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Medieval Total War - Redux (Beta)

AxalonAxalon MemberPosts: 51Registered Users
edited July 26 in Total War Eras Mods!

RX_banner_beta_Small.jpg

This is a BETA-version of new Redux (Medieval Total War-Redux 3rd Edition) as such not everything is carved in stone yet, however most things seem to be settled at this point. Anyhow, it requires the original MTW game in order to run - as in the V 1.1 version or with the compatibility-module it can also run on VI/V 2.01 versions – the game and experience is the same. To install Redux you first set up a clean install of MTW somewhere and then properly patch it up to either V1.1 or VI/V2.01 – once that is done you THEN copy/paste over Redux on top of MTW, standard package first and VI-module last… If done this way, Redux should work just fine.

The primary campaign in this version of Redux is “RX-classic”, a scenario which offers a campaign spanning from 700-1260 AD – in total 560 turns. 11 out of 18 factions are playable in it along with unruly rebels and pirates as well. The overall goal is total supremacy over Europe, North Africa and the Middle East, either by achieving 60% or a 100% domination of all provinces. The means for achieving this goal are troops, ships and agents, and yet more of the same. Development and a functional economy are key-factors for survival on the road to glory - without it you will surely perish. Anyhow, please report in bugs, typos and anomalies if you see any...


Mod Name: Medieval Total War – Redux
Mod Version: Open Beta 1005
Language: English (Multi edition compatibility, European editions)
Terms of Use: P.U.O, Personal Use Only, thus it is restricted material.
Size: Rared 205MB /Zipped 258MB /Uncompressed 366MB
Compatibility: All major versions. Medieval Total War v1.1 or VI/v2.01 using the VI-upgrade module, see below...
Operating System: 2000/XP/W7 (Vista/W8 unconfirmed)
Hardware: see “Redux_ReadMe1005.txt”-file, hardware issues & info section, virtually everything else is “try and find out” essentially.
Description: see above...
Credits: see “Redux_ReadMe1005.txt”-file, credits section…
Download Links:

Download zip-version: (primary)
http://axelhaig.com/redux/MTW-Redux%20Beta1005.zip

Download rar-version: (reserve)
Pending...


RXVI_banner_blue_small.jpg

This is the VI-upgrade BETA module, as such it makes Redux compatible with Steam/Gold/VI/V2.01 versions of MTW. At this point it does not bring any “extra features” to the game-experience which is thus nearly identical to the standard version of Redux. This is still a beta so it is possible it may contain some minor errors here and there. Anyhow, have fun with this module and please report in any bugs, typos and other errors if you encounter any. All MTW-Steam users must also use this upgrade (no exceptions)...



Module Name: Redux VI-upgrade
Module Version: Open Beta 1005
Language: English (Multi edition compatibility, European editions)
Terms of Use: P.U.O, Personal Use Only, thus it is restricted material.
Size: Rared 8.6MB /Zipped 11MB /Uncompressed 20.7MB
Install: VI-upgrade must be installed after the standard package.
Operating System: 2000/XP/W7 (Vista/W8 unconfirmed)
Compatibility: Medieval Total War V2.01 only. (Steam, patched Eras- and Gold-editions included).
Credits: see “Redux_ReadMe1005.txt”-file, credits section…
Download Links:

Download zip-version: (primary)
http://axelhaig.com/redux/MTW-Redux%20VI-Beta1005.zip

Download rar-version: (reserve)
Pending...


RX_Unipatch_Logo_small.jpg

This second universal patch for Redux is valid for all 1005-versions, and what does is to update RXB1005/1005c up to RXB1005e. As such it updates several minor things and corrects a number of minor errors in previous 1005-releases, regardless the kind. The "unipatch" should be fully save-game compatible and it makes several small changes to the game. Furthermore it corrects detected errors, bugs and typos, including all and everything of the unipatch1 fixes as well. It is important that you select/use/apply ONLY the stuff from the folder that corresponds to the MTW-version you are using. If you do that, there will be no problems with this patch and Redux will update just fine upon install (using standard method of copy, paste and replace in game-directory). Enjoy...


Patch Name: RXB-Unipatch 1005e
Patch Version: 1005e
Language: English
Terms of Use: P.U.O, Personal Use Only (restricted material).
Size: Zipped 2.34MB/Uncompressed 5.74MB
Compatibility: RXB1005 versions only (all versions).
Operating System: 2000/XP/W7 (Vista/W8 unconfirmed)
Hardware: -
Description: see above...
Credits: Axalon all over...
Except 2 errors/bugs found by Stazi.
(The dismounted nobles and grand pagan idol-stuff)

Download Links:

Download zip-version: (primary)
http://axelhaig.com/redux/RXB-Unipatch%201005e.zip

Download rar-version: (reserve)
Pending...


Some demo-screens of new Redux...


Demo01
RX_Demo00.jpg

Demo02
RX_Demo01.jpg

Demo03
RX_Demo02.jpg

Demo04
RX_Demo03.jpg

Demo05
RX_Demo04.jpg


Furthermore, there already are regular Redux-threads since 2008 with various questions, answers and discussions over at the ORG and TWC respectively. Feel free to go there and post related stuff to Redux at your discreation...


Link to ORG:
http://forums.totalwar.org/vb/forumdisplay.php?263-MTW-Redux

Link to TWC:
http://www.twcenter.net/forums/showthread.php?t=190721


- A
Post edited by Axalon on

Comments

  • AxalonAxalon Member Posts: 51Registered Users
    edited February 2012
    Redux News….

