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Thread: MAGYAR MOD 2.16 Download and description

  1. #101

    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

  2. #102

    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.

  3. #103
    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.

  4. #104
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.13 RELEASED

    The Iberia thing was discussed earlier in another topic.

  5. #105
    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?

  6. #106
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    Default Re: MAGYAR MOD 2.13 RELEASED

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

  7. #107

    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

  8. #108

    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). )

  9. #109
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    Default Re: MAGYAR MOD 2.13 RELEASED

    Wagon forts will come later, maybe with the cavalry.

  10. #110
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    Default Re: MAGYAR MOD 2.13 RELEASED

    Quote Originally Posted by Csatádi View Post
    Wagon forts will come later, maybe with the cavalry.

    You were able to make them work?

    Lilke a catapult/basilisk (artillery wagon) or some kind of heavy chariot which runs through the enemy army?

  11. #111
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    Default Re: MAGYAR MOD 2.14 RELEASED

    I put the 2.14 links in the first post.

    Warwagon is similar to a chariot.

  12. #112

    Default Re: MAGYAR MOD 2.14 RELEASED

    Hi! First of all, I want to say, that this mod is absolutely awesome! Its make me happy))) Thanks for it! And I have 1? - is there a new (revorked) cavalry units in 2.14 version?

  13. #113

    Default Re: MAGYAR MOD 2.14 RELEASED

    npe those are uner construction

  14. #114
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    Default Re: MAGYAR MOD 2.14 RELEASED

    This patch solves the ctd problem:

    http://www.filefront.com/17399678/MM_ctd_jav.zip

    Install like the earlier patches.
    I tested it till 1110, no ctd.
    Please report how does it work for you.
    I suppose it is savegame compatible.

  15. #115

    Default Re: MAGYAR MOD 2.14 RELEASED

    Great Mod

    Skinner&Modeller of Shizoku no Sensō and East of Rome | My Workshop |

  16. #116
    shikaka's Avatar Domesticus
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    Default Re: MAGYAR MOD 2.14 RELEASED

    Quote Originally Posted by Csatádi View Post
    This patch solves the ctd problem:

    http://www.filefront.com/17399678/MM_ctd_jav.zip

    Install like the earlier patches.
    I tested it till 1110, no ctd.
    Please report how does it work for you.
    I suppose it is savegame compatible.

    This didn't work for me.

    I received a CTD at turn 6, during the AI's turn.

    The problem might be that I installed 2.14 and this patch on 2.13.

  17. #117
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    Default Re: MAGYAR MOD 2.14 RELEASED

    I tried a new save yesterday - without actually reinstalling things - and I didn't have a crash for like 20 turns.

    So even if the fix is not 100% good, it really helps!

  18. #118
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    Default Re: MAGYAR MOD 2.14 RELEASED

    I have played until 1110, with 2.14 and a fresh install.

    The gameplay is very good, the new units look awesom, and the diplomacy lookED good too.


    My problems:



    1.
    even with a clean install, there were 2 CTDs at turn end at about 1100. Not much, I can live with it, but still.


    2.
    the diplomacy
    is strange.
    - I was peaceful to all nations (only attacked rebels: Zágráb, Dalmatia, Rodosz, Antioch and Halics, and bought Bécs/Nándorfehérvár)
    - I was crusading, it was successful
    - I have chivalrious kings
    - I have numerous trade agreements and 3 allies from the beginning (Pope, Poland, Portugal)
    - I regualry give presents to allies (money, maps, an cities: Rhodosz presented to Pope, Halics to Poland and Antioch to Portugal)
    - I didn't use spies, I alway occupied, and always released prisoners
    - I sill have maxed out reputation ('teljesen megbízható')

    My relation was 'good' with everybody (except Byzantium and Venice) and was 'perfect' with allies.

    Then around my crusade:
    - I became quite rich (about 30k)
    - heretics popped up in Croatia and Dalmatia (heresy: ~15%)
    - inquisitors (3-4) showed up

    And suddenly, about 4-5 turns later I had bad relation with everybody.


    Do you have an idea what happened?
    My bet is that I lost papal favour because of heresy (can't do anything about it really) and that dragged me down.
    It is quite bad, as I couldn't do anything to prevent it.



    3.
    religion:


    cities in beginning and change till 1100. (at least 1 priest per region + the best church available)

    Gyulafehérvár:
    catholic 55->70 pagan 25->16 orthodox 20->16 heretic 0->1
    Várad
    catholic 55->80 heretic 8->7 pagan 25->9 islam 2->1 orthodox 20->4
    Kassa
    catholic 55->85 heretic 8->0 pagan 25->15 islam 2->0 orthodox 20->0
    Esztergom
    catholic 85->87 pagan 15->13
    Zágráb
    catholic 70->86 heretic ?->14


    I have no problems with slow conversion in general, this is historical.
    BUT slow conversion means that your priest will not advance in piety.
    This means when the heretics show up
    - your priests can't kill heretics (priests will have 1-3 piety)
    - your priests are killed by the inquisitors
    - also, since you cannot contain heresy you will lose papal favour (currently, with always having maximum number of priest, I have 4 crosses and bad relation with the pope!)

  19. #119
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    Default Re: MAGYAR MOD 2.14 RELEASED

    XAI campaign AI have some anomalies. You have found another one.

  20. #120
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    Default Re: MAGYAR MOD 2.14 RELEASED

    Quote Originally Posted by Csatádi View Post
    XAI campaign AI have some anomalies. You have found another one.
    Do they have a forum somewhere to comment?


    also:
    I realized that the conversion goes slow because temples don't convert.
    Is that a bug or a feature?
    (if an idea, then: congrats )

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