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Thread: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 1.02i (4 New General Skills/ Huge Battles & Units Beta Redownload Updated 1/17)

  1. #161

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99b (4 Skills/ New technologies Beta Redownload Updated 8/4)

    great sub mode but why Seljuks starts with minus income and minus food?

  2. #162

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    99c Update

    Seljuks have better food as do other Sunni religious buildings due to fasting so food consumption would decrease.

    Food is being revamped so wheat farms will be able to give off more food during harvest season, some factions already have this as a test let me know how you like the new feature.

    Markets now give some food from trade as you level up your buildings.

    More factions have been boosted with garrisons so settlement battles are more various from helping factions that are allies who share lands or vassals of the main faction, this adds a little variety to the factions and their battles, for example Bohemia shares land with HRE so they share some basic units now.

    Hungary, Norway, Georgia, and Portugal - now have tier 2 units through technology.

    Western Kingdoms - will be able to obtain high period knights from Accolade Ceremonies in Tech tree.

    Battle animation - tweaked so clashes are more smoother with less gliding of units on the battlefield, you'll realize in the center of the clashes units push each other but it slowly pushes back the entire first line and as the battle progresses the back line is either pushed back or have to advance and fill in gaps, creating a little better immersion and collision.

    India - has more Factions with Elephants, almost all the Nations from India including the Mongols will be able to recruit Elephants through certain buildings.
    Last edited by Mugen234; September 06, 2020 at 03:38 PM.

  3. #163
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    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Greetings Mugen. Excellent work by the way. Quick Question

    Do we have to download all 4 files to update the Mod, or just the main one? Thanks. I think they are listed as: Mugen1212.pack, Mugen Movement, Mugen Skill, and Mugen Script.

  4. #164

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Quote Originally Posted by bcl1212 View Post
    Greetings Mugen. Excellent work by the way. Quick Question

    Do we have to download all 4 files to update the Mod, or just the main one? Thanks. I think they are listed as: Mugen1212.pack, Mugen Movement, Mugen Skill, and Mugen Script.
    Hi, I downloaded all 4, put them in Attila/data and then used steam mod manager to activate first then disabled the existing 1212 script file (while leaving the others activated) .

  5. #165
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    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Mugen. Please could you lessen the lethality of Assassin’s. Game is unplayable with them. Or could you just get rid of them please.

    Thanks.

  6. #166

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    I actually lessened their lethality, but I can lessen it a little more and add the bonuses for their skill upgrades. Oh also, you have military edicts that can help reduce the agent success rate in your provinces, also combined with the reduced success rate from certain armor and being garrisoned or fortified. I was trying to make it more strategic to avoid assassination, it's harder to assassinate someone while they're encamped or in their city versus when they are just traveling. I'll add it to vigor general skill trait as well so that way vigorous generals are more harder to kill on and off the battlefield. P.S. here's a No Agents submod you can add. Link: http://www.mediafire.com/file/2xl205h5fut07se/file
    Quote Originally Posted by bcl1212 View Post
    Mugen. Please could you lessen the lethality of Assassin’s. Game is unplayable with them. Or could you just get rid of them please.

    Thanks.
    Last edited by Mugen234; September 10, 2020 at 12:56 AM.

  7. #167
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    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Does the the No Agents Submod work with existing campaign? Do existing agents still remain on existing campaign?
    Again great Mod, but it ruins campaign and wars when assassins can’t be stopped and are more powerful than an army. I’ve tried killing them but it only wounds them. I’ve given generals skill traits and fortified them but assassins still murder them. Also why do AI factions declare war on me one turn and the next turn they ask for peace and demand all my treasury? That also gets annoying. Lastly I went to add another skill for general (art of siege warfare ll) and it would not allow me to add the second one, is there some validity to this or am I doing something wrong? Thanks

  8. #168

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    It's best to save your old campaign and start a new one when you add new updates, some features show on old campaigns and some don't also certain General Skills have hidden lvls that your general needs to be to unlock the 2nd skill lvl, making the importance of your generals lvl crucial. I'll make Assassins wound characters more than they can kill them. Higher success chance and lower critical success chances, that way Assassins will be used to wound you or your enemies strongest generals for a few turns rather than instantly kill them in 2 tries.

    What faction are you playing? Some AI Factions will extort you for money, declaring war then asking for peace or they will attack you if you can't offer up the money they ask, I'll reduce the diplomacy actions of AI, though it does add more strategy to the campaign map I can see where it gets annoying for factions to ask for peace shortly after declaring war, try to see it as negotiation as well cause of the war wariness some Factions can't be in too much wars or it affects their kingdom, leading them to ask for more peace treaties if they have high war wariness. A general can make a mistake that causes wars and the nation will have to send a diplomat to create peace, or the people of the kingdom do not wish to fight too much nations as that will put them in danger of losing settlements.