    I am currently working on RXB1003 and thus I can now confirm that there will be another Redux-release in 2012. Maybe more, but one thing at a time. I don’t know about release dates at this point – all I can say is that “its on its way”. One thing is certain anyhow - as of RXB1003 - Redux will officially support Windows 7 and that means that folks using (or considering to use) that OS will then be free to try out Redux at will (and from that point I’ll then try the best I can to support people, if problems occur on Redux) – if there previously was any uncertainties due to OS – they are now gone as far as W7 is concerned. I can now fully confirm that running RXB1003 on W7 (and essentially modern hardware) seems to present the game within fully acceptable parameters with only a few small-time anomalies of various kinds that can’t be helped due to the MTW-engine and various drivers (see Redux & W7-thread for details).

    As for Windows Vista, that OS will continue to hold the status of “not officially supported”/unconfirmed on Redux, even if I have seen several claims that it too does work with Redux as well. I don’t have any Vista available and thus I can not confirm and check on anything related to it. Regardless, that status will still stand until further notice.

    At any rate, what might we expect of the future RXB1003-release then? Here are the things that are already are set to be included in the release – it is possible that there will be even more stuff eventually, time will tell…

    • Windows 7 officially supported.
    • Upgrades on GFX, Burgundy.
    • Upgrades on GFX, France.
    • Upgrades on GFX, Papacy.
    • Upgrades on GFX, Portugal.
    • Upgrades on GFX, Russia.
    • Upgrades on GFX, units (minor)
    • Upgrades on GFX, Peasant BIF-plate (minor).
    • Upgrades on GFX, models (for improved experience with W7)
    • Upgrades on GFX, interface & icons (various).
    • Upgrades on GFX, frontend and loadingscreen
    • Upgrades on GFX, various models and textures
    • Campaign/stratmap-texture upgraded.
    • All princess portraits (Catholic, Orthodox and pagan) upgraded to the “2012-paradigm”.
    • Upgrades on “battle-animations”, Dragon Order Knights, Russian Boyars, Slavic Horse Archers, English Knights, Spanish Knights, Frankish Knights and Papal Knights.
    • Russia will be unlocked and be fully playable as an optional faction (officially).
    • Spies returns to Redux, now available via the chancellery-building. “Travellers” are out - the engine could not handle it properly....
    • Minor adjustments on unit-roster.
    • Minor adjustments on buildings/tech-roster.
    • European-editions compatible, French/German/Italian/Spanish-editions. (In English)
    • Low resolution faction-shields fixed. The engine could not handle the colours properly...
    • A few minor bugs and errors killed.
    • Scottish Nobles get their shields.
    • ?

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited April 2012
    Alright, all links are up...

    RX_ReleaseNote_Small05.jpg


    Q. Why should I try MTW-Redux?
    A. Because you want a different experience, Redux provides that and then some.

    Q. Where are all the old troops from MTW?
    A. Nowhere, they were thrown out of Redux…. Redux has it’s own and more advanced troop-roster made from scratch (more detailed and diverse in qualities, ensuring more interesting and dynamic battles)…

    Q. Why are there so few factions? I like loads of factions and more variety!
    A. In short, it creates a better and more functional game, and thus ultimately a better game-experience for you as the player of that game… Ironically a more diverse game as well, despite appearances…

    Long answer…

    There are several reasons for it. Experience shows that “fewer” factions means superior AI-performance in general and that each faction included in such circumstances can be made more distinct - thus have more actual meaning within the game. There are only so many ways to distinguish factions on the MTW-engine. Once we exceed the threshold of what the engine can handle in such regards - and the more we do it - each faction loses distinction. Essentially, it becomes an illusion of variety, more or less hollow. Making each faction more and more like copies of other factions. This is in direct conflict with the very concepts of actual diversity.

    It is one thing so call something by a new name and quite another to actually have something that is something else due to individual and specific traits that distinguish it. Redux excels in these regards because of the fact that it has fewer factions. Each distinction and trait becomes more important because it is more effective and valid under such circumstances. Redux is made with the doctrine of quality in parts, not quantity. If quantity has to go in order to ensure quality by distinctions and functionality in factions - then so be it.

    Besides, fewer factions ultimately mean stronger and thus more dangerous factions, making the overall game-experience and AI-performance more exiting and challenging anyways - even without the enhanced designs that Redux has in place for both AI and factions on this note. This in contrast to a broken functionality due to the weight of too many factions that the engine can’t successfully handle or separate anyways - resulting in regular AI-apathy and passivity (usually due to the lack of strength somehow). Thus we would get poor AI performance and less exiting and entertaining game-experiences because of it. For Redux, it was an easy choice and obviously it was made for the benefit of the player and the overall game-experience…

    The irony is that fewer factions, once properly designed, clearly offers more actual diversity and dynamics to a game then a multitude of factions does (which only offers increased levels of standardization - which in turn kills diversity and dynamics. Thus appearances deceive). It all boils down to this, variety or quantity…. As the reality is that the MTW-engine can’t have and handle both when it comes to factions. Redux has gone for variety to ensure quality in the game-experience...


    Q. Where are the grand inquisitors and cardinals (and the others)?
    A. Nowhere, they are not included in Redux. They did not have enough purpose in the game to earn a place in Redux and thus were taken out as redundant elements because of it.

    Q. Why is there no era-progression in Redux?
    A. It has a history of generating bugs. Besides, Redux is too cool to bother with any silly eras-progression…. Next question….

    Q. Where are Malta and Rhodes?
    A. Nowhere, they are not included in Redux….

    Q. Where is Switzerland?! I want my Swiss armoured pikemen!
    A. Nowhere, it is not included in Redux…. Relax, pikemen in Redux is just as good or better in every aspect…. For optimal pikemen, play HRE or Italy….

    Q. Are all landbridges removed in Redux?
    A. Many of them are… The only ones left are Denmark-Sweden, Cordoba-Morocco, Sicily-Naples and Sardinia-Corsica…

    Q. Why are all generals, helmeted knights? (Norse – warriors?)
    A. That is part of the customization aspects of Redux. They are essentially numbered placeholders, ready to be changed at the player’s discretion, either by the pre-made stock-portraits done for Redux or something you done yourself. All stock-portraits are found in the included the “Redux Bonus Materials” - as is the instructions on how this is exactly done (and sets of backup placeholder-portraits are also included). Basically, players can at any time personalize their “fave” general(s) by selecting and applying such stock-portraits into the game, according to personal preference.

