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  1. #1
    Megas Domestikos Member AnthoniusII's Avatar
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    Fante Di Marina (Venetian Archers)

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    Megas Domestikos Member AnthoniusII's Avatar
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    A new quote message added tp the mod.
    ‘...they advanced against you, iron­-covered - one would have said that they advanced on horses which seemed to have no legs'.
    Muslim chronicle , describing Roman (Byzantine) cataphract charge.

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  3. #3
    Megas Domestikos Member AnthoniusII's Avatar
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    Islamic final rosters soon in previews.

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    Megas Domestikos Member AnthoniusII's Avatar
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    I am happy to announce that version 0.98 C began to build.
    For 1st steps we added start_map models for Rus (settlements , PSFs and watch towers). Byzantine settlements with less KBs to make the game "lighter". Slavic watch towers.
    The next step is to start finalise the Islamic Rosters starting from each faction's unique ones and the proceed with the common ones.

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    Megas Domestikos Member AnthoniusII's Avatar
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    A prelude of what to exect soon.
    The Islamic faction rosters are a mix of old and new models and in varius caces woth simply cloned ones.
    What to expect: Just like the Roman Empire after PAX ROMANA that Roman citizens prfered the civil life from the military career with few exeptions , the Islamic Chaliphate of Damascus that expanded from Spain to India was devided to a numerus Emirates. Those Emirs though were defacto intipendent despite teh Chaliphate's efforts to control them. So each Emir will try to become teh Chaliph in the place of the Chaliph and unite the Muslim World under his banner. The Emirates had some simularities and some diffrences. For instance they had the Arabic population that was the 1st wave of the Muslim expansion. Then they had the local poulation that embreced Islam and offered its duty with soldiers even nobles. Those people devided in two categories. The first will be the unique units per faction and the second the AOR units that will be available for every Muslim Ruler. The last category of warriors will be the slaves. IN that case the player when he will buld the 1st Slave Market that will give income will have to chose two paths for the 2nd upgrade. The 1st will be a greater market aka more money and the 2nd a Slave Barracks taht will provide light or medium status warriors that will be cheaper than teh rest of the other soldiers but with weaker morale.
    Coclusion:
    Each Islamic FACTION consists:
    The Emir's Pallace units (that include unique units but in few cases common with other faction).
    The Arab origin warriors called to arms if nessasary well armed because as traders have access to good quality of armors and weapons.
    Unique Units per province (Beduin or Berber or Armenians) work both as AOR or mercenary Units.
    Unique Nobilty per province (Turkish Ghulams, Berber Nobles Arabs Nobles).
    Slaves.

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    Megas Domestikos Member AnthoniusII's Avatar
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    Arab common unit sample 1 .

    The unit is based on earlier work by Koultouras replaced the heads made by Razor , adding new arms and shadows in the texture layers.

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  7. #7
    Megas Domestikos Member AnthoniusII's Avatar
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    The progress on the Arabic common units continues.

    For those that have played with the cirent version of TGC the diffrences are:
    New heads that allow to separate beards from helmets.
    More turban shapes varietion.
    No more 3d waist belt to allow addition of other 3d belts for sword scabbards, arrow quivers etc.
    New heads made by Razor .

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