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Thread: Multiplayer Improvement Mod 1.0

  1. #1
    Emperor of The Great Unknown's Avatar Primicerius
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    Icon11 Multiplayer Improvement Mod 1.0

    Multiplayer Improvement Mod

    Download - https://www.dropbox.com/s/ifc6i81eck...ntMod.exe?dl=0

    Alternative Download:
    Part 1
    http://www.gamefront.com/files/24648068/MIM+part+1.rar
    Part 2 http://www.gamefront.com/files/24648053/MIM+part+2.rar
    Part 3 http://www.gamefront.com/files/24648069/MIM+part+3.rar

    Introduction: This mod spawned from the recent resurgence of the M2TW multiplayer community. The purpose of this mod came about from competitive play. In the base M2TW game a lot of the pricing and stats on units are nonsensical or unfair. Making a select few unit types and factions viable. This partly due to some bugs in animations and previous patch history in which fixing the shield bug radically changed the dynamics of battles. Another problem which arose is the fact that you can't pit kingdoms factions from different expansions against each other. This mod intends to solve these issues.
    Features:
    -Adding factions from the Crusades, Teutonic, and Britannia campaigns. (no room for americas)
    -fixing the two-handed animation bug
    -Added Boiling Oil
    -Making all unit types viable in battle (archers, spearmen, halberds, two handers, etc)
    -Giving all factions a fighting chance in competitive games.
    -Adding 3 new custom maps and 5 new historical battles built for MP games ranging from 2 players to 8 player games.
    -Fully mod foldered conserving compatibility with vanilla M2TW (hence the rather large size)

    NOTES:
    -This mod is intended for Multiplayer therefore only supported for steam, would not recommend for Grand Campaign games.
    -It is probably possible to install this mod on a disc version with a few edits the bat file however your version will not be able to join multiplayer games defeating the point.
    -You know the mod works when you open a custom battle and see all the kingdoms factions at the bottom.
    -If everything works correctly your vanilla game/compatibility should be unaffected

    Installation:
    Step 1 -download the mod here
    https://www.dropbox.com/s/ifc6i81eckioaup/MultiplayerImprovementMod.exe?dl=0 (download should take no more than 30 mins)
    Step 2 -Run the exe file point the installer to your M2TW directory (C:/Program Files/Steam/SteamApps/common/ Medieval II Total War in most cases)
    Step 3 -Run the bat file found in the Medieval II Total War/mods/MIM folder or, run the Multiplayer Improvement Mod shortcut if you installed one on your desktop. (Note: steam maybe required to be already running, otherwise steam will open up and try to load the regular M2TW)
    Step 4 -Crack some skulls open!

    Or For those of you that don't like installers

    Step 1 download these three parts




    http://www.gamefront.com/files/24648053/MIM+part+2.rar
    http://www.gamefront.com/files/24648068/MIM+part+1.rar

    http://www.gamefront.com/files/24648069/MIM+part+3.rar

    Step 2 extract the files into your M2TW directory using winrar or your preferred program.

    Step 3 Run the bat files in the M2TW/mods/MIM directory

    Step 4 Have fun





    Overview of Unit Types:

    Cavalry:
    Light Cavalry: Role is to harass enemies with hit and run tactics avoiding prolonged melee.
    Strengths: fast, cheap
    Weakness: poor combat abilities, vulnerable to missiles
    Examples: Alan Light Cavalry, Border Horse, Arab Cavalry, Mounted Sergeants

    Missile Cavalry: Role is to harass enemy before engagement with missile fire while avoiding combat
    Strengths: Fast, good at harassing enemies
    Weakness: Poor morale and combat abilities
    Examples: Turkomans, Mongol Horse Archers, Dvor, Byzantine Cavalry, Polish Nobles

    Melee Heavy Cavalry: Role is to use superior melee abilities to either hold longer against infantry or take out other heavy cavalry
    Strengths: Good combat abilities, Ideal for taking out other cavalry
    Weakness: Expensive, relatively poor charge, vulnerable to spearmen, pikes, and polearms
    , Poor Stamina
    Examples: Royal Malmuks, Tsar's Guard, Norse War Clerics, English Knights

