PDA

View Full Version : ChivalryTW: campmap buildings



Lord Adherbal
08-08-2005, 18:50
I'm currently working on the techtrees and related building pictures/icons. Here are some (WIP) screenshots:

http://users.skynet.be/Carthaginian/RTW/motte.jpg

http://users.skynet.be/Carthaginian/RTW/donjon.jpg

http://users.skynet.be/Carthaginian/RTW/gallows.jpg

Ianofsmeg16
08-08-2005, 19:26
sweet, now whens the beta ready? only joking, take as much time as you want on the AWESOME mod that has the Smeg seal of approval

The_Doctor
08-08-2005, 20:11
Nice. ~:cheers:

Why do you a gallows to train assassins?

Kor Khan
08-09-2005, 07:46
That is a mystery that only Adherbal knows the truth about :bow: .

But seriously, I think that, as Assassin's aren't generally recruited in any particular building (nor are any other units, the "buildings" system is unrealistic in itself, but makes for good gameplay). I think it's probably just the connection with death. Or maybe it's because convicted criminals could be saved from the gallows if they became assassins, I don't know :help: .

Lord Adherbal
08-09-2005, 08:46
lol many ppl seem to question that, I guess I'll remove it. Yet no one finds it weird that in RTW you need stables before the people of your province figure out how to ride a horse :P

Ciaran
08-09-2005, 08:56
I think the logic behind that is that the stables are to train the horses, not the riders ~;)
I remmber reading something about the Thirty Years War, when horse dealers had to travel as far as Russia to get new war horses, because the demand was so great. And that it was because of the lack of battle-trained horses that Dragoons were introduced.

Kor Khan
08-09-2005, 09:38
Well as I say, the system with needing a building to train certain troop types is unrealistic in itself, but it's a good simulation of how well developed provinces get better troops, trade, etc. I haven't really got anything against needing a gallows to train assassins, I don't know where else you'd do it.

Samurai Waki
08-09-2005, 09:54
The Problem with the Ale House or Rookeries in Classic MTW was the fact that Alcohol was banned from Islam. I think the gallows are fine, if a gallow is present within a town it denotes the fact that the settlement must have quite a bit of crime, and Assassins in medieval europe would certainly be considered hired thugs.

caesar44
08-09-2005, 10:16
Sorry , but could you mention (again??) the factions in the single player camp map ? :hide: :oops:

Lord Adherbal
08-09-2005, 10:45
The Papacy
The Norman-Sicillians
The Holy Roman Empire ( Germans )
The French
The English
The Danish
The Polish
The Hungarians
The Novgorodian Rus
The Kieven Rus
The Byzantine Empire
The Castillians ( Spannish )
The Aragonese
The Moors ( Almohads/Almoravids )
The Fatamin Kaliphate ( Egyptions )
The Seljuks ( The Turkish )
The Cumans ( Mongols/Golden Horde )
The Teutonic Order
The Kingom of Jerusalem
The Kingdom of Armenia

and please no "omg!!!111 you didn't include factionX !!!1111" discussions. Factions are fixed and wont be changed under any circumstances.

Ianofsmeg16
08-09-2005, 11:42
Armenia and Jerusalem? Sweet, i like the little factions so i can be the underdog and take the whole world!!! BTW have you added more units than the last BETA? it was a tad limited back then :)

Lord Adherbal
08-09-2005, 11:47
we currently have almost 100 units, including unique skins for units shared by multiple factions (unlike last beta).

RTW King
08-09-2005, 11:48
Ian, your here! How are you getting on with our mod?

BTW, isn't a Motte giving a +6 morale bonus a bit too much? Its only a small Fort, and units only have up to 16 morale.

Lord Adherbal
08-09-2005, 12:09
BTW, isn't a Motte giving a +6 morale bonus a bit too much? Its only a small Fort, and units only have up to 16 morale.

our units have low morale for a better MP experience, but it makes the AI very weak. This value is still temporary tho, and might be changed after more testing.



Some screenshots from the new battle at the Horn of Hattin, designed by Kor Khan. I still haven't managed to beat the scenario :o

masses of saracen cavalry crashing into the battered crusader army
http://users.skynet.be/Carthaginian/RTW/hattin1.jpg

victory is in our hands ! or atleast that's what I thought until that unit of ghulam cavalry to the right chainrouted all my remaining crusader infantry...
http://users.skynet.be/Carthaginian/RTW/hattin2.jpg

trying to hold out in the open - under attack from all directions
http://users.skynet.be/Carthaginian/RTW/hattin3.jpg

crusaders regrouping after repelling a first attack
http://users.skynet.be/Carthaginian/RTW/hattin4.jpg

Kor Khan
08-09-2005, 12:24
Good fight you put up: I haven't won it yet either ~D . I quite like pic number three: nice and chaotic. And I see the True Cross about to fall in pic one :charge: .

