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Thread: The Silver Shield - 4th Edition

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    Icon2 The Silver Shield - 4th Edition

    A Letter From the Editor


    Happy Halloween Total War Center!



    Well everyone here we are just shy of two months since our last release. It seems it wasn't so long ago we lamented the summer's end and now many of us are fully accustomed to the cooler weather of fall. I hope you are all enjoying the holidays for those who love costume parties, apple cider, caramel apples or just bobbing for apples! Speaking of Apples, we have an interview with one I'm sure you will be highly interested in, especially those of you from the RTW fora.

    Yet amid all the cheer and festivities this time of year brings, we've witnessed more than just the change of the seasons. First, but a day after our release of the 3rd edition the somber realization that a well known community member of many names who had been missing for several months would not return. And as if that wasn't enough the most recent and unfortunately news of yet another untimely passing of the veteran content staff editor of the Eagle Standard, [USER]Calvin[/USER].

    So I would like to take this time now to ask all of you to please pause in a moment of silence and reflection before you continue on your read. There's really no additional words I could share that would do justice to the memory of these two than by those who were much closer to them than I, and so if you've been out of the loop for a while I would direct you to their memorials here:

    In Memoriam: Calvin

    RIP Steven Cansler, AKA Osceola, Vindicare, and Sword of Cao Cao


    It's hard to follow news like that, but on a brighter note we have a new team member making his debut [USER]Vikingr[/USER] who I'm sure some of you will recognize. And so as is similarly said 'the show' that is life, must go on... may we enjoy our short part in the play.

    I now Present to you the 4th Edition of the Silver Shield on this All Hallows' Eve!




    'A Review of the Local Communities'



    Armatus
    The Editor




    4th Edition Staff

    Editor/Group Moderator [USER]Armatus[/USER]
    Group Moderator [USER]y2day[/USER]
    Art Director [USER]Tzar[/USER]
    Reporter [USER]Rebel6666[/USER]
    Reporter [USER]The10thLegion[/USER]
    Reporter [USER]Nazgûl Killer[/USER]
    Reporter [USER]Mythre[/USER]
    Reporter [USER]Vikingr[/USER]



    Contents





    An Interview with apple Roma Surrectum 2
    Spoiler Alert, click show to read: 







    Tzar:::Greetings, Apple.
    Could you introduce yourself and tell us a bit more about your jobs in RS2 team?
    Apple:::I am 18 and Swedish. I am newly graduated in Marine biology but currently works in a small toys store which is great fun, I get to test all new toys you know.
    I usual spend a large amount of may spare times researching and reading history. I am simply in love with the ancient Roman time era. That’s probable on reason why I kept to play RTW long after I learnt to master it.
    Some years ago I was drawn into the mod community, something that was completely new to me.
    I ended up having Roma Surrectum as my favorite mod after testing more or less all current RTW mods.
    As I become more and more interested in the mod I offered my help to the mod leader Dvk901, asking if they wanted to have some custom music to there mod.
    Still creating music for the mod I’m now responsible for the beta testing sub forum, organize a bit in the description area, writing a new “descr.win.condition” and doing some other stuff when someone needs another pairs hand. We at RS likes to help each other out as much as we can so you tend to learn a few new tricks after awhile onboard.


    Tzar::: Is it overwhelming being local moderator in mod like RS2 with so many sub forums and huge numbers of team members, beta testers and fans?
    Apple::: Yes sometime there just so much work. Those times when I have been away for a day or two aren't the funniest. It may very well take me a hour or two to just read through all the new posts in the forum and then I got all the new info in the dev and beta forum. So yes it is quite the job but is also often rewarding. I love to read through post with good ideas and people that is having a good time with our mod. We do this for the people that plays it so it always warms you a little when you get a nice comment about your work.


    Tzar::: Let’s go back to music. As the main composer, can you tell us how many new sound tracks we can expect in RS2?
    Apple::: As of now there is 96 different tracks included, but then there is a few more that I will add in the near future.
    One of the best part with the fact that we will modfolder each faction is that we can make custom music for each faction instead of each culture that was the case before.
    This however makes up for much more work on this area and therefore all nation might not get as many new tracks as some like Rome. This could however be solved with an add on. after the initially release. This doesn't mean that some factions will have vanilla music, because they wont. It's just that some track that we created will be shared between faction.


    Tzar::: Could you share with us some of these exclusive soundtracks?
    Apple::: Yes off course. To make it even better we decided to make a little slideshow to go with the tracks so sit back and enjoy.
    Spoiler Alert, click show to read: 




    Tzar::: Browsing throughout RS2 previous Interviews and Previews fans can see some amazing and unbelievable awesome stuff which started some rumors here on TWC. There are rumors that behind Roma Surrectum 2 name is actually Rome 2 Total War team!? Do you know something about that?
    Apple:::Well to tell the truth we got a idea after watching this great youtube video.
    Spoiler Alert, click show to read: 

    So we decided to Farm Tone's.

    To be serious, I think most of the team members would gladly make a whole new game with some help from CA. There is quite the long list of ideas that we got that can't be done because of the engine limitations.
    A little nudge towards CA, it's as easy as sending us a pm.


    Tzar::: Which one of the new features in RS2 you like the best or there is more than one?
    Apple:::Thats a really hard question to answer. It's just so many new features that I truly love.
    All the new buildings and the whole economy setup is a truly amazing thing as is all the descriptions and cards that has been made for these.
    The new units as everybody should be able to see is just amazing in there details and so are there descriptions to.

    One really great feature is Paccos new buildings, they really make allot to the average battle experience, but if I must choose one thing I would say the new environment.
    The old vanilla battlefields are completely gone. The new battlefields are sloppy instead of a all flat terrain, all trees are new and so is the grass and the sky. Even the smoke is moded.
    All these details altogether bring a whole new experience to the gameplay. I know that most of you guys will be stunned once you boot up Roma Surrectum II, it's just breathtaking.

    >>>New Battlemap Environment <<<


    Tzar::: What are the reactions of the team on all those magnificent improvements and hours and hours of work? Is the team happy with the outcome?
    Apple:::I would lie if I said that there is some things we aren't that particularly happy with. To name an example, a new song might not fit in or need some more work.
    We all are perfectionists so we give each other feedback so that the creator is aware of the problem.
    Some people might think of these discussions as criticize each other, but what these discussions really do is to help the creator so that the final resolute would be even better.
    Even if we all know this, it's not that easy to take in all that feedback, especially when you put hours and hour into that particularly pice. You just have to bite the bullet and continue.

    We are proud of our work and that really reflects in the mod, I'm sure that as soon as we are done with it, we wont regret about any of the content.

    some daily reaction is the dev: Wow, stunning, incredible, astonishing, awesome, beautiful, major superlative, upload it already!.


    Tzar::: Do you still recruiting new members and in which area of development?
    Apple:::Animator, scripting, overall bug fixing genius, beta testing, description writer, sound guy (not just music), Baby sitter for cloned Tone's (), historians, 2D art, movie specialist and more or less specialist in all areas that involves modding RTW.
    Apply here>>>Roma Surrectum II: Recruitment<<<
    The more the merrier.


