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  1. #1
    Member Member VikingHorde's Avatar
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    Default Re: Medieval - Total War mod

    @Lord_Winter
    The mod should be set up like with a Early campaignstart of 1100 and a high campaignstart of 1206. Late era might not be done, but we will see. I don't know how many units the factions should have, but it's okey to make lists of units.

    @ah_dut
    Was there a "grey peasant" problem? I just inserted an icon in \Data\UI\UNITS\ROMANS_JULII with the name WEST_ROYAL_KNIGHTS.TGA. Then I just put WEST_ROYAL_KNIGHTS into the text files.

    MTW XL version 3.0 out now! Get it here:
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  2. #2
    Member Member Armchair Athlete's Avatar
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    Default Re: Medieval - Total War mod

    Hey VH, nice work on the Royal Knights, they look cool. If you ask me, out of the factions I listed earlier you could take out the Almohads and combine their troops with the almoravids, take out the navaresse as they never expanded beyond their borders, take out the Lithuanians as they didn't do much in the early time period and maybe Norway, making them rebel. That way, Sweeden or Denmark will conquer them and become much stronger, and I think it would be better to have stronger Scandanavian powers so they might start raiding and also to make the ineveitable Sweeden-Denmark fight more interesting. You could also take out the Pisans/Florence, and make them rebel, with a rebel garrison blocking access from Genoa, but Venice or Milan could conquer it. This is because Genoa could conquer Sardinia and Corsica fairly quickly, helping them along, while it would be tougher for the other two. That would make three Italian factions, so you could have them as the ones allied with the pope as the senate. It would be a bit innacurate, as they couldn't immediately fight each other, but in the earlier period they were much busier fighting the Holy Roman Empire and the Sicilians, so it would be OK. Also, as they would be single city factions (probably the only single city factions in the game) they could use help like money/unit rewards from the pope from fulfiling missions, like the Romans with the senate. Of course, the Italians would be less overpowered. If you are doing a high period, then you take out the Irish who were conquered by the Norman English, and the Sicilians, as the Norman Sicilian line was extuinguished in 1194 with the death of Tancred, the last Norman King, and the Island of Sicily reverted to the control of the HRE with southern italy becoming rebel. Possibly replace them with the Teutonic Knights and the Bulgarians. You could do like you did in MTW XL and take out the Bohemians and replace them with the Latin Kingdom of Constantinople. Of course this is just IMHO.
    Last edited by Armchair Athlete; 10-25-2004 at 13:09.
    CHIVALRY TOTAL WAR - A medieval mod for RTW
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  3. #3
    Member Member Armchair Athlete's Avatar
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    Default Re: Medieval - Total War mod

    Also, just one idea with the Russians/Volga Bulgarians which I think is pretty cool. Most of the wars fought between them were not so much for territorial aquisition, but for influence over the minor tribes. To represent this, you could have about half a dozen units that can only be built in a couple of provinces, like the Spartan Hoplites in RTW. CA did this by having spartan troops requiring an invisible resource, called 'Sparta'. You will need to have a building that can be built by Novogrod, Kievan Rus and the Volga Bulgarians, maybe the Cumans too. The units would add something to the army list, and would be better than just mercenaries, as anybody can just wander in and hire them, and it is more realistic that only the Steppe factions can build them. Also, this would mean that not so many units are required in those factions army lists, and so frees up some unit space. I can supply the names and descriptions of the tribal troops, but from your XL mod there would be the Bashkorts, buildable in the Volga Bulgarian home provinces, and the Chernye Klobuki, buildable in the Kievan Rus home provinces (although they were historically much more widespread). I have some others, but still finalising information for them.

    While on the subject of the Rus, here is a website describing arms and armour that might be useful to you.

    http://www.xenophongi.org/rushistory...mor/partii.htm
    CHIVALRY TOTAL WAR - A medieval mod for RTW
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  4. #4
    Member Member Armchair Athlete's Avatar
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    Default Re: Medieval - Total War mod

    thanks for that info faisal, I'm not really 100% sure on the Muslim factions, I knew that the Almoravids were invited into Spain to help the local Muslim chieftains defend against the reconquista and then took power, then the Almohads took over from them, but one thing I'm not sure about, were they actually a different people or not? I was under the impression they were, or were they just different sects or 'political parties' for want of a better term in Islamic North Africa? This has been bugging me for ages, and I haven't really found a good answer on it yet.
    CHIVALRY TOTAL WAR - A medieval mod for RTW
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  5. #5
    AKA Leif 3000 TURBO Senior Member Leet Eriksson's Avatar
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    Default Re: Medieval - Total War mod

    Well racially they were different iirc both Almohads and Almoravids were from different berber tribes from southern morroco and algeria, both have different ideaologies, but are not different sects you can call them political parties if you will.

    The Almoravids (corrupted from Al Murabiteen/Murabitin) were formed to defend Muslim spain from the christian kingdoms in the north (hence the name Al Murabiteen, defence of Islam), their domain was around Morroco and southern Spain, they also established Al Ribat (stems from the word Murabit), they were usurped by the Almohads after the death of one of their leaders (can't recall the name). The Almohads(corrupted from Al Muwahideen) were formed on a pretty extreme ideaology wich is to unite the world under the banner of Islam (comes from Tawhid or Muwahid i think which means unity). The Almohads were initally succeeding by expanding much further in north africa than the Almoravids, and also partially in spain, but internal problems, the Merinid revolt in Marrakesh, and Granada's Revolt and also external problems, defeat at Navas de Tolosa (called al Kark by the arabs) and the Reconquista lead to its downfall.
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  6. #6

    Default Re: Medieval - Total War mod

    Okey more questions...

    Will you use hidden resources or other limitations to create region specific units...

    Will the campaign map be changed...since Byzantines are not that well represented by the current one at least not in a 1206 setting and I think it would be even worse to try represent central europe, france and england with the current map...

  7. #7
    Master of Puppets Member hellenes's Avatar
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    Default Re: Medieval - Total War mod

    Great idea VH!!!
    I wich i could help but i have problems with my internet provider :(
    AS an advice the Knights of honour demo has shield and banners for more than 100 factions!!!!!!!!!!!!!!!!
    I wish you good luck and if my internet stability is solved my email is arxidamos2003@yahoo.gr

    Hellenes
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  8. #8
    Member Member VikingHorde's Avatar
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    Default Re: Medieval - Total War mod

    @Armchair Athlete
    As always, you have a lot of good ideas. The mod should be historycal correct, so your russian ideas could be cool.

    @faisal
    Thanks for the info. I don't know much about muslim factions so any info on them is good.

    @Lord_Winter
    I don't know much about the hidden resources yet because I have only at this time made new units. I would like to add a good amount of region specific units.
    The campaign map will be totaly redone, because the current one isn't that good of the medieval period. I hope to add about 150-200 provinces with 32 factions and as meny units as possible.

    @hellenes
    Thanks for letting me know about the game, I will check it out. Any help help with the mod is welcome.

    MTW XL version 3.0 out now! Get it here:
    https://forums.totalwar.org/vb/showthread.php?t=31201

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