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Medieval European Mod II 2016-10-05

Hey, I had another question. Is there any advantage for the Swedes to build Forges or Stables? I have built Smithies which do the same thing, don't they (veteran units/upgrades)? Likewise when a city has both Iron and Horses in its radius is there any advantage to building both forges/stables? I have been building one or the other but not both. Also, when a building becomes obsolete can you sell it or does it just disappear and the maintenance cost ends? It seems like that is the case, but I wanted to make sure. Playing at a higher level then I'm used to has me interested in this kind of micromanagement.

There's no advantage for building multiple barrack-type buildings.

Obsolete buildings still cost maintenance, so it is best to sell them.
 
I am sorry if this has already been brought about before: I tried to play the 13th century scenario but the game freezes indefinitely in the last loading stage. The 11th century scenario works well but I am really willing to try the 13th c. one. If there is a fix I can apply by editing the biq file I'll appreciate telling me about it.
 
I am sorry if this has already been brought about before: I tried to play the 13th century scenario but the game freezes indefinitely in the last loading stage. The 11th century scenario works well but I am really willing to try the 13th c. one. If there is a fix I can apply by editing the biq file I'll appreciate telling me about it.

I don't think I can help because both scenarios work for me and others, as we've got some gameplay reports before. 13th c. one may load a bit longer than the 11c one, maybe 2-3 minutes longer, but that's it.
 
Can I upload my full upgrade with all the new units from sandris.
I think, many players will play MEMII with all (and only !) Sandris units.
The modteam is death or have no time - I think (7 weeks after the last Sandris units) - The MEM II pack is ready.

H.Balck

videos from my JTCS meets PG3D WWII mod:
http://files.filefront.com/videos+CS+meets+PG3Dzip/;13406355;/fileinfo.html
 
Can I upload my full upgrade with all the new units from sandris.
I think, many players will play MEMII with all (and only !) Sandris units.
The modteam is death or have no time - I think (7 weeks after the last Sandris units) - The MEM II pack is ready.

No, the mod team is not dead and has time. The MEM patch is on my HDD. Because I intend it to be the last one I'm waiting for the Turkish/Persian packs to complete the unit lines, instead of posting yet another 100 MB patch just with that.
 
Can I upload my full upgrade with all the new units from sandris.
I think, many players will play MEMII with all (and only !) Sandris units.
The modteam is death or have no time - I think (7 weeks after the last Sandris units) - The MEM II pack is ready.
No, the mod team is not dead and has time. The MEM patch is on my HDD. Because I intend it to be the last one I'm waiting for the Turkish/Persian packs to complete the unit lines, instead of posting yet another 100 MB patch just with that.
Blue Monkey - Why did I get 3 points of punishing for my last message here ?
Moderator Action: Because Plotinus warned you at your last infraction (for plagiarism) that you would receive further infractions if you didn't drop the whole subject. Because embryodead had already told you months ago that an update was planned & you didn't drop it. embryodead's latest response to you makes it even clearer that you must stop. Asking to upload your version of MEM again will get yet another infraction. Any further public discussion by you of moderator action is also a violation of the rules and therefore an infraction. Send me or one of the administrators a pm if you insist on arguing about doing what you were already warned against.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Yang Liu we are not being intolerant, we just don't want you edit our work.

Modding is like art. If people don't like a picture, they are not free to just add in more colours. It's the painters picture, not yours. Same with mods.

You are free to paint your own picture, or do your own mod, but please stay away from ours. That's not intolerance, that's being fair to the people who spend months working on it.

This is all I have to say in this matter.
 
This is especially true for a mod. As it is an ongoing project, the "official" team is likely to release new updates, and if another modder release so called updates, there will be confusion.

I don't understand why Yang Liu didn't understand that. Just making his own "version" with a lot of changes and a new name would probably have been a good solution...

But being "tolerant" means listening to what others say...
 
I just downloaded MEM II and it's update. Everytime I complete Manorialism and build one of the units, the game crashes, apparently I'm missing items called 'victoryyell.wav' for the various units. Can anybody clue me about this?
 
I just downloaded MEM II and it's update. Everytime I complete Manorialism and build one of the units, the game crashes, apparently I'm missing items called 'victoryyell.wav' for the various units. Can anybody clue me about this?

This is an error with Civ3:Complete and Mem 1.0, without patch, so it means you installed the mod fine but not the update. The most common mistake is unpacking it to its own subfolder or into MEM folder. It should be unpacked directly into Conquests/Scenarios, just like the mod, so that all the folders/files overwrite the original ones.
 
This is an error with Civ3:Complete and Mem 1.0, without patch, so it means you installed the mod fine but not the update. The most common mistake is unpacking it to its own subfolder or into MEM folder. It should be unpacked directly into Conquests/Scenarios, just like the mod, so that all the folders/files overwrite the original ones.

Wow, that was quick! Thanks- I'll give it a try, as soon as my download of TAM finishes! (I think I unpacked it into the MEM folder...)
 
Thanks, Embryodead, I had indeed unpacked the update in the wrong place. This is a beautiful mod. I stayed up way too late last night playing it. I am a little confused by the tech tree- if this has been addressed somewhere in the 70+ pages of thread, perhaps someone could point me at it- it seems that many things are made obsolete by Christianity or Islam, but can't actually be built until long after those things are 'discovered'. Of course, I'm only guessing because Christianity doesn't appear on the tech tree for Burgundy, which you'd think it would. I note that it's a 'free tech' for western countries, which may explain it not showing up on the tree, but I'm a little unclear as to whether it is 'secretly' discovered, with all the listed effects, or it just got dis-enabled somewhere along the line.
 
In this scenario, each civilization in the mod has a religious tech assigned to it from the beginning. It cannot be researched (or, therefore, traded). Obsoleting buildings with these religion techs is a good way of stopping the "wrong" civ from using these improvements/wonders (so, for example, Christian civs cannot make use of the Spiral Minaret, whereas the Muslim civs cannot build Cathedrals)

If that makes any sense...
 
In this scenario, each civilization in the mod has a religious tech assigned to it from the beginning. It cannot be researched (or, therefore, traded). Obsoleting buildings with these religion techs is a good way of stopping the "wrong" civ from using these improvements/wonders (so, for example, Christian civs cannot make use of the Spiral Minaret, whereas the Muslim civs cannot build Cathedrals)

If that makes any sense...

Now that you explain it that way, yes. I was confused by the phrasing because my impression has been that in standard CivIII certain techs make EVERYONE's use of certain things obsolete (but oddly you can still build obsolete wonders...) Well, it's a great mod.

I think the basic underlying structure of CivIII creates some difficulties when trying to put limits on certain kinds of growth. I'm not thrilled with attaching certain improvements to local resources- it can be hellishly difficult to upgrade units, and I have villages that are stuck at six despite having rivers nearby- but I understand the desire to have a less dense population pattern than CivIII tends to get. I wonder if there's a slightly random system for doing this (I've only played a random map, so perhaps this is accounted for in the european maps).

Overall, I'd say this mod is great though- the problems I have with it are really about CivIII, not the mod.
 
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