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Shapur II
09-21-2007, 21:27
I have an ambitious mod titled "Rise of The Caliphate.It covers the the periods 632AD-827,which means it is set in early Islamic history.
The factions which I would like:

Georgia
Armenia
Ghassanids,allied with the Byzantines
Lakhmids,allied with the Sassanids
Sassanids(with Yazgird III as faction leader)
Eastern Roman Empire
Berbers
Muslim Caliphate
Lombards
Gokturks(playable horde faction)
Avars
Kingdom of Dongola
Maygars
Rajput Kingdom of Sind
Khazars

Religions:
Hinduism(religion of the Rajputs in Sind)
Judaism(Khazars)
Islam(religion of Muslim caliphate)
Paganism(for Berbers,Rebels,Avars,Gokturks,Magyars)
Zoroastrianism(official religion of the Sassanids)
Christianity(Byzantines,Ghassanids,Lakhmids,Lombards,Kingdom of Dongola,Visigoths)

The map encompasses this area:

https://upload.wikimedia.org/wikipedia/commons/2/20/Age_of_Caliphs.png

This is how it actually looks like in-game at the moment:

https://img250.imageshack.us/img250/9346/0000bc0.jpg


https://img250.imageshack.us/img250/2687/0001vv8.jpg


https://img514.imageshack.us/img514/3055/khazarregionys0.jpg



I need:

skinners
modelers
any other help would be appreciated though!

Shapur II
09-22-2007, 16:57
I also have a mod thread over at TWC here:

http://www.twcenter.net/forums/forumdisplay.php?f=491

Shapur II
11-29-2007, 19:53
:help: Is anyone interested?

NagatsukaShumi
11-30-2007, 02:58
:help: Is anyone interested?

My advice would be to scout out people who make individual projects and see if they are willing to combine.

Shapur II
11-30-2007, 19:32
My advice would be to scout out people who make individual projects and see if they are willing to combine.

but what I really need are some modelers to help out with ROC.I am already cooperating with two other mods and received material from one other mod.

NagatsukaShumi
12-01-2007, 01:19
but what I really need are some modelers to help out with ROC.I am already cooperating with two other mods and received material from one other mod.

Which is always a good start. :2thumbsup:

My advice is, from experience, to use the default MTWII models, balances them etc and release the projects with its other features added, that way it attracts and audience and in turn, modellers.

Shapur II
12-01-2007, 18:29
I don't know,personally I am not a fan of editing vanilla units for this mod since it would ahistorical since this mod is set in the 7th Century AD

Anyway I would like to post an update for this mod

The Nile:
https://img407.imageshack.us/img407/4904/nileriverbe0.jpg

The Indus:

https://img223.imageshack.us/img223/8682/indiahs3.jpg

One of the splash screens:

https://img231.imageshack.us/img231/2047/mainscreenhq2.jpg

Shapur II
12-01-2007, 21:25
The reason I really need some modelers is that I have currently put ROC on hold due to a lack of progress :(.If someone could please help,it would kickstart progress again

NagatsukaShumi
12-03-2007, 02:19
The reason I really need some modelers is that I have currently put ROC on hold due to a lack of progress :(.If someone could please help,it would kickstart progress again

As I say, default units would, atleast for now, let you progress with the work and atleast you can then show progress to modellers, they are rare to find and invariably choose projects with work to show, so it'd encourage people to flock to your project.

The map looks fantastic by the way.

Vladimir
12-04-2007, 23:43
The reason I really need some modelers is that I have currently put ROC on hold due to a lack of progress :(.If someone could please help,it would kickstart progress again

Once Broken Crescent releases their 1.0 you may be able to get some help from them.

Shapur II
12-05-2007, 18:26
Once Broken Crescent releases their 1.0 you may be able to get some help from them.

I am afraid there is a catch.Although I contributed to Broken Crescent through providing some quotes and some info for events.Mirage doesn't like me since one time he had an argument with a ROC mod member and I took my mod member's side.So he isn't very keen on talking to me.He has stated over at TWC that he will not allow anyone to use material from Broken Crescent.

