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Thread: Pike and Musket TW for MTW VI

  1. #41
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    I am releasing a patch (quite... enormous) next week so you might want to wait. Still the present version is stable and advanced enough to play - there are very few critical errors which are quite difficult to encounter.

    New factions - Morocco and Montenegro have some interesting features in the game.

    These will get some new buildings marking important events/institutions

    quite enigmatic - I will not disclose to much for now.



    Morocco



    Montenegro

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  2. #42
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    Set up for the three major campaigns after the new factions were added.

    Age of Exploration

    Lots of place to expand, no hiper-powers to worry about from the beginning.Italy is the worst place to start if you want to expand.



    Religius Turmoil

    Still some rebel provinces present. The Ottoman Empire is the main power on the map.



    Sun King's Ambition

    Crowded and deadly. Most of the map is a killing zone with small factions on the endge from the beginning.
    The Ottomand are dangerous, but watch out for France !

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  3. #43
    MaximiIian's Avatar Comes Limitis
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    Default Re: Pike and Musket TW for MTW VI

    So, they're only "domination by conquering all provinces"?
    Should be interesting, considering that I usually do the Glorious Achivements victory goal on MTW.
    Last edited by MaximiIian; August 08, 2006 at 03:11 AM.

  4. #44

    Default Re: Pike and Musket TW for MTW VI

    Quote Originally Posted by MaximiIian
    So, they're only "domination by conquering all provinces"?
    Should be interesting, considering that I usually do the Glorious Achivements victory goal on MTW.

    You'll have quiet fun time in CaP, the AI is much more agressive, and ther is always a muslim superpower that will conquer half world without reason! lol

    I really want to try this mod...but i'd had to reinstall M since i didnt made a backup for XL.....well still i'll do it, the only think i don like is that Charles V doesn't have his own campaign

    BTW: will protestantism emerge as a new religion?



    History is a set of lies agreed upon.
    - Nappy B.

    The only fact in history.

  5. #45
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    Protestant religion is present from the beginning it couldn't be done in a different way.

    Still you have rather quick expansion of Protestantism because initially Protestant Preachers are much better at converting people than Catholic Bishops untill you reach 1572 and build Jesuit Colleges to recruit Jesuits with similar preaching power.

    The agents really matter because I have enhanced their preaching ability 4 times comparing to the vanilla MTW.


    Each campaign starts in a different era and the selection was made according to several events happening at the same or similar time.

    2nd campaign starts in 1572 - just after the new phase in French religious wars, Dutch Rebellion, Polish-Lithuanian union in Lublin, another Swedish-Danish war, just before Polish counteroffensive in war against Russia, battle at Lepanto, just before the disastrous Portuguese crusade to Morocco and other events.
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  6. #46
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    One of the newest ideas - you can see it as upgraded mounted infantry project

    So here are ordinary Russian Streltsy

    running



    and fighting



    and now see what happens the same animation is used with a horse

    so we have Russian Draguny

    standing



    marching



    and shooting



    - all these activities dismounted, touching the ground, but if required to move faster they

    mount their steeds



    Now we have the real mounted infantry.

    They also fight and charge on foot, steeds are used only to move quickly between various destinations.

    Regards Cegorach
    Enemy of 'illiberal democracies', member of the B.A.L.T.S.
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  7. #47
    MaximiIian's Avatar Comes Limitis
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    Default Re: Pike and Musket TW for MTW VI

    Is there a certain time at which the game ends, or is it open-ended?

  8. #48
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    About 250-270 turns for every campaign to allow the smallest factions to survive and win. Difficulty level remains very high, though.
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  9. #49
    MaximiIian's Avatar Comes Limitis
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    Default Re: Pike and Musket TW for MTW VI

    Ah, damn.The thing I liked about STW was that it utterly open-ended.
    The fact that the game ends at a preset time is the only beef I had with MTW.
    Though, perhaps, the difficulty will make it fun. When my mom gets home, I'll see if I can get on her computer so I can download the mod.

  10. #50
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    STW wasn't open-ended - the end date was set to some very late year, though. Besides it had less factions and there were no reapperances of the old ones.
    Enemy of 'illiberal democracies', member of the B.A.L.T.S.
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  11. #51

    Default Re: Pike and Musket TW for MTW VI

    Cegorach, is there a unit guide and tech tree for the mod? I'm waiting until your update next week to try this out. Looking forward to it!

