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Medieval European Mod II 2016-10-05

I would acutally claim that the map is so balanced that there are no civs who are always winners on it, even if some civs might be a bit easier or harder to play.
 
No, never always. There's lots of replayability because of the fact it is so balanced. IMHO though the Germans have one of the most powerful units in the game. If they can do good until they reach the ritters than woe to their neighbors.
 
Glad to hear that. :) Guess it just goes to show...
 
@jetha
Well, it was going for a couple of months, not bad ;)

A new update will come out one day, was waiting till there's enough new stuff to include. Apart from new units there's some changes to wonders that I'm not sure of. So far it looks like it:

* Hajduk is now a Serbian (and Wallachian) Golden Age unit; Vlastela remains a bonus Serbian unit
* Pistolier and Sipahi no longer require Iron
* Guardsman added as a Russian bonus unit
* Civ-specifics Great Wonders changed to different Small Wonders to avoid problems upon their capture
* St. Sava's Nomocanon changed to SW that gives +1 happiness on the continent
* Radhanite Guild changed to SW that gives +1 happiness on the contient and +1 trade on each tile
* Culture bonus of Pliska Literary School reduced from 5 to 4
* Book of Durrow now becomes obsolete with Paper
* Bayeux Tapestry now becomes obsolete with Black Powder
* Hanseatic League now becomes obsolete with Far East Trade
* New Hajduk animation by Orthanc
* New Varangian Guard animation by R8XFT
* New Slavic and Rus flavor units by Sandris
* Fixed civilopedia link for Duchy of Tuscany SW

+ a graphic patch with Ares' Terrain II + Varwnos' cities


Hi,, New patch sounds very good but still no boiling oil dudes? :)
 
ill put some screenies up soon, i went out the night after i said i was going to and im still not quite walking straight.;)
 
Can't you use them as a sort of immobile archer unit with boiling oil graphics? Thereby ruling out the fact that players misuse them as artillery while keeping the bombardment capability when other units are attacked. :confused:
 
But we want the AI to be able to handle them aswell. ;)

Besides that ability is already given to archers and artillery, so there isn't a use for it.
 
As promised the screenshots of my conquests as Byzantium. I love playing these guys, especially doing amphibious invasions with the Agean Sailors.
conquest_overview1.JPG


And here's the update from 1374 AD
1374AD.JPG


Good luck and happy playing on all your games!
 
Damn, good point. Well I'll think about this offhand for a little longer, I'd like to see them in the mod. Seeing as it'S still my favourite out there. ;)

Thanks Golden Fleece! IM sure the unit creater who made this fine unit would love to see it put in action . I told him on the thread it would be utilized soon but never though both this and Anno would skip it.
I don't see the prob. Counter seige is used by AI when you attack the city. All they do is drop the oil and you take pain . Isn't that how it worked in real life?

Id make it have its own tech and it would require tar to build the smwonder it allowed (tar not used enough as is) Spawn rate would be enough to stiffin defences of course the unit could not move from its perch

Or, in Fall Horizon they have a counter seige cannon and turret, I see the AI buld them all the time. These units are also grounded. IN For Horizons this unit should come before the other two but its absent in that mod aswell
 
@ Golden Fleece: Thanks for your comments. France is getting whipped at the moment so no worries.
I'm playing at the third or fourth level (that's Regent in a non-MEM game).
Should I go up? In the later game I sometimes think I should've gone up a level, but then it's much more difficult to survive in the beginning...

Ok, back to giving the Franks a beating!
 
@jetha
Nice report, I like how well-rounded borders turned out to be in the end, though I'm surprised there's that unsettled area in Ukraine - I guess there's a war going on there for centuries? As for difficulty levels, I recommend the two ones above (Duke & King in MEM). The first one is the most fair of all levels, and the second gives the AI a little starting advantage but nothing as serious as on higher levels where AI gets bonus settlers.

@T.A.JONES
All dandy but again, this function is already performed by fortified archers/siege engines, and there's no way to make the pot of oil immobile but stronger as defensive bombardment can take only 1 hp anyway.
 
Heres my screenies, ive been building up for a long time without doing much, ended up with a runaway AI, so now i am going to war with Castile, France, HRE, Georgia, whats left of Turkey, Keiv and berbers.

All in the same turn:lol:

Berber_defeat..JPG


Just cleaning up here.

German_front.JPG


I get the feeling this isnt going to work...

Georgian_front.JPG


Georgia was DOW last turn by Khazars, which is part of the reason they are involved in my rampage, they will be ownt from BOTH sides now:) .

EDIT: Hungary is also getting the chop from this game, they only have 3 cities left ATM.
 
The reason the city names were changed is because I am recreating the Roman empire :king:

And i have good reason to beleive i will lose, the units havent come out of their cities yet. :lol:
 
Heres the map (sorry for poor image quality):

Emp-eart.jpg


The germans have been really quiet this game, and the russian nations seemingly lost multiple cities per turn to the Black civ at one stage, poland have been doing quite well but HRE will probably DOW them soon if i dont manage to defeat em now.

The other civs are minor players ATM, all warring and the Tartars recently lost two cities to the Black civ and one to georgia a while ago
 
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