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[table 1 1 1]Attention:
The lists posted at this thread are outdated. Please check the newer namelists at our temporary forum. Thanks![/table]
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Hello all wise modders of the guild, and the rest of the patrons alike
After months of elementary study, weeks of hard work and plenty of frustration, I'm glad to announce the official launch of my Modlet I.
I have decided to name it a modlet because, compared to all the great stuff being cooked my seniors (in modding), it's but a collection of little yet hopefully effective and enjoyable modifications/corrections/enhancements to the game.
This project has been an adaptation and learning process for me to handle more involved mods.
CONTENTS
Modlet I consists of three core elements:[*] Basic tweaks to enhance the effectiveness and rationality (some would prefer realisme or accuracy) of gameplay. These are basically taken from here and there. I have to credit frogbeastegg since I followed her suggestions about projectiles fundemantally, making minor changes myself; Kekvit Irae, for copying her way and making Almughavars a trainable unit exclusive to the Aragonese with exactly the same tech requirements as hers; the community in general (I think) for removing the silly landbridges, increasing farm income for most provinces so on so forth...
[*] Correction of naming. I have struggled to make several faction, person, province and unit names historically and locally more acceptable if not hardcore accurate. Because the provincial partition of the game hasn't been changed and no new factions/unit types added/present ones removed, that's a compromise. Some choices I have made will most probably cause debates amongst our valued historians and their suggestions/ideas will always be welcome even if not necessarily applied. My basic principal has been using what the peoples represented in the game preferred defining themselves and their land but that had to be compromised at times. My gratitude to PseRamesses and Tricky Lady for their help and encouragement at this stage.
[*] Reworking of unit availability. Ship building has been reorganized geographically, as opposed to the game's factional/religional approach, which was incorrect. A similar way has been taken for land units. They have been classified and made available according to their attributes. This idea is not unique to me either. Besides countless modders, Duke Surak'nar, my friend and brother in the LIB, should be credited for geographically available local units approach.[/list]
DETAILS
Basic Tweaks:
[*] Projectile stats have been altered;[*] Landbridges have been removed;[*] Game end has been extended to 1648 (Treaty of Westfalen) in anticipation of a future project. (Hint);[*] Farm income has been increased in many provinces;[*] All faction behaviours have been set to CATHOLIC_DEFENSIVE/CATHOLIC_EXPANSIONIST, ORTHODOX_STAGNANT and MUSLIM_PEACEFUL in a hope to help decreasing the conquest frenzy.[*] Maybe other things that I cannot remember at this time.
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[/list]Unit Reorganization:
A) Ships:
Coastal provinces have been organized in four groups: Nordic, Atlantic, Mediterranean and African. Each one has a unique shipbuilding tech tree, regardless of its owner. For example, any faction holding a Mediterranean/Pontic coastal province will be able to build Galleys et al while it will have to stick to Dhows and upwards at the African coastal...
B) Land units:
Land units have been classified according to their character as local, unique and cultural.
Local units are those that are special to their geography (such as the Nubian Spearmen, Desert Archers, Bedewi Camel Warriors, Steppe Cavalry, Genoese Archers, Hay Heavy Cavalry, Swiss Pikemen, Longbowmen etc.) and can be trained by any faction holding their relative provinces.
Unique units are faction specific and can only be trained by their respective factions. Muwahhid UM, Almughavars, Kataphraktoi, Yeniçeri troops are examples to this case. Some unique units can be raised by their faction anywhere (Muwahhid UM, Ottoman Infantry, Roman Cavalry) while others are restricted to certain realms. To that effect, provinces have also been classified.
Cultural units are unique to certain faction sets. For instance, all Feudal and Chivalric Units are available only to feudal Catholic factions and can only be trained in feudal lands.
Naming Edition:
Below is the list of altered faction names:
The Muwahhids
The Romans
The Danes
The Egyptians
The English
The French
The Germans
The Italians
The Polski
The Russians
The Spanish
The Turks
The Aragonese
The Burgons
The Mongols
The Magyars
The Republic of Novgorod
The Papacy
The Sicilians
The Swiss
Provinces:
Scotland
Northumbria
Mercia
Cymru
Wessex
Ireland
Norge
Sverige
Danmark
Suomi
Novgorod
Moskva
Livonia
Smolensk
Ryazan
Chernigov
Lithuania
Pereyaslavl
Volga-Bulgaria
Khazar
Kiev
Krym
Volhynia
Prussia
Bogdan
Erdel
Wallachia
Bulgaria
Magyarorszag
Polska
Pomerania
Brandenburg
Silesia
Cechy
Sachsen
Friesland
Flandre
Normandie
Bretagne
Franken
Lotharingien
Champagne
Ile de France
Anjou
Aquitaine
Toulouse
Provence
Burgogne
Schwaben
Bayern
Switzerland
Tyrol
Österreich
Hrvatska
Srbiya
Peloponnesos
Konstantinopolis
Kriti
Rodhos
Sakartvelo
Hayastan
Rum
Kilikia
Ruha
Trebizond
Nikaia
Asia
Kypros
Antiokheia
Suriye
Trablus
Filistin
Nejd
Sina
Masr
Berqa
Sahra
Ifriqiye
Jezairiye
Magrib
Grnata
Qurtuba
Portugal
Leon
Castillia
Belensiye
Navarra
Aragon
Corsica
Sardinia
Liguria
Lombardia
Veneto
Toscana
Di Stati Pontifici
Lazio
Campania
Malta
Sicilia
The entire name lists for the Muwahhids (ex Almohads), the Turks and the Egyptians have been rewritten while that of the Romans (ex Byzantines) has been radically reworked to get rid of the Latin (Comnenus) and English (John) forms. Btw, Bulgaroctonus has been removed from the list and Macrembolittissa has been restored to the proper masculine form of Makrembolites. Hasan e Sabbah has been removed from the Turkish heroes list, so has Ibn Teymiyye from the Egyptian one. Ysevolod has been corrected as Vsevolod in the Russian/Novgorod list. The Sicilians will no more have Scots names (credit: Tricky Lady).
Several unit names have also been altered.
The campmap textures will be edited to reflect the naming alterations soon.
Please discuss about this basic outline so that I can make as stable a beta release as possible.
Cheers
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