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			<title>Total War Center Forums - Sub-mods</title>
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			<title><![CDATA[[Submod] Mappa Mundi for Broken Crescent 2.3.2 [Released!]]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600937-Submod-Mappa-Mundi-for-Broken-Crescent-2-3-2-Released!&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 18:59:39 GMT</pubDate>
			<description>Image:...</description>
			<content:encoded><![CDATA[<div><img src="http://i427.photobucket.com/albums/pp358/atheniandp/4bb903fe-1caf-40f7-b345-455e4ff99a5d_zpsa22e7a65.jpg" border="0" alt="" /><br />
<br />
The term <i>mappa mundi </i>&#8203;is translated from Latin to &quot;map of the world&quot;, and is used by historians to denote a world map made in the Mediaeval Ages. It is with this in mind that I present to you the submod &quot;Mappa Mundi&quot;, which will be dedicated to improving the historical accuracy of Broken Crescent.<br />
<br />
<br />
Inspired by Byzantineboy's Real Region Names submod, I have decided to build his work and make an overhaul of the names of cities and regions in Broken Crescent. The correct Latin and Old French names will be used for the Holy Land provinces. Where the Latin alphabet isn't used, this mod will provide phonetically correct spelling of region names.<br />
<br />
<br />
<u><b>CITY/REGION NAMES PREVIEW <br />
</b></u><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://i427.photobucket.com/albums/pp358/atheniandp/kingdoms2013-05-1812-23-15-54_zps1e529dd9.png" border="0" alt="" /><br />
<img src="http://i427.photobucket.com/albums/pp358/atheniandp/kingdoms2013-05-1812-23-58-98_zpsb79d74e1.png" border="0" alt="" /><br />
<img src="http://i427.photobucket.com/albums/pp358/atheniandp/kingdoms2013-05-1812-25-15-30_zps5668dda4.png" border="0" alt="" /> </div> </div> </div><br />
<br />
<u><b>NEW FACTION COLOURS PREVIEW<br />
</b></u>Bellum Crucis 2.3.2 Faction colours:<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://i427.photobucket.com/albums/pp358/atheniandp/BC1_zps2e765a59.png" border="0" alt="" /> </div> </div> </div><br />
<br />
Mappa Mundi 1.0 Faction colours:<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://i427.photobucket.com/albums/pp358/atheniandp/BC_zps0a7a5ae1.png" border="0" alt="" /> </div> </div> </div><br />
<b>CHANGELOG<br />
</b><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
<br />
<b>Settlement and Region Names Overhaul:</b><br />
1. Hellenized the names/pronunciation of Byzantine cities and provinces.<br />
2. Hellenized the names of the Cilician provinces.<br />
3. Armenian provinces are now called &quot;Hayastan&quot;<br />
4. Provinces in the Outremer/Holy Lands are now Latinized. They are named after the Crusader states/fiefs in their respective areas, like:<br />
- Regnum Hierosolymitanum (Kingdom of Jerusalem)<br />
- Principatus Antiochenus  (Principality of Antioch)<br />
- Comitatu Joppa et Ascalonem (County of Jaffa and Ascalon)<br />
- Comitatu Edessam (County of Edessa)<br />
- Principatus Galilaea (Principality of Galilee)<br />
-Dominum Oultrejourdain (Lordship of Transjordan)<br />
5. Ethiopia has been renamed &quot;Ityoppya&quot;. <br />
<br />
And many more cities and regions have been renamed on the basis of historical research I did.<br />
<br />
<b>Rebel Mod:</b><br />
Most Rebel factions are individually named so they no longer appear under the generic &quot;rebel&quot; title.<br />
1. Islamic rebel provinces are now called &quot;emirates&quot;.<br />
2. Steppe rebels are called &quot;steppe nomads&quot; or &quot;steppe raiders&quot;.<br />
3. Indian rebels are called &quot;independent kshatriyas&quot;.<br />
4. Rus rebels are called &quot;Rus Kingdom&quot;.<br />
5. Crusader rebels are called &quot;crusader renegades&quot;.<br />
 <br />
<b>New Faction Colours Mod</b>:<br />
- Faction colours have been altered for greater historical accuracy.<br />
- Faction borders removed on the minimap<br />
 </div> </div> </div><br />
<br />
<br />
Check this thread for updates. I may plan more for the future, like introducing new factions based on ones already created for other mods. For instance, I am considering implementing a Rus faction. I may also do other minor tweaks.<br />
<br />
<br />
VERSION 1.0<br />
<br />
This is the City/Region Names and Rebel mod. <br />
<br />
Instruction: Paste these files into your Broken Crescent/data/text folder.</div>