  12. #52
    MaximiIian's Avatar Comes Limitis
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    Default Re: Pike and Musket TW for MTW VI

    Quote Originally Posted by cegorach
    STW wasn't open-ended - the end date was set to some very late year, though.:
    It must've been a very late date, because I played into the 19th century once.
    Might've been a glitch that allowed me to do it, though. :hmmm:

  13. #53

    Default Re: Pike and Musket TW for MTW VI

    Quote Originally Posted by Skagerrak
    Cegorach, is there a unit guide and tech tree for the mod? I'm waiting until your update next week to try this out. Looking forward to it!
    Wow, can i second that? There are so many buildings and all i can build is demi-lancers, is there some sort of guide to tell me how to get to the units? I dont even know how to get some pikes. :tooth:

  14. #54
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    That is pretty strange. You might have crossed the borders of your recruitment zone and maybe there are no buildable mercenaries as well... :hmmm:

    Check buildings' descriptions it contains valuable information what to add build for what.

    Generally castle ( the building called this way) is the basis for almost all improvements so it is a good idea to build this one if you have your doubts.


    Techtree will be described - I have just closed the building lists so now I can slightly modify it and make the guide.
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  15. #55
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    First some bad news... the release will be delayed to Tuesday.

    I found few errors, one so stupid and so large that it will take 5-8 hours to remove it - I made a mistake and repeated it over 100 times...:embarassed:


    Anyway it gives me some more time to test and even add few new features.


    For now some new screenshots



    Ottoman Tufekci - as mounted infantry - they were professional troops in many tasks replacing the famous Yenicheri




    They also fought on foot - much of the Ottoman infantry in later XVIIth century consisted of those soldiers armed with quite good matchlock muskets.






    + Montenegrin Hajduci waiting in ambush




    More later.

    Regards Cegorach
    Enemy of 'illiberal democracies', member of the B.A.L.T.S.
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  16. #56
    John I Tzimisces's Avatar Get born again.
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    Default Re: Pike and Musket TW for MTW VI

    Enjoying your mod very much, currently playing 1.5...
    few questions, things to note

    Georgians seem to use...the golden horde symbol on the campaign map. On top of this, all armies but that of their king's are shifted far to the right of the banner of an individual army...
    The milanese, florentines, and venitians all use the green italian symbol.
    Many of the german factions use the swiss black and white symbol in both the treaties screen and on the campaign map.
    The spanish use their red X when it comes to cities and diplomacy, but their armies retain the yellow background and red keep.
    In addition, it seems strange to me that...say...lesser armenia...is protestant (I do believe), considering the region wasn't entirely subdued by the turks until the 1500s, and retained autonomy (political and otherwise) before, and after the crusades.

    and, hehe, it's tuesday...

  17. #57
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    [QUOTE=John I Tzimisces]Enjoying your mod very much, currently playing 1.5...
    few questions, things to note

    Georgians seem to use...the golden horde symbol on the campaign map. On top of this, all armies but that of their king's are shifted far to the right of the banner of an individual army...
    For now they will get westerneuropean army pieces, orthodox factions will have their army pieces corrected later.


    The milanese, florentines, and venitians all use the green italian symbol.
    Many of the german factions use the swiss black and white symbol in both the treaties screen and on the campaign map.
    The spanish use their red X when it comes to cities and diplomacy, but their armies retain the yellow background and red keep.
    All this is correct now. Entire new set of shields is ready.

    In addition, it seems strange to me that...say...lesser armenia...is protestant (I do believe), considering the region wasn't entirely subdued by the turks until the 1500s, and retained autonomy (political and otherwise) before, and after the crusades.
    A minor mistake - since protestant religion uses formar orthodox entry I must have not notice this one. Thanks !


    Unfortunatelly another delay, but it will be a BIG BANG


    OK. More buggs, another, but this time THE LAST delay - FRIDAY evening is the final release day if I encounter any more non-critical buggs I will leave them as these are if it will in any way delay the release.

    Still the good news is that the patch and supporting files (compressed) will be around 90-100 megabytes.



    Few more screenshots I am willing to show

    new Border Reivers



    new Finnish Hakkapeliitta



    new Goese Arquebusiers




    No more delays...
    Enemy of 'illiberal democracies', member of the B.A.L.T.S.
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  18. #58

    Default Re: Pike and Musket TW for MTW VI

    I like the new reivers, did you remake any other MTW graphics?

  19. #59
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    Almost every single one. But this wil be done with the release of PMTW 2.0 - this autumn.
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  20. #60
    John I Tzimisces's Avatar Get born again.
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    Default Re: Pike and Musket TW for MTW VI

    Oh, the thing I didn't point out (maybe don't have to...)is that whenever an army on the strategic map has more than two units in it...the banner gets completely filled, as though it were a "full-stack".

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