NEW! Here are the links to Alpha 4 (almost 70MB zipped):
https://drive.google.com/open?id=0B1TUVKDu5jKRSm5lckotU244VGM(thanks, Archmage)
http://tempsend.com/D95679B0C9 *original link, expires for one month after the release date, which is July 9, 2016.
Changes:
https://forum.megaglest.org/index.php?topic=9637.msg92673#msg92673Faction tree (not perfect):
https://docs.megaglest.org/images/9/95/Feudaltree.pngHere's the old link to Alpha 3:
http://dl.megaglest.org/techs/mediaeval_a3.7zHere's the old link for Alpha 2:
http://www.tinyupload.org/ymgm6t6mrd5
*already expired, if you want, please message me. This link expired three months after the release date (which was April 19, 2015)
Old link for Alpha 1:
http://www.tinyupload.org/suob2cuvgtk
If you need this Alpha 1 for archiving, please message me, this link has been expired! This link expired one month after the release date (which was February 23, 2015)
Preview screen for Alpha 4:

--
Starting topic:
Just a quick suggestion: a low-tech version of Tech
to fit a medieval techtree, like the Crusaders.
It's the same as Tech, but: the steampunk theme (mainly the battle machine and the air units) removed, and a few units/models/textures from other mods may be used, with the makers' credits though.
More on my next post(s) belowWhy not rename it to "Feudal," to fit the theme?
If any of you are still busy with your other creations, I'll understand.
I tried to do this myself starting with the Militia but when it tries to load, the Militia gives me the StackTrace error.
Alpha 3 faction tree:
PRO: High survivability of units
CON: High prices of units and upgrades
-Units-
(Castle)
Yeoman - mines and chops wood, and builds/repairs buildings
Militia - morphed from the Worker, basic melee unit, can re-morph back to Worker. For now I will implement the knife placeholder for the Yeoman until anyone volunteers to create a "Yeoman attacking with sword" model
Monk - morphed from the Worker (through an upgrade), can fight, heal units, and repair buildings (will be removed in the future)
Peasant - also mines and chops wood, and repair buildings, can throw stones
Armed Peasant - morphed from the Peasant, basic melee unit, armed with pitchfork, can re-morph back to Peasant
Knight - advanced melee unit, deadly in groups, can morph to a Champion, or (with an upgrade) succeed as a Lord
Paladin - advanced melee unit, intended to be deadlier than Knights, armed with an axe. If possible, can morph into a Honor Guard (which is the mounted version of the Paladin, can also attack with a lance like the Champion)
*Power Attack - more powerful attack, but there are chances of lower damage than normal
Lord - the leader, can boost nearby soldiers
-Abilities-
*Battle Cry - slightly increases boost while idle. (based on Saxons)
*Summon Guards - summons four Pikemen instantly on the field. (based on Dark Knights)
*Power Slash - instantly kill/critically damage a unit (based on Crusaders)
Retired Lord - once a leader, but with his "Lay on Hands" (references the Royal Touch), can miraculously heal Workers and Peasants. He cannot attack, but can boost nearby soldiers as well. You can also decide to bring him back to fight, or in proper terms, morph back to Lord.
(Farm)
Chicken - gives a small amount of food, required for an upgrade
Rabbit - gives a small amount of food
Pig - gives some food
Deer - gives some food
Cow - gives a lot of food
Sheep - required for an upgrade
(Barracks)
Spearman - basic melee unit, can attack behind friendly units
*Shield Wall - increases defence while stationary, optimal with other Spearmen
Archer - basic ranged unit, can morph into a Horse Archer
*Fire Arrows - self-explanatory, slight damage increase
*Stakes - can place stakes, a stake costs 100 wood and lasts 600 seconds; effective against cavalry
Swordsman (Guard/Man At Arms) - advanced melee unit, attacks with a sword, can morph into a Knight
Pikeman - advanced melee unit, also attacks behind friendly units, has a slashing and piercing attack
*Spear Wall - increased boost while stationary, optimal with other Pikemen
Crossbowman - advanced ranged unit, but shorter range than the Archer, (in the future) can morph to either Pavise or Mounted Crossbowman
*Snipe - defensive attack with increased ranged and damage
Banner Guard - the alternative to the Lord, slightly boosts nearby units, can also fight with a sword
Handgunner - advanced ranged unit, attacks with splash
(Stable)
Scout - basic cavalry unit, intended for reconnaissance, can attack with a sword
*Locate - scouts for any enemy within a 20-tile radius (will be released in the future)
Horseman/Cavalier - basic cavalry unit, same with the Tech Horseman, no apparent changes.
