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Re: Citadel: Total War- The Rennaissance
Quote:
Originally Posted by Suleimen the Magnificent
I just had a thought. How will we handle the Military Revolution? Will it be a Marius-type event?
Also can building require an event? I was thinking wouldn't it be good to have trace italienne-type fortifications only after the military revolution.
And one third point. Can town layouts and walls be modified? Because that's what we need.
Oh one thing forgot! Can it be made so that the troops on board ships up the fighting power of those ships? I don't know about the Atlantic but in the Med large numbers of land troops were usually embarked for battle.
that's a good thought you got there. I know at major sea battles, Like Lepanto, the Venetians had a lot of embarked troops.
As far as the building goes, the Roman buildings somewhat fit mediterenean buildings of the reinesance(somewhat..with Spain,Italy,Greece,etc) just a few modifications would have to be made to make a church,modern barracks,stables,etc.
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Re: Citadel: Total War- The Rennaissance
About the Military Revolution: This event would be hard to handle. Marian Reforms would be good, but it would have to be the Crusaders who built the citadel keep. I'm also not sure if it effects anybody other than the Crusaders, because if it did we would have a problem.
Anyway, I think that the best idea for the loading screens (as this is the renaissance mod) is to have paintings from the renaissance in there.
Another thing I'm thinking now is that instead of the wierd little boxes you get after every turn we could have 'letters' instead, so say every time you click on a box you are opening an envelope, and the message is in the format of a letter. I want to see what everybody thinks about this before it goes through (and yes, it will be possible trust me)
EDIT: And fighting from ships... I'm pretty sure that's already a feature of RTW, and if it isn't then I don't think it will be possible to incorperate.
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Re: Citadel: Total War- The Rennaissance
I just stumbled onto this yesterday.
The Renaissance is the perfect time to base a RTW mod because of the incredible blend of the old and the new.
I hereby offer my humble services for this noble cause. (yes I know there's a special thread for that but it doesn't seem active)
Unfortunately, I can't do much of the really difficult stuff (skinning&graphics). I may be able to change parameters for units, buildings etc. I've done that a lot for MTW, however RTW seem a bit more complicated in that respect. If there is a guide for modding these things, you could point me to it, so I'd make the effort and learn it.
In the meantime, I can do a lot of reaserch, testing, ideas and such. I'm quite familiar with the period and have a very useful collection of resources at home. Also, I'm willing to do whatever digging is necessary, at the library, internet. In short i can do the following:
1. Historical battles - don't waste another minute thinkig about that. If this mod is ever finished, I can whip up up to ten battles of the period, both famous and some less so, various factions, in a day. It is too early to be thinking about this, but trust me, it's no problem.
2. Units - for the Italian city states, Ottomans, Moors, Mamluks, 100%, all the units. I have both the info and a huge sellection of pictoral sources, I just have to find somebody with a scanner and sent it to whoever will be doing the skinning.
Hungary, Hre, France, England, Russia - up to 50% , various region specific units from Scotland, Ireland, England, Balkans... Info and pictoral sources as well. Point me to however is compiling the selection of units and we'll have it done in no time
Artillery units for all factions
3. Music - I have a Carmina Burana in mp3 format (Excalibur soundtrack). Fits perfecty in the period. I can upload it in a couple of days if you think it would be useful. I think it would fit perfectly for battles.
4. Advice on some structures
5. Can write ingame texts for most of the units (if I'm familiar with them), info for various factions, compile a list of Renaisssance miracles of the world to replace the existing ones, compile a list of new inventions that appear from time to time at the begining of a turn (like the Archimedean screw).
Maybe something else as well.
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Re: Citadel: Total War- The Rennaissance
For now, I need some info.
First what is the exact timeframe?
What is the list of factions? Which ones are playable? I could have some input on the sublect (notably Mamluks as the playable faction are a must, Moors and Burgundy, both very important, Byzantines can be a rebel faction, they really were as good as 'dead' by late 14th century, virtually no territories to speak of )
Who is in charge of unit selection?
Several graphics quirks you guys will need to look into:
1. SADLES - ancient nations didn't use sadles as we know them, and so they don't exist in RTW.
For the mod you will have to make two distinct types of sadles - one a light one for light cav, and the other a large and heavy one, with raised sides, maybe even covered in plate (used for protecting the groin, and the family jewels ~D wouldn't do to have those damaged would it now, what would the ladies say :furious3: ). I have pics if you need em. Of the sadles, not the jewels ~;)
2. How do you plan to skin the crossbows and guns? The movement of the soldiers firing these weapons resembles nothing from RTW! They have to bring up the stock, rest it on the shoulder, fire (muzzle flash and smoke - problem?), then set it on the ground and reload! Is it possible to animate different movement for specific units (I know nothing of 3d graphics and animation)? If not, we're in troble as this is too important to be overlooked!