    Shock Heavy Cavalry: Role is to use devastating charges to make decisive action on the enemy.
    Strengths: Strong Charge attacks, Above Average Melee Quality
    Weakness: Expensive, vulnerable to spearmen, pikes and polearms, requires open terrian, Poor Stamina
    Examples: Knights Templar, Lancers, Chivalric Knights, Mailed Knights, Ritterbruder


    Infantry:
    Light Infantry: Role is to provide support on the battlefield to the heavier troops
    Strengths: Cost Effective
    Weakness: Poor Morale, Poor Combat ability
    Examples: Town Militia, Peasants, Highlanders, Order Militia, Jaguar Warriors

    Spearmen: Role is to hold the line and protect against strikes by cavalry
    Strengths: Effective against cavalry, moderately durable for their price
    Weakness: Poor combat ability against other infantry
    Examples: Armoured Sergeants, Italian Spear Militia, Dismounted Arab Cavalry

    Heavy Infantry: usually well armoured and with a shield
    Strengths: Resistant to both melee and missile attacks, Good Combat Ability
    Weakness: Vulnerable to armour piercing weapons
    Examples: Dismounted Feudal Knights, Dismounted Conquistadors, Noble Swordsmen, Venetian Heavy Infantry

    Light Shock Infantry: Role is to make decisive flank charges or overwhelm heavy infantry
    Strengths: Cost effective against armoured opponents, good charge
    Weakness: vulnerable to missles, poor morale
    Examples: Woodsmen, Berdiche Axemen, Billmen, Croat Axemen

    Two Handed Swordsmen: Role is to make excellent charges against defensive formations
    Strengths: Very High Charge, Strong Melee Ability
    Weakness: Vulnerable to Missiles, Less Effective against heavy infantry and other shock infantry
    Examples: Dismounted Gothic Knights, Highland Nobles, Gotland Footmen, Zweihander

    Heavy Shock Infantry: Role is to make decisive shock charges and cut through heavy infantry
    Strengths: Good charge, excellent combat ability, strong versus armoured opponents
    Weakness: Vulnerable to missiles, expensive
    Examples: Varangian Guard, Dismounted English Knights, Norse Axemen

    Pikemen: Role is to hold back enemy infantry and cavalry
    Strengths: Cheap, Great against cavalry, strong from the front
    Weakness: Slow, vulnerable to missiles
    Examples: Pike Militia, Swiss Pikemen, Tercio Pikemen

    Halberds: Used in a defensive manner to hold up enemy infantry and cavalry attacks
    Strengths: effective against armour, good against cavalry, good holding force
    Weakness: Slow, vulnerable to missiles
    Examples: Swiss Guard, Halberd Militia, Voulgier, Sword Staff Militia

    Archers: High rate of fire mainly intended to win skirmishes in field battles
    Strengths: High rate of fire
    Weakness: Lower damage potential
    Examples: Longbowmen, Trebizond Archers, Scots Guard, Norse Archers

    Crossbows: High damage potential and slow reload rates make crossbowmen more effective in sieges rather than pitch battles
    Strengths: High damage potential
    Weakness: Slow rate of fire
    Examples: Pavise crossbowmen, Aventerier, Crossbowmen

    Gunpowder: High damage to morale and men, but slow reload rate and moderate range, best used in conjunction with other missiles.
    Strengths: High damage potential, morale damaging
    Weakness: Slow rate of fire, moderate range
    Examples: Musketeers, hand gunners, Aqebusiers

    Javelins: with short range best used as support behind the battle line
    Strengths: High Damage Potential
    Weakness: Short Range

