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Thread: Medieval's Rome: Total War mod input thread

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    Evil Overlord Member Kaidonni's Avatar
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    Default Medieval's Rome: Total War mod input thread

    Medieval’s Rome: Total War


    Concept
    To use the original Medieval: Total War Viking Invasion engine to capture the spirit which Rome: Total War originally conveyed.

    Overview

    RTW was a great step forward for the Total War series, but it also had it’s shortcomings. Its engine has been further utilised for Medieval 2: Total War. Despite the glory the new engine has experienced, and all of the opportunities it has opened up, MTW:VI has not lost its own glory. The original MTW built on the success of Shogun: Total War’s engine, and was refined through MTW:VI.

    MTW:VI still has so much potential, and to build a mod based on RTW is an appetising idea. It will be a great challenge, but it will be well worth it in the end. This mod essentially means using MTW:VI’s base engine to build an almost entirely new game. This is, using the correct terminology, a full conversion. A new map; new units; new characters; new events; new technology tree; new religions (for the most part – Judaism and Heretical Cults as religions will still feature, as they did when MTW first came out); new titles (absent in both RTW and at least the original release of M2:TW – only patches and expansions, i.e. time, will determine whether titles make it in there); and so on.

    Proposed Features (WIP – subject to change at any time)
    - 17 entirely new factions – play as the Republic of Rome and crush the Carthaginians and other enemies of Rome – or play as the Macedonians and rebuild Alexander's empire;
    - Entirely new map covering Europe, Northern Africa, the Middle East and Asia, complete with new regions;
    - Length of game spanning from 295BC when the Romans defeated an alliance of Samnites, Etruscans and Gaul to 79AD when Vesuvius erupted and buried Pompeii and many other Roman towns;
    - Entirely new technology tree with new art for all buildings and units, including unique technology tree paths for different factions – while the ‘civilised’ factions can build to the top levels, the ‘barbarian’ factions will be more limited;
    - Entirely new portraits and names for all characters;
    - Titles to reflect the era (including titles for the Romans such as Aedile, Quaestor, and Consul);
    - A number of new religions (and two old ones – Judaism and Heretics), complete with agents to preach their ways;
    - New region bonuses;
    - The Seven Wonders of the World;
    - Homelands/Auxilia-based recruitment system;
    - Pre-Marian and Post-Marian eras - when it hits 107BC, the Romans can begin building legions;
    - Recruitable historic characters such as Julius Caesar, Hannibal and Vercingetorix.

    Faction List (WIP)
    1. Republic of Rome
    2. Carthage
    3. Epirus
    4. Greek Cities
    5. Macedonia
    6. Kingdom of Pergamum
    7. Pontus
    8. Seleucid Empire
    9. Ptolemaic Empire
    10. Armenia
    11. Parthia
    12. Germania
    13. Britannia
    14. Gaul
    15. Iberia
    16. Sarmatia
    17. Rebels

    Religions (WIP)
    1. Hellenism
    2. Roman Paganism (the Di Indigetes and De Novensides)
    3. Celtic Paganism
    4. Zoroastrianism
    5. Judaism
    6. Heretical Cults

    Cultures (WIP)
    NB: Based on architecture, character portraits and unit/settlement pieces.
    1. Roman and Hellenic - shared (Republic of Rome, Epirus, Greek Cities, Macedonia, Kingdom of Pergamum, Seleucid Empire);
    2. Eastern (Carthage, Pontus, Armenia, Parthia);
    3. Barbarian (Gaul, Germania, Britannia, Iberia, Sarmatia);
    4. Egyptian (Ptolemaic Empire)? *Possibly Eastern instead if hardcode limits do not allow a complete fourth culture set

    Seven Wonders of the World (WIP)
    NB: The exact mechanisms for these wonders are speculative – I do not know to what extent I will be able to implement benefits provided by them with MTW:VI’s engine.
    1. The Statue of Zeus
    2. The Mausoleum at Harlicarnassus
    3. The Temple of Artemis
    4. The Colossus at Rhodes
    5. The Hanging Gardens of Babylon – increased farming output
    6. The Pyramids and Sphinx at Giza
    7. The Pharos Lighthouse

    *****

    The above has been updated as of 22/2/2007.

    I want to limit the number of factions, since as there is a fine balance to be had between number of factions and a 107-province-limit, while spanning all of Northern Europe, covering parts of Northern Africa, and going as far east as the Caspian Sea.

