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DUX: A VI MP ENHANCEMENT MOD


d letterux is a modification for the Viking Invasion (version 2.1) expansion pack. It works only in Multiplayer mode and it is loosely based on BKB's well-known Supermod, using many of the extra factions and units found therein. The mod comes with the JSGME mod switcher, so that one doesn't have to reinstall VI in order to install Dux.
Being aware of the inherent inbalances in MP noted in the majority of Total War games, we strived to provide a platform for an intuitive gameplay that doesn't require extensive statistics or "exploits" knowledge. On the contrary, careful and imaginative playing are equally rewarded, with almost every faction offering an interesting, different game approach.Dux is typically in a "beta" stage, but in reality the grand majority of the planned and intended features are already implemented, the mod being stable and offering a very satisfying gaming experience. Consequently, only a few improvements on the graphics compartment and the always desirable "stat tweaking" are left to be done.Ofcourse, player feedback and contributions are mostly welcome and sometimes required.


MOD FEATURES


-More Balanced Gameplay-

By using the "zero upgrades" approach and prices being increments of 100, a much greater number of units could be balanced and denote clearly a distinct "rock-paper-scissors" system, with a few subcategories among them, serving specialised battle tasks.
As ChivalricKnights(AT-5,DEF-5,MRL-8,CH-9) cost 1200 and can rout FeudalMenAtArms(AT-3,DEF-4,MRL-5,CH-3) costing 600 unit head-on in little time if allowed a clear charge -if not instantly-, one will be forced to invest either in equally expensive cav to stop the CK, or substitute that FMAA with 500 florins FeudalSergeants or 700 fl.
ChivalricSergeants, both fully capable of stopping a charge by one of the strongest cavalry units in the mod. It is of value here to note that most VI units keep their original stats, at least in CH,AT,DEF. Morale though is a very important gameplay factor, therefore much thought was given at the formula that would offer a more intense feeling in combat than 10k but not very unpredictable and hard to learn.
So normal combat units have around 5-6 morale, with lower quality ones or just those suited specifically for harassing or skirmishing getting down even to 3. Spears right now do have comparable morale with swords so in a straighforward attack with FMAA or CMAA against a solid spear line of good,steady ( worth 700+ florins) units, there are high chances that ,unless an external factor comes into play, the spears will keep the swords occupied for a long time with high casualties for both sides.
But usually if swords are used in wedge or manage to envelop at least one side, the spears won't be holding for long. A boost to heavy cavalry charges is another incentive not to depend too much on one type of arm and will also cater to the tastes of those who believed that charges were too weak in VI: just wait till you see the results of a charge from the elite crusader cavalry.

-More Options-

13 new factions: The Bohemians, The Bulgarians, The Crusader States, The Cumans, The Ilkhanate, The Georgians, The Latin States, The Novgorodians, The Portuguese, The Scots, The Swedish, The Teutonic Knights , The Venetians .................. and a complete lifting to the old ones. BKB's work allows us to offer a breathtaking amount of new units (over 70), all used to provide the player with more customisation options and allow room for an amazing number of army combinations.

-Simpler Army-building Process-

What you see is what you get; even if you choose units without knowing their exact stats , you will stand a chance against any enemy, simply because you don't need to memorise the standard armies and each unit's required upgrades, or fear any type of rush armies. If you play prudently, chances are that you'll be rewarded, as mistakes allowed in 10k VI will be punished to a greater extent, due to the new morale scale.

-A Reasonable Amount of Historical Accuracy-

The mod covers approximately the period between 1180 and 1320. Efforts were made to maintain a realistic army selection for each faction, without sacrifising possibly interesting gameplay additions. Some units have less historical backing than others, but a certain degree of abstractions was necessary, as the game engine can't offer things like multiple melee or missile weapons, area fire, parthian shots etc.
Still we believe that the factions in the DUX mod are diverse and unique in many ways, letting the player field a believable army, without an excessive number of "elite" units.

-Lots of Tweaks-

The vast number of small changes can be detailed here, although it's imperative to highlight the inclusion of concepts like:
a)"mercenary/rare units" (as in the additional 100 florins a faction can pay in order to have a few premium, usually mercenary, units that enhance its fighting style- eg the Byzantines have a pool of elite steppe units ,and even western knights, that can be employed with an extra cost).
b)the 3 "A"s : Ammo/Accuracy/Armour differentiation (the quality of missile units is repreesnted by the number of ammo,their accuracy level and armour/shield, removing unbalancing factors like the longbow's extra range).
c) Speed tweaking (slow infantry units no longer crawl behind the others when walking, fast light cavalry gets a small boost to their charging speed in order to help them fullfil their HA chasing duties etc).
d)Reduced defence stats for the basic missile units versus cavalry, so as to promote a more intense skirmishing phase, but not sufficient to give an edge to rush armies.
e)Different sizes for the same unit types (Golden Horde specific, allows 60-men Horse Archers and Mongol Horse Archers Units to be fielded) .....and many others!

-Regular Updates-

After a number of games, we might consider some changes for balance purposes, and player feedback will guide any future finetuning.

-No second VI-install needed-

By installing the Dux mod, the Generic Mod Enabler by JoneSoft contained within allows you to switch from VI mode to Dux mode easily and safely. If you wish to uninstall the Dux mod, simply delete the MODS folder inside the main MTW/VI folder (usually C:\Program Files\Total War\Medieval - Total War).

-A custom music pack-

to be downloaded seperately, created by Silent-Faust.
Please remember that the mod is created for play at a certain amount of florins per player, namely 10.000.