Main
Readme for the Medieval Mod IV for Total War v1.1
V 1.85:
For God and Country
By Wes Whitaker (email address, webpage)
My aim with this mod, as it has been with
my other Medieval mods for Call-to-Power I and II and Civilization III (which I
never released), is to correct any errors which may have slipped by the
designers, even out those settings and stats which seem unbalanced, and to add
the things which I believe will increase players’ enjoyment of the game.
These
modifications are the results of playing the game, listening to player posts in
the mod threads, and scanning the .com, .org and assembly forums to see what
people were saying about the game, both good and bad. It is not hard to figure
out why the criticisms should be noted, but I also note when people repeatedly
rave about one particular feature of a unit, since this is often an indication
of something that the designers missed when they were balancing the game before
shipping. Thus you may find out that your favorite unit is not so powerful
anymore.
Acknowledgements:
First
of all, thanks go out to Lord Crazy, Barocca
and the other guys who offered help on the .org forums. Even though I wasn’t
registered at the time, you helped me understand how the text and graphics
files were set up and why I kept getting those strange error messages. The text
files aren’t so bad once you get used to them, but I had never seen ones built
upon tab spaces before.
It
was Gaelstrum and Red
Harvest who suggested the alterations to Constantinople and the deletion
of the two problem seas, so a big thank-you goes out to those two as well. Red
also conducted the initial experiments to determine the file alterations
necessary to remove the seas, and passed along his findings, which saved me
time and effort, for which I am always grateful.
Also,
I want to acknowledge Paladin, whose 1092Early was a valuable idea source, and to
everyone who has contributed ideas in the mod threads.
Charts and
Readmes:
This
file, along with the spreadsheet and some other interesting files, is placed in
your Charts and Readmes folder, which is located in your Medieval – Total War
folder.
The
Med mod spreadsheet is
a heavily modified version of Yas’ file
available from the .org site. I have color-coded it for easier viewing. I would
recommend that you do as I have done and print out the first two pages of the
sheet, as shown in the Excel Print Preview option.
Note: You will really want to take time to
read the red-tabbed
comments in the spreadsheet, especially the one near the top of the
first column which explains the faction color scheme. They often go into detail
explaining individual changes that I made. You can ignore any green tabs you
may see, depending upon your Excel settings. PLEASE make use of this chart, or
you will probably not understand some of the changes that have been made.
The
building spreadsheet is by AFlorin, which I also obtained from the .org site,
and is modified in a similar manner to the unit sheet.
Installation:
Simply
follow the instructions and observe the warnings given in the self-installer,
which will install the mod into your C:\Program Files\Total War folder, unless
you use the Browse button to select another directory. That’s it. J
CAUTION: One of the warnings concerns the fact
that, after installing the mod, you will have to re-install the game should you
wish to play without using the mod.
Color Scheme:
General changes, file references and
acknowledgements, Catholic,
Orthodox, Muslim,
buildings, ships,
spearmen, infantry,
cavalry, missiles,
agents.
Starting
positions:
Trade and provincial relationships:
The
priority of ships has been increased, and I am
happy to report that the AIs will now spread them out to form decent trade routes once they have protected
their coastlines. This leads to a major change in troop priorities for the
human as well, since war with a major power may now lead to epic sea conflict
as well as land conflict.
It
was common for the AIs to not place ships in certain secure seas along their
coasts, which meant that their trade links would be disrupted at their origin. This
was most apparent regarding the Italians and the Adriatic, and the Byzantines
and the Sea of Marmara. Therefore I have deleted the Sea of Marmara and the Ionian Sea, and this appears to have done the trick
in these two instances. The gameplay effect is that the Aegean Sea and the
Adriatic Sea have “expanded” to include the area of the two which were deleted.
The port for Constantinople is now along the Aegean. Note that the map areas for the Ionian and Marmara seas are now a
“void”, and that ships must be moved to the Adriatic from the Mirtoon Sea, for
example.
