Medieval Millennium release thread

Sadly, I think the spritegen I use only works with the traditional 90 units...And anything beyond that number is ignored.

We perhaps need a newer program that considers the advances offered by ToTPP.
 
This looks super impressive Knighttime! Another great candidate for the ToT tour video when I get to it.

Also enjoying reading the new animating units convo as I remember drooling over Civinator's old thread when he shared it one of my mod threads a while back. The thought of an enhanced version of my Red Alert 2 scenario for either ToT or Civ3 with animating units (using frames extracted from original RA2 using C&C Mixer) is an exciting one but urgh.. there's never enough time lol.

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Hi @Knighttime, I've been playing some Medieval Millennium lately, and I have a question and a few comments. I've been playing King (original Deity) with Barbarian Wrath on a small map with a single continent. I've got to 1270 in my main game, though I started one or two others to play around a bit.

Question: How did you eliminate the superhighways effect?

Thoughts:

This is a great game which forces you to make tough choices and doesn't let you grow too fast, especially in the early game. The mountain ranges make a very interesting defensive dynamic, since they prevent invasions (rather than just slow them down and provide a defensive bonus). The units, improvements, tech tree, and wonders reveal a great deal of research went into this scenario, and it is very immersive.

I think the only serious issue with the game is the siege engineer/siege tower mechanic. The problem is that it discourages fighting near your own cities and castles, and gives an advantage when you are near your enemy's cities or castles. This is especially true in the early game when the siege tower is much stronger than any other unit. Admittedly, I don't know much about medieval warfare, but I'm under the impression that there should be a defender's advantage. (It might still make sense to fight away from your cities to avoid damage to infrastructure.) I actually let a city get captured once, since I would then get a siege tower to counterattack with. The situation is particularly jarring, since the rest of the scenario is so immersive.

While I can think of a few suggestions for changing how the human player uses the siege engineer/siege tower, I have a hard time thinking of something that the AI can still use to make effective attacks, but doesn't require stationing units 3 square away from a town to ambush the siege engineers (and not build a castle out there as well). My best suggestion is to scale the attack/defence of the siege tower based on the strongest units available at the time. At least that way siege towers aren't better than other units, except when attacking a city with walls.

What is the reason behind having both the Axeman and the Seax Swordsman?

The Basilica is extremely expensive when you have 10s units for martial law (especially under feudalism). It could probably use some other bonus to compensate.

Travels of Marco Polo seems a bit pointless by the time you get access to it. Perhaps it is of more use on a large map, but it could probably use some extra bonus.

The Constitutional Monarchy celebration information window should be split into several pages if necessary. It can barely fit on the screen for me now. My text module has a function simpleTabulation which does this. (You might find it convenient to change the first few lines of code to accept table data in the form you generate it, rather than use it as is.)

Based on a quick test, the 'population declined' message is shown when city.workers doesn't match the population of the city. Since you're updating the mod anyway, you might try saving city.workers for celebrating cities, and change that value at the same time you change the city size.

You've probably noticed this, but instead of being disabled, the bribe city option for diplomats/spies is not disabled, but instead labeled as \@SABOTAGEOPTIONS. The instant advice for the magistrate's office is also incorrect.

All in all, a fantastic scenario, and I am dreading the arrival of the black death.
 
Hi Prof. Garfield, thanks for your post! Glad to hear you are enjoying Medieval Millennium, and I sincerely appreciate your kind words. I'm very pleased to hear that you find it a game which forces the player to make tough choices, since that was one of my primary goals -- providing multiple viable paths forward, without it being obvious which one is actually going to turn out best.

Question: How did you eliminate the superhighways effect?
There are two improvements named Trade Fair Circuit. The one that appears in the build list is indeed using the slot of Superhighways, since that leads the AI to properly prioritize building it. However, as soon as it's completed, I remove that improvement from the city and immediately replace it with the second Trade Fair Circuit, which is using the slot of Coastal Fortress. Since shore bombardment is not permitted in MM, this improvement's native functionality is unnoticeable. In onCanBuild(), the presence of a Coastal Fortress prevents Superhighways from being built, to close the loop. By giving them the same name and images, you can't tell that the improvement you build is not the one you actually get.

