If you are interested, you can track the workflow here:
Git Hub


Join our Discord!



end

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

New update to MW

News 2 comments

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.

Sultan buildup

New Faction

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.

Sultan Scimitars Approaching

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.

Why is our mod unique?

Why is our mod unique?

News 6 comments

Scrapping up some ideas that you may have with Medieval Warfare. :)

Add file RSS Files
medieval-warfare-setup-2018726

medieval-warfare-setup-2018726

Full Version

Installer for the release Medieval Warfare 2018726.

medieval-warfare-setup-2018726 Linux

medieval-warfare-setup-2018726 Linux

Full Version

Installer for Linux, the release Medieval Warfare 2018726.

medieval-warfare-setup-2018726 MacOs

medieval-warfare-setup-2018726 MacOs

Full Version

Installer for MacOs, release Medieval Warfare 2018726.

Medieval Warfare Setup 2106201801

Medieval Warfare Setup 2106201801

Full Version 2 comments

Installer for the Alpha of Medieval Warfare 2106201801

Medieval Warfare playtest 0203201802

Medieval Warfare playtest 0203201802

Full Version 10 comments

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...

Medieval Warfare playtest 2402201801

Medieval Warfare playtest 2402201801

Full Version

Installer for the playtest (can contain Bugs) alpha of Medieval Warfare 2402201801

Comments  (0 - 10 of 60)
Tommon83
Tommon83

Hello,

is it possible to play this mod online with a friend?
And if, how can I do that?

Thanks

Reply Good karma Bad karma+1 vote
MW|CombinE Creator
MW|CombinE

Hello,

Of Course

mfg

Reply Good karma+1 vote
Vancer2
Vancer2

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)

Reply Good karma Bad karma+1 vote
Vancer2
Vancer2

Fixed it. I needed to install OpenRA CNC95.

Reply Good karma Bad karma+1 vote
MW|CombinE Creator
MW|CombinE

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.

Reply Good karma+1 vote
EgoJisto
EgoJisto

Man, I must say, this mod is definitely something I didn't know I want - until I played it! It's absolutely marvelous, and to think that you made medieval(-ish) RTS on OpenRA - is even more awesome. Everything is great: sprites, animations, resources, factions even. And it plays very comfy, something like Stronghold or Knights & Merchants, but with much more quicker action. And again, design of different resources - simple and brilliant. And I like a slight touch of fantasy to every faction - adds more options and flare to otherwise quite limiting theme.

Overall, I'm very satisfied with the mod as it is, but hope that you'll continue your fascinating work and bring more as it develops further. Glad you are back in action!

P.S. Did read your plans for factions: Romans, Norsemen, China, Aztecs and Egyptians are great picks, would like to play them Romans and conquer me some barbarians. Only things I would add to that are Japanese, Mongols and some kind of Zulu factions, but that is something to consider in the far future. Good luck!

Reply Good karma Bad karma+2 votes
Tallestdavid
Tallestdavid

byzantine empire here yet? :( China be good too is that in works or is it on haitus? for gud??

Reply Good karma Bad karma+1 vote
Flamewh33l Creator
Flamewh33l

we're back in development, luckily. it was briefly taken over by me on Discord (where most of the action is, join that for recent testing). as for Bynzantines: well... factions planned are: Romans, Norsemen (Vikings), China and Egyptians (would love a tribal faction like the Incas, Aztecs, Mayans etc. though more than likely: i'd have to sort that out). there are no plans for a Byzantium Empire i'm afraid to disappoint. though do note: the game is not meant for historical accuracy, just something that happens to be set during Medieval Times. i.e: i don't think anyone would expect a king to be made entirely of Steampunk Robotics now during real medieval times...

Reply Good karma+2 votes
Tallestdavid
Tallestdavid

OMG

Reply Good karma Bad karma+1 vote
UnicornsVomit
UnicornsVomit

Did the game die off? No updates or new comments for the past few months.

Reply Good karma Bad karma0 votes
Guest
Guest

Development stopped for now, yes.
May continue later on but that's not guaranteed.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
OpenRA
Game
OpenRA
Contact
Send Message
Release date
Mod watch
Follow
Share
Embed Buttons
Link to Medieval Warfare by selecting a button and using the embed code provided more...
Medieval Warfare
Statistics
Last Update
Watchers
139 members
Files
14
Articles
2