I
severed the link between Constantinople and Nicaea, to try and protect the Byzantines from the
Turks. I also made the connection between Constantinople
and
Trebizond a coastal one containing a river. Hopefully this will mean the
Byzantines will be defending a bridge from Asia Minor, which more closely
approximates the real geography of the Bosporus. I have also given Khazar to the Kievans for the purpose of inhibiting
Byzantine movement into rebel territories, since this always resulted in an
inadequate defense of Constantinople.
I
also severed the link between Flanders and Wessex, since
invading England from mainland Europe has always hinged upon control of the
English Channel.
Goldmines have been added to Switzerland and the Sinai,
in order to make these poor provinces more valuable, and governorship of Arabia
and Switzerland
now confers a general’s star.
Some
trade goods have been added to provinces in
modern-day Germany, and the land value for
many of the provinces in Germany and France has been raised, particularly for Franconia,
which encompasses the Rhine River and the fertile valleys of central Germany.
This should help compensate for the limited access to the seas for the HRE. Trade goods, ships and merchants have all been added to the province of Aragon
for all three eras, in order to give this small faction a fighting chance. Flanders
now contains better starting merchants, and is
now a fairly rebellious province, both of which
reflect its actual history of trade and the yearning for independence from
foreign control.
Errors in the
building lists have been corrected, and buildings have been added to most of
the provinces in all eras, so that now each non-Rebel
province starts out with at least a Fort, Watch Tower and Spearmaker or Bowyer.
This should help keep the AI from building so many Peasants at the start of the
game, and instead choose better units like Spearmen.
Ports: Most
coastal provinces now start out with ports, even in the early period, and the
time to build ports has been cut in half
Factions:
Units
have been adjusted to account for the changes to unit availability and size,
and to reduce the double-strength Muslim units to standard size.
I
incorporated some of the changes to province ownership and troop placement
made by Paladin, and I have also made additional changes of my own to all three
campaigns. The best way to view the changes is through the game’s Campaign
Selection screen.
I
also followed Paladin’s lead in enabling all factions to be played by the human,
except for the Papacy, the Swiss, and those factions that appear in the middle
of a campaign. (You may play as the Mongols in the late campaign.) In addition, I
changed the People
of Novgorod to the Kievans, whom I feel possess both a greater
historical significance and a closer relationship to the Russians. Also, I
eliminated the Almohads
from the late campaign, and restored the Sicilians. The Almohad Empire had disappeared
by 1300, while the Sicilians still held Naples and Provence, so I felt that the
change was warranted. In addition, I brought back the Burgundians in the late era, and
gave them Flanders as well. This reflects the
historical situation in the early part of the Hundred Years’ War, when France
was weak and Burgundy had allied with England after failing to usurp the French
throne. The Papacy
has been strengthened both militarily and monetarily, and should now present at
least a decent defense if attacked.
I
have posted the maps I based my changes on at my webpage, which were obtained
from the Euratlas.com website. I also studied maps from other sites, and found
that oftentimes they did not agree when it came to issues such as independence
versus a vassal state. Plus, the game does not, and really could not, show all
of the historical provinces that existed at the various times covered by the
game, so sometimes I had to decide what the most important part of the province
seemed to be, and award ownership thusly. In addition, in some cases like
Norway, I gave weak factions the benefit of the doubt in order to strengthen
them and facilitate better gameplay.
Building
and General changes:
I
have increased the priority of buildings for
many of the faction types. This was done because the AIs rarely seemed to
improve their provinces, and were solely dedicated to ransacking their
neighbors’ lands.
Happiness buildings: Watch Towers and Border Forts cost more, as do Churches and Monasteries.
Merchants now require a Port,
Merchant Guilds now require a Shipwright, and Master
Merchants require a Dockyard. This was
done to keep the AIs from building higher-level merchants in provinces where
they were probably not equitable.