    Q. Are the campaign-map changed? Any extra provinces in Redux?
    A. Yes, both the map, provinces and the connectivity between provinces has been re-drawn and changed all over. This to generate better circumstances, game-flow and AI-performance out of the game - all over. No additional extra-provinces have been added due to limitations of the v.1.1-engine. The raw tax-value of the Redux-map is 30.000 fl. MTW got about 32.000+ fl. in raw tax-value on the same amount of provinces. So, Redux has fewer florins assigned to it. You were not supposed to swim in florins anyways, at least not without having to work and fight for it. You know, florins are supposed to be precious somehow….


    Ok, so much for the "old questions, new answers”…

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited August 2012
    A note on the links...

    It seems that GameFront-management in their infinite wisdom has screwed up once again and lost all Redux uploads and thus people will have too rely solely on the AtomicGamer links for Redux until further notice. I'll try to fix it, possibly put up some other uploads elsewhere.


    EDIT:
    The GameFront links for Redux are up and fully operational again...

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited May 2013
    Redux News....

    I'm happy to announce that the RXB1003 have generated 1000+ downloads. This makes it the most successful "new" Redux beta-release to date. Keep at it and do enjoy the Redux-experience folks.

    All the same, if people could help me out with general Intel and report in game-experiences on whatever faction they played in Redux - it would make things a lot more easier. Basically, the more solid info I have and get, the better job I can do as to improve Redux for the final release.

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited June 2013
    Redux News....

    I'm happy to announce that this week the TWC have set up an official wiki-page to gather both general and detailed information on Redux, in one place. My thanks to the TWC content-branch for their work on this. The Redux-wiki offers analysis, lists and comments on many features and traits, and provides various information of all kinds on Redux. Definitely a must see for all new to or just curious about Redux. I would like to think that this wiki-page can even offer something to experienced Redux players as well, go there and find out.

    On general terms, I'm happy to discuss this new Redux-wiki with anybody (regardless the aspect) - however as it is located over at the TWC boards, I think any related discussion should be confined to the TWC Redux-thread as a result. All the same, I you do have suggestions, criticisms, corrections, improvements etc. etc. - feel free to head over there and post away... The more input and the more it is discussed - the better the wiki can become. Now, get over there and have a look!

    http://www.twcenter.net/wiki/Medieval_Total_War_%E2%80%93_Redux

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited October 2013
    Alright, all links are up...

    RX_ReleaseNote_Small06.jpg

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited December 2013
    The RXB1004 VI-upgrade patched!

    Alright, the links are up... The VI-upgrade for RXB1004 has been patched (due to previous performance issues), as of today. As to kill confusion and possible screw-ups, I decided to patch the VI-upgrade/"Module B" for RXB1004 directly. I have recalled the previous VI-upgrade for RXB1004 as they are now obsolete by definition. All Gold/VI/v.2.01-users are recommended to download the new VI-upgrade and re-install Redux all over and then you folks are good to go with the improved game. It is possible to just install the new "Module B" on top on previous installs BUT there might possibly be anomalies s a result - a fresh re-install is therefore recommended as to minimize such problems.

    Overall, the VI-RXB1004e improves AI-performance and fixes some minor previous bugs/errors/typos. It’s labelled “RXB1004e” for distinction in the files whenever relevant. Due to various changes in file-structure, this patched/newer version is not save-game compatible with any previous saves. A new game is also required for it to function…

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited April 2014
    Re-posted from the TWC, as it is interesting stuff...

    Below are some old pics, the results of a test/experiment I did in Jan 2013 as to evaluate Redux and its overall challenge-levels. The experiment (or test) was essentially: “can one achieve victory in raw MTW within 100 turns? Even if the difficulty is maxed out? If not, how close can one get then? Can one do it with Redux? How will raw MTW compare to Redux in this regard? What are the actual differences between the two in this context? What conclusions can be drawn from the results?” etc. etc. I also tried XL for additional and broader reference (while I never came around to do a Redux-campaign at that point in time. I did it later on however). These were the combined results….


    Ref_Victory01.jpg

    Raw MTW, playing as Spain (a hard faction), Early-era, expert level, default unit-size... Full throttle enabled... 80 turns in (1167 AD), I was offered victory. I was amazed at the result as I did not expect it to be that easy, as things had actually turned out. Thinking back, I remember I was essentially swimming in florins all the time, no matter what I did. I was constantly at war ever since turn 5 or 6. I never ever used any mercenaries or **** troops like peasants for garrisoning, I never built any save, 2-3 units of spearmen at start up - I had little choice, no other troops were available at that point. Once I could build feudal men at arms, I used little else for infantry and my armies.

    Ref_Victory02.jpg

    Same Spanish campaign in raw MTW... 94 turns in (1181 AD), I was offered total victory. I was surprised at the speed it all have happened, some 40(!) provinces conquered in just 14 turns... All this while the famous "rebel-bug" was in full swing (causing some minor problems, but it was never much beyond that, due to the overly effective watchtowers and some additional spies)...

    Ref_Victory03.jpg

    MTW-XL 3.0, playing as Armenians (a hard faction), Early-era, expert level, default unit-size... Full throttle enabled... 96 turns in (1176 AD), I was offered (minor) victory. I did not bother pursuing a total victory after that as I already had the info I was looking for. Its possible that I could have shaven off some few turns, if I had been more experienced with both XL and the Armenians... All I remember is that I killed the Turks first and then killed the Egyptians while at war with Byzantium too. The Turks and Egyptians were a joke in regards to troops once I could get my hands on some functional cavalry, then it was all over... After Constantinople every faction was fair game, as I was done playing nice and went berserk across XL-Europe.