    Tzar::: Would you like to add something for the end?
    Apple:::I would like to thank you on the behalf of myself and the team for giving us this opportunity to explain and promote our work.


    Tzar:::Silver Shield and I would like to thank you and entire Roma Surrectum 2 team for this interview and exclusive material you provide us with.






    Sanctus Bellum mod Interviews
    Spoiler Alert, click show to read: 



    Hi dear Silver Shield readers,


    I missed the 3rd Edition but now back on track with this up-coming new Mod for M2TW Kingdoms called Sanctus Bellum.
    This Mod will include two separate campaigns which I’ll elaborate later on, in my article. This mod was born because of great ideas from two members that I will interview, also later on.

    The Mod’s introduction:

    The Mod compresses 2 campaigns on 1 single Mod, those campaigns are called L’Outremer and Crusaders Ambitions.

    L’Outremer features a map from Southeast Sicilia to Iran and from Caucasus to the Red sea.

    Crusaders Ambitions will focus only on the Holy Lands, featuring part of Anatolia to Egypt and from Crete to the Arabian Desert.

    OK so let’s start off with:








    L’Outremer:




    Sneak peek preview:

    2D Preview: Artwork, Loading Screens….:

    The Mods progress (Updated on October 31st)

    Spoiler Alert, click show to read: 

    Map.....................................95%
    Traits & Ancillaries.............70%
    2D Artwork.........................99%
    Video (intro only)................99%
    New Units...........................95% (can suffer major updates)
    Textures & Skins.................75%
    Texts....................................99%
    Sounds & Music..................85%
    Scripting..............................70%
    Buildings.............................85%


    Overhaul Progress Estimative 85.5%


    Map:

    Interview with Swagger:


    Spoiler Alert, click show to read: 

    Q-1 Where did you get the inspirations/ideas to creat a new Mod even tough there are a lot of them out there already?

    It started as a mini-mod for the Kingdoms Crusades Expansion, I was in my very first steps of my modding ‘career’ and my first plans were to include more factions in the campaign, and basically everything started from there, It then got more and more ambitious, with plans to do more and better, and it has come until today’s progress.
    And then I saw that Romanos had a similar idea but more focused, and I thought that if we combine our mods, it could be original if we had 1 Mod with 2 different campaigns
    Q-2 What's the timeframe used in your Sub-Mod?

    L’Outremer starts at the winter of 1144, a few months after the fall of Edessa by Imad ad-Din Zengi and a few years before the second crusade in 1147-49.
    It’s in my opinion the best time for the mod to start, many events happen after 1144 and the decades before, like the crusades, jihads, emergent historical characters, the Mongol invasion and the Black Plague, amongst others.
    We haven’t decided when the mod will end, the current End Date is 1350
    Q-3 What is the main objective for the player, does each faction have the same ones or they are different from one another, can you give the SS readers an example?

    I’m not sure how that will work yet.
    There’s the traditional, hold X regions and destroy Y faction.
    Or we can try to do something new.
    It’s something we must discuss
    If we go for the first option, then each faction will have different objectives.
    The Muslim factions have to kick the Crusaders out of the Levant, the Byzantines have to restore their old glory and influence in the Anatolia.
    While the Crusaders, must hold specific settlements, and conquer a few others, like Edessa, which currently is in the hand of the Muslims.
    Q-4 How many factions will be included in your Mod and how many will be playable?

    -Kingdom of Jerusalem
    -Principality of Antioch
    -County of Tripoli
    -Kingdom of Georgia
    -Ayyub Sultanate
    -Seljuk Turks
    -Byzantine Empire
    -Genoa
    -Hungary
    -Emirate of Damascus
    -Venice
    -The Mongols
    -The Patriarchy of Jerusalem
    And the Rebel faction of course
    I don’t know if all will be playable as some are just filling the gaps, like Genoa and Hungary.. but I’m sure the Mongols, Venice and the Patriarchy of Jerusalem will not be Playable
    Q-5 Will it include Emergent factions?

    Only the Mongols and Venice, during the third crusade, I thought that the crusading European monarchs that have set to the Holy Lands would have their own faction, either a ‘’Crusader’’ faction, or even their default, like England or France, but that would just not work correctly, as then England and many other European faction would have their own colonies in the Outremer, and it was not something correct for the balance, so they’ll or belong to Antioch, Jerusalem or Tripoli.
    Although there will be many Historical Figures emerging in the game, such as Guy of Lusignan in 1174, Balian of Ibelin in 1170, Raynald de Chatillôn in 1147, or Philip II of France during the third crusade, or Conrad III of Germania during the second crusade, or even Asad ad-Din Shirkuh, the uncle of Saladin, and Saladin himself, and many others.
    Q-6 What are the features included in your Mod?? Which one are you most proud of?

    But to answer your question
    I would have to say it’s the scripts.
    Me and Romanos are deeply focused on making them has cool as possible.
    Personally I’m trying to give a taste of RPG’ism to the mod, the player will have to make serious decisions, all of those may affect the later game.
    The player must also be under control of specific settlements in order to be able to do certain things and have bonuses.
    But all of these things take their time, and not all will be present in the first version.
    Q-7 Does your Sub-Mod have unique units? If so give us an example and maybe a Pic if you can?

    We lack of modellers, but we’ve a few units made of our own, like many unmounted Knights.
    But luckily, using resources from other people, me and Dragonsign have skinned many units, and it was possible to contour that gap, and the result is visible.
    Q-8 How or what made you name your Mod and sub Mods as they are?

    Sanctus Bellum is Latin, and it means “Holy War”.
    L’Outremer comes from the French word “Outremer”, which means Overseas, basically it’s “The Overseas”
    In a short way of speaking crusader states are colonies of some of the European Monarchies, that was my inspiration.
    Q-9 Have you encountered problems in the development your Mod?

    Many, real progress has not been made until the second quarter of 2008, already with the name L’Outremer.
    And with some occasional long lasting stops in the development.
    I broke both my arms last summer, I had virus in my pc, personal problems, many technical problems, etc.
    Luckily I always had a dedicated team, and we even have historic experts [who have university degrees on history] who gathered great information from their resources.
    Q-10 Besides the two Sub-mods will there be a Grand Campaign also included?

    That’s an ironic question, there is no Grand Campaign.
    There’s only 1 mod, and 2 Campaigns, none of them is a ‘’Sub/Provincial’’ Campaign, there will be the L’Outremer Campaign, which features a larger map with more factions
    And there will be Crusader’s Ambitions, which features a smaller area, but in a larger scale.
    The Campaigns share 99% of the stuff, either the units, models, 2D..etc, the only thing that differs is the obviously the map, and the scripts.
    I’m making L’Outremer’s script and maps and Romanos is making Crusaders Ambition’s (but of course we share stuff if needed, and we always help each others)
    Q-11 To inform our readers that doesn’t really know how modding works, In the end, when your Mod is complete, up and running how much time/work do you think each of you will have put into it?