Maurice
12-23-2007, 21:21
Shapur,
I would like to say that I think using vanilla units would not be all that bad. I mean, how much do we really know about how units from this era? We have the Osprey books as a template, but at least from the Byzantine side of things, I think the imagery is conjectural. How much did the Byzantines change from 660 AD to 1100 AD? No one can really say how the Thematic units looked let alone what their composition was. How much did he Byzantines influence the Arabs? How much did the Persians influence them. Some would say it was the Arabs who influenced the Byzantines. Who ca say? I personally find it hard to beleive that a civilization that had no coined money, no sense of architecture, and no industry could have developed advanced metalurgy on its own. Who is to say that an Arab Faris did not look like a Persian noble? I personally am of the opinion that the "Byzantine Cavalry" depicted in MTW and MTW2 were decended from Arabs who settled in Anatolia in the 8th century and converted to christianity. Who is to say they changed appearance or even existed by the 11th century? Did the Armenians conduct warfare like the ERE or the Persians? How did they dress? How much different were the Avars from the Hunnic peoples they displaced? I dunno. The point is does it really matter what these units looked like? I really think this era was truly the dark ages and anything goes short of plate mail armour and whatnot. I think if you focus more on innovative gameplay rather than unique units you will attract attention to this mod (more so since this mod is unique in itself). People will want to get involved if it offers something no other can. There are many Byzantinephiles who are probobly dying to see if the Thematic system is workable in the MTW world. There are many unique structures that can be raised as well, but no one seems to pay attention to them. I myself, have never modelled and I only know how to alter RTW based mods although when I get back from Iraq I intend on learning how to mess around with MTW2. If you need any information about the Byzantines fom this era I will advise you with what I have researched myself and give opinions on how to make them a unique faction that is challenging and realistic. Lastly, I would like to say that massive remakes dont seem to last that long around here from what I have seen. But I have seen some mods from the RTW era that have undergone continual transformations again and again even while people are playing the mod. They are the ones that make progress.

Shapur II
12-27-2007, 19:07
does anyone know any modelers who are free in The Guild?.

Rhyfelwyr
12-29-2007, 20:44
Shapur, if you have the information and text editing skills (which judging from the map I guess you do) then just produce a campaign map, add in the templates for the factions, do what art work you can, and add all your units using vanilla models as placeholders as far as possible.

Then you will get plently of attention.

Shapur II
01-02-2008, 18:41
BTW my modeler is having problems with modeling:


There is a problem with textures in the game. When create a new object such as a helmet, it ALWAYS uses the shields and weapons texture file and not the soldier texture that he wants it to use.

Any ideas on how to get an object to use the texture that he UV mapped it into?

Shapur II
01-29-2008, 23:35
anyway some units:

https://img72.imageshack.us/img72/3331/musarchers1oz3.jpg

https://img185.imageshack.us/img185/548/musarchers4vi6.jpg

https://img341.imageshack.us/img341/183/musarchers3sg5.jpg

https://img263.imageshack.us/img263/4754/musarchers2zm2.jpg

Shapur II
06-09-2008, 16:49
https://img47.imageshack.us/img47/7301/roclogotm8.jpg

The Rise of the Caliphate mod is hoping to implement many features to make the campaign more interesting. Some of these include:

Jizya Tax System
Hording
Byzantine Themes
Iconoclasm controversy
Satraps

However there are many more. We are also looking into adding reforms for factions, one of the main ones being the Roman Empire.

The Hording system is a feature that we want to introduce to the factions which were nomadic by nature, which are:

-Gokturks
-Avars
-Berbers
-Bulgars
-Kushano-Hepthilites

However the hording will not be the same as it has been done in in Medieval 2. We aim to have weaker hordes in both numbers and strength of the troops present. You will not have to fight several stacks to finally be able to destroy these factions, but it is rather a last resort to their survival.

https://i286.photobucket.com/albums/ll98/nakharar/map.jpg

https://i32.photobucket.com/albums/d47/akaruploadz/map_regions-3.jpg


Map Features:
Rise of the Caliphate wants to include a number of map features including Pyramids of Giza, Kanishka's Stupa, Hagia Sophia, Meroe Pyramids, Kaaba, Echmiadzin Cathedral and the list is still expanding.