3. Also important, less so but still... Lance armed cav in RTW uses a low stabing motion when attacking. This is because there were no stirrups then. However, heavy cav in the Ren. period uses a couched lance, and a wholly differnet posture of the upper body. Will it be possible to program that? Oh and the stirrups as well?
4. What about new walls - thick, low, filled with earth, bastions and ravelins. Very important for sieges, will it be possible to model this? there might be a problem with fitting these massive structues onto the miniscule maps we have in RTW.
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Re: Citadel: Total War- The Rennaissance
Here's a taste of the pics i have available.
These are online follow the link, there are several periods available, choose Renaissance (obviously)
I have many, many more at home. I just have to scan em and upload, not much of a problem.
Check out the Ottoman sipahi 1520 and the Sipahi from the battle of Sisak 1593 (one of the battles I plan to create).
Also a huge selection of Hussar and other light cav, region specific for the Balkans...
There is a really good pic of a Ottoman sipahi from the siege of Viena 1683 in the Pike&Shot period. It's a bit late I know but if you look at the pic you'll see that the equipment is virtually unchanged for 150 years. Also a great resource for skinning.
http://public.carnet.hr/husar/
Sorry couldn't figure out how to post links. Just type this in your explorer and drop me a note if it worked
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Re: Citadel: Total War- The Rennaissance
Whoa! Lots of stuff to deal with here, Yggdrasill.
The first post you made:
You seem very enthusiastic. If you wish to work on the units or any scripting, then just say so. Research is also fairly important. Scripting RTW isn't really much harder than MTW once you really figure it out, and finding particular files is the biggest problem people generally have. Delve into the RTW destination and explore for a while, and you should find some stuff.
1. Historical Battles; If you can script the battles, great. I think Uesugi Kenshin is researching the battles right now, you could help him if you want.
2. If you want to just post any unit info or pics or anything you have, please do so. Artillery is fine as well.
3. We do need new music (I was quite frankly disappointed with RTW's music after playing MTW). If you could find any at all, pm me or post with a link to the upload site.
4. Advice on structures is not all that important, unless you can come up with 7 wonders (important wonders I mean) to replace the ones currently.
5. Scripting is probably what I mostly need you to do, unless there is any slight chance you can do graphics.
Your second post:
1. There is a list of factions on page 1. The moors have recently come up. The faction list does of course need editing. The starting period is 1402.
2. Celtic Winter is in charge of units, and the thread is here; https://forums.totalwar.org/vb/showthread.php?t=39947
3. Graphical Stuff;
i: Saddles are no problem. We can now edit the models of units, and so we can also put other stuff like saddles on.
ii: As I said, guns and crossbows can easily be given to a man now that the models can be edited.
iii: Yes, it will be possible, but we will have to edit the animations and that is currently very difficult to do.
iv: The problem I see here, as I have already explained is a couple of things. a) There were many castles left over built out of stone from medieval times. b) I think that this is also a little ahead of it's time; maybe the later walls can have these features to them.
The link you posted is fantastic. It really does give modellers something to work from. Thanks!
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Re: Citadel: Total War- The Rennaissance
I will make a thread for Historical Battles so that we do not intrude if you want to help me I would be happy to have some help, if I get more research done tonight I will give you info on what battles I am looking at, some are not from the time period but they are within a hundred years so we will have the necessary units.
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Re: Citadel: Total War- The Rennaissance
Wonders of the world
1. Alhambra - the famous palace in Granada, the splendour of its halls was such that the king and queen of Spain, after conquering this tiny last bastion os islamic art in western Europe, choose to base their court there for a while. In a time when Cristians regularly destroyed any visible signs of muslim scholarship and culture, that in itself is recognition enough
2. Kremlin in Moscow - it looks impressive even today, not to mention the 16th century
3. The cathedral of St. Paul in Rome
4. AjaSofia in Istambul
I'll try to think of a few others in a few days time (not necessarily only 7) so you can make the final choice. Anybody else is free to make suggestions as well. Once you decide which one will make the final cut, I'll start digging for some pictures and more info.
Question:
Do the wonders have to be built prior to 1402 (so that they already exist when the mod starts) or during the time frame of the mod (and then pop up on the strategic map in for example in 1507)?