    This is my favorite question. Well first of, I must admit i don’t do magic yet. It’s a bare hand job.
    Enough with the jokes, I’ve started L’Outremer a few months after the Crusades Campaign was released. that makes almost 2 years, but as I said it was a small mini-mod but it evolved into what it is today, it was and still is just a part time job, I mod when I feel like so, and with no expectations of being better than anyone else.
    Q-12 This is my last question and it’s for all the SS readers that will be interested to try out your mod after reading this article: When do you think your Mod will be officially released?

    The current progress of L’Outremer allows me to have a clue.
    I think in a few months a public beta may be released.
    Crusaders Ambitions will take longer to do, so maybe the first public version of Sanctus Bellum may not include Crusaders Ambitions.
    Closing comments:

    The interview is getting near the end but before wrapping everything up I would like to give you, Swagger and RomanosIV, Mod Co-Leaders a chance to say a little something about your Mod?

    I must confess this is not as much about the mod as it seems, it’s mostly about me and what I can accomplish, It has turned more and more as my personal project, I got more focused and interested in it, and modding in general, it’s great when you play the mod, and realize how much I’ve done. I appreciate any comment and suggestion for the mod and everyone is welcome to take a look at the forum. To finalize, I had a really great support to allow me to use this public interview and let everyone know how much grateful I am to TWC in general, and the mod’s Team.


    Pics from L'Outremer:

    Spoiler Alert, click show to read: 













    Crusaders Ambition:



    Crusader 1st preview: Artwork, Loading Screens factions symbols…:

    Mod progress:

    Spoiler Alert, click show to read: 

    Base Files: -----------100%
    Map:------------------25%
    Scripts:-------------- 45%
    Units:---------------- 40%
    2D: ------------------30%

    Last update: 7/9 (September 7th)



    Interview with Romanos IV:

    Spoiler Alert, click show to read: 

    Q-1 Where did you get the inspiration/ideas to create a new Mod even tough there are a lot of them out there already?

    I started the creation of the Crusaders' Ambitions mod back in August 08, when being a member of TWC for just two months. I had been studying the structure of the administration and feudal system in the Crusader States and thought it was really interesting to simulate it in Medieval 2 Total War. I also had the Kingdoms expansion (and, subsequently the Crusades campaign) but I thought it lacked the Crusader flavour. Moreover, it has only 2 crusader states while there have been almost 40 of them! In little words, it didn't satisfy my tastes at all, and I thought I should do something.
    Q-2 What's the time frame used in your Sub-Mod?

    The Crusaders' Ambitions campaign of the Sanctum Bellum begins in 1135 and comes to an end in 1302.
    Q-3 What is the main objective for the player, does each faction have the same ones or they are different from one another, can you give the SS readers an example?

    As far as the Crusaders' Ambitions campaign is concerned, the Royal Domains of Jerusalem have the objective of destroying its neighbouring Muslim states as well as incorporating its Christian vassals. Another example is the Byzantine Empire which must re-conquer the lands they had lost since 971, when they had reached the outskirts of Jerusalem.
    Q-4 How many factions will be included in your Mod and how many will be playable?

    The CA campaign will include 28 factions (not counting rebels, of course) with 3 being non-playable.
    Q-5 Will it include Emergent factions?

    The 3 factions which are non-playable, are emergent. These are the Crusaders of the Fourth Crusade, the Teutonic Knights and the Kingdom of Hungary.
    Q-6 What are the features included in your Mod?? Which one are you most proud of?

    Well, I think it would not be an exaggeration if I said that there are countless features in both campaigns. For example, unlike the vanilla Crusades campaign, when important things happen (for example, when a major city of either side falls to the other) mechanisms are activated to maintain the former base of your opponent will be proven to be a really difficult task. Also, expect the feudal system to visit your campaign. You must be thinking just like a king or any other noble of the time used to. I can't say that there are features I'm more proud of than others, but the above give a good idea of what you should expect.
    Q-7 Does your Sub-Mod have unique units? If so give us an example and maybe a Pic if you can?

    Both campaigns use common units, but that does not mean the player will have access to them anytime. He will have them when we mean him to do! Sanctum Bellum features a wide roster of units taken with permission from other modders (thanks to all of them, btw) as well as units created by us. For example, I am preparing different units for every vassal of the major crusader states.
    Q-8 How or what made you name your Mod and sub Mods as they are?

    The first name of the mod, when it used to be alone, was 'Crusaders' Challenge' but I thought it had too many 'C's in it. So, I changed it to 'Crusaders' Ambitions'. The name of the 'Sanctum Bellum' mod was proposed by a team member, among other names proposed by all of us, when we were trying to find a name that satisfies all sides. It is in Latin, it sounds nice, it fits the mod's aims, what more could you want?
    Q-9 Have you encountered problems in the development your Mod?
    Between the creation of CC (August 08) and its first preview (December 31st, 08) there was a lack of modding interest, despite the big amount of interest shown by fans. After a very short time, the mods 'Crusaders' Ambitions' and 'L'Outremer' merged and voila! A high number of modders available, counting both mods members, each side offering its help to the other anytime. Something else which is very annoying, is the hardcode limits imposed by the engine and the shortage of possibilities given by the hardcodes mechanisms. As you can see, we have overcome both problems to the best of our ability.
    Q-10 Besides the two Sub-mods will there be a Grand Campaign also included?

    There will be a L'Outremer' campaign and a 'Crusaders' Ambitions' one, because it would not be possible to merge using one campaign. That's because of the difference between the two aiming campaigns. We are not making a 'Grand Campaign' for the same reason and also, because this would consume a lot of time, while we have chosen to improve and make as good and pleasant as possible what we already have.
    Q-11 To inform our readers that doesn’t really know how modding works, In the end, when your Mod is complete, up and running how much time/work do you think each of you will have put into it?

    Speaking personally here, I would say that it cost me 30% of my grades for one year, so you know what I mean
    Q-12 This is my last question and it’s for all the SS readers that will be interested to try out your mod after reading this article: When do you think your Mod will be officially released?

    Because I know how frustrating it is to say anything but a date when it comes to this question, I say that you'll be able to play it before 2010 arrives.
    Closing comments:

    The interview is getting near the end but before wrapping everything up I would like to give you, Swagger and RomanosIV, Mod Co-Leaders a chance to say a little something about your Mod?

    I just want to thank all our fans and modders who have given us their support. And thanks Rebel for the interview!



    Pics from The Crusaders Ambitions
    Spoiler Alert, click show to read: 











    Well this is all for my part of the Silver Shield 4th edition, hope you enjoyed, that I brought this up-coming Mod to your attention so you’ll give shot at it when released.

    Good luck to Swagger and Romanos IV with the up-coming release of their Mod before the end of 2009


    Regards
    Rebel6666







    Interview with Fight Club member kb8
    Spoiler Alert, click show to read: 









    1. What would you say really makes the Fight Club fun? The one on one aspect or just the debate?

    Firstly can I say thank you for giving me this opportunity to get some publicity for the Fight Club, and to help others who may not be aware of it's existence know that everyone is welcome there, no matter what their ability or interests are.

