Can I be explained the difference between Auctoriso and Total realism ?
Can I be explained the difference between Auctoriso and Total realism ?
Creator of Ran no Jidai mod
Creator of Res Gestae
Original Creator of severall add ons on RTW from grass to textures and Roman Legions
Oblivion Modder- DUNE creator
Fallout 3 Modder
Best modder , skinner , modeler awards winner.
VIS ET HONOR
Well the short answer is:
We're better.
The long answer is:
Perhaps im not the best person to get into what exactly the differences between ours mods are because i really havent been keeping up with the developement of MTR. Regardless. As far as i am aware MTR is taking a completely historically accurate approach to their mod. At MA on the other hand, we are takinga an approach we like to call 'historically logical'. By this i mean that we want the game to react in a historically logical fashion to everything that the player does. Its rather narrowminded to think that as the player creates his own alternate history the units and buidlings and such will remain completely constrained by the true version of history.
Its a rather difficult concept to explain in brief. I would very highly suggest looking at our various updates. I explain this concept in much more depth in our aims and goals (http://s15.invisionfree.com/Byzantiu...?showtopic=272) and there is also a good deal of information in the recently released FAQ.
It is difficult to explain without indepth knowledge of both projects, and as I am only leader and member of one I can't really give an entirely accurate answer, only what I can see to be the difference.
From what I can see, MTR will give you some options to create an alternate history, but will not go as indepth into this path as MA intends to do so and concentrate more on historical accuracy.
This doesn't mean we are going to ignore accuracy, we won't, its still an important part of the package and will of course play a major part, however I always felt that it was silly that as you expanded into ahistorical dominions you were bound by historical constraints. Unless you do everything the nation did in reality, nothing you do will be historically accurate to the time, we aim to build a world which reacts to your actions, not the actions of Kings who may very well never exist on the game.
The majority of a factions roster will most likely be made up of historically accurate "units", though they will recieve "fantasy" units that will appear as they expand to certain area's, my most used example is, as England you take over say Asia Minor and desert area's, this could give you access, eventually, to units such as Desert Longbowmen, Seljuk Billmen etc etc, these are in no way definate inclusions, but this is what I am getting at, a faction will make the most of its new surroundings, as they would in real life if they did this.
There has been suggestions that we will pay less attention to smaller factions, I'd like to confirm this is not the case here and now. We fully intend to give every factions our utmost attention, the smaller ones maybe more so, it will be important to go indepth into how they evolve as they expand, as they obviously owned far less land than the bigger factions did historically, they will gain more fantasy units via expansion than larger factions, bigger factions will not only gain fictional units but also units they used in certain area's if they gained control for periods of times, the smaller factions will of course not have as much access to this pool of units, so they will recieve due care and attention to make sure they are given as much time to make enjoyable as the rest, though they will provide a different experience.
That is my take on things, MTR may say contrary to this, but as I do not know anything of their inner workings, and them likewise of ours its difficult to give a totally accurate answer to this quesiton until both are released.
RIP TosaInu
Ja Mata
I really love the idea behind this mod, I just hope for your sake that the unit limit has been upped. But then again, 500 is quite a lot of units, so perhaps it'd be enough. But again, its a great idea, and I'll bet you can get some good skinners and modellers by dangling the prospect of historically influenced regional "fantasy" units.
"The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios
Im almost positive that they had to have increased the unit limit for MTW2. Almost every unit in the faction previews has been a faction-specific unit and with so many factions I really cant see how theyll be able to stay under 500. Regardless we'll work under whatever unit limit they give us though we are hoping for much more than 500.
The good news is that we have a very well rounded and devoted team already with people who can take care of every aspect of modding a TW game. Of course we're always looking for more people to share the workload though.
Yeah bring on the skinny models... ooops I mean skinners and modellers.Originally Posted by paullus
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