    Quote Originally Posted by bcl1212 View Post
    Does the the No Agents Submod work with existing campaign? Do existing agents still remain on existing campaign?
    Again great Mod, but it ruins campaign and wars when assassins can’t be stopped and are more powerful than an army. I’ve tried killing them but it only wounds them. I’ve given generals skill traits and fortified them but assassins still murder them. Also why do AI factions declare war on me one turn and the next turn they ask for peace and demand all my treasury? That also gets annoying. Lastly I went to add another skill for general (art of siege warfare ll) and it would not allow me to add the second one, is there some validity to this or am I doing something wrong? Thanks
    Last edited by Mugen234; September 10, 2020 at 09:30 PM.

  9. #169
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    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Sounds good. Thank you Mugen for the feedback. I’ll restart the campaign.

  10. #170

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    No prob, I just updated it also with a little tweak to the campaign camera angle. It looks more epic with a good balance of seeing your character and the landscape to add more scenery.

    Download : http://www.mediafire.com/file/wcydg7...1212.pack/file

  11. #171
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    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Awesome work Mugen, your mod makes this game an entirely different experience for the good. Hope one day you can upload it to Steam.

  12. #172

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Thank you, really appreciate it and couldn't do it without everyone helping and giving feedback. I actually plan on having it available for steam upload when the next 1212 updates.
    Quote Originally Posted by bcl1212 View Post
    Awesome work Mugen, your mod makes this game an entirely different experience for the good. Hope one day you can upload it to Steam.
    Last edited by Mugen234; September 16, 2020 at 10:28 PM.

  13. #173
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    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Great!!!
    Could there be a skill or ancillary trait for Generals that Kill Captives/POWS and loot and destroy settlements. I remember on Med2 they had a dread feature. I’m trying to create a sick sadistic genocidal maniac so other factions will leave me alone lol. Interesting idea though and some neat opportunities for a character.

  14. #174

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    delete
    Last edited by The Despondent Mind; October 01, 2020 at 12:30 PM.

  15. #175

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    I just don't understand why does Sicily have a -40 penalty with the Papacy, due to "religious aversion"... And cultural affinity to Bulgaria...

    Also religion is just brutally annoying, once again as Sicily I completely pinned down in Tunis cause the enormous public order penalties due to religious differences, but to add to that the settlements in Italy too have dropping PO due to religion, its impossible to keep the PO up without religious buildings and a governor.

    This creates very dull and quite frankly unrealistic gameplay, medieval rulers did not face such insane conflict due to religious differences ALL THE TIME, I mean its crazy.

    Then adding the Pope who is so annoying with his impossible missions that add more to the PO penalties. He really needs to be shutdown, Catholic factions really suffer.

  16. #176

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Thanks for the feedback, I'll work on Italy to make the gameplay more fun and playable. Also Historically Sicily did have conflict with the Pope in certain interests just like the Holy Roman Empire due to Frederick II who became the HRE King but was from Sicily. This backed the Papal into a corner and often created small conflicts in Italy. The Religious Aversion is to represent the struggle for Power and Christian Kingdoms between Sicily, HRE, and the Papal. I could make it a little less intense for Sicily, but mainly it was used to keep them in Italy and not pushing to far into Africa by 1215.
    Quote Originally Posted by The Despondent Mind View Post
    I just don't understand why does Sicily have a -40 penalty with the Papacy, due to "religious aversion"... And cultural affinity to Bulgaria...

    Also religion is just brutally annoying, once again as Sicily I completely pinned down in Tunis cause the enormous public order penalties due to religious differences, but to add to that the settlements in Italy too have dropping PO due to religion, its impossible to keep the PO up without religious buildings and a governor.

    This creates very dull and quite frankly unrealistic gameplay, medieval rulers did not face such insane conflict due to religious differences ALL THE TIME, I mean its crazy.

    Then adding the Pope who is so annoying with his impossible missions that add more to the PO penalties. He really needs to be shutdown, Catholic factions really suffer.

  17. #177

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Hi Mugen,

    In my mind, you should migrate your mod be compatible with the Tester Version of 1212 Team. We need your Submod.

    Cause lot of people now playing the tester version.

  18. #178
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    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Indeed!
    "Therefore I am not in favour of raising any dogmatic banner. On the contrary, we must try to help the dogmatists to clarify their propositions for themselves. Thus, communism, in particular, is a dogmatic abstraction; in which connection, however, I am not thinking of some imaginary and possible communism, but actually existing communism as taught by Cabet, Dézamy, Weitling, etc. This communism is itself only a special expression of the humanistic principle, an expression which is still infected by its antithesis – the private system. Hence the abolition of private property and communism are by no means identical, and it is not accidental but inevitable that communism has seen other socialist doctrines – such as those of Fourier, Proudhon, etc. – arising to confront it because it is itself only a special, one-sided realisation of the socialist principle."
    Marx to A.Ruge

  19. #179

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    Sicily has been fixed in the next update, they get up to 4 bonus public order for Christian religion as their state.

    I will also transfer it to steam by next week just going to do a few clean up bug fixes then we should be good to go.

    I want to thank everyone for the feedback and help for creating a great submod!

  20. #180

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.99c (4 Skills/ New technologies Beta Redownload Updated 9/5)

    In general the biggest obstacle to fun in this mod is religious disorder, I think its too intense and annoying and unhistoric.

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