I think the only serious issue with the game is the siege engineer/siege tower mechanic. The problem is that it discourages fighting near your own cities and castles, and gives an advantage when you are near your enemy's cities or castles. This is especially true in the early game when the siege tower is much stronger than any other unit. Admittedly, I don't know much about medieval warfare, but I'm under the impression that there should be a defender's advantage. (It might still make sense to fight away from your cities to avoid damage to infrastructure.) I actually let a city get captured once, since I would then get a siege tower to counterattack with. The situation is particularly jarring, since the rest of the scenario is so immersive.

While I can think of a few suggestions for changing how the human player uses the siege engineer/siege tower, I have a hard time thinking of something that the AI can still use to make effective attacks, but doesn't require stationing units 3 square away from a town to ambush the siege engineers (and not build a castle out there as well). My best suggestion is to scale the attack/defence of the siege tower based on the strongest units available at the time. At least that way siege towers aren't better than other units, except when attacking a city with walls.
Ah, yes, Siege Towers. I've had a couple of private conversations about them with other players as well, so it doesn't surprise me that you'd start there. :) But I will say that one of those other players, who initially felt pretty strongly that their stats and rules needed to be modified, eventually (after half a dozen games) backed off that stance and came around to thinking that they're mostly OK as they are.

I'm not quite sure why the fact that they make it advantageous to fight near your enemy's cities (instead of your own) should be characterized as a problem. This is what any good king would want, right? As you mentioned, it's always (or already) better to do that in order to avoid damage to your own infrastructure. So Siege Towers do nothing to change that preference, rather they provide you with an effective weapon to make an offensive strategy more successful. Without them, I think defenders do have an advantage, and a pretty substantial one in the early game. A veteran, fortified Spearman defends at 4.5d... in a walled city, that rises to 6d, and outside a city in a forest, it's actually even higher (6.75d). Leaving aside artillery for the moment, the best early-game offensive units are Swordsman or Lancer at 3a, which rise to 4.5a if they're veteran -- well below entrenched defenders. Artillery can shift the probabilities in either direction, depending on how many are owned by the attacker or the defender.

"I actually let a city get captured once, since I would then get a siege tower to counterattack with." -- If this happened all the time, because it represented a broadly applicable "best strategy" for this type of unit, then I'd be concerned and motivated to make changes. But letting a city get captured means letting your opponent take one of your techs, which can be a pretty big penalty -- not to mention the risk of improvements/specialists being lost, even if you do retake the city successfully on the following turn. I've never actually tried it (at least for the purpose of gaining a Siege Tower). Honestly, my initial reaction is that it sounds kind of like the "guess what I did!" type of thing that makes a game interesting, sort of a "Trojan horse" moment but in reverse, that will go down in the legends of your realm. :) "OK, men, we can't hold this city... but we're gonna risk everything and make a bet that the enemy won't be able to hold it either!"

That being said, I do have some changes in mind for the Siege Tower in the next MM update. My inclination is actually not to reduce their offensive stats, but rather to reduce their defensive stats (actually, defensive bonuses, by fine-tuning these with the new combat logic file). Indirectly, this may make them less powerful on offense, since Siege Towers that actually launch an attack on a city are more likely to be damaged and therefore easier to defeat. I need to do more playtesting, though, to see how my changes turn out.

What is the reason behind having both the Axeman and the Seax Swordsman?
JPetroski asked the same thing, and I don't have a great answer -- I'm aware that their stats (2a,1d) are identical. "Flavor" or "ambience" is perhaps my best answer, but they somehow seemed necessary as foundational pieces for those two weapon "lines", whose stats afterwards diverge: Swordsman is 3a,1d; then Axeman II is 3a,2d; then Swordsman II is 4a,2d.

The Basilica is extremely expensive when you have 10s units for martial law (especially under feudalism). It could probably use some other bonus to compensate.
In the next version, I think Feudal Monarchy will only provide free support for 1 unit instead of 2. That makes martial law more costly: a Basilica gives you 2 content citizens for upkeep of 1 gold per turn, but an extra unit (beyond the first) gives you 2 content citizens for 1 Material per turn, which is generally worse. The Basilica costs more Materials to build upfront, but may actually pay off long-term. I'm not sure I want to lower the cost, but I hadn't really considered the idea of giving it an additional bonus -- that's interesting, and I'll think about that some more.

