welcome.
    I will look through this and post my opinion

  20. #20

    Default Re: MAGYAR MOD 2.13 RELEASED

    Hi all,

    This mod is awesome! Unfortunately my pc is wrong atm, and I can not try it now. I saw in the first page that you listed Wagon Forts in the unit list. Did you managed to put it into the mod? Or do you just plan to implement it? I also checked the cavalry thread, but I haven't found any info there. (I am looking forward to rebuild the famous "Fekete Sereg" (Black Army). )

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