    For sea regions...I want to limit how many of them that are present on the map, perhaps making ships more costly to balance things out.
    Last edited by Kaidonni; 02-22-2007 at 16:34.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  2. #2
    Crusading historian Member cegorach's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Some time ago I was thinking about the same and honestly it is quite easy, but requires time I don't have.

    I suggest checking the HTW mod for dozens of useful animations and Fall of Rome for the rest of those.


    new events
    Events cannot be changed, the rest can, but with some limits.



    24+ entirely new factions
    You can have up to 30 (31 including rebels),


    - The Seven Wonders of the World – unique buildings which cannot be built and cannot be destroyed – providing unique bonuses to the region they are located within;
    That is a problem. For sure you can have 2-3 such buildings, but I can't say for sure if it is possible to add more, but rather not.


    - Marius-event to allow the Romans to build truly professional legions;
    Impossible as event, but you have the era concept present in MTW VI to exploit - just set it the year you need.

    - Special emergent faction events, such as Spartacus’ uprising;
    Unlikely if not impossible.


    Recruitable historic characters such as Julius Caesar, Hannibal and Vercingetorix.
    If limited to a certain faction is possible and very easy to add. In PMTW I have over 200 historical characters and the only limit I found for now is the 31 such people per faction.



    Religions (WIP)
    1. Hellenism
    2. Di Indigetes (Roman)
    3. Celtic Paganism
    4. Zoroastrianism
    5. Judaism
    6. Heretical Cults
    The maximum number is smaller
    1. Catholic
    2. Orthodox
    3. Muslim
    4. Pagan
    You can replace them easily, but that is really all.
    Jewish and Heretical cults can be used in more limited way as units' provinces' religions.
    Directly is not possible to use them as faction religions.




    Cultures (WIP)
    NB: Based on architecture, character portraits and unit/settlement pieces.
    Only character portraits can be varied as you like, but the rest can have up to 4 different ways to sho them, three in most cases so one should be shared.




    1. The Statue of Zeus – increased public loyalty in provinces for owner;
    Very easy, but too simple. There are very diverse possibilities to explore with buildings.

    2. The Mausoleum at Harlicarnassus – cheaper building upgrades/less build time;
    impossible

    3. The Temple of Artemis – cheaper religious building upgrades;
    impossible

    4. The Colossus at Rhodes – increased trade;
    easy

    5. The Hanging Gardens of Babylon – increased farming output;
    rather easy

    6. The Pyramids and Sphinx at Giza – increased public loyalty in Egyptian provinces for owner;
    not possible

    7. The Pharos Lighthouse – increased trade and cheaper ships.
    first is possible and easy, second not.

    [

    I need all the input I can get. This thread is the main thread for updates, etc, getting a team together, and so on. I just feel that RTW deserves to be Medieval Total War-fied.

    Good luck !

    I can drop in from time to time and answer some questions.

  3. #3

    Default Re: Medieval's Rome: Total War mod input thread

    Superb idea for a mod.

    I'm not sure how you can make indestructible buildings? I think that's hard coded, and AFAIK only the VI campaign Forest Clearing is indestructible. cegorach may know of some more.

    Of the religions, these four are your most important anyway, and you can use them for your factions:

    1. Hellenism
    2. Di Indigetes (Roman)
    3. Celtic Paganism
    4. Zoroastrianism

    The others...

    5. Judaism
    6. Heretical Cults

    ...can be used in the same way they they're used in vanilla MTW/VI.

    For you "events" you'll need to use eras, as the events in the game are also hard coded.

    @cegorach: What does one do as regards the pope in a modded game? I have always wondered about that.

    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  4. #4

    Default Re: Medieval's Rome: Total War mod input thread

    Great idea for a mod.

    I like someone who thinks BIG

    Some things you listed aren't possible; but the majority of the items you listed ARE possible.

    All it will take is a will, and the willingness to do some hard work.

    All the best!

    Cheers!

  5. #5
    Crusading historian Member cegorach's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    [QUOTE=Caravel]Superb idea for a mod.

    I'm not sure how you can make indestructible buildings? I think that's hard coded, and AFAIK only the VI campaign Forest Clearing is indestructible. cegorach may know of some more.
    Warrior Hold too. Maybe something else.



    @cegorach: What does one do as regards the pope in a modded game? I have always wondered about that.
    He can make him playable thus allowing crusades or use VI to avoid the entire thing.