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Re: Citadel: Total War- The Rennaissance
I'd say the 7 wonders should be the 4 great cathedrals of medieval world: Cologne, Notre Dame, Westminster, St.Peter's (the pre-Michelangelo one); Hagia Sophia for the eastern Europe, and for muslims: Al-Aqsa and Alhambra. They were all ready by the beginning of this mod, IIRC... (not sure about Cologne, though)
As for the Marian Reforms - it should be bound to fall of Constantinople, I think, as it was in many ways the end of Middle Ages, and beginning of Renaissance, with scholars of Byzantium fleeing to western Europe. There is even a way to do that, if you give Imperial Palace the following requirements:
Imperial Palace requires hidden resource Byzantium and not factions { byzantium, }
(if you make a byzantine faction, that is).
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Re: Citadel: Total War- The Rennaissance
Imperial Palace needs byzantium? Ambitious... and quite limiting. I suppose it could work though. If we did this it would really just mean though that Constantinople is the new "Rome" of the Citadel Mod, even though it is a rebel province.
I'm gonna make constantinople a really big town, very well guarded and with very good defences. I don't want to have the Turks just swooping in there on the first few turns.
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Re: Citadel: Total War- The Rennaissance
If you make it rebel then the line should end 'and not faction { slaves, }', of course.
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Re: Citadel: Total War- The Rennaissance
Oh, and as for the wonders, I think there are a few suggestions I have to make as well.
1. The Basilica of St. Paul: I think I should combine this with the Vatican palace. The Vatican would be good as it was (and is) effectively the centre of the catholic church. Bonus could be that loyalty is increased throughout the empire.
2. Cathedrales: I think it best not to limit wonders to cathedrales. This would just make many aspects of the game repetitive. The Basilica is only there because it is being merged with the Vatican (the same way the Sphinx was merged with the Great Pyramid).
3. The Kremlin in Moscow: I like the idea of having this as a wonder. It could increase law throughout the kingdom, or increase defence (I'm not sure if that's possible though).
4. Alhambra Palace: Definately gotta be in. Just had so much to do with the time period, and if we give it a good bonus it really will keep the Castilians attacking the Moors.
5. Hagia Sofia: Not sure about the bonuses, but still a good idea. It just makes Constantinople even better! I know it's a cathedrale, but then again a Greek Orthodox Cathedrale, so it will be different.
And to answer your question Yggdrasill, I think that all wonders should have been built by 1402. You can't make a wonder just 'appear' out of nowhere in the middle of the game.
Maybe we shouldn't have bonuses at all for wonders.... I'll start a new thread on the topic.
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Re: Citadel: Total War- The Rennaissance
Quote:
Originally Posted by Silver Rusher
The Factions:
Italians = Egypt
Hi there,
I am very excited to hear about the development of this mod. However, one thing I am worried about is that you have not included the Mamluk Empire (how can you not include them?). Since you have decided to have the game start in 1402, I think the Mamluks should be included too. You may argue that the Mamluks were pretty much finished in 1517 and became the subjects of the Ottomans. However, I would argue that as the game is starting in 1402 then we the player should determine the course of destiny for the faction we play with. I might, playing as the Mamluks not get crushed by the Ottomans and in fact defeat the Ottomans themselves. In addition, change the course of history. There has to be a little level of fantasy in the game, which is pretty much, what we are doing when we are attempting to conquer the whole of Europe. I think it would be a shame to just only include one Muslim faction. It would also allow for more different play styles as the Mamluks had different troops to the Ottomans, and there would also be good reason to then use the Arab type game models for the game. Oh please include another Muslim faction. In my opinion it would be an obvious choice to have the Mamluks = Egyptians rather than Italians = Egyptians. Oh please, please include the Mamluks. Anyway, this mod is sounding really cool and hopefully will end up really great, just add the Mamluks too. Please? I will cry my eyes out if you don’t. :(
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Re: Citadel: Total War- The Rennaissance
Yeah, I think I'm gonna replace the byzantines.
Italians = Egyptians really doesn't mean anything. It really does not matter which faction the new thing is replacing the older version of, quite simply. Starting positions and everything are being completely revamped, don't worry.
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Re: Citadel: Total War- The Rennaissance
Hmmm…I was just thinking, I like the sound of this mod and I would be interested to help you in some way. I know how to texture, pretty competently. However, I have never done retextures for any of the total war games. If there is a small tutorial on how to do such a thing, I can help out on some of the Mamluk units and other units, and I can also come up with a variety of names. However, I must stress that I am an extremely busy person doing other things, but if you want my help on this then I will devote what free time I get into helping you out. Tell me what you think? Also is there a tutorial on how to edit existing meshes without losing the animation information? If there is then I can also make completely new models for you. I have no animation experience, however, what I could do is to make brand new meshes, and if there is an animator in this group then I could always pass on the meshes to the animator. Tell me what you think!