    Raw MTW was slightly easier then XL. I had little problems with cash, troops, order, rebels and buildings in neither - I could build whatever I wanted without any fuss or protest anywhere, this at any given time - although it certainly took time to build stuff. Building-time, more then anything was the greatest obstacle in these two campaigns. Ships take like forever to build, and so I basically ignored a building a big fleet and do trade - I had no time for it (in this context), nor did I seriously need it. AI-factions was typically no threat on, or from, the seas anyways. I also remember that I was in constant war, all the time, with two or more factions as a rule. At first I started them, later it was the AI all the way... I never made peace or dishonoured an alliance, in either two campaigns.


    Ref_Victory04.jpg

    MTW-Redux using a 1004-prototype (about 3 months later, Apr 2013)... Playing as Spain, veteran level, default unit-size... Full throttle enabled... 100 turns in (800 AD), I have managed to scrape together some 13 provinces, and securing the Iberian peninsula and a buffer zone in France and Morocco but little else (save Flanders!). This screen shows the northern borders into France... My armies are hardly spectacular nor superior to my foes (here or elsewhere). In fact the French armies are actually better then mine at this point and so my troops get slaughtered every time I actually try to attack French held territories... My troops are simply outclassed in terms of equipment to the Frankish knights. I managed to build my very first unit of royal spearmen which is probably the only thing that will break these well equipped Frankish knights in battle, since little else will (at least from Spain, save archers, of which I don't have enough to pull it off). In short, Spain's armies are still in internal disorder and in need of upgrades due to the massive pressure during the first 100 turns, especially from the Moors. Spain has little or no reserves, and its armies are still very much under construction to cover past losses. Plenty of cheap units still around as I basically could not afford quality units at the rate I had lost them, and I had to get new troops to survive...

    Ref_Victory05.jpg

    Same Spanish campaign in Redux... The southern borders in Africa... Spain under my reign was hardly mighty, and it is first now slowly recovering from some 80+ turns of multiple wars (on several fronts), constant shortages, battles and rebellions. Spain was never strong enough to wipe out the Moors when it had the chance - not enough troops to do it. The economy has for the most part on the verge of collapse as it has been is overstretched by various demands, needs and plans. I had to fine-tune taxes many times just to maintain some internal order and avoid rebellions. I simply had no troops to deal with that too... I have been fighting for survival multiple times against the Moors, who **** near wiped me off the map - had it not been for a series of spectacular/fancy wins that ultimately saved Spain from annihilation. I mean, I could have lost the entire game some 5-6 times at least, had I lost any of those crucial battles. The initial Moorish onslaught was relentless and without mercy, I was fighting for survival. After some 100 turns of toil and serious struggle in Redux, what did I have to show for it all?

    ...Some 9,974 florins and 13 provinces - hard earned.

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited August 2014
    Alright, all links are up...

    RX_ReleaseNote_Small07.jpg
    Axalon wrote:
    The 1005 version upgrades, changes or introduce over 400 files in total, scattered all over the game. It brings many and important changes to Redux, and a whole bunch of totally new stuff and features as well. The new (more intricate) circumstances and designs have been included as to improve and enrich the overall game-experience, and its different stages. The global total provincial raw income of 30.000 fl. has been cut down to 25.000 fl. – the original game have about 32.000 for the same amount of regions (and to that significantly lower prices). The game-world have essentially become poorer all over - every turn - making regional development ever more important to maintain good finances and order. The 1005 includes probably the largest and most diverse tech-tree ever created for MTW. It will matter what you build and in what order, as the pressure is on. If not careful, you might be crushed by rebellions or an invading force before you have secured your kingdom. Trade is more difficult to set up due to prices and pirates. Unruliness and stability-levels have been made a more prominent factors in Redux, forcing you to consider and adapt to these factors more often, especially in poorly developed provinces. Your subjects and nobles are more inclined to rebel against you if there is little or no infrastructure or garrison that ensures regional order. There is a new land-bridge to Ireland from Scotland and plenty of other stuff for you to explore and discover with this version.

    Overall, with some of the initial steps taken with the 1004 release, the 1005 version signals a departure from the previous experience and many designs we had in 1001-1003. Redux have evolved and ended up being even tougher and more complex then before. There are many differences and plenty of new designs with this 1005-version and I hope you will like this new direction and experience as much as I do...

    Lastly, all found and identified bugs (and errors) have been killed or fixed, as much as possible, and due to some changes in file-structures, this version is NOT save-game compatible with ANY previous versions of Redux. Sorry for that. You must thus start a fresh new game to run beta 1005.

    Text taken from the RXB1005-release notes...

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited December 2014
    Alright, some Redux news... Today the unipatch for RXB1005 is released...


    RX_Unipatch_Logo.jpg

    The Redux universal patch is valid for all 1005-versions, and what does is to update RXB1005 to RXB1005c. As such it updates and corrects a number of minor errors of previous 1005-releases, regardless the kind. The "unipatch" is fully save-game compatible and does not change the game-experience in any way, other then correcting detected errors, bugs and typos. It is important that you select/use/apply ONLY the stuff from the folder that corresponds to the MTW-version you are using. If you do that, there will be no problems with this patch and Redux will update just fine upon install (using standard method of copy, paste and replace in game-directory).


    Patch Name: RXB-Unipatch 1005c
    Patch Version: 1005c
    Language: English
    Terms of Use: P.U.O, Personal Use Only (restricted material).
    Size: Zipped 0.5MB/Uncompressed 1.4MB
    Compatibility: RXB1005 versions only (all versions).
    Operating System: -
    Hardware: -
    Description: see above...
    Credits: Axalon all over...
    Download Links:

    Download zip-version: (primary)
    Dead link...

    Download rar-version: (reserve)
    Pending...


