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Old 05-06-07, 07:26 AM   #241
GlobalExplorer
Admiral
 
Join Date: May 2005
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Quote:
Originally Posted by Skybird
http://www.twcenter.net/forums/showthread.php?t=96588

Official patch 1.2, final version, is out, replacing the leaked (and buggy) version). readme says 650 MB, but it only is 613 MB.
Thats great news. Can you comment on the AI - how does it rate now? I have played all previous TW games and couldn`t enjoy RTW anymore because of the battlefield AI. As we all know it was rushing all the time, not defending and making you pay for a favourable position like it did so well in STW.

The last time I played MTW2 was with the 1.1 patch - and I found the AI pleasantly improved.

However, it should still be much better to offer a challenge, especially when in the defense.
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Old 05-09-07, 01:42 PM   #242
Tikigod
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Is there any good individual mods out? Mods so far released seem to be collections with weird names that I don't want to bother decyphering between the 100 or so posted.

So far the invidual mods I have found that I like are:
- Darker Nights mod (which darkens the night time textures so the torches and lighting standout)
- Unlock Unlockable Factions mod (a text file that unlocks all factions right away (instead of having to complete a campaign first)

What I am looking for:
-A way to extend the campaign with more turns. I read there is a way to make 1 turn = 1/4 year (4 seasons) rather than 1/2 (2 seasons) but, I can't seem to find the mod or link by itself. It seems to be included with collection mods which I want to avoid.
- A way to fix the assasins (they are pretty much useless against most targets by the time you skill them they die of old age)
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Old 05-09-07, 05:26 PM   #243
Happy Times
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Anno Domini has potential and more turns.

http://www.twcenter.net/forums/showthread.php?t=83370

"Anno Domini Mod is aimed to the strategical player who also love to have a campaign the most historically correct possible. To reach this goal we implemented a lot of new features respect to the Vanilla version. Everything comes at a price though so be warned that turns will run significantly slower than the original game.
Maybe you can use the extra time to think more on your next move as there is very little space to errors. Running a middle-age dinasty is a hard job filled with perils, traisons, lack of money and nasty neighbours. Not only the strongest can survive, but more often the most cunning.
"

http://www.twcenter.net/forums/showthread.php?t=83370
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Old 05-09-07, 05:27 PM   #244
NefariousKoel
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I haven't messed with it in a bit but changing the amount of turns in a game is a simple text edit in a preferences file.

I'm at work & can't recall which one it was right off. Sorry.
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Old 05-13-07, 03:21 PM   #245
Tikigod
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Here's a cool mod that keeps arrows from disappearing. Looks really neat. But, there isn't version that is MTW2 1.2 compatible yet. This version is for 1.1:http://www.twcenter.net/forums/downl...o=file&id=1066

I looked on another site and someone recommended:

"Open descr_effect_impacts.txt , find the "effect_set arrow_impact_ground_set" section, and increase the "play_time" variable."

Here is original post explains how to manually change it:http://www.twcenter.net/forums/showthread.php?t=78337

Last edited by Tikigod; 05-13-07 at 03:54 PM.
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Old 05-13-07, 04:27 PM   #246
stabiz
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I downloaded the new patch (which is the size of a small country), installed it ... and never bothered to play. I dont know what it is, but somehow I am tired of Medieval 2 without even finishing a grand campaign.
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Old 05-13-07, 04:31 PM   #247
kakemann
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Quote:
Originally Posted by stabiz
I downloaded the new patch (which is the size of a small country), installed it ... and never bothered to play. I dont know what it is, but somehow I am tired of Medieval 2 without even finishing a grand campaign.
Me too! The patch should have been there a looong tinme ago
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Old 03-28-08, 10:56 AM   #248
kungfuserge
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Default Add-on 4 kingdoms

You can play my Mod on the extension 4 Kingdoms America's Campaign :

http://www.twcenter.net/forums/downl...o=file&id=1845

or

this one which is more playing the Blue Coats against the Indians; in fact I have modded both tribes - Apachea & Chichimeca

http://www.twcenter.net/forums/downl...o=file&id=1830

I also have modded the reloading of rifle of the Blue Coats which is now a breech reloading (type Winchester)

http://www.twcenter.net/forums/downl...o=file&id=1808


here is the blue coat mod including - curved sabre, american saddle, stirrups,
http://www.twcenter.net/forums/downl...o=file&id=1796

Blue Coats are lead by G.A Custer:






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Old 03-28-08, 11:38 AM   #249
Dowly
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Wow, that's nice.
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Old 04-01-08, 05:40 AM   #250
SmokinTep
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.....You know Custer can't win....
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