Page 5 of 15 FirstFirst 1234567891011121314 ... LastLast
Results 81 to 100 of 285

Thread: MAGYAR MOD 2.16 Download and description

  1. #81
    Mr. Sorrow's Avatar Ordinarius
    Join Date
    Dec 2009
    Location
    Olmütz, Czech republic
    Posts
    710

    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...

  2. #82
    Csatádi's Avatar Senator
    Join Date
    Sep 2005
    Location
    Budapest, Hungary, EU
    Posts
    1,154

    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.

  3. #83
    shikaka's Avatar Domesticus
    Join Date
    Jul 2010
    Location
    Miskolc/Budapest (HUN)
    Posts
    2,160

    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?

  4. #84
    Csatádi's Avatar Senator
    Join Date
    Sep 2005
    Location
    Budapest, Hungary, EU
    Posts
    1,154

    Default Re: MAGYAR MOD 2.13 RELEASED

    I will not make startup scripts.
    There are some occasions where the rebels come in and I will change only these.
    Maybe to allow rebels to come at hard level when the king has low authority?

  5. #85
    shikaka's Avatar Domesticus
    Join Date
    Jul 2010
    Location
    Miskolc/Budapest (HUN)
    Posts
    2,160

    Default Re: MAGYAR MOD 2.13 RELEASED

    Quote Originally Posted by Csatádi View Post
    I will not make startup scripts.
    Understandable of course!


    There are some occasions where the rebels come in and I will change only these.
    Maybe to allow rebels to come at hard level when the king has low authority?
    I don't know.
    Mátyás Hunyadi was maybe the king in the middle ages who should have nearly maximum, perhaps with III.Béla and (after the initial troubles) Károly Róbert.
    But even Mátyás had some rebels.


    What I see is that a rebellion can pop up if:
    - the taxes are continously very high
    - religion problems (since we are before reformation, this can pop up if Hungary conquers Wallachia or Galicia (spelling? Halics) and tries to enforce catholicism, or heretics like in 1437)
    - war exhaustion

    The latter is not really a good idea in Total War games, as the AI refuses peace often. Even if it is a draw for like 20 turns, the AI tries to win...


    In the end it always comes down to taxes and long, losing wars.



    To be honest, I like it the way it is. Historical and fun, also suits my play style. I don't like big blob countries, so it is good that I can do something when I am done with the initial expansion (Kiev, Zagreb, Sofia)
    If you gave detailed tips on how to avoid them (like they can pop up if the king has low authority, in a war for 10 years, and the taxes are very high somewhere), it would be enough.

  6. #86
    shikaka's Avatar Domesticus
    Join Date
    Jul 2010
    Location
    Miskolc/Budapest (HUN)
    Posts
    2,160

    Default Re: MAGYAR MOD 2.13 RELEASED

    I found two strange things. A peasant unit on the unit card:
    - kálicok (mercenery in hungary)
    - kun előkelő (available in starting army for cuman confederacy)

    I checked the cuman noble on the battle map and it looked good. (latest release of the mod)

    Is it hard to fix?


    edit:
    what about a 'bloody sword' artifact?
    cheaper unit hirings, but a penalty to command
    Last edited by shikaka; September 28, 2010 at 02:49 AM.

  7. #87
    Csatádi's Avatar Senator
    Join Date
    Sep 2005
    Location
    Budapest, Hungary, EU
    Posts
    1,154

    Default Re: MAGYAR MOD 2.13 RELEASED

    Fixed, thanks.

    Bloody sword: the noble uprising would deserve a better representation. Not planned yet.

  8. #88
    shikaka's Avatar Domesticus
    Join Date
    Jul 2010
    Location
    Miskolc/Budapest (HUN)
    Posts
    2,160

    Default Re: MAGYAR MOD 2.13 RELEASED

    Quote Originally Posted by Csatádi View Post
    Bloody sword: the noble uprising would deserve a better representation. Not planned yet.
    That was just an idea for an artifact

    I was thinking of the horn of Lehel too, but AFAIK the jászkürt is early without settled jász population

  9. #89
    Indefinitely Banned
    Join Date
    Sep 2008
    Location
    Castle 2_5_2, Kingdom of Swissland, BlackHawkClan Empire
    Posts
    3,906

    Default Re: MAGYAR MOD 2.13 RELEASED

    Any Hussars?