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    A very, very Senior Member Adrian II's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    I think this is a great idea, Kaidonni, but you are going to need a specialist team to work it all out. And I am not going to be on it. I am totally unexperienced and I don't have the time for such a commitment anyway.

    As a historian by profession, I may have some useful knowledge on some aspects. I promise I will follow developments in the mod section and help out wherever I can.

    Good luck and kudos to your mod.
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    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Sounds fantastic, Kaidonni! I'm no modder myself, but I definitely support you in this endeavour. A Rome mod for MTW/VI is something many have wanted to see.
    "MTW is not a game, it's a way of life." -- drone

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    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    I won't be able to work on it all of the time, as I have other work such as my animation work at uni to get done. But, of course, there is no point in rushing, so...

    Now...hmmm...what about the messages which popped up telling you of certain events, such as the Alexiad being completed or the Peasant Crusade? Would I be able to do anything similar to those, in that at the press of the turn button, one is told of an event, and say, farming output is increased in a certain province? Or would I be very limited for this?

    I'd also love to have emerging factions...but, from the replies, it seems this idea might not make it... I'm guessing XL, since as it uses MTW's map, and isn't a full conversion, didn't have issues with emerging factions being included. But, what are my prospects, then?

    Hmmm...as for the Marius Event thing...would I be able to do it so that there is, say, a 'Republic' era and an 'Empire' era (to coin phrases on the hoof)? In that, when you 'enter' the Empire era, you get new units available to build as the Romans, pretty much like the factions in MTW when you pass from Early to High, then High to Late? Or could I only implement one set of units the entire campaign?

    Another thing - what are the limits for the map itself? Dimensions, maximum number of provinces, etc? I'd prefer an entirely new map so I can at least get room for Numidia and Parthia. I'd also like a more colourful-look to the campaign map, but is that possible? I have no idea what the limitations of the map-making software will be, and at the moment have no chance to access it (bro is redecorating, so I'm sitting in an awkward position typing all of this ).

    Thanks so far. I know absolutely nothing about modding MTW: VI at the moment, but that will change.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  9. #9

    Default Re: Medieval's Rome: Total War mod input thread

    Quote Originally Posted by Kaidonni
    Now...hmmm...what about the messages which popped up telling you of certain events, such as the Alexiad being completed or the Peasant Crusade? Would I be able to do anything similar to those, in that at the press of the turn button, one is told of an event, and say, farming output is increased in a certain province? Or would I be very limited for this?
    Hardcoded AFAIK. The way to avoid them is to use a different timeframe, which you will be using. I'm pretty sure you can't add new ones.

    Quote Originally Posted by Kaidonni
    I'd also love to have emerging factions...but, from the replies, it seems this idea might not make it... I'm guessing XL, since as it uses MTW's map, and isn't a full conversion, didn't have issues with emerging factions being included. But, what are my prospects, then?
    The emerging factions are Golden Horde, Swiss and Burgundy. The GH always appear in the easter provinces in 1231. There is no way to stop them appearing AFAIK. Burgundy and the Swiss always appear in their provinces between certain dates if the loyalty their is low enough to allow a loyalist revolt, otherwise they don't appear. Using a different timeframe avoids the emerging factions, but I'm also pretty sure you can't add any new emerging factions.
    Quote Originally Posted by Kaidonni
    Hmmm...as for the Marius Event thing...would I be able to do it so that there is, say, a 'Republic' era and an 'Empire' era (to coin phrases on the hoof)? In that, when you 'enter' the Empire era, you get new units available to build as the Romans, pretty much like the factions in MTW when you pass from Early to High, then High to Late? Or could I only implement one set of units the entire campaign?
    You can use eras for this much like in MTW. You can have a pre marius era and a post marius era. The pre marius units become unavailable when the reforms occur and the new units become available then. You will have to set the year for this (BCE107), it cannot be a flexible date.

    I don't know about the map, but would be interested in knowing also. Another factor is the maximum number of provinces. Even if you can create more of the east you may run out of provinces pretty quickly.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  10. #10
    Crusading historian Member cegorach's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    The maximum is 107 provinces i.e. 8 more than in the vanilla map.

  11. #11

    Default Re: Medieval's Rome: Total War mod input thread

    Quote Originally Posted by cegorach
    The maximum is 107 provinces i.e. 8 more than in the vanilla map.
    Hmmm... possible then.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

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    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    107 provinces sounds fine to me. Should be enough. Looks like I'll just have to abandon the event messages and emerging factions, then.