Brothel: The Castle
has been removed as the second requirement to build a Brothel. As far as
gameplay, you need a lot of Spies for defense and loyalty, and it killed me to
have to devote one of my always few Castles to making something like Spies.
The
requirement of a Cannon Foundry for building a Shipbuilders Guild has been removed. I
don’t know who stuck that in there at the last moment, but it sure caused
plenty of confusion. Anyway, its deletion squares it with the building chart
and gets rid of the War Galley
incompatibility.
Palaces: The Marshals Palace requires a
Fortress to build. I think the current setting
is another error (Castle12 instead of Castle13). Also, since palaces more
advanced than a Royal Palace are now unique, I have substituted
the Royal Palace in place of the more advanced
palaces in the requirements’ list. This way, you may have more than one city
eligible to build these improvements.
The
Military
Academy has different requirements, since the Turks would seem to need more than one of them, and
the previous requirements were unique. Therefore, the requirements have been
changed to a Royal Palace and Citadel for the Christians,
and a Royal Palace, Castle
and Ribat for the Muslims.
Academies now give the additional benefit of a valor
increase for Christian factions and a weapon
upgrade for Muslim factions.
Master-level
buildings now give
various bonuses rather than the standard valour increase. I tried to match the
bonuses to the general deficiencies present in the troop classes produced by
each structure. Please see the spreadsheet
for specifics. I decided to make this change when I realized that many units
would always get one, and sometimes more than one, valour increase due to their
building requirements. This is perhaps why the defensive stats of the spear
class, which would not automatically get such a bonus, rose at a faster rate
than the offensive stats of the sword and mounted units.
Militia Barracks: Town Watches, Guards and Militias now
require a higher-level castle than before, while County
Militias require a Citadel, in addition to a Town Militia, instead of a
Fortress.
The
maximum garrison
size of all castle structures has been approximately cut in half. This should help keep the AIs from losing
so many of their best troops in short sieges, while not affecting the cases
where storming the castle is a viable option.
Time and cost reductions:
The time to build the troop producers, from Forts to Fortresses, has been reduced by 25%,
and the costs and/or time of many other structures have been reduced as well.
Please refer to the Building page of the Med
mod spreadsheet for details.
Finally,
the cost of improving Farmland by 80% has been
reduced to 2,000. I use a 20 yr ROI (return on investment) as a guide, and it
seems that the designers did too from the mine costs, and I never encountered a
province while playing the game that met this criterion for the 80% improvement
under normal circumstances.
As
noted earlier, I have made dozens of changes to the settings for faction and region bonuses, in an effort to improve
gameplay, boost weak factions and to give most units a special region.
The
chances of mercenaries
appearing has been cut in half, and in addition most all of the units
more powerful than Feudal Men-at-Arms and Mamluk Horse Archers, except for
Pikemen, have been eliminated, as have most of the one-faction units like
Longbowmen and Italian Infantry (please see the spreadsheet for details). I did
this because it was simply too easy to hire an overwhelming force early in the
game by going on a merc “shopping spree”.
Unit availability:
The
Poles,
Hungarians
and Sicilians
can now launch Crusades!
Since many players will want to play as one of the smaller factions, I thought we
might as well give them some flavor. (The Aragonese could already crusade.) The
Poles and Huns use the HRE units, while the Sicilians use the Italian units.
Knights
Templar,
along with Feudal and Chivalric Foot Knights, are now available
as crusading units to all such factions in the early and/or high eras, before
giving way to Hospitaller and Teutonic/Gothic units in the late era. This
conforms much better to history, and allows me to adjust these units’ stats to
better fit with their contemporaries. Order Foot Soldiers can still be a part of any
faction’s crusade, but only in the late era, where they are now equal to Gothic
Sergeants.
Gothic and Teutonic units can now be built by the Central
European factions, i.e. the Danes, Poles and Hungarians in
addition to the Germans, but no longer by the Italians. This last change was
made so that it would be easier to keep things straight. These factions need
help in the late game. From what I can tell, the Danes and Huns were the 12th
and 13th factions, while the Poles certainly had the least amount of
effort among the player-available factions put into their unit tree. Maybe this
will help some.