  10. #90

    Default Re: MAGYAR MOD 2.13 RELEASED

    Quote Originally Posted by [IMP]AntiWarmanCake88 View Post
    Any Hussars?
    what do you mean? The cavalry comes later, firstly the laight cavs. You can check in the cavalry- some artwork before previews topic

    d.

  11. #91
    Ixor_Drakar's Avatar Senator
    Join Date
    May 2008
    Location
    Nineveh, N.Y.
    Posts
    1,052

    Default Re: MAGYAR MOD 2.13 RELEASED

    Hi, love the look of the units and glad someone finally decided to do CA's work for them and make Hungary playable/enjoyable. Just wanted to know if this is mod foldered or do I need to get rid of my other mods on my main SEGA file or even (heaven forbid) re-install MEII. Thank you.

    EDIT: Got it, sorry for wasting your time. She's up and running and looking marvelous.
    Last edited by Ixor_Drakar; September 29, 2010 at 08:49 AM.
    I survived the Mayan Apocalypse 12/21/12

  12. #92
    Csatádi's Avatar Senator
    Join Date
    Sep 2005
    Location
    Budapest, Hungary, EU
    Posts
    1,154

    Default Re: MAGYAR MOD 2.13 RELEASED

    Uploading the patch 2.14 was refused by filefront many times in the last days. I will make a try today, too.

  13. #93
    Csatádi's Avatar Senator
    Join Date
    Sep 2005
    Location
    Budapest, Hungary, EU
    Posts
    1,154

    Default Re: MAGYAR MOD 2.13 RELEASED

    Succeeded!

    Patch 2.14 link: http://www.filefront.com/17333203/Magyar_Mod_214.zip/
    It includes every patches after 2.0. You can extract it over the current install but it's not compatible with your saved games.
    For a completely new install you need the magyar mod2.zip and after it this patch.

    Than the new English patch:
    http://www.filefront.com/17333711/English_patch_214.zip

    And if you aren't a hardcore history fan the Hungarian unit names in English:
    http://www.filefront.com/17333784/En...t_names214.zip

    The most important changes there are far less heretics and Hungarian rebels in hard level and below. We suggest very hard level for history fans only.

    The patches were not tested. Please report bugs.

  14. #94
    Ixor_Drakar's Avatar Senator
    Join Date
    May 2008
    Location
    Nineveh, N.Y.
    Posts
    1,052

    Default Re: MAGYAR MOD 2.13 RELEASED

    Getting the new updates now, I'll let you know if I notice any quirks. Start by playing medium, hard and very hard difficulty's for 50 turns or so each.
    I survived the Mayan Apocalypse 12/21/12

  15. #95
    Ixor_Drakar's Avatar Senator
    Join Date
    May 2008
    Location
    Nineveh, N.Y.
    Posts
    1,052

    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

  16. #96
    Csatádi's Avatar Senator
    Join Date
    Sep 2005
    Location
    Budapest, Hungary, EU
    Posts
    1,154

    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.

  17. #97
    matija191's Avatar Senator
    Join Date
    Feb 2010
    Location
    Trench
    Posts
    1,042

    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!


  18. #98

    Default Re: MAGYAR MOD 2.13 RELEASED

    pavézések and
    szász


  19. #99
    matija191's Avatar Senator
    Join Date
    Feb 2010
    Location
    Trench
    Posts
    1,042

    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!


  20. #100
    shikaka's Avatar Domesticus
    Join Date
    Jul 2010
    Location
    Miskolc/Budapest (HUN)
    Posts
    2,160

    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

Posting Permissions

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