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Thread: Dark Age of the Vikings - A TLK hotseat (checking interest)

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  1. #1
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Dark Age of the Vikings - A TLK hotseat (checking interest)

    The mod: see here.

    It's a game set in the Dark Ages, with pre-christian Vikings raiding Anglo-Saxon England. The mod is in a 3.05 beta stage atm but I downloaded it, played it and I can say it's more refined than say, Broken Crescent. It's historically accurate, well thought out and combat is balanced - almost everyone has infantry with defense north of 25, which means that cav can't be abused in lead battles that much (charges aren't as effective and troops get tired in prolonged fights).

    With DoW finished, I'm wondering do we have people interested in a hotseat? I'm busy atm but will get more free time by the end of the week.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
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  2. #2
    Member Member slysnake's Avatar
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    Default Re: Dark Age of the Vikings - A TLK hotseat (checking interest)

    Quote Originally Posted by Myth View Post
    The mod: see here.

    It's a game set in the Dark Ages, with pre-christian Vikings raiding Anglo-Saxon England. The mod is in a 3.05 beta stage atm but I downloaded it, played it and I can say it's more refined than say, Broken Crescent. It's historically accurate, well thought out and combat is balanced - almost everyone has infantry with defense north of 25, which means that cav can't be abused in lead battles that much (charges aren't as effective and troops get tired in prolonged fights).

    With DoW finished, I'm wondering do we have people interested in a hotseat? I'm busy atm but will get more free time by the end of the week.
    The Last Kingdom? I'v been waiting for this mod to come out for years! It looks so awesome! If it's already out, then sign me up right away :)

  3. #3
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Dark Age of the Vikings - A TLK hotseat (checking interest)

    There's a "beta" version 3.05 but honestly it looks better than most other "completed" mods. Check the Downloads page and install it, give it a try and then come back all excited (it's what I did) :D
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  4. #4

    Default Re: Dark Age of the Vikings - A TLK hotseat (checking interest)

    I'm looking to get involved in another hotseat and this looks good. I have zero experience with M2TW though so I'm sure to be thrashed by the veterans. I guess I'd still love to give it a go though. :]
    PBeM's

    Kings of the Nile: Kleronomos Basileios Euergetes Ptolemaios

  5. #5
    Member Member slysnake's Avatar
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    Default Re: Dark Age of the Vikings - A TLK hotseat (checking interest)

    Quote Originally Posted by Myth View Post
    There's a "beta" version 3.05 but honestly it looks better than most other "completed" mods. Check the Downloads page and install it, give it a try and then come back all excited (it's what I did) :D
    I'v been playing this mod all evening, and already I have fallen in love with it - it feels like so much effort has been put into it :)

  6. #6
    Master of the Universe Member LooseCannon1's Avatar
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    Default Re: Dark Age of the Vikings - A TLK hotseat (checking interest)

    Quote Originally Posted by slysnake View Post
    I'v been playing this mod all evening, and already I have fallen in love with it - it feels like so much effort has been put into it :)
    I've played a few turns with different factions and I've noticed a problem. Most buildings do not do what they say they do-provide population growth, public order, and income. Some actually provide different results, i.e. growth instead of order or trade. Since most factions start out with limited recruitment ability you have to be able to grow towns to get the buildings that allow you to recruit. And that's not possible-low taxes only go so far. It's a beautiful mod but the game mechanics are broken. We should be starting our hotseat at twc tonight.

  7. #7
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Dark Age of the Vikings - A TLK hotseat (checking interest)

    Quote Originally Posted by LooseCannon1 View Post
    I've played a few turns with different factions and I've noticed a problem. Most buildings do not do what they say they do-provide population growth, public order, and income. Some actually provide different results, i.e. growth instead of order or trade. Since most factions start out with limited recruitment ability you have to be able to grow towns to get the buildings that allow you to recruit. And that's not possible-low taxes only go so far. It's a beautiful mod but the game mechanics are broken. We should be starting our hotseat at twc tonight.
    Damn I played until I conquered half of England and hadn't noticed this! I reported this, alongside some other issues I found in the bug reports thread.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  8. #8
    Member Member slysnake's Avatar
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    Default Re: Dark Age of the Vikings - A TLK hotseat (checking interest)

    Quote Originally Posted by LooseCannon1 View Post
    I've played a few turns with different factions and I've noticed a problem. Most buildings do not do what they say they do-provide population growth, public order, and income. Some actually provide different results, i.e. growth instead of order or trade. Since most factions start out with limited recruitment ability you have to be able to grow towns to get the buildings that allow you to recruit. And that's not possible-low taxes only go so far. It's a beautiful mod but the game mechanics are broken. We should be starting our hotseat at twc tonight.
    Why not at The Org? :(

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