Travels of Marco Polo seems a bit pointless by the time you get access to it. Perhaps it is of more use on a large map, but it could probably use some extra bonus.
Yeah, it's kind of a pointless wonder in the base game too. Again, I'd considered lowering the cost, but giving it an additional bonus is probably a much better idea. How about this: the wonder will also give you a free trade route between the city that builds it and the most distant opponent capital? Now that Lua can control trade routes in v0.17, this feels like a good fit.

The Constitutional Monarchy celebration information window should be split into several pages if necessary. It can barely fit on the screen for me now. My text module has a function simpleTabulation which does this. (You might find it convenient to change the first few lines of code to accept table data in the form you generate it, rather than use it as is.)
Ah, good point. I do paginate other "city list" windows but didn't do so here; I'll add this.

Based on a quick test, the 'population declined' message is shown when city.workers doesn't match the population of the city. Since you're updating the mod anyway, you might try saving city.workers for celebrating cities, and change that value at the same time you change the city size.
Thanks for the info, I never knew how the game determined when to show this message. I like this idea and I'll see if I can implement it.

You've probably noticed this, but instead of being disabled, the bribe city option for diplomats/spies is not disabled, but instead labeled as \@SABOTAGEOPTIONS.
Ugh, yes, this was working beautifully through all my testing and then at the last minute I made the mistake of cleaning up excess blank lines in Game.txt. :cringe: It will be fixed in the next release.

The instant advice for the magistrate's office is also incorrect.
That one I didn't realize, thanks for pointing it out.

All in all, a fantastic scenario, and I am dreading the arrival of the black death.
I hope it's appropriately dreadful! The formula for that might be tweaked a little bit too, in the next update.
 
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I'm not quite sure why the fact that they make it advantageous to fight near your enemy's cities (instead of your own) should be characterized as a problem. This is what any good king would want, right? As you mentioned, it's always (or already) better to do that in order to avoid damage to your own infrastructure. So Siege Towers do nothing to change that preference, rather they provide you with an effective weapon to make an offensive strategy more successful. Without them, I think defenders do have an advantage, and a pretty substantial one in the early game. A veteran, fortified Spearman defends at 4.5d... in a walled city, that rises to 6d, and outside a city in a forest, it's actually even higher (6.75d). Leaving aside artillery for the moment, the best early-game offensive units are Swordsman or Lancer at 3a, which rise to 4.5a if they're veteran -- well below entrenched defenders. Artillery can shift the probabilities in either direction, depending on how many are owned by the attacker or the defender.

My argument is that defenders, especially defenders behind walls, should have a substantial advantage. At the very least, if one army can defeat another army in the countryside, it should still have the advantage near one of its own cities. The siege tower mechanics reverses this. An army that could win in the countryside can now be at a significant disadvantage in or near one of their own cities. From my (admittedly limited) understanding of medieval warfare, castles and city walls allowed inferior armies to defend against much better attackers. The defender can't chase the attacker away, but the attacker would suffer high casualties in a direct assault. So, a siege develops and the attacker has time to construct (or bring forward) siege equipment to reduce or negate the defender's advantage. If the AI didn't have to use the siege tower, I would suggest that it simply grant ignore city walls to infantry units on the same tile, perhaps after a couple turns of construction.

Once you figure out how to attack with siege engineers and siege towers, there isn't much reason to build other artillery for most of the game. (I've started building gunpowder artillery, but I'm not completely sure they are better than siege engineers.) The siege engineers move more quickly, and the siege towers defeat enemies more quickly, and are quite strong defensively.

The issue I have with the whole situation is that attacking cities gives a significant tactical advantage, when it shouldn't in this time period. There might be a strategic advantage in being able to choose the time and place of the attack, and a ruler might be willing to suffer a tactical disadvantage in order to move combat away from a town or city, and I'm fine with that.

I would suggest only letting siege engineers become siege towers if they have full movement points. Otherwise, a human can move them into position, and then press a to 'activate' the siege engineers and have it transform into a tower immediately, and gain the defensive bonus.

