This is to address some questions in another thread...
One note: All users need to install the 1.2 patch and 1.21 hack before you try to use any of the mods here. (The hack may not always be required, but it will save you time and possible frustration if you go ahead and install it.)
Most of the mods available in the download section involve a few files, or settings to add a specific change to the game. Most all of these were made at least a year ago, when the game was new, and people were addressing specific things that they wanted to change. The best of these mods were combined with the only comprehensive mod out at that time, Celestial Dawn's 4.22 mod, to form the Apolyton Pack.
In the past six months or so, there have only been a few new mods put out, but they make large, overall improvements to the game.
Nordicus has put out a Trade Goods mod, which exploits Pintello's discovery of how to change the values of goods in the game.
Myself, I have posted the Med mod 2.1, which is currently available here at Apolyton, and I am working on the final beta stages of the Medieval Pack 3.0, which is available at my homepage.
By and large, these mods do not work with other mods, since they alter the same files. I have combined all of the mods I use into the Medieval Pack, which utilizes a one-step installation process for ease of use.
If I were to give newbies advice today (June 1st), I would suggest that they play the tutorials until they have a basic understanding of the game, then go ahead and get the Medieval Pack 3.0. You will need to read and understand the readmes that accompany the Med Pack, or you will probably be confused, but once you get a feel for the game again, I think that you will find it a great improvement over the original setup.
One note: All users need to install the 1.2 patch and 1.21 hack before you try to use any of the mods here. (The hack may not always be required, but it will save you time and possible frustration if you go ahead and install it.)
Most of the mods available in the download section involve a few files, or settings to add a specific change to the game. Most all of these were made at least a year ago, when the game was new, and people were addressing specific things that they wanted to change. The best of these mods were combined with the only comprehensive mod out at that time, Celestial Dawn's 4.22 mod, to form the Apolyton Pack.
In the past six months or so, there have only been a few new mods put out, but they make large, overall improvements to the game.
Nordicus has put out a Trade Goods mod, which exploits Pintello's discovery of how to change the values of goods in the game.
Myself, I have posted the Med mod 2.1, which is currently available here at Apolyton, and I am working on the final beta stages of the Medieval Pack 3.0, which is available at my homepage.
By and large, these mods do not work with other mods, since they alter the same files. I have combined all of the mods I use into the Medieval Pack, which utilizes a one-step installation process for ease of use.
If I were to give newbies advice today (June 1st), I would suggest that they play the tutorials until they have a basic understanding of the game, then go ahead and get the Medieval Pack 3.0. You will need to read and understand the readmes that accompany the Med Pack, or you will probably be confused, but once you get a feel for the game again, I think that you will find it a great improvement over the original setup.
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