Lord Adherbal
08-09-2005, 13:05
I actualy managed to win with 2500 kills, 450 losses now :P

Silver Rusher
08-09-2005, 13:25
Nice. ~:cheers:

Why do you a gallows to train assassins?
Why do you allow taverns to train assassins? Why do you allow forums/bazaars etc. to train assassins?

This mod has some really nice work done on it. A couple of suggestions though-

It says "motte" on the tab where it usually says "town". Seems a bit weird, you know, as the player's castle won't be a motte forever. Maybe you should have it say "castle" or something instead. Just my two pence.

The interface looks very nice. But the castle flag emblems seem a bit too small for the flags. You might want to make it bigger.

Lord Adherbal
08-09-2005, 13:39
It says "motte" on the tab where it usually says "town". Seems a bit weird, you know, as the player's castle won't be a motte forever. Maybe you should have it say "castle" or something instead. Just my two pence.

it seems the localisation files use the same string for the level 1 settlement ("town") and that tab, which is why it says "motte".

The_Doctor
08-09-2005, 15:13
Why do you allow taverns to train assassins? Why do you allow forums/bazaars etc. to train assassins?

What do you mean "allow", I did not make the game. :dizzy2:

Neither of them make much sense. I would have them recruited from the castles.

caesar44
08-09-2005, 15:15
Adherbal']and please no "omg!!!111 you didn't include factionX !!!1111" discussions. Factions are fixed and wont be changed under any circumstances.


1. Thanks for the list ~:)
2. Damn !!! (about faction x , how did you know that I have wanted them ??? ~;) )
3. Looking great !!!
4. Could not resist... :help: :help: ...why only one German faction ?
5. Sorry...
6. :hide: :wall:

shifty157
08-09-2005, 17:34
Looking awesome. Cant wait for a full release.

kingwill
08-10-2005, 13:57
alcohol is permitted my islam, you just can't let it touch your lips~;)
couldnt you use hashishin gardens instead of gallows or ale houses for the islamic factions

The_Doctor
08-11-2005, 22:27
I posted this idea in the Lances and Longbows:Total War subforum (two crowns), which I think is dead:


In provinces with tradable resources (eg wine, wood) you can build workshop type buildings to generate more money from trade and give the province other bonuses.

EG
Wines= vineyard
The vineyard generates money for trade, increases happiness, the down side is that your governor could be an alcoholic

Game(loads of wild animals)= hunter's lodge
This will increase trade and growth rate. When it is upgraded archers gain a +1 valour bonus (from hunting experience).

Iron= backsmith (like in MTW)
increases trade, weapons and armour upgrades.

Fish(this can be represented by a fishing village)= fishermen
Increased trade, growth. When it is upgraded gives +1 valour to ships (from experience of sailing.

You would need a farming upgrade to get access the industrial building, then the next farm upgrade to get the upgrade for the industrial building. This is because as the population grows there are more people to work away from the farms.

What do think of this idea?

Lord Adherbal
08-12-2005, 07:14
the idea behind our techtree is that each of these buildings would actualy be constructed by the landlord or king. Things like blacksmiths are private businesses of the local population, it's not realistic that a king needs to build a blacksmith before anyone in the province can get access to armour. Instead we have an armoury that represents a place in the castle for storage and maintainance of the lord's personal weapon stock. This building allows him to train additional bodyguards, and supply armour for city guards.

Ciaran
08-12-2005, 09:21
Your new interface looks fantastic, I can´t wait to get my hands on this.

I´ve got a question, though: Why do your feudal knights have an open helmet while on horseback and this visor when dismounted? I´m not talking about the historical reason, I´m curious how you did that. Both use, as far as I can see, the same model and texture, yet they do look different. On the same matter, how do you (and how did CA) manage to give a model two weapons, like both a sword and a lance for cavalry? Are those two models or is that connected to the skeleton?

Lord Adherbal
08-12-2005, 10:00
I´ve got a question, though: Why do your feudal knights have an open helmet while on horseback and this visor when dismounted?

just for variation really. I didn't like a (mounted) knight unit entirely with facemasks, but Buukenshin insisted I gave facemasks to FFKs (like in MTW).


On the same matter, how do you (and how did CA) manage to give a model two weapons, like both a sword and a lance for cavalry? Are those two models or is that connected to the skeleton?

one model, it has a "primary weapon" and "secondary weapon" mesh.

Ciaran
08-12-2005, 10:28
I didn't like a (mounted) knight unit entirely with facemasks, but Buukenshin insisted I gave facemasks to FFKs (like in MTW).
Personally, I would have liked it just the other way around, the foot knight with open-faced helmets (or with that nose-guard) and the mounted ones with the visors, but that´s, as I said, my opinion and therefore completely irrelevant ~;) . I still don´t get just how you did that.