"I actually let a city get captured once, since I would then get a siege tower to counterattack with." -- If this happened all the time, because it represented a broadly applicable "best strategy" for this type of unit, then I'd be concerned and motivated to make changes. But letting a city get captured means letting your opponent take one of your techs, which can be a pretty big penalty -- not to mention the risk of improvements/specialists being lost, even if you do retake the city successfully on the following turn. I've never actually tried it (at least for the purpose of gaining a Siege Tower). Honestly, my initial reaction is that it sounds kind of like the "guess what I did!" type of thing that makes a game interesting, sort of a "Trojan horse" moment but in reverse, that will go down in the legends of your realm. :) "OK, men, we can't hold this city... but we're gonna risk everything and make a bet that the enemy won't be able to hold it either!"

That was the result of building a city in a forward (choke point) position and having war come sooner than expected. The situation was a bit unusual, but the point is that losing the city provided me a significant tactical advantage, even if it could be considered a strategic reversal (and would have been if the city were more well established). This wasn't a case of retreating to join a larger army, this was a case of tricking the AI into letting me summon a giant monster.

I suppose I could just play without using the siege engineer unit, and consider the unit an AI bonus.

In the next version, I think Feudal Monarchy will only provide free support for 1 unit instead of 2. That makes martial law more costly: a Basilica gives you 2 content citizens for upkeep of 1 gold per turn, but an extra unit (beyond the first) gives you 2 content citizens for 1 Material per turn, which is generally worse. The Basilica costs more Materials to build upfront, but may actually pay off long-term. I'm not sure I want to lower the cost, but I hadn't really considered the idea of giving it an additional bonus -- that's interesting, and I'll think about that some more.

That's an equivalent benefit to the third and fourth wood/stone craftsmen construction, and better, I suppose, if you're not in feudalism. I guess it isn't as bad as I thought at first. By the time Merchant Republic was an option, my Kingdom was too big for that to be viable anyway, and beyond that I had access to the happiness wonders before Constitutional Monarchy


Yeah, it's kind of a pointless wonder in the base game too. Again, I'd considered lowering the cost, but giving it an additional bonus is probably a much better idea. How about this: the wonder will also give you a free trade route between the city that builds it and the most distant opponent capital? Now that Lua can control trade routes in v0.17, this feels like a good fit.

In the base game of Civ II, Marco Polo's Embassy is extremely important. It is usually the first or second wonder built. It lets you gain contact with everyone, and trade techs with them, and determine where to send caravans via map exchange. I suppose the benefits are reduced on smaller maps (and the hostile MGE/TOT AI). The problem with it here is that it comes too late to use. I suppose on a large map, it would be useful to contact restarted tribes, but you discourage playing on a large map anyway.

I ended up just sending caravans to adjacent cities that I could connect with roads and highways (a railroad along the 'critical path' doubles the ongoing trade bonus), in order to get the ongoing trade bonus. The only reason to send a trade unit far away is for the delivery bonus, so establishing a trade route with a far away capital is an OK bonus, but not particularly worth the trouble of building the wonder (although it might just be built for 'prestige' reasons anyway by that point).

Maybe you could change the wonder to something else. According to this video, the Visconti Family of Milan suppressed the black death by walling infected families into their homes. You could have a wonder that protects a city from the black death.
 
My argument is that defenders, especially defenders behind walls, should have a substantial advantage...
...
I suppose I could just play without using the siege engineer unit, and consider the unit an AI bonus.
Well, perhaps there isn't a lot of benefit in engaging in an extended debate based on the MM v1.0 Siege Tower stats and usage, since I fully agree with you that some tweaks are warranted -- and I intend to incorporate them into the next MM release. Hopefully the changes that I eventually implement will improve the situation (at least a little bit) from your perspective as well. In the meantime, as an alternative to just avoiding these units, you're welcome to experiment with their stats in Rules.txt and see if you can come up with a set of numbers you like better. If you try that, please let me know how it goes! I'm genuinely curious what you feel the strength of this unit ought to be, in order for you to end up using it in a way that feels authentic.

I probably ought to mention that historical realism is only half of the puzzle I'm trying to solve; equally important is a fun/enjoyable gameplay experience. Everyone's going to define that differently, of course. From my perspective, the game of Civ revolves around the conquest of cities -- victories or defeats in the field really mean very little if no cities change hands. So a scenario in which cities are impregnable fortresses may be realistic, but I'm not sure I'd like playing it as much. I want there to be some viable strategy of conquering cities -- both for the human and the AI -- in all eras of the game. Ideally, of course, I'd like there to be several strategies that might work, without any one strategy being obviously superior.