    Now, to answer your question.

    I certainly think the one on one aspect has a big role to play in the appeal of the Fight Club. The D&D is an open discussion, often repetitive and often requires quick responses since it has a faster pace due to the larger number of participants. It's not always possible to write a long, long extremely thoughtful post as a response to everything in the D&D, and even less possible to expect a long response in return. In addition, there is more chaos, multiple debates overlapping, people joining in others duels, one liners, part timers etc. That sort of thing.

    However due to the one on one form of the FC, a lot more focus is required, and possible. So it's more fun in that regard that you actually have to write much longer posts than usual, with a lot more sources and debating techniques, like Devil's advocate. You can right an answer, as long and detailed as you want, and your opponent if he wants to win the debate and actually discuss properly, has no choice but to reply accordingly. It's tougher, much tougher, than the average D&D debates.

    There is the topic aspect. That is a major appeal. Some topics just don't really fit anywhere on the forum properly. The FC provides an entirely open door on any topic at all, possible. We had an interesting one recently on the moral implications of one night stands. Very unorthodox topic, that wouldn't really fit anywhere on the forum as a serious debate, but it did in there. It was done very well might I add, going through several pages of discussion, and having a popular commentary thread.

    Lastly, I think a final, and perhaps unspoken appeal of the Fight Club is the ''being observed'' aspect. Some people describe it as a gladiatorial battle. In a sense it is. People will read your exchanges and hence learn thing about you, and be constantly judging your ability. We have parallel commentary forums


    2. Would you say you hold some controversial views?


    That would probably depend on the point of view of the beholder. Many of my political beliefs are very universal and shared by many people, and are quite orthodox average beliefs. Others perhaps are more controversial, such as legalising drugs, prostitution and euthanasia, and return of 'hard labour' and military service sentences as options in place of jail time and in addition to fines. Depends what one considers controversial. No 9/11 conspiracy nonsense and Freemasons and things like that from me though. Religiously, I would probably be more clear cut and say I am a little unorthodox and hold what would be considered very controversial views by my fellow Muslims, and even non-Muslims. Often the brunt of heated debate.

    But a little controversy never hurt anyone. Controversy does not necessarily mean outrageous.


    3. What is your favorite topic to cross swords on?


    In the Fight Club I touched upon my favorite of topics, which is political science, with Oldgamer. I do enjoy those debates very much, simply due to the sheer number of possible outcomes and combinations and arguments and opinions on display. I'm doing a degree in the subject, and it's probably one of the topics I am most knowledgeable about, so I enjoy discussing it. There is also the fact that I am on an ever lasting quest to actually discover my own political allegiance. Having flip flopped and moved a little in the past across the spectrum, and I am by no means at the end of the quest, having recently decided to leave the Conservative Party.

    Following on from that and by extension I enjoy debating British political parties and their policies. Other than that, I enjoy foreign relations and policy debates, most known for Israeli-Palestinian threads and that topic, which I did a dissertation qualification in. I'm always open for those debates. Well I was, anyway, before making a vow never to post again in the D&D. I can't see any circumstance that will make me renege on that vow any time soon.


    4. Do you think any topic is too controversial to debate on?


    I don't want to be absolute and definitive. Instead I'll say, almost everything is OK to debate, but there is a line in the sand that can be crossed. For example, I would consider a discussion about whether or not to exterminate a certain group of people to beyond that line in the sand and right over into the marshes and jungle. But things like prostitution, drugs, moralism, sex, racism etc. I consider all to be fair game... if conducted with reason and intellectual thought beyond that of a 5 year old. But that goes for any debate really. The quality of a debate should be judged on the quality of the arguments and maturity of it's participants rather than the sensitivity of it's topic or words.


    5. Have you noticed any particular rivalries between debaters?


    Oh plenty. In my time as a moderator I had to deal with a quite a lot of them myself. Not going to name any names, or talk about others specifically, but there are a fair few epic rivalries out there for a variety of reasons. Some due to past personal clashes or disagreements that run over into the politics, some rivalries based on contradicting political orientation, others are based on familiarity, ''best the devil you know''. Suffice to say, you can look no further than the Tribunal to see an abundance of various rivals who step over the line on numerous occasions, letting their passion/emotion and determination to prevail get the better of them.

    Although I'm not going to be self righteous in this instance, I myself have had my own round of rivalries and feuds. Many of them ending merely out of apathy, others have had to be ended via reconciliation, others have ended due to a switched allegiance and us becoming unlikely allies on a certain topic or in a certain sitaution. I will shamefully admit, one or two of them were based on personal detestation of the opposing individual, but 99% were still built on a healthy respect and admiration for the rival, despite perhaps harsh exchanges and completely opposing views.


    6. How Long have you been debating?

    On this site? It was the reason I joined up in early 2007. In real life? Since I first saw this site. In the Fight Club? I've only ever had one debate in there. Against Oldgamer, on what constituted Conservatism.


    7. What got you started? Do you have any tips for getting into the Fight Club?


    I first started debating on this forum to correct what I considered to be errors in arguments or oppose shameful belief. In essence I simply couldn't resist being the quiet bystander when something ridiculous was being said. So it was really a sense of urgency, or perhaps a sense of a mission, to stand up for what I considered right, and correct what I considered false. I could be wrong of course, but that is debate.

    As for getting started in the Club.... it couldn't be easier. Simply think of a topic, think of an opponent and then PM him, let him/her know, than open a thread in the Fight Club main forum. Alternatively, if you can't find a specific opponent, think of a topic than post in the ''Challenge Thread'' and wait for someone to take you up on it. Lastly, the easiest and quickest way to simply get started and just jump in, is to search the Challenge Thread yourself and simply pick up a challenge on a topic you like the sound of. There are PLENTY of unanswered debates, and thus desperate debaters, who i am sure would love to debate you.

    If anyone has any questions about it, they are always welcome to drop me a PM. But no challenges please, I've stopped all that now.

    8. What would you say has been your best debate?

    Too many to choose from. I would probably say the old Israeli Palestinian ones against Aziel, Rufats and Rush Limbaugh rank very high up there, but still there are too many to choose from. I've got 30,000 posts for gods sake!

    In conclusion what in the world does your name mean? It is a much asked and mysterious question....

    Haha, I had no idea. Let's just say... It's just my actual name. Lets leave it at that, and retain a bit of this alleged 'mystery'!




    Nazgul Killer's Modification Previews - This Month - Wrath of the Norsemen
    Spoiler Alert, click show to read: 


    Art compliments of Y2Day.

    Quite rare and joyous the occasion to see a modification fixing itself on a single spot and fielding only a small number of factions over a fixed and relatively-small terrain, few have tread this path in order to avoid the fate of which M2TW: Kingdoms has suffered, being deemed as boring or repetitive, yet, when it comes to Wrath of the Norsemen - It's not about the quantity, it's about the quality.

    Poking around at the Wrath of the Norsemen subforum, I could easily find evidence that the team has been trying to make this modification as viewer/player friendly and historically accurate as possible - Asking the community important decisions at times and making some of their own.