    THE BUGS & ERRORS FIXED:

    • Building completed string, “shipyard 4” is now included...
    • University colorpic for Catholic factions is now the right one...
    • Errata on the rebel-kill description for “grim justice” corrected.
    • 8th star promotion for generals will no longer stack up with the 9th star promotion description.
    • Townwatch, Orthodox factions, Level1 has now the proper GFX assigned, as was always intended...
    • Name on “large Warehouse” is wrong. Changed to “Large Warehouse”, as it should be...
    • "Daimyo"/ruler promoted string/blurb is no longer missing...
    • All pagan sacred stones will now use the correct GFX, as always intended...


    - A
  • AxonAxon Junior Member Posts: 1Registered Users
    edited March 2015
    Thank you! Thank you! Thank you! for doing this. I have played this game since before the video driver conflicts and I have never
    been bored. This will make it so that I don't need to keep an antique computer around!
  • AxalonAxalon Member Posts: 51Registered Users
    edited April 2015
    Hi Axon, your post is most welcome and appreciated... Your post show that it does not have too be me posting here (in this thread) all the time. I think it is obvious that it would be much more fun (for all) if other people that play Redux could also bother themselves to post here somehow, just like you did....

    Anyhow, I said this many times before (and here I go again)... Redux handle newer hardware much better in general then raw MTW does (been that way for many years now). Especially in terms of overall stability. It is easily as stable as the raw game, and on V.2.01-engines its probably much more stable then the raw game. Especially for W7-users (possibly XP too) and newer hardware, as Redux handles that OS and such stuff better then the raw game does - it does not suffer from the typical and frequent campaign-crashes of raw MTW, in contrast such crashes are fairly rare. This due to the many built in fixes (and file-changes) of Redux, making all the usual and otherwise great MTW-fixes (like button-fixes etc.) obsolete with little exception. Redux don’t need any of that, as most other MTW-stuff do, it never did. Thus there are zero cause (save superstition perhaps) for people to fool around with all that jazz whenever they do play/use Redux, or privately create stuff/mods based upon it.


    Anything else, please post away folks....

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited April 2015
    Re-posted this stuff from the TWC, for fun and reduxy reading... Full credits to Tmodelsk for authoring it...
    tmodelsk wrote:
    Hi. Long time passed, Redux 1005 is released and I'm now again fighting for the Glory of Christianity :-).

    In this post I want to share with all of you a story of fantastic heroic battle I've fought.

    Strategic background ... :

    I'm playing Redux 1005 VI, Aragonese, with some my own minor modifications (I'm software developer) but units stats are unchanched.

    So, situation from 740 year ...
    attachment.php?attachmentid=14771&d=1416435608
    there is peace, all my defence against Moors are concentrated in Andalusia, my defence system assumes that Castilie will remain in Spain hands. If Castillie falls to Moors
    - Moors will have access to all my Iberia provinces and I can't afford to have full stack army in each province. If Castilie falls - this is strategic game over.

    In year 744 from my spies I've received information that Spanish King has been killed in battle - defending Castilie against Moors !.
    Somehow - thanks to bridge defence - Spanish won this battle, the Spanish prince became King.
    For me it's obvious that sooner or later, maybe int next 1 - 2 - 3 year, Moors will attack Castillie again and won.
    I see their full stack coming from Africa ...

    So, in ... 744 I've decided to attack Cordoba - to possibly route or kill one of Moors armies - to help Spain.
    Maybe it will be suicide attack, but I have nothing to loose.

    I rapidly gathered all available forces and attacked Cordoba.
    The forces are as shown :
    attachment.php?attachmentid=14772&d=1416436140

    as you see :
    Aragonese: 825
    Moors: 2000 of superb units !!

    I've got two advantages over enemy :
    - all my forces have armor upgrade, and most of my sword / halberd infantry has weapon upgrade.
    - archers - 2 units of 100 men, basic ones but Moors have only some small 40 man archer unit.

    And in general - my army is well balanced - archers, swords, spears / halbediers, heavy cavalry.

    And here starts on of the most strange & exiting battle I've fought in in all Total War battles :-). (Shogun, Medieval, Rome)

    Remember - I'm the attacker, Moors are defending ! Diff level is Redux Veteran (hardest).

    As you can see - Moors general feels so self-confident that he attacks !!!

    Video time:
    • 2:00 min - Moors are splitting forces, strong cavalry-camel wing splits from main forces to attack me from my left flank or behind !
    • 2:45 - Moors want to crash me from opposing directions, leaving no chance to escape ... . I'm starting to fix my battle lines ...
    • 3:15 - first serious mistake by Moors. They came to close with camels wing to my battle lines ... my archers starts shooting ...
    • 3:40 - My left wing is ready to encounter flanking camels, I'm setting up the right wing to met main Moorish forces ...
    • 3:50 - My brilliant decision - to shorten / centralize my positions.
      Benefits : my archers could fire on both sides - very effective. I have short communication routes between two wings, my wings can quickly help each other.
    • 4:10 Almost final defense setup. While having a lot less of men, I want to have big advantage in numbers and quality on left wing to quickly destroy / route Moors camels flankers. I hope my right wing will hold on for a while. It's risky but could lead to victory ... .
      My battle lines are 'Reversed V' formation. I've never seen it before !! :-)
    • 4:20 - Full Moorish assault from both wings. And their biggest mistake in this battle ! If they tided a lot of my forces on my left wing and are in worse position, they should wait with the attack on my left wing !! Time is playing for them !! But they attack on both wings, allowing me to quickly destroy their camels on left wing !!
    • 4:45 - Moorish camels are destroyed or routed. My left wing is free and rapidly runs to right wing - because Moors have big advantage on my right wing ! On right - Moorish starts to outflank me, but my left forces - cavalry are one the way. Light billmen will be routed by Moorish boddyguards. RIght wing cav is doing brilliant maneveour - is escaping from spear infatry, leading it far far from battle and charging at enemy lines from behind !!
    • 5:00 - I'm starting to outflank enemy on top of reversed V - it's done by infantry from left wing. My king clashes with Moorish Bodyguards !!
    • 5:15 - It looks likeMoors outflanking manaveur on right bottom wing is stopped. If my central battle lines - infantry - will hold little longer I will be able to use my 'liberated' units as advantage !
    • 5:18 - My brave King with his companions KILLED enemy commander !!
    • 5:30 - YES YES YES - FULL Royal Knights CHARGE from rear, which will initiate routing sequence !!! On top of reversed V - infantry flanking is done !!
    • 5:45 Y E S !! Y E S !! Enemy is running away !!! But that is only half of success - Moors have huge reinforcements.
    • 6:00 Here starts second phase of battle - killing routers and figthing with reinforcements.
      I really hate those phase of battle and do not have good fighting patterns. It's one big mess !! But slowly I'm pushing enemy to map corner