In the base game of Civ II, Marco Polo's Embassy is extremely important. It is usually the first or second wonder built. It lets you gain contact with everyone, and trade techs with them, and determine where to send caravans via map exchange.
Well, you may be a better player than I am! Pretty sure you pay closer attention to trade formulas and maximizing benefits than I do. My perspective has always been that I can establish embassies with every nation anyway, with a handful of boats and diplomats that cost about as much as this wonder. So I've always prioritized building wonders whose benefits can't be replicated by other means.
 
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May I add my 2 cents worth on the Siege controversy?

Fortresses, castles, and cities with well maintained walls, are supposed to be places where a weaker force can successfully defend against a stronger one, and which force an attacker to take extraordinary measures to overcome the defender. Siege engines are generally useless on an open battlefield. They're expensive and slow, and until the advent of mobile artillery, were usually built near the siege itself. Afterwards they would not typically move on with the army.

The approach that I tried in 'Frederick the Great' (which was all about sieges), was to have a siege unit that wasn't massively stronger than other offensive units, except it had the 'ignore city walls' flag. It was slow, very expensive, and it had the 'destroyed after attacking' flag. A human player would not be inclined to use it except for sieges.

Another idea is to include a static fortress unit inside particularly powerful cities. Events can replace them for successful attackers if that's desirable. In FtG the siege artillery did have a strong attack factor, but only because there were fortress units in some cities.
 
Hi @techumseh,
Fortresses, castles, and cities with well maintained walls, are supposed to be places where a weaker force can successfully defend against a stronger one, and which force an attacker to take extraordinary measures to overcome the defender.
Agreed, and my perspective was that I intended Siege Towers to represent those "extraordinary measures". So I think they should be able to overcome defenders in a walled city, with at least a halfway decent chance of success. However, if they're so strong (by which I mean: not just when attacking, but also when defending) that their presence guarantees victory in any siege, then they're overpowered. So it's a question of finding that balance.

Siege engines are generally useless on an open battlefield. They're expensive and slow, and until the advent of mobile artillery, were usually built near the siege itself. Afterwards they would not typically move on with the army.

The approach that I tried in 'Frederick the Great' (which was all about sieges), was to have a siege unit that wasn't massively stronger than other offensive units, except it had the 'ignore city walls' flag. It was slow, very expensive, and it had the 'destroyed after attacking' flag.
I'm not sure how familiar you are with the Medieval Millennium implementation, but this is what I tried to model. The unit you can actually build is called a Siege Engineer, which has very weak stats. But whenever this unit is within two tiles of an enemy city, Lua switches it to the much stronger (but slower) Siege Tower unit which has the 'Ignore City Walls' flag. That models the "built near the siege itself" dynamic, and prevents you from using Siege Towers as either attackers or defenders in (or near) your own cities.

I'm not going to give them the 'Destroyed after attacking' flag, but if you successfully conquer the enemy city, then your Siege Towers are (most likely) no longer within 2 tiles of any enemy city, so they immediately flip back to being Siege Engineers. So in that sense, they can't "move on with the army", unless the enemy happens to have cities very close together. But your Siege Engineer can move on to another enemy city, and then swap back into a Siege Tower again for the next battle.

A human player would not be inclined to use it except for sieges.
That's one of the changes I'm going to test -- for the human player, a Siege Tower will get a x0.5 modifier (50% penalty) when attacking an enemy unit "in the field" i.e. which is not within a city or fortress. The rule about only converting an Engineer into a Tower when it's within 2 tiles of the enemy city still applies. So it will be much wiser to avoid that type of open-field battle, use other attackers to "clear the path to the wall", and conserve the Siege Tower's HP for a direct city assault. For the AI, though, I'm going to allow them to fight at full strength all the time, since the AI won't be smart enough to avoid those field battles.
 
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I'll add nothing to value for the siege towers and simply say that I hope I can play on a pre-made map (*ducks and runs for cover).

Your modpack is the ONLY TIME I've ever played random worlds in these games (aside from Civ1 where I was forced to). I've played quite a bit of it, so congrats I suppose, but man, it just kills the immersion for me in an otherwise perfectly immersive world. I'm really looking forward to firing this up on a map of the British Isles or greater Europe.
 