    It occured to me that having the Romans have a family tree may be a little...odd. I have no issues with the other factions having Kings, Emperors, etc with heirs. But I'd rather the Romans work a bit like the Papal States - that is, they have a leader, but no heirs or daughters, and when their leader dies a new one is elected (or in MTW terms, appears in place of the guy who kicked the bucket). However, I'd want it to be possible to destroy the Romans, too, after taking all of their lands, and not have the issue of them reappearing like the Pope (you can tell I have no idea of the limits of MTW for the most part at the moment).
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  13. #13

    Default Re: Medieval's Rome: Total War mod input thread

    Quote Originally Posted by Kaidonni
    It occured to me that having the Romans have a family tree may be a little...odd.
    There will be no real 'family tree' as such, it will work as it does in MTW. The faction will be based on a faction leader, heirs and princesses. I think that you'll need to remove the princesses altogether as it won't be historically accurate to have them running around as they were in MTW/VI. The Muslim factions in MTW are always married when they come of age, I'm not sure if this is hardcoded or not, but this would be ideal if all of your factions were like this. The king will marry the "daughter of a leading aristocrat" anyway after a turn if he's still not married. You could change this text to something else more suitable.
    Quote Originally Posted by Kaidonni
    I have no issues with the other factions having Kings, Emperors, etc with heirs. But I'd rather the Romans work a bit like the Papal States - that is, they have a leader, but no heirs or daughters, and when their leader dies a new one is elected (or in MTW terms, appears in place of the guy who kicked the bucket). However, I'd want it to be possible to destroy the Romans, too, after taking all of their lands, and not have the issue of them reappearing like the Pope (you can tell I have no idea of the limits of MTW for the most part at the moment).
    The answer to that would be to use the MTW Holy Roman Empire or VI Viking faction as the Romans perhaps, as I'm sure that the factions that recruit a new faction leader from among their generals (Vikings, Pope, HRE) are also hardcoded. Using VI would be the best idea for this mod I think, so the Vikings would be the Romans if that were the case. The Vikings are also a faction that can be converted from paganism to Christianity once, I think 60%?, of their population converts. This could be useful perhaps? Though I'm not sure how that works exactly.
    Last edited by caravel; 02-12-2007 at 13:35.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  14. #14

    Default Re: Medieval's Rome: Total War mod input thread

    Also, perhaps you could include more barabrian factions?

    You could include:
    1. Aedui
    2. Avernii
    3. Suebii
    4. Caledonians
    5. Boii
    6. Belgae

    Also, perhaps you should put the Ptolemies in the Hellenic/Roman culture set, considering that the Ptolemies were Macedonians.

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    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Well, the Ptolemies basically inherited Egypt. I have the vision that they'd keep with Egyptian tradition of their structures, or did they historically build more Macedonian?

    Also, the idea to include those other factions is interesting. Would make sense, since as it'd add variety to the map (less rebels, more like XL). I keep getting apprehensive about the idea that many factions would be in contact with one another, but XL works fine (plus it adds a more complex issue - you're not just dealing with rebels, but a fully-fledged faction who's goal it is to eliminate you and control Europe). More factions means it's harder to steam-roller (and rebels are rather generic anyway).
    Last edited by Kaidonni; 02-13-2007 at 09:46.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  16. #16
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Definitely take a look at Hellenic TW -- I've long harboured the pipe-dream of extending that to play on the whole Europe map, and include Rome etc (HTW has Roman units). I did once use these and other HTW units to do a "Britannia 43AD" mini-mod but my computer died, and I lost the only copy One day I'll try to recover the HD....

    Good luck
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    Member Member King of Bavaria's Avatar
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    Default AW: Medieval's Rome: Total War mod input thread

    Sounds like a great idea for a mod!
    Especially for people (like me) on whose bad, old pc RTW wouldn't work.
    I always wanted the european map to be a bit more "barbaric"

    Good look for your mod, I'm waiting for it.
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    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Okay, I'm thinking of contacting the Rome Total Realism team to see if they can share their map sources with me. Basically, I haven't the slightest idea where the best regional map of the times I can get is. Only once I have worked out the map can I really be decided on the factions themselves (though since as game mechanics differ in MTW to RTW, due to the different type of map, more factions over less land will probably work - it did in XL).

