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Medieval European Mod II 2016-10-05

Pic from my current game. It is 1316 now..

byzama.PNG


After it i will choose another civ; i am thinking of either the HRE or France

ps: even without guilds, the Famitids managed somehow to fight a winning war against me, the Abbasids, the Almoravids, Georgia and Sicily.

I only conquered Antioch from them, and they went on to take two Abbasid towns (and two more later on). Their significant losses appeared only after they signed peace with me and Georgia, since the Almoravids took 5 towns!
 
11c Conquest:

thx for the great map!

there is just a little problem! in my burgundian game france has been in war with germany, england and venice. during this war some cities of france has been destroyed and now there are only a few cities in central europe!

is there a possibility to avoid that the KI razes cities?

Not completely. Some scenario work around it by placing like 200+ Great Wonders on the map... reducing corruption to near-zero also helps. None of these can stop the AI from razing the city if it has size 1 or culture 0. There's also a no-raze patch by Skyer2, but it cannot be distributed for legal reasons...

It's hard to predict which cities the AI will raze and when, though the map is 'beta' and if it happens often, I can reduce corruption by 20% for the next version (if you want to do it now, use the Difficulty tab in the editor). Looking at Varwnos' map it seems fine, i.e. no cities razed so far despite wars going on.
 
Playing the revised basic Mod as France I find that I have alot more gold as income than when I played the unrevised Mod as Burgandy and occupied the same territories. A scenario of Italy in the Middle Ages and Renaissance could be a really awesome game.
 
Not completely. Some scenario work around it by placing like 200+ Great Wonders on the map... reducing corruption to near-zero also helps. None of these can stop the AI from razing the city if it has size 1 or culture 0. There's also a no-raze patch by Skyer2, but it cannot be distributed for legal reasons...

It's hard to predict which cities the AI will raze and when, though the map is 'beta' and if it happens often, I can reduce corruption by 20% for the next version (if you want to do it now, use the Difficulty tab in the editor). Looking at Varwnos' map it seems fine, i.e. no cities razed so far despite wars going on.

I thought there was a rule option for no raze.:confused: I guess not, how unfortunate.

In all my previous games I can't recall if the AI ever razed a city.
 
I thought there was a rule option for no raze.:confused: I guess not, how unfortunate.

In all my previous games I can't recall if the AI ever razed a city.

So did I, I could swear I saw that option somewhere!

Btw, I thought the whole purpose of the auto-produced armies was to increase their capacity to the original 3 units but limit the amount of armies in the game. but the armies still have 1-unit capacity :(
 
The purpose was to actually make the AI get armies. It makes no sense to have the 3 unit army, since the AI can't figure out how to use these properly. The 1 unit army is still good, although not quite as good as the old one.

If you think the 1 unit army is too weak, you can alwys raise the amount of hitpoints in the editor if you want. :)
 
This army has more hitpoints (double I think). I don't quite like it, find it rather useless and I modified it in my games back to the normal 3-unit army. I've found some pretty strong armies built by the AI, they do not make such silly armies as everybody thinks (well sometimes they do)...
But as of the 1-unit army... Now the armies are weaker than before! Before at least you could pop out a new army every 6 or 7 turns, now you have to wait 24 turns :(
 
Whats the difference between a 1 unit army and normal unit (like the one in the army)? :hmm:

More hit points and a logistic bonus is what I've noticed. Never see AI make 3 peace army sets on regular games or other mods 'cept Rise n Rule for some reason. If this evens things across the board then Im happy. Its an innovative idea for sure.

For me I think it works best to raise the #of citys req for armys drasticly so its a 2 peice at a time game (2 army units per civ instead of armys every 2 cities! :eek: ).

Armys are huge balance cripplers that Civ4 fanatics never passed on whining bout durin my 4um touring days. They seemed surprised/silent when you suggested dropping their use a bit via editer, like it was big news to em or something
 
Umm... the patch ain't loading. I click on it, and I go and bring up the queue, but it never loads...
 
Nvm, I have it downloaded. Only problem now seems to be that I can't play it. I have it unzipped, and the update unzipped, but it won't play. Get's to about 30% loaded, then says something like "failed to upload because it can't find (something, can't remember) stronghold...
So, now I'm currently re-downloading it...
 
Konrad13,
While I cannot be sure what is the problem without the exact error message, it looks like you have unzipped the mod / update in the wrong place. Please make sure that the files are unzipped *directly* into Conquests/Scenarios and not into any subfolders.
 