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Re: Citadel: Total War- The Rennaissance
OI! Constantinople shall fall swiftly no matter what you do for the Grand Sultan Suleiman wishes it to be so! Once the Grand Turkish armies arrive the Hagia Sofia shall be the greatest mosque ever built by christian hands! Come Mamluks obtain your own faction so we may do glorious battle on the plains of the east, but in the end the Ottoman empire shall hold all of the lands on this great earth and we shall rule with justice and fairness over all the peoples of the world!
Good idea about the mamluks and Constantinople, by the way it is Suleiman and not Selim because I plan to take Constantinople before he is Sultan and possible before he is born....
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Re: Citadel: Total War- The Rennaissance
FEMTO: That would be brilliant. We need a graphics guy on the team, would you mind doing artwork as well as skins?
https://forums.totalwar.org/vb/showthread.php?t=39733
Google for 'discreet tutorials' on the web, and it should tell you a lot about modelling with 3ds max. Also, if you get the pack extractor (http://www.twcenter.net/downloads/db/?mod=43) you can look around in the UI folder for loads of different graphics stuff. There is also a whole bunch of textures in there.
This one is also a must if you want to edit RTW models in 3ds max. http://www.twcenter.net/downloads/db/?mod=141
If you look around here (https://forums.totalwar.org/vb/forumdisplay.php?f=77) you will find loads of very helpful modding instructions.
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Re: Citadel: Total War- The Rennaissance
wow, this mod sound excellent!
let me know if you need any help with the history side of things
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Re: Citadel: Total War- The Rennaissance
If you want to help out with history, please feel free to post in any of the research thread.
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Re: Citadel: Total War- The Rennaissance
I've done some faction emblems, check page 1.
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Re: Citadel: Total War- The Rennaissance
Hey thanks for allowing me onto the team. And yes I don’t mind doing artwork too. Anyway, I have to go to work after I have finished typing this. And then I have to go to football straight after work, but when I get home I will get started on something and hopefully have something to show. Is there anything you want me to do specifically first?
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Re: Citadel: Total War- The Rennaissance
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Re: Citadel: Total War- The Rennaissance
Looks like the beginnings of a great mod is in the works here. ~:cheers:
I would do some 3d-modelling.. If I wasn't already busy with VoiceMod for RTR. :dizzy2:
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Re: Citadel: Total War- The Rennaissance
Well why not do both? I can't see why not.
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Re: Citadel: Total War- The Rennaissance
wanted to jump and say if its not to late the the Golden Horde empire fell apart in 1405.
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Re: Citadel: Total War- The Rennaissance
We know that. The game does start in 1402. I know there's only three years, but still.
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Re: Citadel: Total War- The Rennaissance
Quote:
Originally Posted by Silver Rusher
Well why not do both? I can't see why not.
I need enough time for relaxation and time for a social life. etc
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Re: Citadel: Total War- The Rennaissance
What is this "social life"???
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Re: Citadel: Total War- The Rennaissance
Quote:
Originally Posted by Uesugi Kenshin
What is this "social life"???
LOL. As if modders actually have any social life.
j/k. That's perfectly fine, although society really doesn't take up that much time if you think about it. Then again you do have your Voicemod to work on, which I respect.
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Re: Citadel: Total War- The Rennaissance
No really I am interested, what is this strange thing????
I am done now ~D
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Re: Citadel: Total War- The Rennaissance
Another thing is how you're going to control the princess marrying off...
Like would you add it as a diplomatic proposal because the princesses of the royal families would never marry a commoner.
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Re: Citadel: Total War- The Rennaissance
Sorry Tribolute, not possible.
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Re: Citadel: Total War- The Rennaissance
Quote:
Originally Posted by themonkey
I'd like to hepl on skinning but i can't get those god damn DS plugins to work :hide: :hide:
I couldent get the .dds plugins to work either are you sure you are downloading the right plugin? Read the small print something I almost never do. And it should tell you which .dds plugin is for photoshop and paintshop pro
on the Nvidia home website. :duel:
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Re: Citadel: Total War- The Rennaissance
Question; Instead of various Scandinavian factions, why not adding a Kalmar Union?
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Re: Citadel: Total War- The Rennaissance
There's only one scandinavian faction, and that is Denmark.
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Re: Citadel: Total War- The Rennaissance
yo girlfreind lol anyway um i was wondering do you have any release date prepared cus oi truly cant wait for this holy holy holy mod lol oh and if u want id love to bettest (contact me at humvee2800@yahoo.ca) ive beta tested for many many mods for many different games and have got soem exerience in it now
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Re: Citadel: Total War- The Rennaissance
Hmm, there is not currently a release date on the mod. In fact, it may be months before we even decide on one. Anyway, when a beta arrives, we might need you back.