    Now, as for start date, 295BC is preferred. 14AD seems a little too early for the end date, but I don't want it too late. Perhaps the date where the Roman empire was at it's largest? About 116AD? Gives 411 turns, whereas MTW, from 1087 to 1453, gives 366.
    Last edited by Kaidonni; 02-16-2007 at 23:03.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  19. #19
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Quote Originally Posted by Kaidonni
    Now, as for start date, 295BC is preferred. 14AD seems a little too early for the end date, but I don't want it too late. Perhaps the date where the Roman empire was at it's largest? About 116AD? Gives 411 turns, whereas MTW, from 1087 to 1453, gives 366.
    Sounds good Kaidonni.
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  20. #20
    A very, very Senior Member Adrian II's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Quote Originally Posted by Kaidonni
    Now, as for start date, 295BC is preferred. 14AD seems a little too early for the end date, but I don't want it too late. Perhaps the date where the Roman empire was at it's largest? About 116AD? Gives 411 turns, whereas MTW, from 1087 to 1453, gives 366.
    I can't help thinking about this mod from time to time, it seems such an interesting challenge.

    I think you should bear in mind that you want a playable game, not a recreation of history. The starting position should more or less conform to a historical situation with roughly equal starting positions for all playable factions. 295 b.c. seems a good start. But from that year on, the game should be wide open to surprises and even anachronisms. The end date of 14 a.d. would be totally arbitrary because by 14 a.d. you don't know if there will even be a Rome on the campaign map.

    M:TW struck a good compromise between historical reality and playability. Some historical episodes were completely scrapped, such as the Babylonian captivity of the Pope in French-controlled Avignon. On the other hand, the developers included patently bizarre rules, such as the rule that everybody suddenly starts producing Chivalric Sergeants in 1205.

    So, I believe a total rethink is required if you want a good playable game. Let me give you some examples.

    Example 1
    Why have 31 factions just because you can? I think 7 tot 9 factions should suffice to make a good game. Any provinces which these factions do not hold at the start are rebel provinces, period.

    Example 2
    Change the M:TW Princesses into Philosophers, House Teachers or Advisors. If a faction manages to install it's Advisor in another faction's top echelon, this creates an alliance and increases the chances of a friendly take-over after a faction's demise, just like in M:TW. Of course after they reach age 50 or 60 any idle Advisors will retire into a mountain cave, to a latifundium in the countryside or wherever.

    See what I mean? Let me know if this appeals to you, I would love to be of assistance. But for starters, I think you will have to list the 'hard parameters' for the game you want to create. What map do you use, which engine (M:TW or VI) will be taken, what are the hard codes that we must respect in any case. Only then can you fill in the details.

    Hope this is helpful and constructive.
    Last edited by Adrian II; 02-17-2007 at 15:53.
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  21. #21
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    I prefer having more factions. Of course, I'm still having a bit of an issue considering whether I should have the Gaul or some of those other factions. I think just the Gaul (or I may aswell break up Britannia and Germania, not to mention probably Iberia, etc).

    Now, I chose 295BC because the Romans defeated an alliance of Gaul, Etruscans and Samnites in that year, so it seemed a pretty memorable year to begin with (just as some of the RTW mods start in 280BC, close, for example, to when Pyrrhus of Epirus proved you can win the battles but not the war).

    As per playability...MTW had 366 turns. If I were to end in 14AD, that'd give me 309 turns (57 turns less). Now...hmmm...79AD I fancy as a good ending date to get as close as possible to 366 turns. 374, basically (we're looking at the start date when the Romans beat that alliance I mentioned, and the end date when Vesuvius erupted and destroyed Pompeii, etc).

    Hardcodes we must respect...okay, so far it's:
    - 107 provinces maximum;
    - No new event messages (as far as I can tell, but I may be misinterpreting what has been said here);
    - No emergent factions;
    - Maximum of 31 famous/heroic characters per faction;
    - Maximum 3 ways of showing buildings (for different cultures);
    - Portraits can be more varied;
    - Maximum 4 religions (aside from Judaism and Heretical Cults);
    - Maximum 30 factions (no. 31 being the Rebels);
    - Wonders need to be rethought because what I wanted to do with them isn't possible;
    - Possibility that no more indestructable buildings can be added;
    - Need to exploit the era concept if I wish to have the Marius Event (an early era and a late era, for example, the latter beginning in 107BC).