    Because no pics no clicks
    http://steamcommunity.com/sharedfile.../?id=347757707
    http://steamcommunity.com/sharedfile.../?id=347757677
    http://steamcommunity.com/sharedfile.../?id=347757645
    http://steamcommunity.com/sharedfile.../?id=347757618
    https://www.youtube.com/watch?v=YmcD...FFdd2cKDlXpUXQ
    Credits:
    Taiji - Answering questions regarding animations
    Developers of Custom Campaign/Retrofit Mod - for providing examples of solutions to various problems created by integrating the kingdoms expansions.
    Captain Invisible - Beta Tester
    [HEAVEN]Elita-Legionnarii - Beta Tester
    [HEAVEN]paladinbob - Beta Tester
    SwedishLandsknekt - Beta Tester
    Pixelated Apollo - Beta Tester

    If I missed someone please shout out

    Permissions:
    Considering all I did was use the resources provided in the kingdoms expansions and change a few stats, there is no reason why this mod shouldn't be free to use or be modified. No credit needed. And if I were to ever disappear for an extended period of time an intrepid modder can pick up the mod from where ever I last left it. (Ask me if you need want/need the unpacked animation files I used)

    Readme :
    (for those that love the nitty gritty detail)
    Spoiler Alert, click show to read: 
    Features
    -Factions from the crusades, britannia, and teutonic expansions added to Multiplayer
    -Boiling Oil
    -2H animation bug fixed
    -Rebalanced for MP, all factions viable, all unit types viable...
    -Mercenaries are there to compensate for certain factions weaknesses, but expensive to field in numbers.


    Installation instructions:
    Run the installer the installation path should be to (harddrivename)/Program Files/Steam/SteamApps/common/Medieval II Total War


    NOTE:
    Since this mod is for Multiplayer it requires steam
    Do not try to start a campaign or tutorial campaign


    Changelog
    v1.00
    -Added Historical battles Mohi, Orleans, Vienna, Tours, Acre
    -Charge bonus of Lancers changed increased by 2
    -Cost of Halberd Militia changed from 300 to 270
    -Cost of Vougle Miltia changed from 390 to 350
    -Cost of Vouglier changed from 510 to 400
    -Fixed Pikemen and halberd movement speeds
    -Fixed missing faction symbols
    -added installer


    v0.97
    -Defense Skill of Familgia Ducale increased by 1
    -Missle attack value of Dismounted French Archers changed from 8 to 6
    -Missle attack value of Scots Guard changed from 9 to 6
    -Attack of Eagle Warriors changed from 20 to 14
    -Fear Effect given to Jaguar and Eagle Warriors
    -Defense Skill of Jaguar Warrior changed to 9 from 5
    -Coyote Priest given two hipoints
    -Defense Skill of Aztec Bodyguard changed to 9 from 5
    -Cost of Cuahchiqueh changed from 540 to 470
    -Cost of Scots Guard Changed from 800 to 750
    -Cost of Dismounted French Archers changed from 750 to 690
    -Cost of Familgia Ducale changed from 880 to 860
    -Added Mercenary Crossbowmen to Poland, Scotland, England, Ireland, and Russia
    -Added Dismounted Frankish Knights for France and Holy Roman Empire
    -Added Ghazis and Mutatawwi'a for Egypt and Turks
    -Added Mercenary Serbian Knights for the Turks
    -Added Mercenary Pavise Crossbowmen to Denmark, Norway, France and Poland
    -Added Mercenary Aquebusiers to Scotland
    -Added Free Company Men At Arms to Scotland, Milan, Poland, and Wales
    -All mercenaries except religious and factional mercenaries and eastern mercenaries (eg. Religious Fanatics, Landsnesck Pikemen, Afagan Javelinmen,) All cost more the more of them you bring.