    Screenshot from the begining of battle with units banners :
    attachment.php?attachmentid=14773&d=1416439344

    And final battle kills & looses :

    attachment.php?attachmentid=14774&d=1416439439
    As you can see, Aragonese killed about 1660 enemies while loosing only 480, own / enemy looses are less then 30%. But my army is dramatic conditions, only archers are operational. My King's companios
    payed high blood price, and so other units .... .

    Strategis situanion after battle :
    In the same year 744, parallel to my attack at Cordoba, Moors has again attacked Castilie and conquered it !!
    So their stack from Cordoba conqured Castilie, and their stack from Grenada moved to Cordoba and lost battle wit me.

    In the next year I immediatelly attacked Castilie - it was second near-suicide battle 800 vs 1200, no anything to loose.
    I've managed to conquer Castillie, but my King was forced to abandom Cordoba with his 400 army - he has no chance of fighting with next full stack.
    So after a few more battles - everything on the edge of survival - situation stabilized in 749.

    Casilie & Andaluzja in my hands, acting as main defence provinces, in Castilie is a river bridge defence position.

    !!! I'VE DONE THIS !!!

    Conslussion:
    • It's effective to move war to enemy territory, even if you ca't hold conquered enemy province for a longer time.
    • Enemy will loose province profit from his territorry, even for a year or two - it's worth, maybe some builiding destroyed.
    • You will not loose profit from your provinces.
    • You have a strategic initiative. You can try to capture some enemy army in province with no escape and after won battle destroy such army.
    • Battle tactic : in my opinion and experience it's good to keep your guys together each other. So rather focus - tide up your units that scatter all around.
      Rather use Roman-style tactic (your army inside square area) than very long single battle line. But of course it depends on particular situation.

    Axalon - Redux 1005 is very very good !
    I like economic slow-down. Units are perfectly balanced.
    In the near future I'll write my proposals to improve Redux even more.
    Or propose my own little mod to Redux which fits my feelings.

    !! REGARDS !!


    Source... And, my apologies for the big images here...

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited April 2015
    Redux news...

    Previously this month (april) the RXB1005 hit the 1000+ downloads marker, which means it has managed to achieve similar levels of success to that of the RXB1003 and RXB1004 before it. Typically, I consider any release (Redux or otherwise) that does manage to go north of 500+ downloads to be a success far and well beyond rational expectations - that for any material - but especially so for all stuff that does depend on/apply to ancient/old games - such as MTW for instance... Basically, its a brilliant success beyond my expectations with the RXB1005, but also for Redux in general, obviously I am very happy about all this stuff...
    ...

    Another update for the RXB1005 is planned for public release in 2015... Currently I am working on compiling materials intended to for release somehow as the “unipatch 2” and I have done that for quite some time. I thus can confirm that there will be another update for the RXB1005. Unipatch 2 will include everything from the previous unipatch and it will also be save-game compatible (only some few nominal potential anomalies, if any, using previous saves). Obviously it will also be designated differently as “RXB1005d” or something higher for easy distinction. And the release of “unipatch 2” will definitely be sometime this year, but I am actually hoping for an early release - possibly even as early as sometime in May – that is, if all goes well... It is too soon to tell for sure or make any big promises on that, but I’m hoping for the best, and would be thrilled to see it happen... Anyhow, unipatch 2 will obviously introduce a bunch of additional updates, changes, fixes and various GFX-improvements to the RXB1005, and so far that means...
    • New GFX for England (flag/banner/shields)...
    • New GFX for Byzantium (flag/banner/shields)...
    • New GFX for Saracens (flag/banner/shields)...
    • New GFX for Moors (shields/flag)...
    • Improved castle-flag for France...
    • New separate unitpics on “woodsmen”, distinct for catholic-, orthodox- or pagan-cultures...
    • New unitpic for the “Imperial Guard”-unit (HRE)...
    • New and improved picture-set for “orthodox churches”...
    • Fixing the “Grand pagan idol” error...
    • Fixing the “Dismounted Nobles” error...
    • Fixing the “Norse Axemen” error...
    • “Norse Warriors” will become “Norse Nobles”, and reduced to 20 men units and better stats... I think it will probably result in a better game- and faction-balance this way (and it corresponds better to what I originally had in mind for the Norse as a faction-experience and the circumstances they should have). Also, these new guys will get the correct swords as was intended ever since RXB1004 or something along those lines... Previously they used the regular swords i battle when they should have used the barbarian/norse styled ones....
    • ???

    - A
  • The ByzantineThe Byzantine Junior Member Posts: 2Registered Users
    edited May 2015
    Man, this looks awesome.

    As soon as I've played a bit of it, I'll comment on how I liked it.
  • The ByzantineThe Byzantine Junior Member Posts: 2Registered Users
    edited May 2015
    This. mods. AWESOME!!

    I've been playing since this morning as Byzantium and have already conquered all the territory around the Black Sea and am pressuring the Saracens to the south.

