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Medieval European Mod II 2016-10-05

I think they merged, took this from the download page: "Expecting to see a file page somewhere on the gaming file site 3D Downloads?

In our efforts to improve the quality of our sites, we have merged everything from 3D Downloads onto our gaming site, AtomicGamer. Not to worry - all of the content is here, organized better, and also now held together by an improved search engine.

We have redirected you to a location that should be pretty close to what you need. If you bear with us, we think you'll find AtomicGamer's file section to be even better than what we had on 3D Downloads. Thanks, and enjoy!"
 
I didnt alter them, the byzantines moved their treasure CARRYING (pikemen) units into my territory and dispanded them, leaving piles of treasures sitting my my territory.:cry:

This is also 1.1 as the scenario is 11c and that doesnt work without the patch if i understand correctly

Ah, I understand now. There's nothing that can be done - it's the Civ3 rules after all, so it could happen in a normal game with CTF turned on.

@Donto
It seems 3DDownloads merged with AtomicGamers indeed, and they messed up. The files are there, but the 1.0 main download has been placed in another folder. I'll update the links in CFC download database, in a couple of minutes they should point to new locations. EDIT: done.
 
Thx, your just great :D
 
@T.A Jones
You mixed it up. The pedia entry you've shown is for the Caliph of Baghdad, a small wonder buildable by other players that conquer Baghdad, your capital... If you captured Kingdom of Italy, you should be looking at Kingdom of Italy pedia. To reiterate the vassal concept: captured "kingdoms" do nothing on their own - but they let you build special Small Wonders once you capture them, (...)
Here's an oddity:
1) You are in Feudalism/Caliphat/...
2) You capture a former capital where another AI has already built the matching Small Wonder.
3) The Small Wonder will survive the capture (little known fact; Gov-specific SWs never get destroyed).
4) But, it won't work any longer :crazyeye:

Great mod, btw. Keep up the good work.

And please, could you have a second look on the tech costs for the 4th era only? They seem out of balance; research time drops from like 5 to easily 12-15 turns @ max affordable...
 
Here's an oddity:
1) You are in Feudalism/Caliphat/...
2) You capture a former capital where another AI has already built the matching Small Wonder.
3) The Small Wonder will survive the capture (little known fact; Gov-specific SWs never get destroyed).
4) But, it won't work any longer :crazyeye:

I'd love to comment, but I can't since we seem to be playing a different Civ3 ;) In mine, all SWs always get destroyed, including the government-specific ones - I just tested it to be certain. Are you sure you didn't mix up the GW and SW (Kingdom of France vs. King of France?).

You can have multiple vassalages of course, once you meet the requirements.

And please, could you have a second look on the tech costs for the 4th era only? They seem out of balance; research time drops from like 5 to easily 12-15 turns @ max affordable...

The costs follow the vanilla Civ3 pattern so that the tempo of the game is similar (including the slow-down on era change). I don't see the problem - you're not supposed to beat the game with 1 tech per 5 turns :eek: 12-15 is a very good number at the beginning of an era. I'm usually closer to 25-35, at least on Duke+
 
Ok, some pictures say more than 1000 words ;) :

Dijon
dij.jpg


Captured from Serbia. Note: No culture from the SW, and substantial corruption.

Florence
flo.jpg


Built after capture as usual; 1cpt and zero corruption (both cities have Town Halls)

And, Florence is about twice as far from my capital as Dijon:
map.jpg


About the research times:
Don't worry, I don't get techs every 5 turns with a standard size Civ. I was referring to a game where I stayed just below the domination threshold, since I was trying hard to win by Expedition Victory.
Impossible, since two of my cities would have hit the 20k limit before launching ...on Demigod equivalent! Without aiming for a cultural victory at all.

Sure, the costs resemble the standard Civ3 model, but in unmodded, you get CommDocks, Research Labs, SETI, and at foremost a huge pop boost thanks to RR.

Still, this is no huge deal. It just makes Expedition or 95 Thesis pretty artificial VCs.
 
Ok, I've tried a couple of different combinations and here's the deal. It never happened to me in the game, nor anyone reported it before you, so I was rather dubious about the "little know fact". I can now say it is not really true - government-specific SWs generally do get destroyed on capture - you can test it for yourself with DEBUG. There's a case - a civ3 bug - when they will not get destroyed - that is, when they are not on the list of buildings at the time of capture (because the civ that built them switched governments). There is obviously nothing that can be done about it, as it can happen in unmodded game as well, with Secret Police HQ.

Saying that Expedition or 95 Thesis is artificial is a bit unfair - I can assure you it's pretty individual case. People have been winning with these, and myself, I've won with Expedition more than with any other VC, though I'm usually not aiming at Domination since I don't like moving 100+ units a turn.

Research was toned down before because it was too fast, precisely because all the buildings / wonders (there's no RR but there's more SETI-like buildings in MEM than in Civ3, as well as multiple SWs that do the same for all). Not sure how many games you've played total, but what you've reported is not a rule for this mod by any means.
 