    This modification is something many players dream of (I know I do) - Historical accuracy combined with eye candy and supported by intense and better gameplay - All which is focused on Scandinavia, a land who knew far too many wars and wars that often became nothing short of brutal, now you have the chance to remake said wars, fielding mighty Vikings and fighting against your foes in Viking glory and brutality!

    This modification will have its "Baltic Release" - A release that I've been talking about up until now, fielding the Gautlandi (Geats), Norðvegr(Norwegians), Sweþiuð (Swedes) and the Danmaurk (Danes). They will be fighting amongst each other for control of Scandinavia and its surroundings... However... Another release is planned!
    As Vikingr promised me, if this release ("The Baltic Release") goes well, and he gets some more man power, he intends to steam steadily towards a much greater releasing, most likely featuring Great Britain, Germany, France, Poland, Lithuania and Russia.
    This has got me excited, seeing a modification of Wrath of the Norsemen's quality at a much larger scale with more factions? What more could you ask?
    Spoiler Alert, click show to read: 

    Naturally, you would think; "What stops this from becoming one of the boring Kingdoms campaigns?" - There's a very, very simple answer: "Vikings".
    Where else can you field 4 different Viking factions, fighting other Vikings in order to control a land filled with Vikings?
    Where else can you fight against Viking brutality, with Viking brutality?
    This modification will probably prove to be
    a dream come true, at least as far as I'm concerned.

    I have been given a special perk for this article, as
    Vikingr has so graciously allowed me access to previously unseen and only-now-previewed units and pictures for me to show you, the wide public.


    New and unpreviewed unit: Riddarar.
    Spoiler Alert, click show to read: 


    New and unpreviewed unit: Rekkar.
    Spoiler Alert, click show to read: 

    New historical events, fitting of the new modification.
    Spoiler Alert, click show to read: 


    You can probably tell of a pattern here, as one picture turns better than the other... Yet, it is time for the end of this preview.

    It has been a pleasure to work with Vikingr on this preview and have him supply me with all my questions, and now, for the interview with him - Answering more questions and giving up more information of the modification!








    This time I'll be interviewing fellow writer Vikingr, which is also the team leader of the Wrath of the Norsemen Medieval 2: Total War, Kingdoms modification.
    Hello Vikingr, to start with the interview, I want to ask you a very simple question: What is the modification about?
    For our first release, its as the label says. Vikings, vikings vikings!
    Time period:
    AD 785 - 1050.

    Factions:
    Danmaurk (Danish Vikings)
    Gautlandi (Gautland Vikings)
    Sweþiuð (Swedish Vikings)
    Norðvegr (Norwegian Vikings)


    When will it be released?
    I can't give you an exact date yet, but I'm hoping for a release by the end of the year, maybe even Christmas day. No promises though, that's just my own personal goal. If we don't feel is good enough to be released by then, we will continue to work instead of releasing.


    What is the "Baltic Release"?
    Due to lack of team members, it was decided some time ago to aim for something more realistic... And the Baltic release begun. It has the time period and factions I mentioned above, and will cover a map of the Baltic.



    As one of the four playable "viking" factions, you will have to fight for dominance in the Baltic, conquer foreign nations like Continental Saxons, Slavs, Finns, Frisians and much more. Take the battle to the other vikings, dominate the seas. It will be a very fresh, new and interesting campaign. We also hope to implement some interesting features.

    Do you plan to make an extended modification after the "Baltic Release"?
    Its a possibility. If people like the Baltic release, if we get new modders on our team, then it is very possible. I'd like to say definitely yes, but there is also a good chance it won't happen. Only time will tell.
    It would certainly be nice to see a mod like we were going to create before, something with most of Europe in it.


    What do you aim to achieve through this modification?
    A bit of everything really. I would say that historical accuracy is one of the most important areas for us, but graphics, AI, eyecandy, new scripts and all that is also important. I would say, we aim for quality instead of quantity, we don't have a huge map area, for loads of factions, but we put alot of work into what we do have. The overhaul will be quite extensive in my opinion. I look forward to see other peoples opinions about it.

    I've noticed you released a thread saying "Unused Units" - Very generous act of you. Are those units you have created and now don't need?
    Well, we are redoing our units rosters as [user]MADTAO[/user] who you all NEED to rep has given us permission to use his amazing models and textures. You can see [user]Ulfhednin[/user]'s announcement and mini preview out it here.

    How has the public treated this modification? Do you have a large crowd and proper support?
    Compared to a lot of other mods, we seem to have quite a bit of public interest. Unfortunately, we don't have a very large team, but we have some really hard working modders like [user]Ulfhednin[/user], [user]AngrySaxon[/user] and [user]Gigantus[/user].


    Who're the members of the team?
    It all tends to change quite a bit. Apart from myself, the modders I would say that are actually apart of this are:
    [user]Ulfhednin [/user]
    [user]AngrySaxon[/user]
    [user]Gigantus[/user]
    [user]IVIarkI2I[/user]
    [user]Svensk Viking[/user]
    [user]Beiss[/user]
    [user]Haedar[/user]
    [user]mocker[/user]
    [user]Polak966[/user]
    [user]Kahju[/user]
    [user]PubliusKhannus[/user]
    [user]littleman7[/user]

    There are some other modders who have been part of the team and have contributed, but are not around now.

    Are you recruiting?
    We sure are, we'll take modders in all areas, and we could also do with a good 2D artist to do some in game art. We also need writers you can create some interesting to read descriptions for historical events, traits, buildings and all that jazz. If your interested, send me a PM.

    Is there anything special you really need?
    An extra large coffee . I would also be interested in finding someone who would like to download our alpha and create some videos.

    What is YOUR job? I mean, aside from team leader, what do you do?
    I do coding, 2D art, unit creation and writing. I also tend to do all the public relations stuff. I think some of team would say I'm a little bossy too, but in a good way .


    My last question, how do you feel about the modification?
    I love where its going, now that its getting to a playable point, I'm getting really excited about it. Its has far exceeded my won expectations. All of our team has done a wonderful job. Have a drink on me guys.

    Well, Vikingr, it's been a pleasure. Do you have anything else you would like to add?
    I would just like to say that progress has slowed down but we ARE still progressing, and I can promise you that WotN will be released, it will not die. It probably one of the strongest M2TW mods around at the moment.

    Congratulations to all the team to getting the mod at the point it is at now, and thanks to all the fans who have encouraged us to continue this mod and to not let it die at any point since progress began on the Baltic release.

    Also a big thanks to [user]Ulfhednin[/user] who has helped me so many times, no doubt I have frustrated him so much in the past. And has also been the main creator of the new units amongst other things.

    Oh, and thank you [user]Nazgûl Killer[/user] for this.

    Thank you, Vikingr, and for you readers out there - Goodbye, see you next time, at the 5th edition!




    Warman's Interactive History
    Spoiler Alert, click show to read: 








    What are they you ask? How do they work, and how were they started here is some of the things I will discuss in my short description of Interactive Histories!




    What are they and how do they work?