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Re: Citadel: Total War- The Rennaissance
Yup. I think our answer to all of those questions should be, "You will get it when it is done" because that is what we should do. Anyway it is great to see so much enthusiasm about this mod.
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Re: Citadel: Total War- The Rennaissance
I am a noob, and I know nothing about modding, but I can help you with research, or testing. If you want me to help you guys with research, please send me a brief summary of what you already have to my email: pratikray@msn.com-in the subject type modding info. As always I am the friendlyindian here to help ~:)
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Re: Citadel: Total War- The Rennaissance
I will not be around cos of christmas and all that so I will be back for january at the latest ~D ~D ~D ~D
~:cheers:
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Re: Citadel: Total War- The Rennaissance
I will be around so if anybody has questions or info I will probably be able to help.
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Re: Citadel: Total War- The Rennaissance
yhis looks fantastic, i'm no good at modelling but i do now quite a bit on historical armies :book: no bragging, for example, the italians focused primarily on arquebuses/firelock muskets, and the longbow in enlgand was in decline but still used, France was incredible with cavalry and spain was focused on pikemen/halberdiers
will you include the discovery of america?
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Re: Citadel: Total War- The Rennaissance
Unfortunately actually having the Americas and other areas in the mod is restricted by RTW's engine, but we will be including it as an "event".
If you wish to contribute to historical army research, please post in this thread: https://forums.totalwar.org/vb/showthread.php?t=39947
Thanks and welcome to the ORG,
SR
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Re: Citadel: Total War- The Rennaissance
Hi Silver Rusher
The mod sounds cool and i'd love to help. I have a bit of knowledge on the military tactics and armies of the time... I could do some research too.
my email is dark_shadow89@hotmail.com
piece of info #1:
From what i've read armies at this time (1500s) were massive pikemen armies (swedish & swiss). Guns were still pretty primative, with arquebuses and early muskets. Soldiers still wore armour too. I've thinking u could convert the hoplites in RTW to become pikemen - just take away the shields.
thats all...hope i make the team...
dark_shadow89
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Re: Citadel: Total War- The Rennaissance
Hi, SilverRusher is no longer very active on the forum. I have been elected the new team leader. I will send you an e-mail.
Can you model?
Can you do any sort of 3D or 2D work?
Other than that we have pretty much everything covered I think, but more help is always welcome.
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Re: Citadel: Total War- The Rennaissance
hi team leader
you said that you covered almost everything
how are you going to represent the papacy ?
its going to act like the senate ? or like the papacy in mtw ?
there is to be several german states or one h.r.e. ?
besides , good luck
:book:
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Re: Citadel: Total War- The Rennaissance
The papacy is going to be like the senate, and will influence the Italian states. There will be one HRE and I believe there were some ideas as to how we could make it more historically accurate, but I do not know if we decided on one.
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Re: Citadel: Total War- The Rennaissance
hi
ok
please make it several german states
the largest conflicts of the era were between the german states
the hre was just a frame with no reality
one german state was making alliance with the franch or english against another german state
the hre did not have a singel policy , to the contrary
:book:
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Re: Citadel: Total War- The Rennaissance
I think the the Habsburgs are the playable faction. So the player will control those provinces that belonged to them. All the others will be 'slave' faction. Really dumb way of doing it but unfortunately the only one as CA didn't give us the option of unlimited (or at least a very high number) factions. Even worse, we can't even change the culture they belong to so we had to fit our faction list to those demands.
I'm not really sure what is the final decision, if we get HRE as a unified country, I think that's a valid way of doing it as well. After all, the CA used the exact same aproach in MTW. May even solve some problems we would otherwise have.
If it were up to me, we'd have all the electoral princes and bishoprics. But it's not. Live with the pain. ~D
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Re: Citadel: Total War- The Rennaissance
outch...
but if every slave faction in the hre should have a diferent name , color etc ?
is there a problem in the ai of the slave factions ? ~:confused:
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Re: Citadel: Total War- The Rennaissance
Why not Get rid of Aragon, I know they were a semi-major faction in this time period, but Castile merged with Aragon in 1485 or something like that, and replace them with the Northern German Alliance and make the Hapsburgs name, Hapsburg Germany, and make Bavaria rebel, but have really powerful armies, to make it almost like a faction. This way, it would more realistic, because you would have the main focus on France, Germany, and Italy, the main areas of the Renaissance, and it also means that you could add in the Historical Battles, some battles from the 30 Years War. What do you think?
