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  1. #1
    Member Member Revenant's Avatar
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    Default Project

    Hello!

    When I was playing MTW, the mod i was enjoying the most was WeSW MeDmod, even if it was never totally finished. I think he introduced several revolutionary ideas there, which were then used in the most successfull mods of RTW like EB and RTR.

    I was playing his mod, massively changed for my taste, of course, even when I already had RTW and MTW2.

    I planned to release something based on his work, but suddenly, year ago, my computer went down and I bought a new one... Sadly, MTW do not work with my new graphic card at all. So I stopped the work.

    Some time ago, I bought a new notebook and realised I can run MTW on it.

    So I want to finally release something based on MTW.

    I have one problem though. As I want to include some things included in the last version of MedMod (like map and economic model which I like the most), i need to know how is it with author rights here. I tried to contact WesW several times, but without success. I know he had some serious health issues before and could not use computer for some time. And I even do not know if he still use his old email and his site at Apolyton :

    http://wes.apolyton.net/

    So if anyone knows how to handle this or how to contact him, please, tell me.

    Rev

  2. #2
    Member Member Revenant's Avatar
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    Default Re: Project

    Now to what I want to accomplish:

    The mod aims for the same timespan as original MTW, so roughly 1100 - 1450

    Factions:
    should be the same as in original with the addition of:
    Ireland, Scottish, Portugal, Sweden, Italians splitted in two (Genoese and Venetians), Crusader States, Teutonic order, Lithuanians, Khazar or Cumans, Kievan rus and some balkan pagan faction

    not all factions in all eras, of course

    some of them are there to create competition to where there was none before, like Scandinavia, British isles and balkans.

    Units:

    HOMELANDS
    This is the aspect of MedMod which characterized it. All factions should have complete unique troop tree and those units are recruitable only from some provinces, characterised as homelands. So no english longbowmen trained in Bohemia, for example. This troops should reflect which units they really used and how good they were. There should not be complete balance in this. Some countries simply had better armies in some times. And the player should be pressed to use the units the faction was known for. This would create better replayability, as some factions should be played differently than others.

    Because this approach needs a lots of units in datafiles and as MTW unit datafile can only have a finite number of units, there is no place for redundant units. All units should have an exact place in faction roster and be used as such.

    PAPER/ROCK/SCISSOR:
    Melee oriented units should be put into one of three main categories: infantry, spearmen and heavy cavalry. Cavalry should beat infantry, infantry spearmen and spearmen cavalry if all is equal (like units are from the same tier, era and all is on flat plain, and combat is front to front). This fact shoud be there to ensure the diversity of units on the battlefield. And computer cannot handle some tactics human can, like forming hard CC infantry into thin line which can envelop spearmen and butcher them for example.

    In late era, polearm will appear and so the introduction of kinda universal infantry, capable to defeat both spearmen and cavalry.

    Some factions would have clear advantage in some troop types. For example, french knights should be superior over other nations heavy cavalry, and the same is with english foot knights and bowmen.

    BOWS:
    more types of different bows, like composite bow eastern factions would use

    MAP:
    I would like to use the last version of map MedMod use, because it has a lot of great features, like better defensibility of Constantinopole and better provinces layout in some areas, like Spain.

    But there is the problem I mentioned in the previous post.

    BUILDING TREE:
    Because of some issues with units, some buildings should be marked as unique. I too want to greatly simplify unit production tree of buildings. To probably only one ladder of buildings, like in EB, with the addition of horse breeders ladder for cavalry. I also want to remove valour bonuses from the top tier of buildings, you should be able to create more advanced units instead and the bonus did not work as intended. There will be more changes to buildings.

    HISTORIC ACCURANCY:
    I want to folow it whenever possible. But I simply do not know everything. Its because some nations warfare is well known and there are a lots of books about it, but but some nations are unknown for me. I especially cannot put together historical Holy roman empire unit roster, 1100 AD Byzantines, Spain, Poland and Hungary. So if anyone can or want to help, I will be glad.


    So, those are my plans. I do not know if anybody is interested in such mod, but it will be fun for me to put it together and i will do it, if only for myself:)

    If anybody is interested in helping me, I much appreciate it. I am mainly interested in artists who can make unit icons, know how to work with troops animation as I am totally inept in it.

    I can work with files otherwise, but graphic is not my playgroud.

    Rev

  3. #3

    Default Re: Project

    Can it run on MTW vikng2.0??I want to know

  4. #4

    Default Re: Project

    Greetings Revenant, did you try contacting WesW here at the .org or emailing direct from the link on his site?

    The MedMod is a great starting point on which to base any mod, so I wish you every success with that.

    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  5. #5
    Member Member Revenant's Avatar
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    Default Re: Project

    Quote Originally Posted by Cynewulf View Post
    Greetings Revenant, did you try contacting WesW here at the .org or emailing direct from the link on his site?

    The MedMod is a great starting point on which to base any mod, so I wish you every success with that.

    I tried both, but to no success...

  6. #6

    Default Re: Project

    Incredibly interested in this.

    You'll have at least one happy play-tester should you decide to continue...

  7. #7
    Member Member Revenant's Avatar
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    Default Re: Project

    A few words about units, the most popular faction today:)

    Like in original MedMod, some units will become absolete, once the faction stopped using them and sometimes because of balancing or certain combat style focusing aim.

    In reality i should use Knights as superior heavy cavalry and men at arms, which are heavy cavalry with no knighted members and lesser quality equipment. It will create need for a high number of units with similar roles... So there is usually only one type of heavy cavalry per era, but older knights are usable still. You can think about them as men at arms when new knights are available.

    Bodyguard units are best knights usually, thats for all faction. Some factions would have elite infantry as BG instead.

    ENGLAND

    In the early era, the main strength should be heavy Norman knights with the support of spearmen and the Foot Norman knights. The foot Normans are there mainly for siege battles, but are good infantry nonetheless. The archers are average yet.
    In High era, the focus should shift to better foot troops, and archers with the introduction of longbow. Knights are average. No new spearmen.
    In late era, the One hundred years war english army will arise. Its characterised with excellent foot knights armed with short polearms and longbowmen which have good close combat capability themselves. There are also billmen, defensive polearm unit. Mounted knights are slightly below average.

    Early:
    Norman knights (superior feudal knights) - only Early
    Foot Norman Knights (superior feudal MAA, small unit) - only Early
    English spearmen (feudal sgts)
    English Bowmen (standard archers)
    Muntators (light cavalry with javelins) - i am not sure about this unit

    High:
    English Men at arms (chivalric MAA)
    English Chivalric knights (standard Chivalric knights)
    Welsh Longbowmen (bowmen with the longbow, but with poor CC stats)

    Late:(all early units nontrainableexcept Muntators)
    English Foot Knights (something resembling Chivalric foot knights but with short polearm and better stats. Bodyguard unit of this era)
    English Longbowmen (superior Longbowmen)
    English Late knights (weaker late knights, similar to lancers and such. Very limited AOR, they lack lance, to make them weaker in charge)
    Billmen (large block of defensive polearm AP infantry)

    ---------------------------------------------------------
    short polearm - AP, but no bonus vs. cavalry
    Both English foot knights and English longbowmen should have some small bonus vs. cavalry inherently.

    -Rev
    Last edited by Revenant; 01-08-2009 at 23:26.

  8. #8
    Member Member Revenant's Avatar
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    Default Re: Project

    Quote Originally Posted by leosp View Post
    Can it run on MTW vikng2.0??I want to know
    Yes, It can, I run it on Viking invasion.

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