Hospitaller units, along with Gendarmes, can be built by the
Western European factions, i.e. the English, French,
Spanish, Aragonese, Italians and Sicilians. In addition, Lancers have been taken away
from the Spanish and Aragonese and given to the other four Western European
factions, while Knights
of Santiago are now a regular unit for the Spaniards and Catalans.
In
this way, each section of Europe has its own late era swordsman, light cavalry,
heavy cavalry, and crusading unit. This new arrangement, while taking a little
time to get used to, is much easier to keep in your head, and is better for gameplay
as well, which I think you will see after studying the units’ spreadsheet and
playing the game.
Unique units:
Also,
if a faction has a unit unique to it which has
very similar stats to a regular unit, it cannot build the regular unit. There
are five examples of this, all involving Catholic factions: 1) Vikings/Feudal MAA,
2) Billmen/Halberdiers,
3) Italian Infantry/Chivalric
Sgts, 4) Spanish Jinetes/Mtd. Sgts. and 5) Polish
Retainers/Feudal Knights.
I
have listed below all of the major changes made to units, but dozens of
additional small changes have been made that are not listed here. Almost any
information needed on individual changes not covered here should be available
in the spreadsheet, so please make use of it,
especially the comments liberally sprinkled throughout the two main pages.
Ships:
I
have increased the priority of ships, in
order to get the AI to trade more, as well as reducing
their costs by about 25%. Also, the time
to build first and second-level ships has
been reduced from 3 to 2 turns, while the
time to build fourth-level ships has been reduced from 4 to 3 turns.
Strategic Agents:
I
only corrected a few errors with faction bonuses in this section, other than
the change to the building requirements for Spies, which was explained in the
Building’s section. The Poles were given a bonus for producing Orthodox Priests and Bishops;
I felt that the Russians
could make better use of it. I also switched the bonus for Inquisitors and Grand Inquisitors
from the Aragonese
to the Spanish.
I am not sure if this was a bug, but it seemed to fit better.
Missile units:
Artillery can
no longer be mercenary
units. I just can’t see groups of guys hauling Catapults around from province
to province, and you can usually hire enough merc arty so that you don’t need
to build your own, which I am sure is not how the game was designed to be
played.
I
reduced the building requirements of Bulgarian
Brigands some, and raised it some for Trebizond
Archers and
Longbowmen.
In
addition, Longbowmen now have 36 arrows in their quiver,
while Crossbowman and Arbalesters only have 24.
Pavise Crossbowmen and
Pavise Arbalesters now
require the same level of Bowyer as the plain versions, but with the additional
requirement of a first and second level Armourer, respectively. They have also
been moved to a later era than the plain
versions, high and late, respectively.
In
addition, the Turks
can build all four bolt-firing units.
Below
is a chart which contains the projectile stat
categories which have been altered. Stats which have been modified, where
present, are listed first, followed by the originals in parentheses. Mongol bows have the same armour penetration and
power as longbows. I also increased the range of grenades, and lowered the minimum
angle that missile units can fire at, in order
to shoot downhill more easily.