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Re: Citadel: Total War- The Rennaissance
Don't forget Turkey, they had Europe in a constant state of fear through much of the time period. I do not know, Y and Saranalos may know more. I definately think Aragon was a side faction compared to Germany though.
I still wish we could squeeze Ireland in...... But we should never do that at the expense of a kore important faction.
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Re: Citadel: Total War- The Rennaissance
Well, to compensate for Aragon, We could always change the Knights of St. John to Aragonese Naples, and making it subject to the Pope. That way we still in a sense have Aragon, and it means that the Pope won't conquer all of Southern Italy. But I do think we should spilt Germany into two though.
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Re: Citadel: Total War- The Rennaissance
That would work well.
What 2 German factions would we have? One should definitely be the Habsburgs. What about the other?
HOw about the House of Luxemburg? Sigismund of Luxemburg was the emperor in the beginning of the 15 th century?
On the plus side, there are no new units - both German factions can have the same roster.
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Re: Citadel: Total War- The Rennaissance
Look at your inbox. I sent you a suggestion.
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Re: Citadel: Total War- The Rennaissance
hi modder
again , the germans should have several states , 2 , 3 , 4 of the 8 electors
all the german factoin should have the same units , buildings ets
you should only focus on the names , collors , flags ets
looking forward for the mod and your desitions
:book: ~:handball:
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Re: Citadel: Total War- The Rennaissance
Dude, we can only put in so many factions. f you want all the electors, then we have to cut out almost half the factions. In any case the diplomacy options are not nearly complex enough to do justice to such complicated and subtile relations so even if we add that many german factions you'd probably be disappointed in the end.
Weren't there 7 electors, 4 princes and 3 bishops?
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Re: Citadel: Total War- The Rennaissance
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Re: Citadel: Total War- The Rennaissance
Having two german states seems to be the best way to go. Anymore would be taking up too many slots and any less would not give any sense of the geopolitics of the time.
I know a lot about the east during this time period but not much about Aragon or the knightly orders, does anybody know if that would be appropriate?
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Re: Citadel: Total War- The Rennaissance
Quote:
Originally Posted by Uesugi Kenshin
Having two german states seems to be the best way to go. Anymore would be taking up too many slots and any less would not give any sense of the geopolitics of the time.
I know a lot about the east during this time period but not much about Aragon or the knightly orders, does anybody know if that would be appropriate?
Well, my idea was that we could have three. But, if you think two is the best way to go, then you should make Saxony the state for these two reasons:
1. They are in the North, and the Hapsburgs are in the South.
2. They were one of the two major German states of this period.
But this was my idea: Change Aragon to Saxony. Change HRE to Bavaria. Keep Hapsburgs. Change Knights of St. John to Naples(as they only had Rhodes). It is a shame about Aragon, but Castile merged with them in 1485 or close enough. But if we included Naples, they could have half-Spanish half-Italian units, as Naples was Aragonese for most of the Period. I do think we should include Naples at the expense of the Knights of St. John. Because they only held Rhodes, and it would be silly to have them in, because the Turks would rule the sea, and they need to fight to expand. And they didn't last long against the Turks. But having a half-Spanish half-Italian miltary faction would be COOL!
Oh, and and a thing about the Papacy: Instead of missions for the Italians to do, why not make it Crusades against the Turks or Moors. Give them 20 or 25 turns to complete it, and make the rewards substantial for success, and the punishment brutal for failure.
Any Comments?
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Re: Citadel: Total War- The Rennaissance
Would work and I like it.
But we have to make sure that we choose the most powerful houses. I know the Habsburgs were that, but the other two I have no knowledge of. Were they both electors?
We have to choose electors, plus i'm still in favour of the Luxemburg as they were quite powerful at the begining of the period.
But in principle I agree. It would save us the hassle of yoe another minor faction units.
Great idea about the crusades, but is it possible?
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Re: Citadel: Total War- The Rennaissance
Great news the patch is out and it includes a battle map editor and all the wonders are viewable in battlemap view as well see....
http://img234.exs.cx/img234/7131/00305kw.jpg
plus if you need the patch you can download it here http://downloads.grey-wolves.net/rtw..._1.2_Patch.exe it worked fine for me although the one over at the offical site didnt.
So now we should be able to get to work on those historical battles. We could release a demo with 2 or 3 historical battles in it as a taster? ~:) :balloon2: :balloon2: :balloon2:
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Re: Citadel: Total War- The Rennaissance
Quote:
Originally Posted by Yggdrasill
Would work and I like it.
But we have to make sure that we choose the most powerful houses. I know the Habsburgs were that, but the other two I have no knowledge of. Were they both electors?
