pyhhricvictory
12-10-2002, 04:14
Hi all,
I am currently working on a non historical mod that allows the use of some of the smaller factions in the Early time periods plus some other changes. It is basically a Christian Mod, there are no playable Muslims, they are there and can be played but that wasn't the point.
Basically I have added the Burgundians and Swiss as playable factions and turned on the Argonese and Hungarians. Using one of the smaller guys is a bit more challenging. In the mod, there are no land bridges between England and France or Iberia and Africa. Some of the starting provinces have been changed, the only English mainland holding is Brittany, The Swiss have been given Switzerland and Tyrolia and the Burgundians have Burgundy and Provence. I know that it is not historically accurate but it effectively weakens the HRE and divides modern France into North and South. The per turn income has been increased in each province to allow the computer to hang on and build some truly huge armies, granted, in the early period you get a lot of peasants and militia but later in the game, it gets much stronger.
My main issue is that I am not sure how to mod the units to make each faction a singular experience to play. I know the mechanics of changing the files but am not sure how each should play.
Currently I have modded the Danes to include Sweden and changed their Royal unit to Boyars and given the ability to build Varangian guard (since they were effectively vikings anyway). I am considering taking away all of the feudal units from the Danes so they approximate a viking horde more than the standard European army of the time.
Does anyone have any type of suggestions as to what unit changes may make each faction or even region of Europe play a little differntly?
Thanks
I am currently working on a non historical mod that allows the use of some of the smaller factions in the Early time periods plus some other changes. It is basically a Christian Mod, there are no playable Muslims, they are there and can be played but that wasn't the point.
Basically I have added the Burgundians and Swiss as playable factions and turned on the Argonese and Hungarians. Using one of the smaller guys is a bit more challenging. In the mod, there are no land bridges between England and France or Iberia and Africa. Some of the starting provinces have been changed, the only English mainland holding is Brittany, The Swiss have been given Switzerland and Tyrolia and the Burgundians have Burgundy and Provence. I know that it is not historically accurate but it effectively weakens the HRE and divides modern France into North and South. The per turn income has been increased in each province to allow the computer to hang on and build some truly huge armies, granted, in the early period you get a lot of peasants and militia but later in the game, it gets much stronger.
My main issue is that I am not sure how to mod the units to make each faction a singular experience to play. I know the mechanics of changing the files but am not sure how each should play.
Currently I have modded the Danes to include Sweden and changed their Royal unit to Boyars and given the ability to build Varangian guard (since they were effectively vikings anyway). I am considering taking away all of the feudal units from the Danes so they approximate a viking horde more than the standard European army of the time.
Does anyone have any type of suggestions as to what unit changes may make each faction or even region of Europe play a little differntly?
Thanks