    Epic mod man, I'd suggest it to anyone.
  • AxalonAxalon Member Posts: 51Registered Users
    edited May 2015
    Hi man and thanks for posting here...

    I'm happy to hear that you dig the (reduxed) Byzantines... By all means try some more and explore Redux further. Obviously, feel free to post here some more. Either about that experience or a new one, or something else about RX. After all, that is what this place is in business for (large part of it anyhow), to allow people interested in Redux somehow to discuss, exchange experiences, stories, advice, tactics and insights - and post about it as they please. I won't protest if you spread the word about Redux to others, I would rather welcome it if you did! This project sure could use the extra publicity and any help on that note is most welcome, especially in these troubled times.

    Again, please post away folks....

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited May 2015
    Alright, some Redux news... Today "unipatch 2" for RXB1005 is released...

    RX_Unipatch_Logo.jpg

    This second universal patch for Redux is valid for all 1005-versions, and what does is to update RXB1005/1005c up to RXB1005e. As such it updates several minor things and corrects a number of minor errors in previous 1005-releases, regardless the kind. The "unipatch" should be fully save-game compatible and it makes several small changes to the game. Furthermore it corrects detected errors, bugs and typos, including all and everything of the unipatch1 fixes as well. It is important that you select/use/apply ONLY the stuff from the folder that corresponds to the MTW-version you are using. If you do that, there will be no problems with this patch and Redux will update just fine upon install (using standard method of copy, paste and replace in game-directory). Enjoy...


    Patch Name: RXB-Unipatch 1005e
    Patch Version: 1005e
    Language: English
    Terms of Use: P.U.O, Personal Use Only (restricted material).
    Size: Zipped 2.34MB/Uncompressed 5.74MB
    Compatibility: RXB1005 versions only (all versions).
    Operating System: 2000/XP/W7 (Vista/W8 unconfirmed)
    Hardware: -
    Description: see above...
    Credits: Axalon all over...
    Except 2 errors/bugs found by Stazi.
    (The dismounted nobles and grand pagan idol-stuff)

    Download Links:

    Download zip-version: (primary)
    Dead link...

    Download rar-version: (reserve)
    http://www.gamefront.com/files/25094420/RXB_Unipatch_1005e_rar


    CHANGES & UPDATES:
    • New GFX for England (flag/banner/shields)...
    • New GFX for Byzantium (flag/banner/shields)...
    • New GFX for Saracens (flag/banner/shields)...
    • New GFX for Moors (shields/flag)...
    • Improved castle-flag for France...
    • New separate unitpics on “woodsmen”, distinct for catholic-, orthodox- or pagan-cultures...
    • Papacy get access to Light Halberdiers, Halberdiers and Heavy Halberdiers...
    • Raider Horse Archers cut to 60 men units (at default)...
    • Norse Spearmen enabled at spearmaker Lvl 2...
    • Norse Nobles enabled at Swordsmith Lvl 2...
    • Norse Cavalry changed to 20 men units (at default)...
    • RX-classic campaign updated on Norse Nobles...
    • Increased hitpoints on Large castle walls to 4000p (previously 2500p. Original MTW 1500p).
    • Increased hitpoints on Small castle walls to 3000p (previously 2000p. Original MTW 1000p).
    • All naptha units can damage castles, walls, towers and gates (this is a side-effect of their increased damage. It is not really intentional on my part).
    • Orthodox church infopics updated... (Both)...
    • Time to build basic forts increased to 6 turns...
    • New Royal Spearmen infopic...
    • New Imperial Guard infopic...
    • Norse Nobles replace the “Norse Warriors” units, and are reduced to 20 men units and better stats. I think it will probably result in a better game- and faction-balance this way (and it corresponds better to what I originally had in mind for the Norse as a faction-experience and the circumstances they should have). Also, these new guys will get the correct swords as was intended ever since RXB1004 or something along those lines... Previously they used the regular swords i battle when they should have used the barbarian/norse styled ones. Norse Nobles (swordmen) will be set to potential general candidates (unlike the previous unit).

    BUGS & ERRORS FIXED:
    • The “Grand pagan idol” no longer is missing a building completed-file... As it should be.
    • The “Norse Axemen” now listed correctly as infantry...
    • Norse Infantry (Axemen) no longer general candidates...
    • The “Dismounted Nobles” error fixed... Exclusive for Gold/VI/2.01-versions only....
    • Longboats cost 550 florins in all versions...
    • Building completed string, “shipyard 4” is now included...
    • University colorpic for Catholic factions is now the right one...
    • Errata on the rebel-kill description for “grim justice” corrected.
    • 8th star promotion for generals will no longer stack up with the 9th star promotion description.
    • Townwatch, Orthodox factions, Level1 has now the proper GFX assigned, as was always intended...
    • Name on “large Warehouse” is wrong. Changed to “Large Warehouse”, as it should be...
    • "Daimyo"/ruler promoted string/blurb is no longer missing...
    • All pagan sacred stones will now use the correct GFX, as always intended...

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited July 2015
    About Redux & Steam...

    Leviath have kindly confirmed that Redux works just fine with Steam, provided all parts of Redux are also correctly installed. For running Redux on Steam you need to also apply the VI/Gold/v.2.01-upgrade for Redux - this at all times. Also, using the corresponding material of “Unipatch 2” is also recommended all the way - you will get a better experience as a result. I’ll update/clarify the first post somewhat in regards to Steam. Anyhow, he outlines all you need to do to play Redux on Steam like this, and I quote (slightly edited and formatted by me for increased clarity here)...
    leviath wrote:
    Hey guys,

    I am listing here big mods still available and working for the Steam version of the game. I tested all of them myself to be sure. Be advised, mods overrun vanilla game files so if you want to desinstall a mod and play the vanilla game again, you'll have to delete the game from steam and delete the "Total war medieval 1 gold" folder in the steam folder manually, then reinstall the game.