We have to choose electors, plus i'm still in favour of the Luxemburg as they were quite powerful at the begining of the period.
But in principle I agree. It would save us the hassle of yoe another minor faction units.
Great idea about the crusades, but is it possible?
Saxony was an elector, but Bavaria was an independant knigdom, so it seems fair to have both of them in. I don't know about the Crusades, but I hope it could be done.
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Re: Citadel: Total War- The Rennaissance
Does anybody think Knights of St. John and Aragon should be kept in instead of these German states?
Is there any unit variation between the German states?
If there is not are they very different in size and power (aka will one of them walk all over the others)
Do people have any other factions they would like included that we have not yet discussed?
The faction i would love to be able to include is Ireland, but unfortunately there is not enough room from what I know. Too bad there are hardcoded limits.
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Re: Citadel: Total War- The Rennaissance
The reason why the 3 knightly orders makes sense is that they are the best way of dealing with the "senate and 3 roman factions" problem.
I'm not sure how much of this has changed in the patch, but my understanding is that due to the fact that cultures have a maximum number of factions in them, if you dont want factions to recieve senate missions (or papal missions, if you prefer for the purposes of the mod) then they have to be in the non-roman culture group, if you dont want any nation to recieve those missions, you cant have anything in that cultural group (apart from your senate replacement, the papacy). IMHO, bad waste of 3 slots!
If your happy for the Knights of St. John's replacement to be getting missions, then thats fine, or juggling arround with the other groups so that some other faction gets them instead. Its just one of those stupid things you have to consider.
Of course, 1.2 may have changed that all... you never know! Or atleast, I haven't been bothered to take much notice.
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Re: Citadel: Total War- The Rennaissance
Well, I think it would be historically accurate to include Saxony and Bavaria. Why should we include a faction that only has Rhodes! We already decided to change it to the Italian States for the Pope/Senate relationship. Anyway, could you post a poll and see what people think?
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Re: Citadel: Total War- The Rennaissance
Will do. It would be a waste of three factions. Everybody make sure you vote in the poll!
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Re: Citadel: Total War- The Rennaissance
Hey! It says I can't vote! Why can't I?
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Re: Citadel: Total War- The Rennaissance
Also, how come I am only a junior member?
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Re: Citadel: Total War- The Rennaissance
Hello everybody!
I said before that I would be not posting very frequently, but as you can plainly see I am not posting at all. The reason? I have given up modding RTW. In my opinion, MTW is far, far better a game for modding, and so I am going back to that. I wish you all the best of luck in keeping this mod going, and I will send all the files that I had previously worked on to Uesugi (although Uesugi, you might want to start again on the campaign, because no matter what I try I just can't get it to work)
Expect to see me soon with my new in-progress mod, TOTAL VI! And maybe I will even continue work on the CTW mod for Medieval I had previously planned, but after the Total VI mod is finished.
Thanks and good luck once again,
Silver Rusher
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Re: Citadel: Total War- The Rennaissance
Quote:
Originally Posted by Silver Rusher
Hello everybody!
I said before that I would be not posting very frequently, but as you can plainly see I am not posting at all. The reason? I have given up modding RTW. In my opinion, MTW is far, far better a game for modding, and so I am going back to that. I wish you all the best of luck in keeping this mod going, and I will send all the files that I had previously worked on to Uesugi (although Uesugi, you might want to start again on the campaign, because no matter what I try I just can't get it to work)
Expect to see me soon with my new in-progress mod, TOTAL VI! And maybe I will even continue work on the CTW mod for Medieval I had previously planned, but after the Total VI mod is finished.
Thanks and good luck once again,
Silver Rusher
Well I feared this would happen. No screenshots of the campaign map, no Campaign map done! notice, no sign of Silver for ages... Needless to say this changes a lot. Not so much because Silver gave up, but more because he admitted that the campaign map doesn't work. So we're back at the beginning, only this time short of a modeler. Silver could have contributed a lot, especially since he uses Photoshop and can do campaign graphics. With no sign of other graphics guy, this means we're down to one graphics modeler and in serious trouble. Any hope of recruiting additional people to join is now gone, since the originator of the mod and a person who should have been a major contributor just quit on us. So what do we do now?
There are three possibilities. One, which I hope will not happen, is that we call it quits, pack and go home. I really hope this will not happen, I've invested a lot of time into this, and GodsPetMonkey especially, some of the models he made are fantastic. Of course, if he decides he's had it, then it really is over. And I can't blame him if he does, since he's the only one doing some work right now, and the ONLY graphics modeler that we have.
The other option is that we go on as we have sofar. Continue working on the campaign map with somebody else doing the map, and hope for the best. I have to say, that it seems to me that this would only result in a slow but irreversible decline in tempo, interest and enthusiasm for the mod, and that eventually it would also die.