Cities and Castles:
Since castles are highly inappropriate for our mod's time frame we have decided to give the castle/city system a little overhaul, without getting rid of the feature to convert settlements. Settlements will be divided into military and economy focused cites. While both will be able to function independently (which means able to raise a proper army and generate significant profits), each type will have additional buildings to make them worthwhile. Economically focused cities will primarily receive additional structure available to increase trade. While on the other hand military focused cities will receive additional structures to improve it's recruiting strength such as experience bonuses to units recruited there, weapon upgrades and perhaps some other buildings to give it a edge in the military area.

AOR:
The mod also aims to include a AOR system. A various number of regions are grouped up to create a AOR, from this AOR a various number of units will be available to recruit from different levels of Auxiliary Barracks.

https://i286.photobucket.com/albums/ll98/nakharar/units.jpg

Units(by Slash5):
Our mod aims to include a full roster of 10-20 units approx for every faction. Thanks to our historians we have been able to depict our units with as much historical accuracy as possible. The rosters will likely not be the most balanced, but there also has to be a challenge for those who seek one. However each faction will of course have a weakness. But this weakness can be anything from short-comings in their roster or simply their position.

https://i32.photobucket.com/albums/d47/akaruploadz/skukatoi-1.jpg

https://i32.photobucket.com/albums/d47/akaruploadz/toxotai-2.jpg

https://i32.photobucket.com/albums/d47/akaruploadz/acontistai4.jpg

https://i32.photobucket.com/albums/d47/akaruploadz/battle.jpg

https://i32.photobucket.com/albums/d47/akaruploadz/tribalcav2.jpg

https://i32.photobucket.com/albums/d47/akaruploadz/lightspearsarab3.jpg

https://i286.photobucket.com/albums/ll98/nakharar/factionsprev.jpg

https://i286.photobucket.com/albums/ll98/nakharar/Factions.jpg


Georgia
Armenia
Ghassanids
Lakhmids
Sassanids
Romans
Muslim Caliphate
Visigoths
Lombards
Berbers
Avars
Khazars
Kingdom of Axum
Gokturks
Kushano-Hepthalite
Kingdom of Makuria
Bulgars
Kingdom of Sind

https://i286.photobucket.com/albums/ll98/nakharar/religionm.jpg

https://i286.photobucket.com/albums/ll98/nakharar/untitled-12.jpg

The mod has implemented a large amount of religions, these are:

1)Shamanism
2)Islam
3)Judaism
4)Orthodox Christianity
5)Paganism
6)Zoastrianism
7)Catholicism
8)Arian Christianity
9)Buddhism
10)Hinduism
11)Heresy

And of course our team:

Chaghatai Khan : Mod Leader
Nakharar : Coder, Armenia faction leader, historical battles co - ordinator
Slash5: Modeller, region man, skinner, UV mapper
Adnan: 2D artist, Skinner
Antonius: ERE researcher
Batu Khan:Researcher
Jo the Greek: ERE researcher
Eranshahr: Sassanid researcher
Qarama: Gokturk researcher
Serious Spamurai: Local Moderator, researcher
Xerxes2665: Concept Artist
General A Skywalker: Concept Artist
Blacksheild: Traiter and Ancillaryman
Boztorgai Khan : Researcher




And we leave you with some excellent concept art from Xerxes and General A Skywalker.

https://img60.imageshack.us/img60/2013/lombardskw7hk3.th.jpg (https://img60.imageshack.us/my.php?image=lombardskw7hk3.jpg)

https://img60.imageshack.us/img60/35/rocfinalcl3.th.jpg (https://img60.imageshack.us/my.php?image=rocfinalcl3.jpg)

https://i286.photobucket.com/albums/ll98/nakharar/MODERs.jpg

tooz
07-01-2008, 05:01
Just starting a few books: The History of the Arab Conquests and a book on Saladin. Willing to playtest your latest build.

Rhyfelwyr
07-03-2008, 14:28
I thought the religions allowed were limited to 5 due to hardcoding. So you can add as many as you like?!

Shapur II
07-08-2008, 02:31
yep the religions limit is higher than what most people had thought.I was surprised when I found this out initially.It remains a mystery to me why BC didn't use these slots :inquisitive:.

seireikhaan
07-09-2008, 20:47
Hmm... This looks quite interesting. I would be willing to be a tester for the mod, whenever you feel ready.

Shapur II
07-11-2008, 20:36
Well actually what I need the most is a modeler and a mapper since my mod only has one modeler at the moment.

Shapur II
04-27-2009, 15:08
this mod is long dead,please delete