    An IH (short for Interactive History) is a game where you pick a certain faction in a certain time span. There are rules of how the games work. The" God " (The host) will give you information as you need it, and "leak" things out. You must do diplomacy, give orders to build your nation, and March to war, and you WILL be going to war often. The battles that take places are done RPG style. Diplomacy wise, you can do it in-thread or better yet, though PM (don't forget to let the Host know what you doing)! At the end of each chapter, you send in your orders, and the Host writes up the chapter. What happens next is based upon what you order and a lot on luck. You still have to follow historical guidelines. If your leader dies in 1822, then he doesn’t have to die exactly at 1822, but he has to die soon, because would it make sense if he lived 10-15 years longer? I had generals I had use as Austria in my IH’s that died in the year they truly died, or maybe 1-2 years later for sure.


    This is almost like an Alliance game. But unlike an Alliance, which basically you can’t do ambushes or anything, in IH’s anything is possible. There is also a central “Story”, being the chapter, which an Alliance game does not have. The Interactive History tests your military skills out more then in TWC Alliances games. In TWC Alliances games, they test you out more role-playing wise, however, you still must role-play well in IH’s to make the game go smoothly. The worse you RP in IH’s, the worse your nation is going to come out as.


    How were they started?

    IH’s was started over at TotalWar.Org. There are still a few going on at the moment there. At TWC, I started the first ever Interactive History here, a Samurai game. There were 2 more made after mine (One by War luster and another made by me). One is being hosted right now, which needs a few more players and a writer (we urgently need one!).




    I hope you all enjoy the world of Interactive Histories, found only in the Coliseum!

    30 Years War Interactive History
    http://www.twcenter.net/forums/showt...54#post5880954



    Article written by {BHC}Warman888, Local Moderator of the Interactive History board, Mr.Peanut and Cake Lover!






    Interview with Dave Scarface
    Spoiler Alert, click show to read: 









    1. Dave Scarface could you please tell us a little about yourself and the history of your membership here at TWC? I first joined TWC as a forum member in January 2007 not long after Medieval II Total War came out. The reason I came here was because quite frankly I was not happy at all with M2TW. But isn't that why we are all here right? I soon started playing many of the major mods here on TWC and really enjoyed many of them. And I just decided that this was it, the modding community is where I belonged.

    Soon after Kingdoms came out I started to take my first steps towards making a major mod for M2TW on my own. I didn't know any other modders at the time and it was a tough challenge. I can still remember the horrors of trying to add my first new faction to the Grand Campaign After a few months of long, hard, lonely work my first ever mod was released to the public. At first KGCM was fairly modest just adding the Crusader factions to the Grand Campaign. But people loved it and the mod was a success. The reasons for its early success was mainly because the mod was focused in every area where it could on making the campaign more challenging. Since then the mod has just grown and grown, and I still continue to update it to this day. Over time I've also made friends with many of the modders around here on TWC. And there is a genunie respect among all of us.


    Quote:
    2. Your Kingdoms Grand Campaign Mod despite being very well done, stable and a lot of fun, it doesn't seem to be as popular as some mods hosted on TWC. Do you agree? and do you have an idea of why?

    It does seem strange that, because everyone that has ever played my mod and left feedback has loved playing it. Whilst I am under no illusions that Kingdoms Grand Campaign Mod is not the best mod for M2TW. It is hugely playable, extremely stable and fun to play. I am very proud of how my mod performs, that is the main thing here, not how popular it is but how good it actually is. I think some people may just look at it and say its unoriginal and nothing spectacular. But until you take up the challenge you underestimate it at your own peril. This mod is unique and fits in its own niche. Instead of providing fans with a totally brand new M2TW experience, think of this more as a continuation of CA's work. A mod that stays unashamedly close to vanilla and builds on it.


    Quote:
    3. Kingdoms Grand Campaign Mod is up to version 4.1 and is remarkable well done (I can't say that enough). I know that a patch is currently in the works can you tell us a little about that?
    Kingdoms Grand Campaign Mod is almost at its final stages now. There is very little more I can do to improve it further after working on it for nearly 2 years now. I plan on 1 final patch which will mostly focus on refining what is already there like traits, further AI and pathfinding improvements etc. But we will also be adding new historical characters to the campaign that will spawn at later dates. KGCM patch 4.2 is planned for release at the end of the year.


    Quote:
    4. Recently you announced a new mod based on your current work. Would you like to share with the readers your vision of the complete project and the status of development?
    The new mod I am working on is going to be very familiar to everybody who played and enjoyed KGCM. This time I am focusing it on the late medieval period and the beginnings of the modern age. I am going to try and retell the history as accurately as I can and bring it back to life. This campaign will start in 1400 AD and will cover many important world events and periods of war. For example the discovery of the new world, the great Western Schism and later the Reformation, the invasion of europe by the Ottoman turks and the Hundred years war. The mod is currently well into its development and coming along really well. Although I would welcome a few more modders to join my team and help me to make this new mod a success. I am also hoping to release this by the end of the year but its to early to give release dates.


    Quote:
    5. I have recently started to cruise the local forums of your mod and must say you have a great core group of guys. Has it always been that way?
    Yes that is very true, pretty much anyone who gets hooked on KGCM will not go back to playing any other mods for M2TW again (or very rarely). Thats because my mod offers something to them which many other mods cannot however good they may look, a serious challenge and a fully functional hotseat campaign. This is also evidence of the huge playability that my mod offers, you don't get bored of it, its that simple. Not unless you suddenly lose interest in the whole medieval period altogether.



    The10thLegion's Mod of the Month
    Spoiler Alert, click show to read: 







    Introduction

    Readers of The Silver Shield, what a journey this has been for me. I think Ive finally had my chance to put my stamp on twc with the Silver Shield and I hope you guys like what I put out. I now have my own column for the Silver Shield and I think Ill be covering some mods that I really think need to be recognized, so far I have done Res Gestae Imperiales, Paeninsula Italica, and Fall of the Republic; Rise of the Empire. Additionally if any of you guys want to recommend a mod, or want a shout-out on here just shoot me a pm. So without delay, my article.

    Invasion Barborum Somnium Aposte Julian

    Prelude
    This month I think Ill tell you about probably the most balanced mod I think I have ever played. I had previously played it a few months ago but I didn't give it a fair chance due to my bias against a mod that depicted that the Roman Empire could defeated, and so I uninstalled it after the first battle when I realized two things. One that I would have more than a bloody nose after a battle, and two that most of my settlements were going to revolt if I didn't micromanage, and work on what settlements i should keep and which ones I should revolt than exterminate. Eventually fate turned me to download it again when I was ashamed that I bought Barbarian Invasion and hadn't even played a mod that was in the Barbarian Invasion Timeline.

    Summary
    One of the things I should mention is that I was able to get this mod and uninstall it so easily is because it uses the -mod switch, which lets you get a mod without overwriting the vanilla files. Additionally it comes with an options folder that lets you pick from 3 campaigns, a 355 AD campaign which has Julian as Caesar in Gual, a 361 AD campaign with Julian in control of all of the Roman Empire which is the first time it has been done in any mod, and finally a 365 AD campaign with Valentian and Valens who are now in control of the Roman Empire but are faced with a revolt led by Procopius. Along with these different campaigns you have the option to install extra goodies such as an intro video, strat map figures, a cool sound mod, a vegetation mod, and finally a sky mod, although some of these are optional if the original CA textures don't work.