I´ve also made some of the other units, like the Gothic Knights and the Chivalric Knights available for testing them, great work you did on those :thumbsup: , however, for some reason the arlabasers (the improved crossbow) cause a crash, saying the texture file can´t be found. I checked, it is there ~:confused:

The_Doctor
08-12-2005, 10:28
the idea behind our techtree is that each of these buildings would actualy be constructed by the landlord or king. Things like blacksmiths are private businesses of the local population, it's not realistic that a king needs to build a blacksmith before anyone in the province can get access to armour. Instead we have an armoury that represents a place in the castle for storage and maintainance of the lord's personal weapon stock. This building allows him to train additional bodyguards, and supply armour for city guards.

Ok, but what about the other ideas and the whole concept.

Lord Adherbal
08-12-2005, 18:08
Ok, but what about the other ideas and the whole concept.

industrial buildings based on trade resources is not a bad idea. I still have to decide about the trade resources tho, so I'm not sure which ones will be available or how detailed it'll be.

Some screenshots from the new Battle of Hastings:

http://users.skynet.be/Carthaginian/RTW/hastings1.jpg

http://users.skynet.be/Carthaginian/RTW/hastings2.jpg

http://users.skynet.be/Carthaginian/RTW/hastings3.jpg

Shaun
08-13-2005, 00:19
wow, with the BI features, this mod cood be just like MTW2!

Lord Adherbal
08-15-2005, 10:55
knight hospitallers and russ spearmen
https://img81.imageshack.us/img81/9644/newunits9mv.jpg (https://imageshack.us)

Byzantine Skutatos
https://img356.imageshack.us/img356/7648/skutatos3io.jpg (https://imageshack.us)

Ciaran
08-15-2005, 14:05
As usual with new pictures, they´re very impressive. What unit size do you play on?

By the way, your gothic pikemen either need a sword model or the sword ability removed (you can do that with phalanxes, I´ve tested, they don´t need a secondary weapon), it looks a bit funny the way they are right now in close combat.

Lord Adherbal
08-15-2005, 14:55
this is played on Large size

Lord Adherbal
08-18-2005, 09:50
some more building scenes:

http://users.skynet.be/Carthaginian/RTW/stable.jpg

http://users.skynet.be/Carthaginian/RTW/tax_office.jpg

http://users.skynet.be/Carthaginian/RTW/dungeons.jpg

http://users.skynet.be/Carthaginian/RTW/palisade.jpg

http://users.skynet.be/Carthaginian/RTW/stone_wall.jpg

http://users.skynet.be/Carthaginian/RTW/port_taxation.jpg


and a more recent campaignmap screenshot:

https://img295.imageshack.us/img295/564/campmap9dj.jpg


Welsh Longbowmen

https://img331.imageshack.us/img331/2276/welsh3xy.jpg (https://imageshack.us)

Turcopoles

https://img6.imageshack.us/img6/1883/turcopoles5zo.jpg (https://imageshack.us)

Geoffrey S
08-18-2005, 10:04
Brilliant. This is one of the most polished mods around.

Ciaran
08-18-2005, 12:31
:jawdrop: Indeed. Are those building pics for a movie/trailer or are that ingame pictures?

Kor Khan
08-18-2005, 12:39
The buildings are pre-rendered pics that you'll see on the info scrolls.

AquaLurker
08-18-2005, 21:03
This mod is getting more and more impressive, hope to start playing CTW and RTW soon. Good work :).

shifty157
08-18-2005, 22:15
Looking great!


How long is the longbowman's range? Are they really taking aim at those tiny banners off in the distance in your screenshot?

I love your new interface too. The stained-glass buttons look awesome. This is quite an impressive mod.

Lord Adherbal
08-18-2005, 22:29
How long is the longbowman's range? Are they really taking aim at those tiny banners off in the distance in your screenshot?

they are, but it's a bit of an optical illusion because they're positions on a slope

their range is smaller then that of elite eastern archers (composite bows) as it was in history. If you've played the previous beta you'll know it certainly isn't too big (not anywere near RTW's elite rocketlau... uhm archers). English Longbowmen (High Era) will have AP (bodkin) arrows tho, so that should make them a quite powerfull unit, aslong as they dont face eastern archers.

Hôjô Ujimara
08-19-2005, 12:01
Really nice stuff. Are you going to include some Rebel-only units for the Pagan rebels etc.?

Lord Adherbal
08-19-2005, 14:20
yup, welsh longbow are one of the rebel units (you might be able to get some as mercs tho)

Hôjô Ujimara
08-19-2005, 15:21
Good stuff Adherbal :thumbsup:

caesar44
08-19-2005, 23:35
What about the diplomacy system ? in this time frame you don't have protectorates etc' but you have triple alliances , the religion factor etc' , please some info' on changes if any .