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			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1371-Sub-mods">Sub-mods</category>
			<dc:creator>atheniandp</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600937-Submod-Mappa-Mundi-for-Broken-Crescent-2-3-2-Released!</guid>
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			<title>*Jerusalem Rising* - A Submod for BC 2.3.2</title>
			<link>http://www.twcenter.net/forums/showthread.php?600802-*Jerusalem-Rising*-A-Submod-for-BC-2-3-2&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 20:21:37 GMT</pubDate>
			<description>*_*Jerusalem Rising*_* 
 
Hello dear friends,  
 
Today we would like to...</description>
			<content:encoded><![CDATA[<div><font size="5"><b><u>*Jerusalem Rising*</u></b></font><br />
<br />
Hello dear friends, <br />
<br />
Today we would like to present to you a new submod project for BC 2.3.2 centered around the Kingdom of Jerusalem faction. First of all this submod is primarily a collaboration between myself and Rummtata. We felt that the Jerusalem faction needed work and so we started this project; it will primarily be a revamp of the entire faction. <br />
<br />
We plan on introducing superficial and gameplay changes to the faction. They are as follows. <br />
<br />
<br />
<font size="3"><b>Superficial Changes</b></font><br />
<br />
<br />
<ul><li style="">Complete overhaul of all of the faction's 2D visuals. As you may already know, Rummtata has been working on some excellent 2D material for KOJ. His work can be found here:<a href="http://www.twcenter.net/forums/showthread.php?589640-2D-Expansion-Pack-Portraits-amp-faction-specific-loading-screens-KOJ" target="_blank">http://www.twcenter.net/forums/showt...ng-screens-KOJ</a>. His material will constitute this planned 2D overhaul.</li><li style="">Changes to unit voices. The faction's voice &quot;accent&quot; has been adjusted to the &quot;Antioch&quot; accent from the vanilla Crusades campaign. The main French accent that was assigned to KOJ in BC was inappropriate, it was kind of weird to see KOJ units making references to France every time they talked. So that is why the &quot;Antioch&quot; accent has been implemented.</li><li style="">New campaign strat map music. We felt a lot of the current tracks that played on the strat map were rather stale and so we have already implemented some new tracks. These include some great Latin/Gregorian chants and instrumental tracks.</li></ul><br />
<br />
<br />
<font size="3"><b>Gameplay Changes</b></font><br />
<br />
<br />
<ul><li style="">Templar order stations are now available in every settlement, including forts. In cities however, you can only build either a Templar order station or a Hospitaller one. Hospitaller order stations have been made available at forts as well, again the player has to choose between one or the other like in cities.</li><li style="">Templars no longer get liquidated in 1307. So yes you can use them throughout the campaign.</li><li style="">Cleaned up Jerusalem recruitment lines in EDB. Before unit lines looked messy with duplicate entries, now they look clean. Here is an example:</li></ul><br />
<br />
<b>Before</b><br />
<br />
<img src="http://img69.imageshack.us/img69/9733/kingdoms201305021040214.png" border="0" alt="" /><br />
<br />
<b>After</b><br />
<br />
<img src="http://img69.imageshack.us/img69/1027/kingdoms201305021034192.png" border="0" alt="" /><br />
<br />
<br />
<ul><li style="">Got rid of AOR. Yes this is sacrificing some realism in the name of playability, but it has made the campaign a lot more fun in our opinion.</li><li style="">Turns per year on the strat map have been increased to five in order to make the campaign longer.</li><li style="">Dismounted Knights of Jerusalem have been altered. They are now mace-armed infantry. We found them to be a quite useless unit before, even their performance in defending walls was rather paltry even though this was supposedly something they excelled at. Now as mace-armed troops they have become brutally effective. Their stats have been adjusted and now they are good as offensive troops and as defensive ones as well, easily beating their enemies to a bloody pulp, while taking names ;).</li></ul><br />
        <img src="http://imageshack.us/a/img829/5589/dismountedknightofjerus.jpg" border="0" alt="" /><br />
<br />
<br />
<ul><li style="">We also converted Mounted Hospitaller-Brother Sergeants into spearmen and adjusted their stats accordingly. We felt this was more realistic.</li></ul><br />
        <br />
<img src="http://img856.imageshack.us/img856/2880/hospitallersergeant.jpg" border="0" alt="" /><br />
<br />
<br />