    The campaign I have been drawn to most is definetly the 355 AD campaign with Julianus in Gual. He is tasked with defending against the Alamanni and Franks with as one historian said "with no more authority than to wear the toga." You are faced with a large amount of barbarians ready to invade with minimal troops to defend with. If you weren't blown away by this, then you also have to contend with rebelling provinces, disloyal generals who like Constantius II more than you, and an economy that goes deep into the read the first turn. The battles are fierce, you are outnumbered 3 to 1 on occasions, and have to deal with a supply line that will plague your troops. I battled through and sacked the Franks and Alammani capitol, which suppresed the barbarians for now. I managed to scrape through this though, and with the small amount of troops I had left, I invaded Constantius II and managed to gain some money again. You will definetly have to make sure to plan your invasion timely though as you have to leave some protection on the Rhine or else your defeated enemies might become victors again.

    My second favorite campaign is the 365 AD campaign as Valens. I defeated Procopius main armies, although at the cost of my Heir, Victor. I then took Constantinople and was about to launch a campaign to recapture Greece but the Goths invaded and I was forced to take Valens to my Thracian border. Vandomarius, my best general continue to take Eastern Thrace for me though, but again was forced to head East to defend against the Sassanids, in which he is in an almost stalemate with. Im lucky to have a good economy in this game, so Im not in a live or die situation as is with almost all of the other campaigns.

    Without a doubt this is probably the most balanced mod Ive played to date. Admittedly I haven't played every mod out there, but I think anyone who would play this would come out with the feeling "So this was the struggle of the Romans." The battlemap features an adequate AI, which in short means a very smart AI! I have never played a mod in which I was on the verge of collapse if I lost 1 battle, I was very mad when my faction heir died in an utter defeat of one of my armies, but I later took revenge and sacked my enemies capitol. This mod does a great job portraying the struggles of the Romans such as disloyal generals, manpower shortage, unhappy people, large amount of enemies, terrible economy, and inadequate emperors. You are faced by many enemies on all fronts, internal squabbles, revolting people, and raiding armies all while you have to make sure you can keep paying for what you have. You are faced with deciding at the beginning of the game with some questions such as... Should I recruit more for my army? Should I save all my money? Should I build up my settlements? Which front should I send my troops? I will let you answer these questions when you download this mod, its definetly worth it! Download the 3.0 beta now, or wait for the next release!

    Screenies
    Spoiler Alert, click show to read: 







    Equites Scutarii


    Lahkmid Archers


    Lahkmid Slingers



    Wrap Up
    This week shoutouts go to Salvor Hardin, Bucelarii, Empocles, Antioches VII Sidetes, Pontifex, Agisaliaos, and Carl Von Doblen. Keep up the good work guys!



    Interview with Absithia from Vacuus Lux Lucis
    Spoiler Alert, click show to read: 








    Víkingr: First of all, tell us a bit about yourself.
    absinthia: I am Norwegian, that is about all there is to say.



    Víkingr: And tell us a bit about your mod.
    absinthia: Vacuus Lux Lucis is set in the British isles, in the so-called Dark Ages. Its main focus is the struggle between Anglo-Saxons and Britons, starting in 620 which was an exciting time in British history. Rheged and Elmet had just fallen to Northumbria, which it self was recently created by the merging of Deira and Bernicia. Essex had just broken off from the weakened Cantware and within a few years Penda will take the crown of Mercia.
    Dyfneint still, barely, hold their own against Wessex which keep pushing into the Dorset and Somerset regions. This is also the days of Raedwald king of East Anglia, Bretwalda and most probably the one buried in the Sutton Hoo mound.
    The Britons at this time was plagued by dissolution and in-fighting, the last few that held the title of High King does not seem to have held any overall authority among the Britons or even the welsh. Further more, the extent of territory lost to the Anglo-Saxons are so great that there is hardly any Britain to claim kinship over.
    We have also included two Pictish factions, Caith in the north and Fortriu with their capital at Scone in the south.
    While in Ireland, on the outskirts of Europe, the collapse of the post roman economic structure went rather unnoticed and as such the Dark Ages never set in. There the Celtic church's monastic traditions kept written records of the important dealing of noble lords and the ideal of the heroic warrior kept sway.

    This is the background for VLL and what we hope to portray in a number of ways. We aim to make trade and relations more important than vanilla and the title of High King should be a target factor for the three main cultures(Britons, Anglo-Saxons and Irish Celts). If all comes together as planed the Irish factions will have the most advanced of the High King scripts for their Ard Ri. The Anglo-Saxons will have their Bretwalda, which will be more a fancy looking battle model and an important sounding trait, rather than any campaign turning event.
    The Britons will have to fight hard to activate their High King script, so hard that it will mainly act to spice up the campaign before it gets boring, as you obviously are winning any way. It will probably be presented as an re-establishment of the post roman structure(to some degree), under one central authority. this would result in some new units for a standing field army and improved relations to the remaining Briton factions.
    All this is just in a state of planing at the moment, so there is not much more about it.



    Víkingr: What does VLL mean to you personally?
    absinthia: A large portion of one year of my life I will never get back.

    Víkingr:
    What phase would you say Vacuus Lux Lucis is at now?
    absinthia: A good phase I would say, we have had a number of those. Now we have been joined by maxmazi and Louis Lux to do the 2D stuff and we have just released a more ready preview of the strat map than we had before. Also Icedie has gotten into scripting, which is great for a mod that has a lot of ideas related to scripted stuff.
    I have just decided to scrap the Briton units i previewed this easter, to be honest they are mostly crap. since we decided to split the VLL campaign in two parts(620-864 and 865-1050) i saw fit to make a more Romano-British/Arthurian looking army for the early campaign.

    Víkingr: Whats your position within the mod, what modding do you do for VLL?
    absinthia: It is good to be the king.
    Even though I share power with Icedie.

    Víkingr: So what go you into modding M2TW?
    absinthia: The fact that Sweden was missing from the Teutonic campaign. As a Norwegian i can not live without beating the swedes, we love to hate those guys.



    Víkingr: How did it all begin? Who starting VLL?
    absinthia: It was actually a guy called plonkdog, but he had more or less quit already by the time i joined the team. I was looking to port Arthurian TW to M2TW, when i stumbled over a post at the .org, where it was mentioned a mod called Vacuus Lux Lucis at something called twcenter.net. I checked it out and found that at twcenter i could freely upload my Sweden addon for others to "enjoy", so i stuck around and eventually discovered the VLL mod in the wip`s section.
    Initially I only volunteered to set up a map, but the team was small(Icedie) and needed a lot of work. one thing led to another and here I am, stuck in the dev with the team, artifex badge with bling-bling and all.

