Page 4 of 15 FirstFirst 1234567891011121314 ... LastLast
Results 61 to 80 of 290

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. #61

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Great I hope they can survive now, though its still tough.

    One other thing I noticed is that the center of the Europe is really boring cause everyone is an Ally or vassal of HRE. Personally I considered what if at least the Italian factions are "independent", then we might get some AI on AI action there.

  2. #62

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    I kinda wanted to give the Papal State Vassals to see if it would make Europe a little more exciting in terms of wars and christendom infights so it feels like going to war as France with England actually affects how the Papal State and other Vassals feel about you.

    Plus I think if the Papal State has Vassals that means the pope can issue orders for those vassals to team up and fight the player or dominating AI Kingdom in Europe to kinda center and restore balance. maybe like 5 major Kingdoms as the Papal State Vassals, so if you attack one then you have the chance of war with 2-3 more.
    Quote Originally Posted by The Despondent Mind View Post
    Great I hope they can survive now, though its still tough.

    One other thing I noticed is that the center of the Europe is really boring cause everyone is an Ally or vassal of HRE. Personally I considered what if at least the Italian factions are "independent", then we might get some AI on AI action there.
    Last edited by Mugen234; February 25, 2020 at 06:47 AM.

  3. #63
    dogukan's Avatar Praeses
    Join Date
    Feb 2008
    Location
    Middle freaking east
    Posts
    7,777

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    I just launched the mod.

    Does anyone know why the campaign map lags severely and the game freezes when I accidentally zoom "too much" ?

    Any way to get around these?
    "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

  4. #64

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Here try this over my mod and let me know if it works, if not we'll keep at it till it's fixed. http://www.mediafire.com/file/04a3p8...wFix.pack/file
    Quote Originally Posted by dogukan View Post
    I just launched the mod.

    Does anyone know why the campaign map lags severely and the game freezes when I accidentally zoom "too much" ?

    Any way to get around these?

  5. #65

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Update 0.98n



    • France - now gets attack bonus from garrisons toward raiding armies, this should help with keeping them alive and making sure they can fight off the multi-battles.



    • France Garrison - have less archers and more melee units to help with siege defense battles for the AI.



    Navy


    • Armies - can now sail across the seas and patrol, blockade, or raid allowing them to receive sustainable Integrity. It's not as much as fortifying but you will now be able to see more Maritime Kingdoms interactions throughout the seas.


    Battles


    • Charges are more cinematic and start a little earlier so Soldiers and Cavalry can gain speed.



    • Changed up some stats for Cavalry, so when they bump into each other from charges it's more epic and less slideshow looking.

  6. #66

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    France
    - now gets attack bonus from garrisons toward raiding armies, this should help with keeping them alive and making sure they can fight off the multi-battles.

    France Garrison
    - have less archers and more melee units to help with siege defense battles for the AI.

    Much needed, Medieval Game without France didn't quite work!!

  7. #67

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Quote Originally Posted by Mugen234 View Post
    I kinda wanted to give the Papal State Vassals to see if it would make Europe a little more exciting in terms of wars and christendom infights so it feels like going to war as France with England actually affects how the Papal State and other Vassals feel about you.

    Plus I think if the Papal State has Vassals that means the pope can issue orders for those vassals to team up and fight the player or dominating AI Kingdom in Europe to kinda center and restore balance. maybe like 5 major Kingdoms as the Papal State Vassals, so if you attack one then you have the chance of war with 2-3 more.
    I think it would help if just HRE had less vassals and mixed to negative relations with more factions, right now from the Pope to almost Denmark everybody is too cozy with each other.

    EDIT: AI is still overdoing it with ranged units, an image of an HRE army:

    Spoiler Alert, click show to read: 
    Last edited by The Despondent Mind; February 26, 2020 at 03:13 PM.

  8. #68

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Is that a new campaign? Also it might be because it's seeing some missile units as also melee or maybe I need to change the manpower type for the crossbows so the AI can't recruit them so much.

  9. #69

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98n (Updated)

    Sry for late answer, yes that was the latest update, but I have to note that was the only weird army, for the most part rest of them were balanced(though maybe a few Missie units too much).

    Also France held its own for longer than usual.
    Last edited by The Despondent Mind; February 29, 2020 at 11:30 AM.