    As for the map, after looking online (and finding some pretty good maps on Google image search), I think a more abstracted approach to the coastline could be stylish. I'd be lying if I said I hadn't considered looking at maps the Romans may have created and used them instead of geographically accurate maps. More colour could be present, so it's more vibrant, but the actual map would be incorrect based on what people in those days thought the world looked like, etc, to allow a more 'ancient' feel to the actual map.

    I'll have to think all of this over a lot though before I start any actual modding.
    Last edited by Kaidonni; 02-17-2007 at 16:52.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  22. #22
    A very, very Senior Member Adrian II's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Quote Originally Posted by Kaidonni
    Now, I chose 295BC because the Romans defeated an alliance of Gaul, Etruscans and Samnites in that year (..)
    OK, like I said it seems a good starting year. Usually, circa 300 b.c. is taken as the time when the internal organization of the Roman state and its numerical advantage made it inevitable that Rome would dominate the peninsula; even though the Romans might lose battles, they would win their wars. Besides, with the plebeian emancipation (lex Hortensia of 287) the 'classic Republic' was complete, with the plebeian element now definitely tied into the policy of conquest of the nobilitas. So far so good.

    Now for the rest of the 'known world'. If we look at the wider picture, we are talking phat civs, not your isolated brutes on the British Isles or some Tarentians holding out in the South if Italy. You are not going to make the Jews or the Dumnonii a playable faction when we have, consecutively:

    1. Seleucids in the central-eastern part of the map (roughly Nicaea and various provinces to the East of that). They should be rich, well-armed and well-organized because this was an empire stretching all the way to India. The Romans simply called it 'Asia' and for a reason. It's elite was gradually 'Asianized', but it's soldiery was firmly organized on a Greek/Macedonian footing and a very respectable opponent.
    2. Ptolomaeii in and around Egypt, a no-brainer, very influential and possessing a Greek/Macedonian professional army not unlike the Seleucids, but with a weak and unpopular dynasty and stinking rich through excessive taxation and oppression (peasant uprisings are a must for this faction)
    3. Macedonia of course. This would be pretty much in disarray in 295 as Demetrius took over and subjected both Macedonia proper and most of Greece, but only tenuously... Rather HRE-like, in M:TW terms.
    4. Carthage, no surprise there either
    With all due respect the rest of the barbs are small fry, unless you group them in two or three factions with some clout. My suggestion would be Celts (not to be confused with the largely mythical Irish-British Celtic civ), Germans and maybe the Sarmatians.

    Since you have only 3 civilizations with their own tech trees, including the religous buildings that confer playability on a religion, this means that in practice you only have 3 effective religions, corresponding to three civilizations. One civ/religion would have to be Hellenistic (Seleucids, Ptolomees, Cathaginians, Macedonians). Another could be Tribal (Celts, Germans), and a third could be Roman-Italic (guess who?). Each would have its civ-specific tech tree. Hellenistic would have phalanx formations, chariots and elephants (the Seleucids right away, the Ptolemees and others later on) and kataphrakts. Rome would have more and more professional legions and specialist feoderati units, e.g. Cretan archers. Tribals would have their own horde-based tech tree with emphasis on material, agricultural and administrative upgrades, the development of specialist horsemen etcetera.

    If you can extend the campaign map to the East, i.e. to include Iran and/or the Caspian Sea, you could introduce the Parthians in the role of the M:TW Golden Horde. The Parthians attacked the Seleucid empire in 250 b.c. and in your mod they could act as a factor that balances the huge might of the Seleucids and makes them less dominant at the start. This increases playability.

    But this is all off the cuff.

    Oh, and a practical question: can you introduce war oliphants and scythed chariots into M:TW?

    I'll have to think all of this over a lot though before I start any actual modding.
    I wise decision. And you're not alone, people are willing to think with you.
    Last edited by Adrian II; 02-22-2007 at 17:07.
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  23. #23
    Member Member axel's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Wow this would be great to play many cheers for this mod

  24. #24
    A very, very Senior Member Adrian II's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Quote Originally Posted by axel
    Wow this would be great to play many cheers for this mod
    I think it has real potential. I sent Kaidonni a PM yesterday (he hasn't answered yet) because I hope he is still 'on the case'. Maybe it would help if others did the same. He needs a team, you can't pull this off on your own -- unless, maybe, you are cegorach.