It wasn't anything major. From what I can gather, something just went wrong with the initial download (wonder what...), but I have it up and running now.
 
I gave up my first game in probable defeaft cuz of a few big issues that are being done for Euro map and forgetten to be changed for Random map Im thinkin (mybe wrong, thats why Im bringin it up)


1. On the random map it says in the pedia that COMPASS lets your harbours connect trade through ocean tiles/high seas. Problem is that this is not so :(
I checked the editer and see you have to wait for the final era to discover "Navigation" just to trade with civs on continents divided by high seas. I was hurtion for lux the whole cam but had tons of doubles I could have unloaded to my friends overseas! (honey, salt infact almost all the good stuff I was deprived of!)


2. The "retain culture flag" is on so no cultural conversions can really take place. Worse, rampaging civs early on become monsters if left unchecked and since I didn't know they were scooping up mounds of real estate on each capture, it was to late for me to sharpen my blades when I got the grasp of the continent layout:)

3. You can't cut down marshes!

Thats about all. I think IM just sour cuz I got my butt served. IM playin again with the patch, and those things fixed. The assasin thing Im glad was taken care of but those others I metioned wern't so I figured I let you guys know. Anyway Thanks n take care
 
I gave up my first game in probable defeaft cuz of a few big issues that are being done for Euro map and forgetten to be changed for Random map Im thinkin (mybe wrong, thats why Im bringin it up)

There's no difference in rules between Euro/Random maps. As for your points:

1. Civilopedia mistake, fixed in the patch.

2. Yes, this is intended, because it's more realistic in Middle Ages, when there weren't really national identities, just kings. Conversions still take place normally by the way... it's just that culture is retained when cities change hands.

3. Yes. I said before that's not a bug :p Several measures like that were taken in order for the terrain to have a bigger impact on strategy and population limits.

Also I'm glad you got your butt kicked, because the mod is supposed to be harder than a normal Civ3 game ;) This is also the reason why Armies are auto-produced, and why they have size limited to 1 with a +5hp bonus instead. 5+ armies with 3 units each it's like auto-win in normal games, especially since you won't face that kind of AI force.
 
Ya I enjoyed over 400 turns gettin the beats so good times had by all I guess :)

Really, I felt I could have made a comeback any time so kept hangin in there but that false promise with the compass was a big blow to my spirits and I was sqeezed between some giants who might not have been that way if I could have culture shocked their asses just a lil bit :p

Financially drained, when the last lil fish got swalled up with me missing on the feast, I knew my turn was next so chose a dishonarable abort and rather a honest confession of a AI ass whoopin to you guys instead. :)

All I wanted was some honeys dammit! That would have sweeten the loss a bit Hmm... mybe they only come if you got the vino first . See why I coudn't help but feel locked out from where real fun happening ? I was ready to try caterpulting my ass back n forth to get in on that trading feista!

Oh well I will revert back swamp unchoppable again and try to sharpin my skills this time round using cultural conversion and the rightful patch correction.:mischief: I swear for now I want to just forget all and move on with the Scots. Hope they have better luck then the Irish. ...It dosn't sound promising does it? :lol:
 
More hit points and a logistic bonus is what I've noticed. Never see AI make 3 peace army sets on regular games or other mods 'cept Rise n Rule for some reason.

Reason is that the AI is hardcoded to never join a unit to an Army that is slower.
And since C3C-Armies gain +1 MP...they need to have another unit with the same strategy flag (usually offense) at hand. And in RaR there simply is a much larger unit pool, especially since here the AI alternates between stronger slowmoving attackers like marines and faster Cavs.
In unmodded, a MDI/Knight/Knight Army would work. Theoretically, that is; if the AI would form Armies. They do build them in mods, though rarely.
But they'll never ever convert a leader into an army.

Bottom line: Autoproduced 1 unit armies are currently the only way to reliably face AI Armies. And thus - IMHO a must for any mod.
 
Not completely. Some scenario work around it by placing like 200+ Great Wonders on the map.

Just so you know their is a 120 building limit.
 
Still can't get enough of this great mod! Thanks a million once again for all your effort, Yoda Power and embryodead. Haven't even played scenarios yet, the regular mod is so awesome!
 
These mods look awesome. Can't wait for the crusader states especially. Haven't gotten to play the scenarios, too busy wiping out everything in the Middle East as the Byzantines in the original mod.
 
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