The third option is a new direction in developement. For too long we have made no progress. I think a reassesment of what is and what isn't possible is in order, and that we temporarily suspend all work on the campaign part of the game and focus on developing the units and everything associated with them so that we, if all else fails, manage to finish and implement a new battle time period. In other words, let's just do the battle part of the game, new factions and their units, new weapons, animations and sound, some new walls, new unit info and 2d images, and new faction flags, publish that so that we can play custom game and historical battle scenarios and then perhaps, continue working on the campaign if we feel like it. Perhaps then somebody will join our team.
It this case, we would all have to roll up our sleeves and do some work concerning graphics. Given the limitations (we all have lives outside the mod, as I have been painfully aware for the past month) and few members in our team, this seems to be the only realistic option. Redoing the campaign (with its associated graphics, both 3d and 2d, buldings, info, events, vices and virtues, retinue, wonders, music, sounds... the list goes on...and finally debugging, which is the most difficult part, as Silver has just proved to us all), is a bit too much for us to swallow. In the end, slow progress would frustrate us all, and the whole thing would end in a disaster.
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Re: Citadel: Total War- The Rennaissance
I think its a sad thing that Silver has decided to give up on RTW in general, and CTW in particular, though I can understand your frustration with the engine at times, you were a driving force and capable modder.
But I don't believe in leaving cause things arnt going my way, so don't worry about me Yggdrasill! I'm not going anywhere, but I do agree we need to speed things up a little. The direction we head in now is of little concern to me, either way 3D units are needed, but I think your right that just getting the battle side of things done would produce something concrete and working much sooner.
And, while I agree the desire for more 3D artists is important, they are a very rare commodity (especially seeing most mods dont have ANY!). Its as important to find other who can help make the mod a reality.
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Re: Citadel: Total War- The Rennaissance
I'm not so much giving up, more accepting the fact that the RTW engine just is not nearly as good for modding as the MTW engine, and that going back to modding MTW is probably just better, for it is easier and more effective. The limits of RTW, like the limit on the factions you can have etc. is essentially what completely puts me off this game. In fact, I have started to find I don't really even like RTW that much, it really lost my hooking. MTW was great because it really made you feel as if you were actually in the shoes of a true medieval king, and modding it holds much more promise.
I'm very sorry for having to leave now, and like I said, it isn't about me giving up on this mod in particular (if the RTW engine was better to mod I would stay with you guys right up until the release) but rather on Rome's modding capabilities. Sorry, and I really mean it actually. I'm going to miss working on this mod.
Silver Rusher
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Re: Citadel: Total War- The Rennaissance
I posted a reply with a bit of the info in the RTW heavengames thread, to try to attract more modders. And PLEASE vote everyone!
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Re: Citadel: Total War- The Rennaissance
Sorry to see you leaving CTW for good Silver. Good luck on your MTW mods.
Members are the only ones that can vote.
I have zero artistic talent, so I can work on anything but modelling, I can work on figuring out unit stats/lists whatever, but if anyone on the team has artistic talent, even if they have not modelled before they should give it a try and see if they can make good unit models. If you want to try it out I believe there are free modelling programs on the net, though they are very basic. That might help you get an idea as to whether or not you want to model.
Silver, could you send the data to citadeltotalwar@hotmail.com, my hotmail account is down for now. Everyone else I will start writing my name at the end of everything that I send from that e-mail account, sorry for not doing it to begin with. I am going to be using it instead of my other account until I get that fixed, I only use it for this mod anyway so it will not be a problem.
Long live CTW!
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Re: Citadel: Total War- The Rennaissance
Need anymore faction units' names/equipment? I can easily provide any of these that are needed. Oh, if there are 3 German factions, I think we should give each German faction one unique unit if possible. Or, change the availibility of the units, so one is infantry based, the other pikemen based, and the other cavalry based, or something like that to make it feel like different factions.
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Re: Citadel: Total War- The Rennaissance
Farewell Silver Rusher! Hope you have success with modding Medieval!
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Re: Citadel: Total War- The Rennaissance
I posted a thread in RTW Heavengames, asking all modders to help. Already there is one wanting to help. I posted the sites address, and told him to pm you Uesugi Kenshin.
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Re: Citadel: Total War- The Rennaissance
Thanks, it would be great to get some more help. I don't know about making 5the German factions different, we need to find out if there were historical differences between them.
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Re: Citadel: Total War- The Rennaissance
No no significant differences, maybe only a few units that were specific to certain regions might appear in the armies of neighboring German factions but the core of the army was the same.