    Víkingr: How many factions will you have in the mod, and how many of them are playable?
    absinthia:
    Spoiler Alert, click show to read: 

    east_anglia
    gwynedd
    fortriu
    laighean
    northumbria
    essex
    wessex
    mumhan
    connacht
    ui_neill
    gwent
    powys
    alt_clut
    dyfed
    mercia
    dyfneint
    cantware
    dal_riata

    nonplayable
    caith
    norsemen
    Ynis_Manaw
    mide
    airgialla
    breifne
    danelag




    Víkingr: In a percentage of 1 to 10, how historical would you say this mod is?
    absinthia: Hopefully a good 8, if that is quite historical. We have some exotic units like woad warriors and chariots, both which was clearly outdated by 620. The M2TW does not allow one-man units as to portray the Irish Celt tradition of heroic man-to-man challenges.

    Víkingr: Recently in the VLL forums we heard that the campaign will be split in two and that vikings will be playable in one of the campaigns. Can you explain more.
    absinthia: It became obvious that with a campaign stretching from 620-1050 would require an insane amount of turns if we wanted proper aging of characters. Also a campaign spanning more that 400 years can hardly keep to history, it was very much a "what if" scenario. Further more, the arrival of the Great Heathen Army and the Great Summer Army severely changed the state of things in the British Isles. We thought this warranted a campaign of its own and of course every one would love to be the vikings. Icedie has made some wicked cool vikings and it would be a shame for people not be allowed to play them



    Víkingr: Have you faced any problems when developing VLL due to it being in an earlier time period than M2TW?
    absinthia: The battle buildings may prove to be a challenge.

    Víkingr:
    Has there been any effect on VLL with the release of Empire Total War?
    absinthia: No. It would seem that Empire TW pretty much suck donkey balls, so there is still interest for M2TW.

    Víkingr:
    So, will there be any improvements to the AI? Will you be using one of the many AI mods that have been created, will you create your own, or will you leave the AI?
    absinthia: There will be changes in the AI for sure, because it is clueless. Unless someone with proper skills create one uniquely for VLL I expect we will really on one of the existing mods.
    That said, we have quite a few scrips related to economy, trade and such, so for all i know that might be AI related too. To be honest I am clueless when it comes to scripts, traits, AI and all that jive. It wrecks my brain like was it algebra...



    Víkingr:
    In the 1st strat preview we saw some early versions of Hill forts and Crannogs, has there been any more progress on these?
    absinthia: Hill forts and Crannogs are part of the castle line of settlements, which is yet under development. During most of the VLL timeframe castles did not exist, so I suppose we need to properly define what we will use them for.

    Víkingr: Any hilarious or exciting moments in your mods development you would like to share?
    absinthia: The other day there were two naked guys, in the dev, debating picture frames. Is that funny?

    Víkingr: Yes I know a new preview was just released, but I'm greedy. Will there be a new preview released soon?
    absinthia: There has been talk about previewing one of the main economic scripts. But the guys need to finish it all up and find a way to preview without giving away the whole bit.

    Víkingr: For anyone looking, where can they find your latest preview?
    absinthia: In our forum.

    Víkingr: Are you still looking for recruits, how can someone help or join you? Where do they post their interest?
    absinthia: I suppose we could use scripters, in particular someone to set up the rather complicated stuff related to the High king of Ireland. Also someone to fully implement the bloodline traits and tracking system could come in handy.
    Texturers and modelers are more than welcome too.

    Víkingr: Do you have any advice for anyone wishing to start up there own TW modification?
    absinthia: Have a clear idea of what you want and why you want it. Most importantly, how much social life you are willing to learn to achieve it.



    Víkingr: Anything else you would like to add?
    absinthia:When do I get paid?


    Editor's note: "check's in the mail"






    © The Silver Shield A publication of the TWC local moderators social group: The Silver Auxilia
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    Last edited by Armatus; December 12, 2010 at 08:49 PM.

  2. #2

    Default Re: The Silver Shield - 4th Edition

    Congrats all on hard work!!!
    The House of Wilpuri ~ Proud Patron of: The Noble Lord & Sumskilz


  3. #3

    Default Re: The Silver Shield - 4th Edition

    Good, i am loving that this is the 4rd Edition

  4. #4

    Default Re: The Silver Shield - 4th Edition

    Haha thanks for the fyi! If that's all I have to worry about this time around I've done well considering a few issues with previous editions

    However keep the feedback rolling!

  5. #5
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: The Silver Shield - 4th Edition

    Great work everyone. Really awesome issue.

    y




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  6. #6
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: The Silver Shield - 4th Edition

    thanks for the interview you provided
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  7. #7
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    Default Re: The Silver Shield - 4th Edition

    Nice work everyone.
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  8. #8
    MaxMazi's Avatar Back in the game!
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    Default Re: The Silver Shield - 4th Edition

    Great job guys! Absinthia is such a funny guy, his interview was a real treat!
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  9. #9
    abbews's Avatar The Screen Door Slams
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    Default Re: The Silver Shield - 4th Edition

    Great work everyone!

  10. #10
    Horsa's Avatar Artifex
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    Default Re: The Silver Shield - 4th Edition

    Great work to all the team!

  11. #11
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    Default Re: The Silver Shield - 4th Edition

    Another great work,congrats mates!

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  12. #12

    Default Re: The Silver Shield - 4th Edition

    we, absinthia, approve of this issue.
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  13. #13

    Default Re: The Silver Shield - 4th Edition

    Nice congratulation Swagger also to Wotn you really deserved this , same with VLL keep it coming silver shield

    The more sand has escaped from the hourglass of our life, the clearer we should see through it.
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  14. #14
    apple's Avatar Searching for 42
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    Default Re: The Silver Shield - 4th Edition

    Another brilliant issue.
    Thanks once again for the opportunity Tzar.
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  15. #15

    Default Re: The Silver Shield - 4th Edition

    Great work to all the SS team.
    TIME TO DIE!!!! Proud Son of Viking Prince

  16. #16
    Romanos IV's Avatar The 120th Article, § 4
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    Default Re: The Silver Shield - 4th Edition

    Great issue, congrats all!
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  17. #17
    Wundai's Avatar Artifex
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    Default Re: The Silver Shield - 4th Edition

    Oh... I see Nakharar is no longer with you as reporter?
    So neither is his interview with me, he said would have been in the 4th edition?
    Damn Shame

  18. #18

    Default Re: The Silver Shield - 4th Edition

    Wundai thats my bad, i was really busy and asked to be notified a few days before the release however no one did as they probably forgot and thus it wasnt finished... its finished now thouhg ready for 5th

  19. #19
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    Default Re: The Silver Shield - 4th Edition

    Love it mate. Cool Sig you got there for my article!





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  20. #20

    Default Re: The Silver Shield - 4th Edition

    Quote Originally Posted by Nakharar View Post
    Wundai thats my bad, i was really busy and asked to be notified a few days before the release however no one did as they probably forgot and thus it wasnt finished... its finished now thouhg ready for 5th
    It was a misunderstanding I posted in your wip thread instead of pming you. We'll get it out next time.

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