The original name of this was "MTW Original Total War", the new name is Classic instead of Original.
This mod is designed to make mtw2 reflect mtw1, this is not a historical mod, accurate mod, or "realism" mod, this is simply to reflect mtw1.
Here's what this features...
MTW Classic Total War
Battle:
Features Darth Vader's battle ai,
a brand new battle system based on Darth Vader's that includes the following;
rebalanced units,
slows unit movement speed down,
makes melee animations more frantic and fierce,
raises armour and defense for longer lasting battles,
cavalry charges more realistic,
gets rid of the AI that sits still while getting volleyed with missiles,
now they will engage when they are outmissiled.
Now to reflect mtw1, I've taken every unit and made them elite, mid-class, cannon-fodder, according to how
mtw1 was. The Morale system is based off of mtw1, so non-elite armies will cause chain routs.
Also, elite units will DESTROY mid class and cannon-fodder units in seconds while losing minimum casualties.
In other words, elite units are now elite like they should be!
ALSO:
all generals are now late era to match the campaign timeline.
new, more realistic projectile system.
Campaign:
A seperate late era campaign that is an imitation of mtw1's late era.
Scotland, milan, and portugal have been removed to match more
with mtw1, (not because they are not important nations).
features my campaign ai that does the following;
Makes Ai nations invade and attack when at war, in war they will no longer hide in their settlements and wait for you.
Rebels have only the desire to invade and attack.
When you are at least 3 times stronger than the AI they will accept protectorates without making you pay them anything!
Also contains my diplomacy system;
makes AI accept being a protectorate when they are overpowered without
you needing to pay them anything, they also accept ceasefires when
overpowered.
AI now accepts military access, attacking factions, alliances, ceasefires,
map info, very easily.
Mongols are not an invasion anymore, but have many provinces and start off
playable.
Timurids are not in this campaign what-so-ever.
Gunpowder available right from the beginning.
All settlements start off with fortresses, large cities, and lots of buildings built.
All settlements also have huge populations to start.
Campaign timeline is 1317-1453, with events matching accordingly, and
1 year per turn.
Musketeers are not available in the campaign, this is to reflect mtw1 even more.
Mongols are pagan not islamic (reflecting mtw1).
Family members and armies of yours or the ai's will not rebel any longer.
Rebel spawn armies are now stronger.
NEW and UNIQUE victory conditions!!! Every faction has a totally unique victory condition, and a very cool text that explains the state of the victory conditions... no more seeing "take jerusalem" or any other condition that doesn't make sense.
Gothic Foot knights are now recruitable.
Mongols units now cost upkeep, they were free before.
Increased happiness and law bonuses for settlements.
Increased character/agent/army movement speed on the campaign map.
The following factions can now recruit and use arquebusiers;
egypt, byzantium, moors, mongols, turks.
The following factions can now recruit pavise crossbowmen;
denmark, england, france, poland, egypt, moors, hungary, byzantium, venice, russia.
Egypt can recruit Ghazi Infantry, and Ghazi infantry are an elite unit!
Turks can recruit Armenian Heavy Cavalry.
Spain can recruit Lancers as well as France!
Hashashins available in the final level barracks.
Teutonic knights available for the Germans in the kings stable.
Santiago Knights available for spain in the Kings stable.
Hospitaller knights only available to The Italians and Germans in the Kings stable.
Templar Knights available only to England and France in the Kings stable.
All of that is to reflect mtw1 of course, and the other factions can still get the knights guilds, but not the units!
A Brand new unit called "Feudal Men at Arms" available to all catholic factions and Russia in the campaign.
Mongols, turks, and egypt can recruit Kwarazmian Cavalry!
Now contains Bloods, Broads, and Bastards mod by Dearmad, displaying the Titles feature fairly well as in Mtw1.
BREAKTHROUGH!!!!!!!! Rebels can now be taken prisoner!!!!!! You can execute them, ransom, or release them!!!!!! No Bluff!
Other Changes:
Renamed units and made them named after mtw1 units. ALOT---good stuff!
Renamed venice, to "The Italians", as in the italian faction from mtw1.
Mongols now named "The Golden Horde".
Moors now named "The Almohads"
To Install, Download from here...
http://files.filefront.com/MtwOrigin.../fileinfo.html
Once you download, extract the files in the rar to your main mtw2 directory, NOT the data folder.
It will create a seperate mod folder, use it's batch file to run the mod.
Notice! This does contain UI editing that will go into your main mtw2 data folder, thus make a backup copy of your UI folder!
Also, this edits the models_battle_db in your unit_models folder in the main mtw2 data folder, so make a backup copy of that as well!
Here's a screenshot of the campaign, just look at the minimap to see what the campaign as a whole looks like, it is somewhat hard to see, but it's visible.
http://img206.imageshack.us/my.php?image=screense0.png





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