@JPetroski No need to run for cover! :lol: I've already built two maps of Western Europe that will ship with the next version of Medieval Millennium, which are identical except for resolution: one is "normal" size (45x89) which I think works best for MM; the other is closer to "large" size (64x126) for those who prefer to play on a more expansive world. Both were developed to provide best coverage of the region historically occupied by the 21 nations which are playable in MM. I'm just finishing my first test game as Poland on the normal-size map. @TheNamelessOne made multiple changes in TOTPP 0.16 which seem to have fixed all of the bugs associated with playing a mod on a pre-made map. (But even if you have a new version of TOTPP, please don't try pre-made maps in MM v1.0... there are also text file and Lua event changes that need to be made in order to support them properly.)

I've thought about making some additional maps of more targeted regions, such as the British Isles/Normandy/Scandinavia, or Spain/Italy/Southern France. Maybe I'll try to get the new version of MM released with the full Europe maps, and then work on an "add-on map pack" separately.
 
It's much appreciated - you've basically created a brand new game so it might make sense to share how you convert a map/make it work for MM given I'm getting the impression it's not as simple as plug and play and there's some code necessary. If it's the same process at least, perhaps you don't have to be the one to do all of the work.

In any event, I'm glad to hear of this as you can bet your last dollar I'll be playing a new bunch of go arounds when you release the update.
 
I'm not sure how familiar you are with the Medieval Millennium implementation, but this is what I tried to model. The unit you can actually build is called a Siege Engineer, which has very weak stats. But whenever this unit is within two tiles of an enemy city, Lua switches it to the much stronger (but slower) Siege Tower unit which has the 'Ignore City Walls' flag. That models the "built near the siege itself" dynamic, and prevents you from using Siege Towers as either attackers or defenders in (or near) your own cities.
Hey, Kighttime, just remembered about that dilemna you had about siege warfare.

Guess you saw that idea,
*Shall add a siege system :
Siege units may be build by field units when next to an ennemy fortification unit (like munitions), yet have no def nor movepoint.
Their only goal shall be to greatly assist the attacking unit.
That said, I have to confess I didn't try your great mod enough to experience your siege system, so can't give my feel about it at all.

I didn't figure nor ponder yet advantages or disavantages of both systems, all is up to you ;) .
 
Hi @Dadais, yes I saw your post over in the "EmperorIsDead" thread. It sounds like you're planning a combination of two things: (1) a similar approach as I followed in MM as far as siege unit creation (siege units can't be produced in cities, but can be created by event when a different unit is adjacent to an enemy stronghold); combined with (2) an attack bonus system related to the way leaders grant an attack bonus to other units in Napoleon (which I implemented in Lua based on a design by @tootall_2012).

The main reason I did not do #2 in MM, but instead let Siege Towers conduct their own attacks, was for the benefit of the AI. The human player can quickly understand the attack bonus system and position their units accordingly, but the AI seems to avoid stacking units on the same tile as much as possible. My theory is that even though "No Stack Kills" is enabled via TOTPP, the AI doesn't realize this, and considers it risky to stack units (it believes all of them could be lost in a single battle).

There might be ways to balance this -- for example, if a siege unit conferred an attack bonus on nearby units (within a radius of 1 or 2 tiles) instead of just on the same tile, especially for the AI. I didn't really explore that idea or others along that line when I built MM, so you may be able to find a setup that works well for all players.

I should add that my own approach isn't perfect by any means, and in fact getting the balance right for Siege Towers, so that they are powerful enough to be significant without dominating the game, has been a struggle. I've worked up a number of changes to their stats and behavior which will be included in the next MM update release. But (at least so far) I'm planning to stick with my decision of letting them attack directly, instead of conferring an attack bonus to other units.

Good luck, I'll keep an eye on your project to see how this feature turns out for you!
 
I should add that my own approach isn't perfect by any means
Indeed, no approach is perfect anyway.
he main reason I did not do #2 in MM, but instead let Siege Towers conduct their own attacks, was for the benefit of the AI. The human player can quickly understand the attack bonus system and position their units accordingly, but the AI seems to avoid stacking units on the same tile as much as possible.
That's one golden high-level designer experience you are sharing there.
Much thanks for explaining this much and this well.
 
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@ThichN Thank you very much! Glad you're enjoying Medieval Millennium.

