European Middle Ages Mod Resurrection

It strikes me that the Greek Fire used by Byzantine Fire Galleys may be quite different from the more generic form used by Arabs and others, as well as the Greeks. The specialized apparatus used to disperse the liquid leads me to believe that the ship-borne type was more evolved. Greek Fire has become a generic term for a form of Naptha like weapon used by many nations other than the Byzantines.

Perhaps, for game purposes, we should limit its use to naval combats, as it seems the Byzantines did have an advantage with their specific form of Greek Fire in this respect.

Anyhow, I can't find any source that I would take as definitive. Your sources are certainly as valid as mine. Perhaps, then, should Head Serf decide to include Greek Fire, it should be set up to best serve playablity instead of historical accuracy, as the historical record is incomplete in any case.
 
Yee-haw... Downloading. Appreciate the massive amount of work you put in on this. What are the next goals? I'll be looking at this download with a view to determining what civpedia entries need to be created, and will work on some of those incrementally. I'll also put forward a few UU ideas... are we going with 2 for each civ?

Congrats... going to play now.
 
Alright!:goodjob: I am downloading too.

EDIT: By the way, Head Serf, are you planning on changing those Julius Caesar, Saladin and Alexander leaderheads into unique static or animated leaderheads? It's kind of a bummer that you meet Julius Caesar 15 times.:lol:
 
Just did a quick perusal of the mod. Very well implemented... I'm pleased at how well instituted the Naval units were.:goodjob:

Just a couple of things...

-I think Trireme should be increased to Str 3... this way, it will be slightly stronger than a Dromon (with the bonus against Galley Types). I'd originally set it at 2 Str because I was giving it a free Naval Artillery I promotion.

-I see you've instituted the +50% defense bonus vrs Galley type ships for most of the sailing ships... however, it seems that the bonus is being inconsistantly applied when I look at the sailing ships in the civpedia. Some have the bonus against almost all galleys (the Cog), while some have no bonus (Carrack). Instead of the bonus being applied to individual ship types, can it be applied vrs Galley Class as a whole (similarly to how Triremes get their +50% overall bonus against Galley Types). This seems more effective than applying the bonus to each individual unit.

-The name Galley Type for the unit class seems a little awkward. Could simply Galley be used... unless this is confusing, as there is also a unit with that name. Other alternatives might be Oared Vessels and Sailing Vessels for the two ship types (if Galley doesn't work well).

Anyhow, right now I'm busy trying to get my scenario to begin under the updated mod... something not quite working. Hopefully, I figure it out in the next day or two.

I suppose I'll begin work, too, on civpedia descriptions for the naval units that don't have them as I still have my source material (web sites) readily at hand to begin.

Again, looks very good.
 
@Drtad, When I start writing up the to-do list, fixing those leaderheads will be at the top of the list

@Craig_Sutter, yes, I will increase the trireme to 3 strength. Next, you mention the bonus against galleys. I will work on keeping it consistent, however, I can't make it simply against the class like I did for the triremes because there is no place for class bonuses on defense, only individual units. It's kind of confusing, but basically, the XML is limiting my options slightly.

I will change Galley to Oared, I think it makes more sense. About your scenario, more than likely the problem is that the promotion "veteran" which used to be provided with certain leader traits, now doesn't exist. You can just open the file up in notepad and the veteran entries should be fairly easy to fix.

EDIT: A bearded bow is a strengthed section of a galley-type ship, used for ramming.
 
Played a bit into the Early Middle Ages as Ashot I, and here are my impressions.

1. Vytautas (Lithuania) is wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy overpowered. I think you get my point. He shot up to the top of the scoreboard quickly and never came down from his high perch.:king:
2. Armenia's starting position is mediocre, but military wise strong. I was quickly able to build Vassals, Horse Archers, and Swordsman and I conquered the Tatars.
3. Tatars not a very potent force. At all. I conquered four cities within 5 turns.:)
4. Religion: I think that some of the nations, for example Egypt, The Moors, and Armenia should start out with a religion already. They already had a state religion. Moors=Muslim Armenia=Orthodox In my game, Judaism spread into Armenia.:lol: And the Moors became Catholic?:confused:
5. Diplomacy text: First Contact text needs some work done.;)
6. Units: I am happy to say that they are much improved! Graphics-wise and balance-wise.
7. Map: The map is good, but it just doesn't give the feeling of building an Empire. You build 3 cities and you're already crammed by your neighbors. The map should get just a little bit (okay maybe a lot) larger.:)

Other than that, a lot of improvents to the mod Head Serf.
 
No, Rapiduser just posts rapidshare links for the mods he thinks are good.
 
By the way Head Serf, I found the flag of the Medieval Armenian Kingdom, here it is.
 

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Dumb question, is this the same mod as European middle ages mod or are they different ????
 
Look at the front page first post, where Head Serf describes the story of the European Middle Ages Mod, hr_oskar's absence, and his resurrection of the mod.
 
GREAT JOB!

The changes to the existing units and the creation of additional units was sorely needed. It was the main flaw in the mod previously. Great work!
 
Just doing a bit of testing using AIAutoplay mod... noticed that the Venetian Arsenal was built in Paris. The wonder builds naval units 100% faster, but the city had no access to land.

Tech rate feels a bit off... the early techs seem to arrive about 100 years too early, but the later techs seem to arrive at better time. May need to tweak this a little, but more testing is needed.

I agree that the map feels a little small. More testing needed as well.

Get back to you after more testing. Units seem to be very good.
 
At the moment I would like to put together a list of all of the civilizations that will be covered by this mod. hr_oskar has a wide range of civilizations, some being very specific, (Norway, Vikings, and Denmark) to not including important civilizations (the Arabs and Slavs come to mind). If we can put together a list of all the civilizations that we need, it'll be much simpler for me to make Unique Units for them and leaders, and the list should cover everything needed by scenario makers. I am thinking that the list should be about 25 to 30 civilizations long, so that I'll have time to get one or two different UUs for all of them, and to cover every needed area. To start the list, here are the civs in the main scenario.

  1. France
  2. England
  3. Germany
  4. Spain
  5. Italy
  6. Vikings
  7. Lithuania
  8. Russia
  9. Poland
  10. Tatars
  11. Hungary
  12. Byzantines
  13. Armenia
  14. Moors
  15. Egypt
  16. Turks
 
Shouldn't the Printing Press tech do something?

Otherwise, why have it at all. Maybe it gives all villages and towns +1 commerce?
 
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