Horse Archer - advanced ranged cavalry unit
*Fire Arrows - self-explanatory
Champion - advanced cavalry unit, attacks with a sword (and lance, if applicable, through an upgrade), can be dismounted back to a Knight
(Tent)
Engineer - specialist unit, can throw rocks (instead of Molotov cocktails), repair buildings, or (with an upgrade) heal units
> Catapult - advanced ranged siege unit, can be decommissioned back to Engineer to save speed
*Stone Ball - low splash, large damage
*Fire Ball - should be renamed "Ignited Ball", same with Tech Catapult
*Flaming Barrel - placeholder for Sapper, splash of 3
> Ballista - advanced ranged siege unit, also can be decommissioned to save speed
*Bolts - no splash, but large damage to a single static unit
*Fire Bolts - same with Tech Ballista
Sapper (if found) - fast specialist unit, hurls a barrel of flaming oil to enemies, must return to Cauldron to reload
Mantlet - specialist siege unit, the meat-shield, but cannot fight; used as cover for your ranged units.
Battering Ram - slow but powerful siege unit, effective against buildings.
Trebuchet (if found) - advanced powerful siege unit, can be two units: one to move from place to place, other to fire, also you can command to fire.
Ballista, siege (if found) - powerful siege unit, like the static Ballista
-Buildings-
Castle - hires Yeomen and can summon a Lord, knights, and paladins.
Farm - responsible for food production, produces animals
Barracks - hires footmen units
Blacksmith - has unit-related upgrades
Stable - hires cavalry units
Market (if found) - where you can trade (buy/sell) resources
Guild - has multiple upgrades, mostly non-unit related
Tent - hires Engineers and creates siege units
Statue - no suggested use for now, but slightly boosts your Lord's regeneration rate if he is nearby, for cosmetic appearance
Watchtower - Tech's Defense Tower
Defense Tower - the stone-textured Defense Tower
Warchest - the drop-off point for resources, secondary to the Castle/Guild
Banner - for cosmetic appearance, morph to Banner Guard if necessary
Cauldron - required for Defense Towers to use Oil, and to reload the Sapper
Don't forget walls, wood and stone (can block units, siege units can destroy them easily)
-Upgrades-
(Castle)
Honour - basis for some units and upgrades
(Barracks)
Training Field - self-explanatory
Beddings - any foot soldier staying inside a Barracks will regenerate health, provided no unit production is ongoing in that Barracks.
(Blacksmith)
Blade Weapons - self-explanatory
Piercing Weapons - also self-explanatory
Shield - also self-explanatory
Fire Arrows - allows Archers/Horse Archers, and Defense Towers to use a second attack (energy-based attack?)
Gunpowder- unlocks the Handgunner unit
(Guild)
Tanners - increases armor for Leather based infantry units
Fletchers - increases attack range of arrow-based units by 1 (huge difference), as well slightly the damage
Medicine - Allows Engineers to heal units
Monastery - allows a Worker to be morphed to a Monk, as well as an upgrade to the Guild (will be removed in the future)
Banners - allows creation of Banner Guards
Barding - required for Champions and Honor Guards
Jousting Arena/Quintains - allows Champions to use lances
Advanced Architecture - allows creation of advanced structures (will probably be renamed "Architecture")
Market (placeholder for Market building) - allows trade within the Guild, for now
(Tent)
Feudalism/Lordship - allows your Lord to be summoned
Chivalry - allows summoning of (and promotion to) Knights
Siege Engineering - allows use of siege units
(Lord)
Military Charter - If your Lord retires/dies, a second way to create a Lord is enabled: a Knight can succeed as Lord, provided the Knight is not dying while morphing.
~
It's a lot of work, doesn't it? Feel free to ask for reduction.
POLL RESULTS:
#1
25% Yes, 50% Maybe, 25% No; and the No vote was first, so I will not add the Retired Lord unit, unless there is any other suggestions to add such unit.
#2
Currently Yes, 66% Maybe, 33%; Honour Guard may be added in the future.