    v0.965
    -Cost increase for welsh longbow units
    -Cost of Jaguar Warriors changed from 570 to 500
    -Cost of Forlorn Hope increased from 620 to 700
    -Increased Morale of Mongol Heavy Archers (Mounted)
    -Cost of Mongol Horse Archers changed from 590 to 500
    -Cost of Khassaki changed from 970 to 900
    -Cavarly unit size reverted to normal
    -Staminia Boni that heavy cav reiceve has been removed/reduced, except for mongols




    v0.963
    -Added 3 maps for custom battles (Baltic Ambush, River Nile, Hamlet)
    -Adjusted 2handed animation further should now be more in line with stats.
    -Cost of western generals bodyguard changed from 820 to 980
    -Cost of late western generals bodyguard changed from 870 to 1080
    -Cost of russian/lithuanian generals bodyguard changed from 820 to 980
    -Cost of late russian/lithuanian generals bodyguard changed from 910 to 1100
    -Cost of Greek Bodyguard increased from 820 to 1000
    -Cost of Middle Eastern Bodyguard increased from 900 to 1000
    -Cost of Middle Eastern Late Bodyguard increased from 1070 to 1200
    -Cost of Mongol Bodyguard increased from 860 to 1050
    -Cost of Teutonic bodyguard increased from 800 to 970
    -Cost of Late Teutonic Bodyguard increased from 900 to 1050




    V0.961
    -Fixed UI bug
    -Denmark no longer gets Sami Axemen and Gotland Footmen, Norway no longer gets Feudal Knights


    V0.96
    Stats
    -2handed sword charge bonus increased to 10
    -Zweihander attack and defense increased by 3
    -Attack of Heavy Billmen, Heavy Bill Militia and Billmen changed to 10
    -Attack of Bill Militia changed to 7
    -Berdiche Axemen attack changed to 10 defense skill reduced by 1
    -Norse Axemen attack changed to 15
    -Dismounted Polish Nobles attack increased to 10
    -Croat Axemen attack reduced to 8
    -Woodsmen attack reduced to 7
    -Edessan Guard charge stat changed to 6
    -Gotland Footmen attack changed to 18


