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Medieval European Mod II 2016-10-05

Oh yeah, that was actually an even more important reason to disable forest planting (since originally it was available to two civs only) - to stop players from cheating by planting forests on tundras in order to build a city where it should not be built ;)

Why you lil sneaker you! ;) Truly thats smart n' all respects man, but I really nedded that city to compete! IM gettin a shalacking here!

Terafroming to fill marshland would have been nice in later eras (just to keep in mind).

ANother critical change? You could make tar. wheat, wood, and the other and depletables have a higher turnover rate. That would be a cool element to improve on. Now your a nation strong in expoert next thing you know you reey on another nation for your supply-very real, very cool!
 
@ yoda, ed

A bit OT, but I was just playing the mod and I noticed that while you've got my 'garrison' graphics for your outposts in the game, you're using the original buttons. Have you thought about using my modified buttons as well?

NormButtons.jpg


The one on the left is for the garrison, and the others are for the watchtowers and paved roads.

They can be DLed here in the main post.
 
@ yoda, ed

A bit OT, but I was just playing the mod and I noticed that while you've got my 'garrison' graphics for your outposts in the game, you're using the original buttons. Have you thought about using my modified buttons as well?

Actually it's a small castle with a flag, a button I've made myself since I found your garrison graphic in RFRE I think and didn't know there was a button for it...
 
View attachment 155436

just wanted to show a continent with many generations of people that has never experienced peace :D

I can proudly say that the golden horde has every single civ furious at them.... can't even remember the last time I actually started a war, as soon as one nation is defeted a new one decide to try to take down my empire.
 
I am very dissapointed with the one-unit army...
I was hoping to destroy three fatimid towns in one stroke, but it turns out that my 9 hp late knight army cannot even kill a single miserable defending pikeman with a defensive value of 4...
 
I am very dissapointed with the one-unit army...
I was hoping to destroy three fatimid towns in one stroke, but it turns out that my 9 hp late knight army cannot even kill a single miserable defending pikeman with a defensive value of 4...

Just bad luck. The army gets HP bonus instead of larger capacity because the AI cannot handle 2+ capacity armies properly, and this effectively evens the playing field ;)

@Rm80
Grats on a successful Mongol Conquest, though you should fullful the Khans' goal to reach the "Great Sea" ;)
 
Well...if only the AI would form Armies. :wallbash:

It does :confused: I know people complain about the AI not producing them as much as it could, but I've faced AI armies myself. There should be more in the new version too, since the Military Academy will work like in WH2.
 
View attachment 155436

just wanted to show a continent with many generations of people that has never experienced peace :D

I can proudly say that the golden horde has every single civ furious at them.... can't even remember the last time I actually started a war, as soon as one nation is defeted a new one decide to try to take down my empire.

Quite impressive. :goodjob:

But how the hell did Khazaria end up in Tunesia? :dubious:
 
well im not done yet I will soon have every civ wiped out and Rm80 will be the Khan that did what Djingis, Kublai and the rest of them could not....:D

about Khazaria....they made a bad decision of settle areas that I wanted in the beginning so they had to be moved by force....well I defeted them so early so I guess they respawned there since the Almohads had not settled it in time.... But im happy about that since that means that Almohads will not be as strong as they usally are (if they not decide to wipe Khazaria out that is)
 
I am playing as the Italians and finished the HRE in Rome (Cool huh(^_^) I got Cavalry Tactics as one of my free techs and hit the next age then I picked Trade Fairs as my second free tech. I want City State because I am going for Diplo victory so I started Guilds and got it free :eek: The game let me pick my normally random free tech for being scientific. So I discovered a scientific slingshot :) Unless someone already found that out.
 
I am very dissapointed with the one-unit army...
I was hoping to destroy three fatimid towns in one stroke, but it turns out that my 9 hp late knight army cannot even kill a single miserable defending pikeman with a defensive value of 4...

Totally agree, same thing happen to me all the time. I've already given up on the armies here. I found out for the shield/time cost it takes to build one army you are better off using those shields to build regular knights/late knights instead.
 
Due to the weak armies, and also the dreadfully overpowered assasins (which killed two of my armies, along with a great number of other units) i was forced to give up on winning a decisive victory against the Fatimids.
I only conquered three cities, one in Cyprus and two in Syria. Peace was agreed without any further gain, since all of my armies were destroyed at the time.

The armenians took two more fatimid towns, but probably they will lose them again, since they are on their own now.

Also observe France ;)

syria.PNG
 
Due to the weak armies, and also the dreadfully overpowered assasins (which killed two of my armies, along with a great number of other units) i was forced to give up on winning a decisive victory against the Fatimids.
I only conquered three cities, one in Cyprus and two in Syria. Peace was agreed without any further gain, since all of my armies were destroyed at the time.

The armenians took two more fatimid towns, but probably they will lose them again, since they are on their own now.

Also observe France ;)

syria.PNG

Well, maybe we should leave france alone then, maybe not make them too powerful.:) ;)

You aren't the only one who seems to have trouble with the fatimids, I had a tech lead enough to have saracen knights over their morrish cavalry as well as better spearmen, ghazis over infantry, etc etc. Yet I just couldn't beat them and my armies were annihilated, I just got to Jerusalem when druzes started showing in hordes.:sad: :eek: I just can't beat those guys.
 
I think that the Abasids should be given some bonus, so as not to be so weak against the Fatimids.
From what i read the assasins will be weakened in the new version :goodjob:

Since i am almost in the final age of the game there is not much left to do. I may attack Serbia, especially if it goes to war against France (got to pick the leftovers before France does ;) ). Then i might try another campaign against the Fatimids, if i have six armies of non-cavalry units.
 