|
Stats: MM (Orig.) |
Ammo |
Range |
Velocity |
Accuracy |
Lethality |
Power |
Reload time |
Reload moving? |
|
Longbow |
36 |
7500 (6000) |
200 (150) |
.6 |
0.63 |
2 |
5 (4) |
Yes (no) |
|
Shortbow |
30 |
6250 (5000) |
180 (150) |
.6 |
0.63 |
1 |
5 (4) |
Yes (no) |
|
Mongol bow |
30 |
6250 |
200 |
.6 |
0.63 |
2 |
5 (4) |
Yes |
|
Cavalry bow |
30 |
5750 (5000) |
180 (150) |
.5 (.4) |
0.63 |
1 |
4 |
Yes (no) |
|
Crossbow |
24 |
5000 |
250 |
.7 |
1.0 |
2 |
10 (15) |
(no) |
|
Arbalest |
24 |
6000 |
300 (250) |
.7 (.75) |
1.0 (1.25) |
3 |
15 |
(no) |
|
Javelin |
4 |
2500 (1500) |
100 (80) |
.2 (.15) |
2.0 |
2 |
4 (3) |
(yes) |
|
Arquebus |
12 |
4400 (4000) |
345 (300) |
.2 (.07) |
4.0 |
4 |
20 (30) |
(no) |
|
Handgun |
12 |
2500 (2000) |
330 (300) |
.15 (.05) |
4.0 |
4 |
15 (30) |
(no) |
|
|
|
|
|
|
|
|
|
|
Crusades:
I
have totally re-worked almost everything about Crusades, based upon the
opinions of myself and others on the forums, and using the knowledge given by Eat Cold Steel in the 1.6 thread.
Chapter Houses
are now unique, and one has been given to each crusading
faction in the starting position files for each era. Some of the Houses change location from era to era to reflect the
historical movement of Order headquarters during the medieval era.
Crusades
themselves now cost 4000 florins, which is
compensated for by the fact that eligible units cost
one-fifth as much as regular units to build, though they cost the same
to support. This means that a dozen or more high-quality units should be
created by the Crusade for the human, and who knows how many for the AI.
A
Crusade now takes ten years to build, both to spread out the high cost, and to
insure that they will be few and far between.
Seven
special crusading versions of existing troops have
been created, due to their reduced cost. These units have slightly better
morale and discipline than regular units, but are otherwise the same. In
previous versions of this mod, I enabled some crusading units to be built as
regular units as well. Those units are still available, though there has been
some shuffling around of a couple of units, and also some changes to faction
availability. I think that the best way to show the new crusading units’ layout
is through the chart below, which I hope is self-explanatory. One important
thing to note, however, is that early units are not
available in later eras, unless specified in the chart. I did not
specify missile units, because I assumed that a crusade would be able to pick
up plenty of them on the way to its destination.
Note that a crusade can have many more than
sixteen units. If you notice an arrow on the left side of the review panel,
then this is the case.
|
Unit
type / Era |
Early |
High |
Late |
|
Spearmen |
Feudal Sergeants |
Chivalric Sergeants |
Order Foot Soldiers |
|
Swordsmen |
Feudal Foot Knights |
Chivalric Foot Knights |
Hospitaller/Gothic Ft. Kn. |
|
Light Cavalry |
Mounted Sergeants |
Gendarmes/Teutonic Sgts. |
Gendarmes/Teutonic Sgts. |
|
Heavy Cavalry |
Knights Templar |
Knights Templar |
Kn. Hospitaller/Teutonic Kn. |
Spearmen
and Infantry:
Peasants are much cheaper
to build and support, which helps put them in line statistically with other
infantry units.
The
spear unit-class has been adjusted to standardize
their development up through the eras. Basically, their primary stats (charge,
attack, defense and armour) all increased by one point per era, with Spearmen
and Kerns being an initial, or era zero, unit.
Militia-class
units have generally been strengthened in quality; although it is now harder to
get their required buildings (see the buildings section above).
Most
elite units, both infantry and cavalry, take
two turns to build. This will keep someone from
being able to flood the game with elite units from a single province, and will
also make the construction of these units easier to finance, since their cost
will be spread over two turns.
The
50% shield penalty given to higher-level
infantry units has been eliminated (please see the spreadsheet for details).
The penalty was for melee rather than ranged defense, which seemed to me the
opposite of what it should have been. Eliminating it also helped in
differentiating the units and in figuring up their costs.
Swiss units:
In
general, Swiss units have higher attack, charge, morale and mobility than
standard units, but a lower defense.
