Laizenbh said:
bunkorder said:
Laizenbh said:
I think the point is, he didnt make a sub mod and put it in AD 1257 page, he used almost everthing from 1257 and gave it a new name as it was his creation from scratch and now afaik abandoned the project as well...
On the steam download and Mod DB page, it explicitly says that the mod is built around 1257. He did not take credit for that work.
It is essentially "1257 AD Plus", but why release it under the 1257 name when those creators stopped working on the project, themselves, a long time ago? Some of the creators even gave explicit permission to use code and assets. Would you rather this mod was never made, or that it was made while also crediting the mod it's based on?
As long as projects are credited, I see no issue in using their free, non copyrighted assets. If you don't credit, then sure, you deserve to be lynched by the mob. But what's the problem if you credit?
His permission to use assets is contested by the guys who released the final version of ad 1257, and sub mods stick on their base mods normally. Also he's already working on another project and prob gonna leave this unfinished. And finally this is not "built around 1257" this IS 1257 copy and paste with a "new hat" and a lot of bugs.
Basically your only issue is that he's including the 1257 files in the download. Literally it's a difference between downloading 1257 and then downloading a submod, or just downloading it altogether as one package. I don't really see the difference. You could say it's a matter of principle, but he literally gave full credit to 1257 for all of their work and is only taking credit for the work he has done on top of it. It's also not like he's making any money off of it. I have to agree with how Taleworlds has handled this.
Also just assuming he has abandoned the mod is silly. If you've been in the modding scene long enough with multiple games, you would know there are multiple mods out there that go on hiatus and come back in irregular intervals. Some never come back, some do. Three months without posting to this thread is nothing in modding time.
-----
Anyways, feedback for troycall. I feel like you added too much all at once. You might need to remove the features or start from scratch adding one at a time. Doing it methodically and testing out each new feature one at a time to ensure it is working properly is essential. I had to do this with each and every unit, each and every little change I made when I made a mod for Medieval II: Total War. One oversight could screw everything up and there were times I lost a lot of work because of one mistake. Backups are key.
The mod isn't as full of bugs as people claim, however. Most of the problems are minor, with only a couple that have really annoyed me or broken the game for me. The player character name reverting to a title constantly is the most annoying bug by far. The next worst is the disasters. While you did include an option to turn these off for the player, they turn right back on as soon as you exit that menu. The amount of damage a disaster does to one's small warband is pretty ridiculous, and it occurs too often. However, while it does basically break the current game, it's nothing loading the last save can't fix. After that, I'd say the main priorities are getting the constable working and getting the loot system working. Right now the constable does nothing (so no player spawned armies right now), and the autoequip system for companions isn't working (though this isn't game breaking. It just means you have to equip as in vanilla.).
Other than that, I haven't run into any huge issues. It's playing normally. The strategy map AI seems a lot better than it was before. Rather than the Roman Empire consistently getting crushed, they actually stand firm. The Golden Horde is actually a real threat to Europe now, using their hordes to full effect in conquering westward. I've seen them get as far as Sweden in a fellow modder's game (he's been playing a full long campaign without issues other than the same as what I've listed). The Crusader States can actually beat the Muslims on their own. These were things that consistently didn't happen in my 1257 playthroughs if I was not supporting those factions personally. The improved combat is a good edition as well, though I'm wondering if it can be edited and tweaked like in other submods I've seen (like the one that added the same combat system in A New Dawn). I will have to look into that as I don't remember how to do that. I love the fact that lords are killed and battle and captured and executed, as well as there being player death. This definitely needs to be expanded on. Having new lords like Biggus Dickus is a bit ridiculous, but I understand the use of placeholders. Emergent factions are awesome as well. I'd like to see that expanded on.
My only remaining criticism would be problems I had with 1257 in the first place, like how they screwed up the banners after reaching a certain version and never corrected them, and also how the map itself is rife with historical inaccuracies. The mod should really be set quite a few years earlier given how powerful the Latin Empire is in it. It was in its death rows by 1257 historically and didn't have nearly the territory is has in the mod. There's also still that matter of using the Constantinople scene for too many cities as I said before (Constantinople should be the only one using it). It would be nice to some factions as fully independent. The way they made Rum and Georgia vassals to Ilkhanate was ridiculous and misunderstands what happened historically between those factions. Finally, the largest issue that I only came to fully realize recently... go up and look at the Flanders region of the map. It's nearly empty. The powerful cities that were there historically just aren't there. Having them as vassals to the Holy Roman Empire and to France would be fine, but they need to be on the map.
*sighs* I wish I could put together a mod team for this, but I don't think enough people care about the issues with the 1257 mod. The final release came out and it was called finished, even though it had problems that were ignored no matter how much you pointed them out... I hope you continue to work on this submod, troycall. You did some good work. It just needs ironed out. Maybe dissected and put back together.
If you wanted to make nice with the people whining on here, then you would need to do is keep a log of the files you've changed and copy them into an archive for download once you've finished your work. I understand why you released the mod as you did. You probably got working on improving 1257 and then after all was said and done, you had changed so much you couldn't be certain what you had changed. You still wanted to share the mod so you released it as it was in your modules folder. I don't think these people understand how much work it would be to go back through every single last file to figure out what you had changed just to put it all in a separate package to soothe their self-righteous principles. But yeah, next time, it's something you want to do from the beginning because of people like that.
EDIT: I actually meant marshal (mispelled marshall in game still), not constable. And he is actually working fine. The manor population just had to get high enough. This would have worked exactly the same in 1257.
That said, damn, that storm thing really is game breaking. I forgot to save and it hit my army of like 140 and brought it down to 30. There's just no good reason to have that in the mod.