    Costs
    -Rhyfelwyr cost changed to 570 from 420


    V0.95
    Stats:
    -2h axes, poleaxes, and bill animations replaced with halberd animations (no longer slow, makes a huge difference)
    -Cavalry unit size changed to 30 from 40 except for mongol units
    -Defense skill stat for spearmen increased by 4 (ie Spear Militia,)
    -Shield stat for heater shields, and round shields reduced by 1 (Units Affectedismounted Feudal Knights, Dismounted Chivalric Knights, Armoured Swordsmen, Noble Swordsmen, Dismounted Huscarls, Norse Swordsmen, Dismounted Conquistadors, Sword and Buckler Men, Swordsmen Militia, Dismounted Druzina, Venetian Heavy Infantry, Dismounted Men at Arms, Dismounted Broken Lancers, Dismounted Norman Knights, Norse Swordsmen, Dismounted Dvor)
    -Shield stat for Dismounted Christian Guard and Hashishim changed to 3 from 6.
    -Armour stat for Advanced Plate Armour and Gothic Armour changed increased by 1 (Units Affected: Gothic Knights, Lancers, Gardarmes, Dismounted Gothic Knights)
    -Venetian Archers now show correct order of armour upgrades
    -Highland Nobles Defence Skill increased by 1
    -Forlorn Hope attack stat changed to 20 Defence Skill changed to 7 and given 2 HP
    -Venetian Heavy Infantry attack stat changed to 15 from 16
    -Berdiche Axemen attack changed to 14 from 17
    -Defence skill for Dismounted Boyar Sons changed to 6
    -Added 2 Shield for Norse Axemen, and reduced Defence Skill by 2
    -Dismounted Gothic Knights attack stat changed to 17, Defence Skill changed to 6
    -Dismounted Hungarian Chivalric Knights shield stat changed to 5
    -Woodsmen attack stat changed to 10
    -Croat Axemen attack stat changed to 13
    -Billmen, Heavy Billmen and Heavy Bill Militia attack stat changed to 14
    -Bill Militia attack stat changed to 10
    -Varangian Guard reworked Attack: 18, Armour: 8 Defence Skill: 6 Shield: 0
    -Norse Axemen lost two defence skill stat gained 1 armour
    -Dismounted English, Noble, and Portuguese knights attack stat changed to 18
    -Morale for Dismounted Noble Knights and Portuguese Knights lowered
    -Morale of Highlanders and Highland Nobles Increased
    -Tabardariyya attack stat changed to 18
    -Galloglaich attack changed to 15
    -Attack stat of Chivalric Knights reduced by 1
    -Dismounted Polish Nobles now better against cavalry, and has better morale
    -arquebus range changed from 120 to 100
    -musket range changed from 180 to 150
    -camel gun range changed from 180 to 150
    -Aztec Spear Throwers and Arrow warriors given ap bonus
    -Aztec Arrow warriors now get spear bonus in melee
    -archers given more ammunition and fire faster.
    Costs:
    Cost of Stradiots changed from 610 to 650
    Cost of Woodsmen changed from 170 to 220
    Cost of Croat Axemen changed from 260 to 300
    Cost of Viking Raiders changed from 480 to 370
    Cost of Armoured Sergeants changed from 540 to 500
    Cost of Papal Guard changed from 740 to 620
    Cost of Billmen changed from 230 to 350
    Cost of Heavy Billmen and Heavy Bill Militia changed from 300 to 500
    Cost of Zweihander changed from 680 to 510
    Cost of Bill Militia changed from 170 to 280
    Cost of Swordstaff Militia changed from 550 to 450
    Cost of Berdiche Axemen changed from 380 to 410
    Cost of Varangian Guard changed from 520 to 750
    cost of Norse Axemen changed from 700 to 600
    Cost of Obudshaer changed from 720 to 500
    Cost of Dismounted English Knights from 530 to 740
    Cost of Dismounted Noble and Portuguese Knights changed from 530 to 700
    Cost of Dismounted Gothic Knights changed from 810 to 680
    Cost of Swiss Guard changed from 890 to 570
    Cost of Dismounted Polish Nobles changed from 410 to 540
    Cost of Eastern European Spearmen changed from 500 to 450
    Cost of Dismounted Boyar Sons changed from 690 to 610
    Cost of Dismounted Druzhina and Dismounted Huscarl changed from 690 to 560
    Cost of Galloglaich changed from 600 to 550
    Cost of Dismounted Arab Cavalry changed from 430 to 480
    Maximum number of Naffatun units until cost increase reduced to 2
    Cost of Janissary Heavy Inf changed from 840 to 610
    Cost of Islamic Halberd Militia changed from 510 to 470
    Cost of Hashishim changed from 840 to 670
    Cost of Tabardariyya changed from 490 to 650
    Cost of Dismounted Christian Guard changed from 690 to 600
    Cost of Islamic Hand Gunner changed from 850 to 800
    Cost of Chivalric Knights changed from 930 to 900
    Cost of Dismounted Heavy Lancers increased from 560 to 600
    Cost increase of Dismounted Polish Knights when over 4 reduced from 150 to 50
    Cost of Pavise Crossbowmen increased from 490 to 540
    Number of Teutonic Knights (HRE) before cost increase changed to 1


    Possible Future Plans:
    -Stone forts
    -More historical battles and custom maps
    -possible hotseat compatibility/rework

    Not Planned Features:
    -New Skins/Units
    -New Factions
    -Single player campaign/tutorial

    Finally thank you to all the members of the community who make his project worthwhile, I would appreciate it if everyone would give back constructive feedback whether it be a technical/bug related issue or a gameplay/balance issue. And most of all have fun and enjoy the battles!
    Last edited by Emperor of The Great Unknown; November 30, 2014 at 04:59 AM.
    Give a man a fish you feed him for a day, teach a man to fish you feed him for a lifetime.
    cant read?

  2. #2

    Default Re: Multiplayer Improvement Mod 1.0

    Why does no one use this !!! i think its amazing, it makes units that should be good, GOOD ! and it allows us to pick all the units found in the kingdom expansions !! it also balances some nations !!!! WHYYYYYYYY

  3. #3

    Default Re: Multiplayer Improvement Mod 1.0

    Мод не у кого не запустилась!

  4. #4

    Default Re: Multiplayer Improvement Mod 1.0

    Maud does not have anyone does not start!

  5. #5

    Default Re: Multiplayer Improvement Mod 1.0

    addd me on steam ID Plautus

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