greetings commanders!
as you'll probably have read from the subject description: two new addons have been attached to Medieval Warfare. the Silk Roads and Infested version.
what do these tales have to say? well, let's go over them, shall we?
The Silk Roads:
Introduction of our first new faction from the main two, that being 'King Gabriel Dardanis the first and Baron Hodsworth of Noddingen' is the Sultan, his full name is 'Sultan Cem Rashid il-Nuredin' hailing somewhere within the Middle East (from the real-world globe). this will be an interesting addition to the roster as gives you new stuff to play.
there was a post earlier on in the factions folder telling you about the new units within the Sultan's arsenal, there have been tweaks to it which will add interesting gameplay to the mod; some things you may even be familiar with from other mods like like the Tiberian Sun mods and Red Alert mods.
Infested Version:
He said he'd never do it, yet with peer pressure comes crushing defeat. enter the Infested Version: your undead gamemode within your conquest, using "creep" skeletons to fight you with at random times. this converts the style of usual conquest to 'who can outlast the other player' as you'll constantly be harassed by the undead as you attempt to go fight each other. current maps in the pool that have this are: Antrax, When Two People Quarrel, Tiberium Explosion (though likely will get renamed since where's the tib in MW?) and Blasted Core with more maps likely on the way.
this was designed to be used for Campaign maps that the community can create to add some funky spanners to the works that players have done. there will be a post detailing the different things the undead has in it's arsenal to right make a mockery out of your forces. if you wish to create maps with graveyards in the area, the factions post of the undead should detail what you: the map creator, will need to know about getting the undead in the mod.
that about covers everything so far that's changed of Medieval Warfare gameplay wise. on actual engine work however is from the new playtest of what OpenRA has done. the link to that news of the engine can be found here: Openra.net - and the only thing that'll really change of it will be how the game is launched-- but it's covered in that link.
good luck headhunting on Medieval Warfare, Commanders!
Major Changes:
New Faction: Sultan Cem Rashid il-Nuredin (short: Sultan or Scrin) This is in preperation for the "The silk road" - addon
New basebuilding-system, now works with scaffolds, labourers and engineers.
New unit training system, you need peasants in order to convert them into units.
New peasant management system, housings no longer provide power, instead they provide "beds" in order to spawn new peasants. Spawntime of peasant depends on count of "free" beds and if u build certain special buildings.
New Infested maps with undead creeps which will frequently attack the players. Not bugfree working right now. This is in preperation for the "Infested" - addon
Gameplay Changes:
New: Your Keep provides 1 engineer and a couple of labourers with insurance.
New: Building Tavern will provide 1 engineer and a couple of labourers with insurance.
New: Building Hunter Lodge will provide 1 hunter, with insurance, which goes hunt near deer-stands and generates a smart amount of money now and then.
New: Resource spawnerDeerstandLodge Spawns wildlife every now and then which is harvestable by a hunter.
Changed: Reorganized the UI and added more building tabs.
Changed: Mills will provide a farmer insurance. This means your two starting farmers at each mill will get replaced after a while if they are slaughtered.
Changed: The King's paladin now has a musket instead of a sword, which makes him a bit more useful.
Scrapping up some ideas that you may have with Medieval Warfare. :)
Installer for the release Medieval Warfare 2018726.
Installer for Linux, the release Medieval Warfare 2018726.
Installer for MacOs, release Medieval Warfare 2018726.
Installer for the Alpha of Medieval Warfare 2106201801
There was a fatal error in the file 0203201801 so I Updated this file to 0203201802! Installer for the playtest (can contain Bugs) alpha of Medieval Warfare...
Installer for the playtest (can contain Bugs) alpha of Medieval Warfare 2402201801
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There was a fatal error. Is there a new version?
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keep up the good work!
just thought i'd let you all know (in case you've all been panicking about "where's my Medieval Warfare" and everything): do not panic. we're currently in the midst of something grand on Discord to try and see about working on it a bit more and make it better for you all (the loyal fans).
thanks so much for your patience, and if you wish to find out what's going on: be sure to go to our Discord server and follow the chat. :D
I wish would Warcraft game port to OpenRA Mods.
Hello,
is it possible to play this mod online with a friend?
And if, how can I do that?
Thanks
Hello,
Of Course
mfg
I get a fatal error when I try to launch the game. here is the log
OpenRA engine version release-20180307
Date: 2018-08-13 05:22:56Z
Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1)
Runtime Version: .NET CLR 4.0.30319.42000
Exception of type `System.InvalidOperationException`: Unknown or invalid mod 'modcontent'.
at OpenRA.Game.InitializeMod(String mod, Arguments args)
at OpenRA.Mods.Common.LoadScreens.BlankLoadScreen.BeforeLoad()
at OpenRA.Game.InitializeMod(String mod, Arguments args)
at OpenRA.Game.Initialize(Arguments args)
at OpenRA.Game.InitializeAndRun(String[] args)
at OpenRA.WindowsLauncher.RunGame(String[] args)
Fixed it. I needed to install OpenRA CNC95.
Yeah sorry, the Autoinstaller arent working correctly at the moment, will be working on the next release.
Or the current playtest wich you can find in our Discord channel.
the Fix for this version: Install OpenRA Tiberian Dawn, launch Tiberian Dawn, download the assets then start Medieval Warfare again.