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Thread: Second mod "Feudal system" (TotalWorld=TW+RPG)

  1. #1

    Default Second mod "Feudal system" (TotalWorld=TW+RPG)

    The second mode (Feudal system) is from series Rusichi TW. It is now not Total War, but Total World. What does such replacement mean? Now the duke and his family are main characters. Economic and military relations between dukes and other characters are the essence of GP. How we will program GP? Here are the basic features:


    -New and the most detailed district map from all of created
    -Real flow of time and the persons moving on a map
    -Successes of the duke defines military and economic success of faction
    The duke can generate weaker duke as the vassal, i.e. the duke can give to vassal a part of own or others economy
    The duke has three age (yiung, average and mature, life expectancy of the duke = 30 years or 30хN turns where N is a number of turns per year), also the duke and his bodyguards have different appearances, skills and forces, depending on them ages
    At the mod there are unique units which have other skeleton and fight animations
    There will be new tasks with elements RPG, for example hunting of the duke and his bogyguards on bizons and on bears on new battle map. Successful performance of the task will promote increases of a rating of duke.
    -New and developed tree of the economy, new system of guilds etc.

    Usual Total War remains as a military part of mod's, special AI, capable to support new diplomatic relations (it is very similar to Xeryx AI). New system of recruitment with the account of GP and systems of scrips.

  2. #2

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Sounds really good looking forward to it

  3. #3

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Cool!

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    This sounds very interesting indeed!

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  5. #5

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Ambitious!!!

  6. #6

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Looking forward to it, but take your time. Have you considered implementing more than 2 turns per year?

  7. #7

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Quote Originally Posted by sumskilz View Post
    Looking forward to it, but take your time. Have you considered implementing more than 2 turns per year?

    If you look at idea of mod, you can see, that, it is the Shogun of CA (Duke = Daymio), but modernised. We Duke will grow old and change the shape and skills.
    For that we will be we use well-known script of GrnEyedDvl, http://www.twcenter.net/forums/showt...2+turns+a+year, but after its modernisation. We have not solved with quantity of turns per year, but the quantity will not be less than 4.

  8. #8
    S-te-Fan's Avatar Primicerius
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    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    looks very promising.

  9. #9
    eatme's Avatar Senator
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    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Indeed it sounds pretty interesting, keep at it! -)

  10. #10

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    it looks great keep it up

  11. #11

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Quote Originally Posted by Sargon-1 View Post
    If you look at idea of mod, you can see, that, it is the Shogun of CA (Duke = Daymio), but modernised. We Duke will grow old and change the shape and skills.
    For that we will be we use well-known script of GrnEyedDvl, http://www.twcenter.net/forums/showt...2+turns+a+year, but after its modernisation. We have not solved with quantity of turns per year, but the quantity will not be less than 4.
    Very nice, I was hoping you were aware of this script, because I think it will fit with your ideas quite well.

  12. #12
    Cromagnon2's Avatar Senator
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    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Maybe you can add something like this too: Real banners.

    http://www.twcenter.net/forums/showthread.php?t=118688

  13. #13

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)




    I will try to explain a principle of "Feudal system" (FS), using pictures 1,2. FS of the main faction (pic 1) represents a zone (in this case map in the size 3 Х 3), containing capital of the main faction (York) in an environment of vassal provinces (Nottingem, Caernarvon...). Length of movement or "Path finding" (PF) is chosen such, that AI should put things in order at home, and then pass to the neighbour (Nottingem).

    On pic 2 the province of the main faction is represented and containing capital and three villages, for example. Path finding (PF) is adjusted so, that unit can attack only the next village. So, at first time AI creates an order at home.

    Unit can cross 1|2 of strat map from calculation of 1000 km per 1 year or per 12 turns, then PF = 80 km. On pic 2 the average distance between a city and village will be 50-60 km, then AI will grasp village under the law of vanila.

    As a result AI will receive two variants of decision-making. The first variant will carry vanil's type, but the second variant will be absolutely new and will demand script's GP. The second case will be similar on Rusichi 1.0.
    Game development will remind history of a duk's family, which struggles for the power in the province, and then passes to territory of the neighbour. Thus, mods will represent family's history of duke, no that we have in vanila enough. It will be history of the father, the son and the grandson (50 x 12 = 600 turns). Appearance, personal characteristics of these characters will vary from for changes of age of the character.
    Change of time and history of a family become closer to a life.

  14. #14

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Looks good

    @Cro - Real banners just one more mini mod that would make the feel of Rusichi better too.

  15. #15
    Nevada's Avatar Domesticus
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    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Very nice and ambitious idea, I hope it will work also...



  16. #16
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    @Sargon-1
    Is this mod going to be only for russian factions?
    If not how can you present the deferences of that system from Romans(byzantines)and Muslims?
    Their goverment systems had similarities but also huge diferences!
    Example:
    The king of England "gives" land to one of his subjects and he becomes a knight-duc-earl etc...
    This knight is semindipentant and make laws in that land of his own (to a point)!He has the right of life and death of his peseants!
    In the Roman Empire the Emperor sents a "general" to rulle a province but his rullership is under the same law as for everyone in the entire Empire!
    He has no right of life and death of none of his "subjects"...
    The court of law desides the punisments!
    Even in his army...The punishments and the rewards arewriten in the millitary manuals!!!

    Another example:A vassal uses his lands and if the King desides other wise his children take that land for their own!
    In the Roman Empire the lands belong to the Imperial Army and they are given to soldiers to have some income to provide themselvs better equipment!If their children want join the army the land goes to another owner!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  17. #17

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    2AnthoniusII,

    what we do is actually much easier since the possibilities are limited to what we can do by modding the followin files:descr_campaign_ai_db, descr_faction_standing, campaign_script.
    Here are some examples of the AI behavior which we program by using scripts.
    1. A vassal loves his liege lord (vanilla does on the contrary)
    2. A vassal is automatically at war with any enemy of the liege lord
    3. Vassals of one liege lord are on friendly terms
    4. The liege lord always protects the vassal
    5. If the liege lord has reached a peace agreement with a faction, his vassals cease to be at war with that faction
    The behaviour of the vassal is defined by special types of AI "Owner" and "Vassal". AI type joins after observance of certain conditions.

    The problem of gifiting lands to your vassals is not yet fully resolved and is tied with the reemergence of factions.

  18. #18

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Work on the second mods occurs at average speed. I offer a new map that you can fell its sizes. The general can pass it for 12-20 turns, depending on obstacles. It will be the most detailed map of these territories.



    It is a prototype.

    Last edited by Sargon-1; May 05, 2009 at 06:55 AM.

  19. #19
    Cromagnon2's Avatar Senator
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    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Quote Originally Posted by Sargon-1 View Post
    Work on the second mods occurs at average speed. I offer a new map that you can fell its sizes. The general can pass it for 12-20 turns, depending on obstacles. It will be the most detailed map of these territories.

    It is a prototype.
    looks great

    The concept is not yet completely clear to me, do you mean the most upper right part of the map with all that little dots, will be most detailed?

    Are there any new unit or map models you can show us?
    Last edited by Cromagnon2; May 05, 2009 at 08:48 AM.

  20. #20

    Default Re: Second mod "Feudal system" (TotalWorld=TW+RPG)

    Quote Originally Posted by Cromagnon2 View Post
    looks great

    The concept is not yet completely clear to me, do you mean the most upper right part of the map with all that little dots, will be most detailed?

    Are there any new unit or map models you can show us?
    Yes, you are right, points on the right represent villages as provinces. These provinces we need to be placed on a map. Of course we will give the information.

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