Swiss Pikemen, Armoured
Pikemen and Halberdiers are only available to those factions who
can build regular Pikemen and Halberdiers. In addition, Swiss Halberdiers can now be built in Rome, and Swiss Pikemen in the Papal States, where their respective valour
bonuses are awarded.
Regional units:
Mongol Warriors
have a higher defense, and shoot armour-piercing arrows, just like Longbowmen.
Vikings require a
Swordsmith to build, while Woodsmen require a
Spearmaker, and Gallowglasses are now restricted
to the high and late eras.
Javelin units:
I
have totally re-worked the three javelin-throwing units, to make them useful
where they were not previously, imo. I am really excited about this first unit.
Almughavars now
carry pikes in addition to their javelins, and are restricted to the late era
with the other Pikemen. They require a Master
Spearmaker and an Inn, and are still available to any faction in provinces all around
the Mediterranean, which means that Muslims and the Golden Horde can hire them.
Kerns are now
javelin-toting Spearmen, with 100 men per unit, but lower offensive stats than
originally.
Murabitin Infantry
are now the statistical equal to Saracen Infantry, while retaining their
javelins, which gives the Almohads a needed boost in the high era, when their
empire historically fell apart.
Catholic units:
Gothic and Hospitaller Foot Knights: These units are available as standard
infantry units, with a Swordsmith replacing the HorseBreeder in the
requirements’ list. This reflects how knights fought more and more on foot
after the development of weapons like the crossbow, halberd and pike. This also
adds some late-era infantry to the game where there was none before.
Gothic Sergeants: I made a lot
of changes to these guys, most notably the increase from 60 to 100 men per
unit, with an accompanying increase in cost, and the requirements of a Baronial Court and a Master
Spearmaker to produce. I also made them disciplined and with decent
honor, which fits in with their description.
Orthodox units:
Byzantines: I have generally
reduced the cost and especially the upkeep of the Byzantine units. An
exception is the Byzantine Infantry, whom I have
reduced from 100 men to 60 per unit while keeping the costs about the same. I
also increased the melee from 2 to 3, and gave this disciplined unit decent
honor. These changes were made partially based upon the posts of players on the
Assembly site, my own experiences, and the unit settings. I believe that this
unit was raised from 60 to 100 men at the last moment, based upon the other
unit settings which were apparently not adjusted to reflect the manpower
change. I assume this was done to compensate for the fact that the Byzantines
didn’t have a spear unit more powerful than common Spearmen.
Militia Sergeants, Feudal
Sergeants and Pikemen are available to the Byzantines. Since
Pikemen are not now available until the late era, I believe it is ok for the
Byzantines to have access to them, and with their knowledge of Greek history
and the Phalanx they would certainly have been able to develop this unit had
they wanted to do so. The Byzantines were already able to build all of the Town
Watch improvements, even though none gave them any units past Urban Militia, so
I believe this was another one of those last-minute changes, perhaps due to the
“era segregation” bug in the original release.
Russian/Kievan: Feudal
Sergeants are available to the Russians and Kievans.
Muslim units:
Muwahid Foot: I
increased the men in this unit from 60 to 100, which is what I believe it was
always meant to be based upon the other unit costs and stats.
Nizari are now
the equivalent of Chivalric Men-at-Arms, in order to give the Egyptians a heavy infantry unit equal to the
Almohad Urban Militia and Chivalric Men-at-Arms, but they lose their bows.
Ghazi Infantry
are a more balanced unit.
Futuwwa are
available to the Almohads and Egyptians, not the Turks,
and are also a more balanced unit offensively and defensively, in order to make
it comparable with Ottoman Infantry.
Almohad Urban Militia and
Ottoman Infantry now require
more buildings, while Turcoman Footmen
require less.