As I said earlier, Fatimids have lost some food output in the Nile. Also, as of version 1.1 they cannot build Guild Halls. Assassins nerf is of course in, though it affects all Muslim states.

I've spent last couple of days with Euro Large map replaying first 100 or so turns on DEBUG to deal with France. I ended up using most of the suggestions but paralyzed settlers here and there are impossible to avoid on a crowded map. Anyway, the situation is a bit better: France is agricultural now, with Paris moved 1 tile north, and various attractions in the West to drag it there, so that Germany manages to grab Rhine valleys first.

With this setup, France usually settles Aquitaine, Loire valley and Flanders, apart from the usual territories. All at the cost of its neighbors though. Germany is very random but manages to grab at least Rhineland and Netherlands, then Saxony and Austria, if Bohemia isn't first. Burgundy usually stretches from Switzerland to Toulouse area and Lower Burgundy, and sometimes Aquitaine.

Also, given the location and start date, I figured on this map in particular, first two Burgundian cities will be Lyon and Arles.

Also to be clear, armies have been changed to be non-buildable and autoproduced every 24 or 32 turns (still not sure). This gives you the joy of meeting more AI armies, though I'm not sure how some of you like it, since building numerous armies was mentioned several times.
 
As I said earlier, Fatimids have lost some food output in the Nile. Also, as of version 1.1 they cannot build Guild Halls. Assassins nerf is of course in, though it affects all Muslim states.

I've spent last couple of days with Euro Large map replaying first 100 or so turns on DEBUG to deal with France. I ended up using most of the suggestions but paralyzed settlers here and there are impossible to avoid on a crowded map. Anyway, the situation is a bit better: France is agricultural now, with Paris moved 1 tile north, and various attractions in the West to drag it there, so that Germany manages to grab Rhine valleys first.

With this setup, France usually settles Aquitaine, Loire valley and Flanders, apart from the usual territories. All at the cost of its neighbors though. Germany is very random but manages to grab at least Rhineland and Netherlands, then Saxony and Austria, if Bohemia isn't first. Burgundy usually stretches from Switzerland to Toulouse area and Lower Burgundy, and sometimes Aquitaine.

Also, given the location and start date, I figured on this map in particular, first two Burgundian cities will be Lyon and Arles.

Also to be clear, armies have been changed to be non-buildable and autoproduced every 24 or 32 turns (still not sure). This gives you the joy of meeting more AI armies, though I'm not sure how some of you like it, since building numerous armies was mentioned several times.

I can't wait for the new patch.:)

Other than scenarios will there be any additions?
 
It sounds sweet.
 
Well I might as well put the patch notes here - for questions/suggestions, before the patch is finalized and made available for download (matter of days I hope). Large map woes and figuring a way (or not) to add new workers is all that is left to do.

There won't be any new scenarios included in the patch itself, though it includes graphics and pedia entries for scenario stuff. I may add the new map with 2 new civs and a beta version of 11th century scenario on the same day, as separate downloads. Hundred Years' War should follow shortly as well.

1.1 MEM patch

Mod changes

* Some of the team colours were adjusted to represent their kingdoms better
* France changed to Industrious and Agricultural
* Armenia's culture group changed from Middle-Eastern to Byzantine
* Armenian Cavalry now ignores Hills movement cost
* Archer can now be properly loaded into boats/currachs/longboats
* Condotta renamed to Condottiero
* Great Mosque renamed to Spiral Minaret
* Canals tech now properly requires Medicine
* Clear Woodlands worker action moved to Plantation
* Fatimids now have a disadvantage: they cannot build Guild Halls
* "Trade Victory" (non-functional in normal games) changed back to "Capture the Flag" (now fully functional)
* A number of issues that would cause crash for some versions of Civilization III: Complete have been fixed
* Fixed some civilopedia typos
* Military School changed: no victorious army requirement; produces an Army every 24 turns
* Due to drafting issues, all defensive units can now be drafted (affects Mercenary Guard, Swiss Mercenary, Savoyard, Halberdier)
* Aegean Sailor is now a 4.2.1 unit and replaces Man-at-Arms
* Eastern Infantry is now amphibious and renamed to Raider
* Slaver is now 4.2.1 w/enslavement and a Raider replacement for the Almohads
* Arquebusier, Janissary, Tercio and Hussite are now now capable of amphibious assaults
* Venetian Sailor changed from 8.3.1 to 8.4.1
* Crusader, Slaver and Aegean Sailor now all upgrade to Arquebusiers
* Assassins are now 3.1.1 but limited to Nizari Fortress Small Wonder
* Maintenance cost removed from Gallows and Joust Arena
* Updated Mediterranean and Middle-Eastern cities by RedAlert
* New Byzantine leader: Basil I
* New building graphics by Varwnos
* New Crossbowman unit animation by NavyDawg
* New Carrack unit animation by Orthanc
* New Plague animation by Plotinus

Europe (Large) Map changes

* A number of lost Pilgrims was removed
* Multiple resources and starting locations in France, Germany and England moved around for better AI settling patterns
* Khazars starting location moved south to Samandar; some resources moved around as well
* Four Cotton added in the Khazar-Tatar territory
* One Wheat resource each removed from Egypt, Syria and Ukraine
* One Wheat added to Asia Minor
* Some city lists adjusted to match the AI settling patterns
 
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