    EDIT
    Kaidonni has just replied to my PM. Sounds like we will all be hearing from him soon.
    Last edited by Adrian II; 02-22-2007 at 16:30.
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  25. #25
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Mentioned this in part in your one thread, Adrian, on new battlefields, but it'd be best I flesh it out here...

    My mod would require perhaps entirely new fortifications on the battlefield. I'd prefer it that way. I like how in Rome they had tech trees that took you from a Town to a Huge City, and that might suit my mod better than 'Castle' type fortifications. Rather than a central fortification in my mod, each province would have a provincial capital, so to speak...

    The actual settlements on the battlefield would be, as in MTW vanilla, based on what was built on the campaign map. So, you could simply have a Town - no walls for defensive purposes. You could upgrade to have Wooden Pallisades or Wooden Walls around it, although the idea of there being towers could be debatable until the next settlement level.

    Large Town could be second, with more powerful walls that have reinforced gates and towers to fire from, perhaps more than one layer...

    Minor City could be next, with base stone walls, the upgrades having larger walls and more powerful defences.

    Large City and then Huge City could be next, and you get the basic idea...

    Or, to name them better, it could go Village > Town > City > Large City > Metropolis. Or something like that...

    This is on the hoof, of course. Better to throw around something small and quick, get feedback, then revise it.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  26. #26

    Default Re: Medieval's Rome: Total War mod input thread

    You should be able to do that. The population of course won't be a factor as MTW doesn't support any kind of population for a castle. You can redesign the castle models (I'm not sure how to do this but I believe it is possible) as a series of buildings inside a low walled enclosure, as they are in the VI campaign. The next upgrade would give a larger town with better walls, and so on, and so on.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  27. #27

    Default Re: Medieval's Rome: Total War mod input thread

    Some month ago I made this one, on purpose of replacing barbarian factions keep in HTW, maybe it could work for Medieval-Rome mod too.

    https://i94.photobucket.com/albums/l...ha/Fort_f1.jpg


    Cheers

  28. #28
    A very, very Senior Member Adrian II's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Quote Originally Posted by Kaidonni
    Rather than a central fortification in my mod, each province would have a provincial capital, so to speak... (..) Or, to name them better, it could go Village > Town > City > Large City > Metropolis. Or something like that...
    Excellent idea: settlements instead of castles would be a huge improvement. As long as you make sure to have a closed fortification as the main frame for each settlement.

    For a structure to qualify as a fortification with the AI, it should consist of a string of connected walls, towers and other buildings (such as churches or large houses) with only one opening: the gate. In and around this fortification you could have a 'townscape' of all sorts of buildings and related structures, including viaducts and such. The fortification could either enclose the 'townscape' (making the whole thing look like a walled city) or lie within it (citadel look). The AI would recognize all buildings on the map as belonging to the defender. The attacker could destroy them and put them on fire.

    As a result, an attacker would have to defeat the local defending army in the field in the first turn, and lay siege to the province's main settlement in the next turn.

    Call me weird, but for sheer sensation I would love to see a huge settlement burning to the ground after an attack, with a pile of smoke rising above it and 'pockets of resistance' among the remaining buildings.

    It would be relatively easy to import new types of building (Hellenistic, Italo-Roman, etcetera) into the battlemap file. Somebody has to do the dirty work with Paintshop though...


    As for my own dirty work, I am aching to make some really good battlemaps. For instance for a Tigris or Euphrates crossing, a map that would include a river and bridge, watch towers (they qualify as fortifications by themselves), a wide flat delta and rugged mountains in the background. Probably Zeugma:

    Last edited by Adrian II; 02-26-2007 at 20:11.
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  29. #29
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    Surprisingly I was already making this exact mod not too long ago sometime last year, at least until my computer crashed.


    I was using edited versions of the sprites from the Fall of Rome mod. They were coming along, neat little shields and what not. I was planning on calling it Roma Victor, or along the lines of.
    Anyway, I'd be happy to help with this mod, descriptions and tedious chores such as the movement text files and such. I have so much more experience in modding MTW than RTW. ^_^
    Quote Originally Posted by drone
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  30. #30
    Member Member the greek's Avatar
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    Default Re: Medieval's Rome: Total War mod input thread

    this should be geat good luck
    " its funny when you think that if no war had existed there could be no peace ,without war, peace has no oppsite,but in the end it means nothing but what is a idea but words that blossoms in the minds of fickle or brilliant men that give them purpose and to them a meaning ." William Anderson 1781

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