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lancelot
03-17-2004, 18:23
I was thinking of making a mod for people to download. Or do people think there are enough out there already?

My main question is really- how do you actually make a mod that you can 'hand over' (to download site or whatever) for people to use?

Qilue
03-17-2004, 18:30
Easy way is to mod the game to an extent that you like to play. My horde mod (the first I've ever uploaded anywhere) grew from a desire to play as the horde and the whole project kind of snowballed. http://www.totalwar.org/forum/non-cgi/emoticons/gc-stunned.gif

Gregoshi
03-17-2004, 18:56
I think the subject matter of the mod has a lot to do with answering your question about making another mod for people to download. If you can capture the interest of players, they will download your mod. In that sense, there are never too many mods.

lancelot
03-17-2004, 19:52
well, I'll tell people about my modded game and if there is an interest....

Also, if anyone has any ideas on units, provinces, buildings or anything else that they think should be in the game and isnt, post it here.

Anyway, this is what I have done to my game so far (it is nothing as advanced as napoleonic TW and has no new factions (yet)(although I would like to put in Scots, Irish and Welsh I think it may get too clutered, so I may just go with scots).

This is all in EARLY btw.

UNITS-
Mostly all units that were period specific are not any more.

All the decent units from VI in the main game:

All viking units. (Beserkers in Scotland also)
Bonnachts/Irish dartmen/Welsh Bandits/Pictish crossbow+mounted crossbow (build in Scotland)/Celtic warriors (train in Ireland/Wales/Scotland)
Sherwood foresters for English in Mercia and Wessex.
Feudal foot knights trainable (inc russians)
Chivalric foot trainable.
Naptha throwers have longer range and are stealth units (cost a little more)
Teutonic sergeants trainable for HRE
Swabian Swordsmen also build in Franconia and Bohemia (not accurate but you can take advantage of metalsmith bonus)
Khazar Royal cav trainable.
Early Varangian Guard trainable (constantinople only)
Peasants have higher build requirements.
Urban militia no longer buildable.
Crusader units trainable in Outremer provinces.
HRE crusade units also trainable in Livonia.
Danes can crusade.
NEW UNITS-
Scots Pikemen. (new info graphic needs a little tweek)
Tagmata. Very heavy cav for byzantines (constantinople only)
Mercenary Horde Heavy cav. (Train in khazar, muscovy and other east steppe provinces)
Mercenary Horde Horse Archers (as above)

(NOTE: The units are not accurate they were added to give russians access to low maintanence units and make east steppe provinces strategically more valuable)

BUILDINGS-
Abbeys buildable for English.
Muster field and fort required for peasants.
Watch towers require keep to build (allows spies and assasins to move and act more freely)


PROVINCES-
Removed wessex-flanders link.
Some provinces generate less money (see Notes)
Increased rebeliousness in Palestine.

NOTES-
General aim were to try and balance out the game a bit more and most importantly to make AI armies more elite ie-no peasant armies. Hence elimination of Urban militia.
Generation of less money was added to try and 'encourage' the AI to spend money on better units.

This is very early stage at the mo, any suggestions/questions most welcome (be nice)

PS: im sure Im forgetting stuff, so ask for specifics if you want them.

ThijsP
03-17-2004, 20:12
I dont know if you can or want to change the graphics of the campaign map but if you do, please change the sort of bay between Frisland and Flanders. As you can see here (http://mypeecee.org/weblog/zuiderzee.jpg) its much bigger then in the game. That land was made in the 1950s.
http://www.totalwar.org/forum/non-cgi/emoticons/gc-inquisitive.gif

Maybe you can also make it harder to build camels.