  10. #70
    Gondolin's Avatar Tiro
    Join Date
    Apr 2012
    Location
    الفردوس المفقود
    Posts
    285

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Quote Originally Posted by Mugen234 View Post
    Also I'm thinking of making majority of Africa's secondary kingdoms, more Africans so that way it resembles the time of civil war between some Arab Muslims and Africans. If they take over it can probably become the new northwestern African kingdom.
    Please don't do this, there were some black africans slave in the arab/berbere armies, some were even part of the armies of Tariq ibn Ziyab and Musa ibn Nusayr.
    But they were not numerousous enough to do what you have in mind.
    There were many civil war between berberes (amazighi) and arabs, it start in Tanger nothern morocco (arab still consider the revert berberes as non muslim and make them pay the jizziya among many other things) and later spread into Al Andalus, just after there were some civil wars between what historians call southern arabs (from yemen and irak tribes) and nothern arabs (saudi, syria etc) in Al Andalus.
    But there were both a lot of arabs and berbere in Spain at that time that can explain such civil war.
    A civil war with black africans and berbere africans is not possible at anytime of Al Maghreb history, it would be like a civil war of mongols in Poland

    Even the black countries were a very far battlefield for the berbere, it s happen like during al-murrabitun (almohad) time when Abu Bakr fight there but it was very far from the actual north africa event


  11. #71

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Nice I'm glad France is holding up better now, also you might get that kinda army comps but it is few. I'll keep searching to figure out why those show up. How are the Maritime Kingdoms behaving, any better?
    Quote Originally Posted by The Despondent Mind View Post
    Sry for late answer, yes that was the latest update, but I have to note that was the only weird army, for the most part rest of them were balanced(though maybe a few Missie units too much).

    Also France held its own for longer than usual.


    Okay, thanks for the information I'll leave it as it is.
    Quote Originally Posted by Gondolin View Post
    Please don't do this, there were some black africans slave in the arab/berbere armies, some were even part of the armies of Tariq ibn Ziyab and Musa ibn Nusayr.
    But they were not numerousous enough to do what you have in mind.
    There were many civil war between berberes (amazighi) and arabs, it start in Tanger nothern morocco (arab still consider the revert berberes as non muslim and make them pay the jizziya among many other things) and later spread into Al Andalus, just after there were some civil wars between what historians call southern arabs (from yemen and irak tribes) and nothern arabs (saudi, syria etc) in Al Andalus.
    But there were both a lot of arabs and berbere in Spain at that time that can explain such civil war.
    A civil war with black africans and berbere africans is not possible at anytime of Al Maghreb history, it would be like a civil war of mongols in Poland

    Even the black countries were a very far battlefield for the berbere, it s happen like during al-murrabitun (almohad) time when Abu Bakr fight there but it was very far from the actual north africa event
    Last edited by Mugen234; March 01, 2020 at 05:15 AM.

  12. #72

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98n (Updated)

    MUgen, how about a steam version at milestone points> its so more user friendly!!

  13. #73

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98n (Updated)

    If you want you can be in-charge of the steam version for me, I tried making a steam workshop version but it got confusing . I'm still new to coding Attila but, we can work together making it user friendly.
    Quote Originally Posted by Poacher886 View Post
    MUgen, how about a steam version at milestone points> its so more user friendly!!

  14. #74

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98n (Updated)

    Quote Originally Posted by Mugen234 View Post
    If you want you can be in-charge of the steam version for me, I tried making a steam workshop version but it got confusing . I'm still new to coding Attila but, we can work together making it user friendly.
    Sorry mate, dont know the first thing about creating a Steam version!! just saying, the installing / updating is really user friendly v manual..thought you might be well versed in the practice.

  15. #75

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98n (Updated)

    I'll look into it and see what can be done, I tried making a Blood Mod for WarHammer when it first got out but actually putting it on the workshop pages seems like I have to download a different software from steam that lets me upload it or something.

  16. #76

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98p (Updated)

    Update 0.98p



    • Holy Roman Empire - now has conflict with the Papal State (Historically) which will cause them to be a major antagonist in Europe, more of their client states will have to pick between fighting for the Holy Roman Empire or fighting for the Pope as they will either betray or stay loyal to HRE. If you play as them you will have to spend more time trying to bargain and hold diplomacy or conquer your client states for yourself. (Credit: The Despondent Mind)




    • Europe Kingdoms - have way more wars against each other now as the in-fights for Europe begins, leading to a more historical Campaign feel.




    • Small bugfixes





    Mongols




    • Campaign Movement - has been increased by 15% - 20% giving them more mobility across Russia (Credit: The Despondent Mind)






    Last edited by Mugen234; March 08, 2020 at 11:28 AM.

  17. #77

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98p (Updated)

    I'm unable to open/run the .pack file. Should I be doing something different?
    Intel 4690k GTX 760 8GB Asrock Fatality Z97

  18. #78

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98p (Updated)

    do you have the main Medieval Kingdoms mod?

  19. #79

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Quote Originally Posted by Mugen234 View Post
    Thanks for letting me know, glad you enjoy it! I'll make you and others who have this issue a separate minimod with the regular campaign zooms
    Have you been able to make a minimod that use the regular campaign zoom levels? I am also having an issue with zooming in too far causing the game to freeze.

  20. #80

    Default Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98j (Updated)

    Yep try this out and let me know if it fixed the campaign zoom problem. http://www.mediafire.com/file/04a3p8...wFix.pack/file
    Quote Originally Posted by mini_mujgy View Post
    Have you been able to make a minimod that use the regular campaign zoom levels? I am also having an issue with zooming in too far causing the game to freeze.

Posting Permissions

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