<ul><li style="">Added one new unit: Templar Veterans. These units take considerable wealth and time to recruit, but they make up for this with their deadly fighting skills. We felt KOJ was rather outgunned by other factions, there really wasn't a single KOJ unit that could go toe-to-toe with Ayyubbid Thaqlah infantry, Seljuk Tirpan Azaps or Ghorid Ghazi Axmen. But now KOJ has an asset that can, in the form of these Templar Veterans. When they are recruited from a Templar order station they already have two chevrons ~ this is to signify that they are experienced troops. On the battlefield they fight with a deadly Scottish Claymore-style two-handed sword hacking and cleaving everything in their sight. They have very high defense skill that guarantees their survivability making them rugged troops. But use them wisely because they are limited in number and again they are difficult to recruit.</li></ul><br />
        <img src="http://imageshack.us/a/img5/1338/templartwohander.jpg" border="0" alt="" /><br />
<br />
*So far these are all the Gameplay changes that have been made. More changes/additions are in the pipeline or are being worked on. They are as follows.<br />
<br />
<br />
<font size="3"><b>Proposed Changes/Additions/WIPs</b></font><br />
<br />
<br />
<ul><li style="">Currently working on giving sergeant troops swords or maces as secondary weapons. This change will impact Templar and Hospitaller sergeants.</li><li style="">Bow-string animations will be implemented for KOJ archers. Taking inspiration and know-how from here: <a href="http://www.twcenter.net/forums/showthread.php?277230-Update!-Animated-Bowstring-War-Wagon-and-Decapitations-Animations-Pack" target="_blank">http://www.twcenter.net/forums/showt...nimations-Pack</a>.</li><li style="">Unique models for iconic KOJ generals such Baldwin IV or Guy de Luisignan.</li><li style="">More Templar and Hospitaller units.</li><li style="">Currently working on making Teutonic order stations also available at cities and forts and we plan on adding more Teutonic units to the KOJ roster.</li><li style="">The return of Jerusalem longbowmen?</li><li style="">More military orders? The Order of St. Lazarus and the Order of the Holy Sepulchre?</li><li style="">Military order Grandmaster units that can act as generals on the strat map and as playable units in battle?</li><li style="">New models for cities and towns?</li><li style="">The Third Crusade as an event that will spawn Crusader armies commanded by Phillip II and Richard I? Maybe make these crusaders sort of like a faction like the Mongols that go around attacking Muslim factions, particularly the Ayyubids ~ this might be the most ambitious addition to the submod.</li></ul><br />
<br />
<br />
<font size="3"><b>Feedback</b></font><br />
<br />
Please share your ideas with us. What changes/additions would you like to see? And are there any among you who would like to contribute to this effort? Our team is competent in 3D modelling and texturing, but any kind of help will always be welcome because we have a lot of great new units planned. Are there any coders who can work with data files, we can also use a hand scripting and coding.<br />
<br />
<br />
<font size="3"><b>Release Notes</b></font><br />
<br />
We don't like to give timelines, but hopefully in a month or two we will have something released.</div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1371-Sub-mods">Sub-mods</category>
			<dc:creator>0TheLastTemplar0</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600802-*Jerusalem-Rising*-A-Submod-for-BC-2-3-2</guid>
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			<title><![CDATA[Shayk-ulIslam's Crusade Sub-Mod]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600080-Shayk-ulIslam-s-Crusade-Sub-Mod&amp;goto=newpost</link>
			<pubDate>Fri, 10 May 2013 17:48:16 GMT</pubDate>
			<description>deleted..</description>
			<content:encoded><![CDATA[<div><font color="#CDCDCD"><span style="font-family: Tahoma">deleted..</span></font></div>

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			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1371-Sub-mods">Sub-mods</category>
			<dc:creator><![CDATA[&#350;eyhülislam]]></dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600080-Shayk-ulIslam-s-Crusade-Sub-Mod</guid>
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			<title>FLYing elephants Help Please</title>
			<link>http://www.twcenter.net/forums/showthread.php?597955-FLYing-elephants-Help-Please&amp;goto=newpost</link>
			<pubDate>Tue, 23 Apr 2013 10:45:54 GMT</pubDate>
			<description>i have broken crescent mod but elephants(only elephants) are flying .How i fix...</description>
			<content:encoded><![CDATA[<div>i have broken crescent mod but elephants(only elephants) are flying .How i fix this bug? which descr file i must change?Please help. :(</div>

]]></content:encoded>
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			<dc:creator>zaleot07</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?597955-FLYing-elephants-Help-Please</guid>
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