I'm actually working on an updated version right now, which I hope to release in the near future. There won't be any radical changes but there are lots of small "quality of life" improvements that make the installation process and the gameplay go more smoothly, plus a few stat or rule changes which (I think) will improve balance.

If you want to post specific examples of sounds that aren't working, I'd be happy to investigate and/or help you troubleshoot.
 
@Knighttime It is wonderful to hear that you are continuing to work on this. Though, from my perspective, it seems extremely polished. It is oh so satisfying to build up cities with the system you have here. The different workers that are enabled from improvements, change in terrain over time, and the castle mechanics, to name a few... they all leave one extremely fulfilled in gameplay. I feel this would also be fun as a multiplayer experience.

For sounds, it is strange. For a time, the arrow sounds worked, and now I hear nothing when attacks happen with those. It seems other sounds are working fine, actually. I also wonder if it possible for me to enable "blinking" active units; this may be a menu item that I am missing.
 
@Knighttime It is wonderful to hear that you are continuing to work on this. Though, from my perspective, it seems extremely polished. It is oh so satisfying to build up cities with the system you have here. The different workers that are enabled from improvements, change in terrain over time, and the castle mechanics, to name a few... they all leave one extremely fulfilled in gameplay.
It's great to hear that, thanks for your kind words. Just as examples, here are two things to look forward to in the new version: (1) no batch files to install/unintall -- it can run from a directory like most other scenarios, without a special installation procedure; and (2) the city screen, specifically the city resources section, will include all custom bonuses or penalties from things like city specialists and improvements. It's now 100% accurate and you don't need to mentally add in various bonuses to get the true picture of the Health, Materials, and Trade that a city produces.

I feel this would also be fun as a multiplayer experience.
I like this idea, but unfortunately that's not going to be supported yet. Too many of the onscreen messages and dialog boxes rely on the human player always having visibility to the screen, even while it isn't their turn; and quite a few of the Lua events are written to expect that there will only ever be one human player in the game at a time. I'll keep this in mind for the future though!

For sounds, it is strange. For a time, the arrow sounds worked, and now I hear nothing when attacks happen with those. It seems other sounds are working fine, actually.
There are 4 different sound files for different types of arrows. In the Sound subdirectory of Medieval Millennium, do you have these 3 files?
Arrow.wav
Bolt.wav
Quarrel.wav

If so, double-click on them to make sure they play in your default audio player.

Besides those three, there's one more file which is used for Bodkin Arrows (fired by Longbowmen, Bowmen, and Mongol Cavalry). This file isn't provided within MM because it should already be present in your TOT installation in a location accessible by MM. From your main TOT directory (not the MM directory), go to Original and then Sound. Do you see Archers.wav there, and does it play correctly?

Please let me know which of these files work or don't work, both within the game and when you try to play them separately outside of MM.

I also wonder if it possible for me to enable "blinking" active units; this may be a menu item that I am missing.
In the TOTPP launcher, you need to have the "TOTPP configuration" patch checked. If you do, once you start TOT, on the first menu that appears the last option should be "TOTPP Configuration", and the middle choice there is "Active unit indicators". You can also access this config menu after you've loaded your game by pressing [Ctrl]-[Shift]-[t] as long as the patch is enabled in the launcher.
 
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@Knighttime Re: Your scenario. I see! That makes sense, and would be nice QOL features. I need to open up your lua code and see how you pulled off some of this stuff.

About the sounds: This is a mystery! I have all of the files in their designated zones. Do you think it matters my folder is renamed "Test of Time MM"? Instead of "Test of Time"?

And thank you kindly for the active unit indicator fix! Much appreciated.
 
Folder names shouldn't matter, as long as they don't have any periods in them. The Medieval Millennium folder (whatever its name) needs to be directly beneath your main TOT folder where the game is installed, but if you can install and run the mod properly then that must be true already.

Are the sounds missing for all 4 of the different arrow types in the game? (Broadhead Arrows, Bodkin Arrows, Bolts, and Quarrels) If it's only Bodkin Arrows that aren't working, you could try copying the game's default Archers.wav file from the Original/Sound folder into the scenario's custom Sound folder to see if that fixes it. I don't know why that would be necessary, but at least it's something to try. Other than that, I have to agree it's a mystery and I'm out of ideas!
 
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