Ok, I've tried a couple of different combinations and here's the deal. It never happened to me in the game, nor anyone reported it before you, so I was rather dubious about the "little know fact". I can now say it is not really true - government-specific SWs generally do get destroyed on capture - you can test it for yourself with DEBUG. There's a case - a civ3 bug - when they will not get destroyed - that is, when they are not on the list of buildings at the time of capture (because the civ that built them switched governments). There is obviously nothing that can be done about it, as it can happen in unmodded game as well, with Secret Police HQ.

I admittedly never cared to reproduce it in DEBUG. I've seen it happen pretty regularly in Rood & Dragon, so I wasn't really surprised to see it again in MEM II.
The problem to me is not the fact you can capture such a wonder; the part that hurts is the wonder no longer working.
And that was new to me.


Saying that Expedition or 95 Thesis is artificial is a bit unfair - I can assure you it's pretty individual case. People have been winning with these, and myself, I've won with Expedition more than with any other VC, though I'm usually not aiming at Domination since I don't like moving 100+ units a turn.
Research was toned down before because it was too fast, precisely because all the buildings / wonders (there's no RR but there's more SETI-like buildings in MEM than in Civ3, as well as multiple SWs that do the same for all). Not sure how many games you've played total, but what you've reported is not a rule for this mod by any means.

It was by no means meant as negative criticism, be assured. I love this mod - otherwise I hardly would have spent 40+ hours to win by Domination with France on the huge Europe map.
And I consider Space and UN 'artificial' in the unmodded game as well. Not that they are impossible - it's just that I cannot remember any regular game (not OCC or the like) where I couldn't have easily won by Dom or Conq 50+ turns earlier.
 
Hey Civers,
great scenario!
has anyone encountered a problem with the Knight File?
"Art/Units/Knight/Knight Death.wav missing" My game crashes with that file missing. I tried rearranging the file, but nothing works.
Please Help!
 
Daien,
This is a matter of files missing in some versions of Civ3:Complete.
Solution is simple: download the MEM 1.1 patch.
 
I always want to ask this, but I keep forgetting. Didn`t anyone fix the sounds for the Firaxis Knight in all these years?

He still sounds like a female playing tennis..

In every mod I DL. I`m pretty sure I saw other people mentioning it, in the 2 years I`ve been around, but no one got around to fixing it?
 
I havent seen anything, maybe we could just replace it with the files from another unit that fit in with what it would sound like?

I reckon it sounds like the knight is cleaning windows :lol:
 
Is there a way I can get the AI to go less at war with everyone?
Do I choose a lesser Agression setting, or mod the Diplomacy tech?

Seriously, I go to war and suddenly I`m at war with everyone, and everyone is at war with themselves. A big mess. Happens every time. Also, the AI is a bastard. This mod is the first one wich actually made me play "nice". I didn`t pay heed to crossing the borders before declaring war, breaking treaties and all that, untill now. So I play with flawless diplomacy and everyone still keeps backstabbing me and being a bastard. With the exception of Germany in the game before this one, they really came trough. Best buddies for evar.

I conquered the brittish isles with William, leaving both the Scotts and the Irish with 1 city, cos I heard the AI doesn`t like it when I completely destroy a civ, I traded, lots of ROPs, no alliances against anyone. The moment I set foot in France, I`m at war with the world...
 
Is there a way I can get the AI to go less at war with everyone?
Do I choose a lesser Agression setting, or mod the Diplomacy tech?

uh Huh. I noticed this mod has a good counter to those civ4 players who are saying AI can be bought off for a bag of beans. (and not magic beans just ol plain beans)

REFUTED!!:The local bully Serbia said screw off to my invitation to attack MIghty POland, now matter how many techs I offered
Spoiler :
BAGOBEANS2.JPG

Of course with Serbia now a bribe target by Poland(i assume) that means I could have a lethal army on my ass in no time fast

SO if poland gets Serbs against me it looks like IM paying all the civs again this time for protection against Serbs bribing my neighbours to form alliances agaist me. THis adds up when you look at ones cost from payin protection money for 1. POland's potential bribing campain then 2. Serbs potential bribing campain

Spoiler :
ABBSAIDS_PAY_122_GPT.JPG


Take a look at the map that cash I paid was only to make friend they will never be able to cross the ocrean and take on this behemoth

BAGOBEANS_MAP.JPG
 
I play the Large Europe Map, and everyone`s kinda close ;) England is proving as my favorite even tho it means lagging behind in techs, atleast I can build up my army unbothered.

I started another game, for some reason this one is going much better I`m the king of England, Ireland, France, Germany, Bohemia and Sicily, and the duke of Burgundy, Venice and Toscany, also, I pwned Scotland :D

My next target: Iberian peninslua. Imma bust them petty squabbling salsa-munchers. No vassals, but atleast I don`t have to worry about an attack from the south. Then I`m off to Denmark and Sweden to pick up 2 new shiny titles. Oh, and btw, what is up with Fatimids? I always end up in stupid wars with them, and they demand outrages payments for peace, and they aren`t even furious, they`re just annoyed. It really takes a while to get them to sign "free" peace. And the bastard always has his little friends barking at my heels..
 
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