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  1. #1
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    With the release of the coming PMTW 2.0 you will see a new campaign on the British Isles - English Civil Wars.

    Beginning

    After the battle at Marston Moor and the start of Montrose's revolt in Scotland.



    * Isle of Man will be given to the Cavaliers - the rest will stay this way.

    Factions


    Cavaliers


    Beaten at Marston Moor, but not yet broken. Montrose will distract the Scots and after the army recovers from the last defeat the roundheads will feel the full power of the Cavalier horsemen !


    Roundheads


    The north is cleared from the enemy, but he is still dangerous. Defeat him and watch out for the Scots and the Irish.


    Covenant Scots

    You have to beat the rebels and later use the fact the English are fighting each other.

    Irish Confederates

    Clear Ulster and get rid off the English invaders. Can you dare for more ?

    Ulster
    - unplayable

    Will act as a notable distraction for the Irish




    FEATURES

    Minimalised techtree.

    Recruitment tags - you have a limited number of structures to rise troops - some of those special.
    Easy and cheap to build or re-build allow rising soldiers for your cause.

    Differences in importance of a province, its wealth, support of the population to your cause and finally the factor who actually rises them - all affect the speed of recruitment and the size of the units you can get.
    This means that London acts as a real powerbase for the Roundheads where they can rise large units of infantry much quicker than Cavaliers if they ever grasp the capital.
    This means that even if the Cavaliers manage to push them to the south-east corner of England they will still have the ability to recruit large armies.


    Recruitment tags are limited to:

    - 3 for the Irish (one special),
    - 4 for the Scottish (one-two special),
    - 7 for the Cavaliers (5 special),
    - 9 for the Roundheads (2 special),

    see some of them if you like here:

    Irish



    Scottish





    Cavaliers








    Roundheads









    The system of recruitment points such as those will be used in the main europen campaign for the PMTW 2.0 - to represent nomadic nations.




    I will show some screenshots from the ECW campaign later.

  2. #2

    Default Re: XVI -XVII mod

    i have seen how random the ottomans are on one of my games were huge!!! but within 10years were only in armenia on one game they were taken out by venice within 8years

  3. #3
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Finally something interesting to show.


    Mounted Pikemen

    When marching, fighting or standing still they do not use their steeds.




    But when they need to move quickly they mount the steeds and re-deploy quickly.



    Present in the new campaign Lion of the North and available to all German factions ( Hapsburgs, Bavaria, Brandenburg, Saxony, Palatinate, Munster, Hessen, Pommern, Courland) + for Bohemia and by the German Petty State for those factions which can create one (e.g. Poland or Spain).

    The unit will be excellent for those who like cavalry armies - together with musket armed dragoons these dragoon pikemen will be able to create a defensive line wherever necessary.

    Their main flaws however will be small numbers (50 men), slightly weaker stats and the inability to fight well in forested areas (have horses which cause such problem).

    I am quite proud of this unit - it required some cunning approach to create this hybrid.

    More later.

  4. #4

    Default Re: XVI -XVII mod

    wow! thats a great idea! can you show some other new units?

  5. #5
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Here is something els


    The idea is useful for mods using areas of recruitment or homelands so its use might be limited.


    Basically I tried to represent the horde from RTW in the older MTW VI engine.


    So we have those zones of recruitment limiting the number of provinces which can rise soldiers, but for mobile societies of nomadic nations it seems somehow unfair.

    I decided to replace the zones by more sophisticated design - a certain ( e.g. 5) number of UNIQUE (so only one each) buildings.
    Each building can rise soldiers, but the number will still be small enough - because there are only 5 such buildings only 5 provinces can rise units of fleet-hoved nomadic cavalry.
    Because there are only 5 such places we can ABANDON the restriction of the areas of recruitment and allow recruitment everywhere !

    Now there is another thing to remember - the structures should be cheap and easy to build (for example 250 florines and one turn to erect one) so creating one will never be a problem.

    So we have a situation when we have 5 provinces, each with one camp , but later our empire conquers more. New provinces in new areas which in would be away from our area of recruitmen, but now it is no problem - simply destroy whatever camp/-s you need and buid it anywhere you like.

    This way your recruitment centers follow your army - exactly as a nomadic nation would do. Because you have a limited number of those you will never create oversized army larger than it would be in reality, but also you would have the soldiers where they are necessary.




    There are numerous possibilities to explore:
    - 2 level camps with the second level as more permanent settlement which would allow recruiting more advanced soldiers,
    - mixed recruitment - some units from the camp, some from the original homeland,
    - camps can be limited by a certain resource e.g. called grassland so will be possible to create only in certain provinces where the grasslands were more suitable to the nomadic horde's needs,
    and many, many more.


    So in general the idea has its obvious advantages:
    - allows to create mobile empires, nations on move which will never be too large,
    - improves looting income because the omads will not need too many buildings on their own and can burn and destroy everything else (if allowed),
    - nomadic faction will be harder to eliminate, because it can always re-build its camps somewhere else, it has no real homeland and doesn't need too much to create an army after all,


    Of course nothing is without certain flaws:
    - the AI never destroyes what it built so they will not benefit from the idea too much,
    - the AI might decide to build ALL camps in one place too... Fortunatelly the risk can be lowered by giving CATHEDRAL_INCOME to every single one and the AI has a hardcoded limit of such buildings possible to rise in one province - this way it will never construct too many in one place.
    - the camp still needs a sort of a castle in the same province, but one level fort is enough. I suggest to allow building such structures in one turn's time.
    - finally it might be a good idea to rise the number of soldiers in nomadic units because the army might be seen as too small by the human player (when he fights against it) - from my experience I can propose 100 men for each unit of cavalry and no changes for infantry (cavalry should be the main power of the army anyway.


    Still I assume some of you can find the idea very interesting and useful.

    Here are the screenshots of such sructure from the incoming last release of PMTW mod.






    Regards Cegorach

  6. #6
    Member Member ElectricEel's Avatar
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    Default Re: XVI -XVII mod

    Interesting stuff. You're really stretching the old MTW engine to its limits.

  7. #7
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    I will just say that even tanks, airplanes or flying dragons which spit fire are possible in MTW VI - the engine is more flexible than most of the modders dare to think.

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