The
Janissary
units have been completely overhauled. The Heavy
Infantry keep their role as assault troops, but their stats have been
increased to match those of Foot Knights. The Bowmen
have been changed to assume the role the Infantry had earlier- that of
bow-wielding infantry, but are now comparable to Chivalric Men-at-Arms, while
the Infantry are now heavy Spearmen equal to
Gothic Sergeants. Before, I could not see why one would choose to build the
Bowmen over Turcomen Foot; this new arrangement gives both of them a distinct
role. I also feel that the Turks need a line of late-era infantry capable of
standing toe-to-toe with contemporary Christian units if they are to begin
their conquest of Europe.
Cavalry:
All
mounted archer unit types can reload on the move.
Horse Archers
are now available to the Golden Horde.
Mongol units have been
strengthened, with Horse Archers given a bonus to walking speed, and hopefully stamina, which was
one of the keys to their success. In addition, all Mongol units cost half as much as other units to produce and support, and have lower building requirements.
Several cavalry units now form different types of infantry than
before when they dismount. Please see the spreadsheet for specifics.
Catholic units:
Polish
Retainers can be
produced in all Polish provinces.
Spanish
Jinetes are restricted
to the Spanish/Aragonese, and now have excellent speed.
Teutonic
Sergeants
have a higher charge value to allow them to fit their description as upgraded
Mounted Sgts., and they are available as a standard cavalry unit in addition to
a Crusader unit, while Knights of Santiago are now regular troops
instead of Crusaders.
Lithuanian
Cavalry are now mounted archers with the same primary stats as Mounted Sgts. They can be built with a Keep, plus add-ons, and are still available to Catholic factions. All of this should make them a
much more viable unit, depending upon your style of play.
Muslim and Orthodox
units:
Each
Muslim faction, along with the Byzantines, now has one type of cavalry unit available
for each castle structure, Fort through Citadel, in addition to the various
royal units. I have spent considerable time making each unit unique in the
first three categories, both from other units in its group and from other units
in its faction. To do this, however, I had to shift some units among the
factions, and also alter the general characteristics of a few units. I am very
pleased with the overall results, whose effect, I believe, is to increase the
playability of each faction, while allowing it to keep its distinct flavor.
Please reference the spreadsheet as needed
for details.
Armenian
Heavy Cavalry can be found all over Asia Minor.
Ghulam
Cavalry are now restricted to the Almohads.
Khwarazmian
Cavalry are only
available to the Almohads and Egyptians, and have had their attack raised and
a shield added in order to make them a viable heavy unit for the late game,
with an appropriate raise in building requirements.
Ottoman
Sipahi have had their
attack and defense raised in order to make them a viable heavy unit for the
late game, with an appropriate raise in building requirements.
Kataphraktoi and Ottoman
Sipahi now
wield armour-piercing axes and shields as well as lances, and sport a new look.
The
defense and building requirements of Boyars and Sipahi of the Porte have been
reduced, so that they may now be built with a Castle instead of a Citadel. I
also increased the number of men in the Porte unit from 20 to 40, which put it
in line with its production and support costs, and matched the men in the
Kataphraktoi and Boyar units.
Alan
Mercenary Cavalry are
now available as regular troops that require an Inn along with the standard
structures, and are restricted to the Byzantines.
Graphics
changes:
I
have changed the look of some of the units to reflect the changes made to their
stats and abilities. The Nizari now look like
Chivalric Men-at-Arms, and have lost their bows. The Janissary
Bowmen look like the Infantry, and the Infantry
look like Gothic Sergeants. The Lancers, Gothic Knights and Khwarazmian
Cavalry have gained shields, while Ottoman
Sipahi and Kataphraktoi have had their
looks completely overhauled. The crossbow can now be seen on Mounted Crossbowmen when they are standing, walking and
running, while their sword is now visible when charging and dying, and the
weapon and shield now appear in opposite hands for all cavalry units which have
shields. Some of the mounted archers now draw their swords when charging, too.
A
huge thank-you goes out to Lord Crazy and Barocca, whose
mods and threads allowed me to figure out how the graphics system works.
Well,
that’s it for now and I look forward to hearing your thoughts and comments.
Wes