    MTW-Redux :
    *********************************************************************************
    Developped by Axalon, it offers a campaign spanning from 700 to 1260 AD with 11 factions playable,
    challenging AI, new campaign map textures (splendid) and new units.

    First download and install the Redux Beta 1005 :
    http://www.atomicgamer.com/files/108144/mtw-redux-beta1005

    Then the Redux VI Upgrade :
    http://www.atomicgamer.com/files/108145/mtw-redux-vi-beta1005

    Finally, the Unipatch2 :
    http://www.atomicgamer.com/files/109988/rxb-unipatch-1005e

    Intallation is all about copy/pasting files into the game folder, see the README.txt for more infos.

    Thread on TWC :
    http://www.twcenter.net/forums/showthread.php?190721-Medieval-Total-War-Redux-(Beta)

    Anything else, fire away folks...

    - A
  • AxalonAxalon Member Posts: 51Registered Users
    edited November 2015
    Redux news...

    During October 2015, the RXB1005 (any kind), broke the 2000-downloads milestone marker (previously it had 1050 downloads at AtomicGamer, before the site shut down + some 995 downloads at Gamefront, as I write this) - this some 14 months after official release - making it the most downloaded modern Redux-version to date. No previous modern version of Redux has ever done that before it. Previously, both RXB1003 and 1004 managed to break the 1000 downloads barrier (the RXB1003 was in service/circulation for roughly 18 months before it was replaced, and the RXB1004 was in service less then a year). Overall, it still amazes me personally that this virtual "underground"-mod can still gather that much attention and players for something is based on a 13 year old combat/command-simulator-game. Well, I am not complaining. Do enjoy MTW-Redux folks, after all that primarily was (and still is) the point of me making it a public release in the first place.

    - A
  • FloormassacreFloormassacre Junior Member Posts: 1Registered Users
    edited November 2015
    Hey Ax,

    Just wanna say this mod is excellent. I'm thoroughly enjoying it.

    Wheres the donate button :P
  • AxalonAxalon Member Posts: 51Registered Users
    Thanks and Merry Xmas man...

    I never considered a donate button, I always assumed that people will never bother to donate anything anyways, even if I had set it up. Anyhow, you are more then welcome to consider supporting/express appreciation for Redux in other and different ways, if you like.

    Make plenty of RX-related posts (increase traffic), publish/write some AAR's, guides or articles about it or specific aspects/areas about it (increase interest, the more the better. ), or just spread the word about Redux to the world (increased exposure, in whatever way - again, the more the better), tell others of it and the experience it provides. Or carrying a Redux-signature pic/sign on some TW-forums etc (another kind of exposure). ...There are plenty of things like that one could do to show support for Redux, and I would probably appreciate that as much as I would a donation. Typically, I have little time to actually or seriously promote Redux to the world, any extra help on that note will obviously benefit the project somehow.

    Well, that's some ideas on what one could do instead. Anyhow, thanks for posting....

    - A
  • MortevonMortevon Posts: 1Registered Users
    edited January 7
    So I've noticed an agitating minor bug that occurs in the Redux version of the game. In the original Vanilla game, who ever you add to an army last becomes a designated general, so if you have a unit whose leader has promising stats you can pull him out of an army and then drop him back in to make him the default 0 valour general, thereby controlling who gets the promotion of general if that army wins a battle. With the Redux version it seems that despite who is leading the army the promotion goes to an entirely different unit. I don't know if it's random, or based on unit cost, or what, but it's annoying since you can no longer field train low level generals. Any hope for a future fix?

    Additionally, you used to be able to retain that same unit as the disignated general for the army by dropping the whole army onto a new unit, rather than the reverse, since dropping a new unit onto an army would flag the added unit as a general. The Redux version doesn't seem to be able to recognize that anymore, and randomizes who the general half the times that I add a unit to an army.
    Post edited by Mortevon on
  • AxalonAxalon Member Posts: 51Registered Users
    Hello Mortevon,
    Mortevon said:

    So I've noticed an agitating minor bug that occurs in the Redux version of the game. In the original Vanilla game, who ever you add to an army last becomes a designated general, so if you have a unit whose leader has promising stats you can pull him out of an army and then drop him back in to make him the default 0 valour general, thereby controlling who gets the promotion of general if that army wins a battle. With the Redux version it seems that despite who is leading the army the promotion goes to an entirely different unit. I don't know if it's random, or based on unit cost, or what, but it's annoying since you can no longer field train low level generals. Any hope for a future fix?

    I have experienced this myself, many times, and yes its a bit annoying. I think it is an MTW-engine thing, possibly triggered by the Redux designs of having few starred generals by default. The only solution I know to remedy this is... Do all the stuff you described, and then, do the battle manually - do not auto resolve! Works every time for me. If you do auto resolve, then you get the random-problem you described. As it is an MTW-engine thing/anomaly/bug, and I like having few starred generals - there is little hope for ever creating fix on this note. Besides it only a factor if you auto resolve and this game is not really supposed to be auto resolved anyways...
    Mortevon said:

    Additionally, you used to be able to retain that same unit as the disignated general for the army by dropping the whole army onto a new unit, rather than the reverse, since dropping a new unit onto an army would flag the added unit as a general. The Redux version doesn't seem to be able to recognize that anymore, and randomizes who the general half the times that I add a unit to an army.

    It probably does so if there are only 0 star generals/leaders in the stack, then it randomizes back and forth. If there is a "starred" or "titled" (Duke/lord of .....) general the game will recognize them and put one of those in command. Highest number of stars will command, as usual....

    - A

  • AxalonAxalon Member Posts: 51Registered Users
    New uploads of RXB1005 available... A note for all MTW-VI/Gold/Steam users - a fix for shredded/torn castle-flags are available over at the Org, see the Redux-area. Proper flags will obviously look better....

    - A
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