After the birth of the astonishing Broken Crescent, few modifications dared challenge its legacy and generally did not approach the Far East in their modifications - But now, this has all changed. A new rival to the Broken Crescent legacy has arisen, All Under Heaven. The modification, lead by the talented Augustus Lucifer and the resourceful Yelü Dashi, seems to be growing in quality and popularity by the day, and will probably grow to one of the greatest mods this community has ever seen.
With new events and buildings, this mod promises an amazingly different and diverse atmosphere and a very attractive look to it, Japanese styled buildings and messages, amazingly done cities, settlements and other kind of buildings... Needless to say, it looks better by the day.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
All Under Heaven appears to focus on the Far East, before and during the Mongols invasion of Asia, you will have to take hold of one of the Eastern factions and rewrite history, using the full arsenal of their weapons, that are, as all Medieval 2: Total War fans and veterans know, are not to be trifled with.
With the team apparently very enthusiastic about this modification, playability seems to be a very big part of its development, whether that means better AI, eye candy or improved gameplay - I don't think anyone will complain. Above all of that, this modification will probably be a very good chance for us Shogun veterans to reminisce and enjoy a Medieval 2 engine playing a Shogun-like game, along with that it will probably be an opportunity to learn more of the history of the Far East, and with that enrich ourselves in ways we never figured.
The more I look at the previews of this modification, the more my excitement towards its release grows. In a relatively short time span, the team managed to spring up two amazing previews; The Faction Mini-Preview - Taira Clan and Minamoto Clan and the Emperors, Monks and Ninjas preview. To add to the growing excitement, the more I look at the previews, the more this game looks like Shogun to me - Shogun, a franchise starting, blockbuster classical game which most Total War veteran remember for the better - And Shogun in a Medieval 2 engine cannot be a bad thing.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Needless to say, I'm quite anticipating this modification, for many, many reasons. If this proves to be what it promises to be - We will probably be looking at the heir of the Broken Crescent legacy, or it will be the starter of its own legacy. Either way - I am positive this modification will be a whopping success.
I would also like to add that the growing fan support of this mod seems rather astonishing to me, the fans provided the team with excellent artwork and unbelievable signatures, avatars and banners, including KingTheoden's amazing work shown in the spoiler below.
Spoiler Alert, click show to read:
With all that said, I now have my interview with AL (Augustus Lucifer) to give you all some more information about this modification and how it will play out - I don't think you will be disappointed!
This time I'll be interviewing Augustus Lucifer, a renowned citizen, active member and helpful technician of this site. He is also a co-leader of a rather famous modification, All Under Heaven.
Hey AL - Would you care to tell us, what is the modification about?
I think I've captured the focus of our mod best in the information thread, so I'll paraphrase that -- All Under Heaven takes the game to Medieval East Asia, in a period on the eve of the Mongol invasions, where the entire continent is about to be thrown into a period of warfare which will shape its history and determine the autonomy of many sovereign nations. More specifically the mod starts towards the end of the 12th Century, during a time of relative peace, which would all change over the course of a few decades.
In Japan the Genpei War has just begun and two clans vie for dominance and a change to the administrative systems which would breed the events of Shogun 400 years later. The Indochinese nations of the south are coming to the end of a cultural renaissance that brought about such wonders as Angkor Wat, and are clashing in a series of minor border conflicts which could escalate under the right conditions to full-scale war. Korea is under military rule; Tibet is fractured and lacking a national identity; The Khitans are seeing their power wane in the central steppe; The Song, Jin, and Xi Xia are all participating in a grand interwoven diplomatic tapestry with constantly shifting alliances and proxy wars. And to the north, the Mongols are beginning to stir. A man by the name of Temujin has come of age and is gearing up to unite the fearsome warriors of the north under one banner, transforming them into the unstoppable juggernaut we know to history.
This... is... TOTAL WAR.
Sorry, where was I? Planet Earth, right, thanks. It might seem like this is a setting that favors Mongol onslaught and will be very Mongol-centric, but that's not really the case. While the Mongols did make a name for themselves as some of the greatest conquerors in history, the nations they conquered were anything but pushovers. Their conquests weren't quick or easy, it took them 20 years to conquer the Jin Dynasty and another 30 to triumph over the Song. It's never as simple as Total War games make it out to be, and this is no exception. We're hoping to represent all of the political and economic factors which underlie the military situation, but there's only so much we can do when the name of the game is Total WAR.
What are your guidelines? I mean, what do you work by?
We want to have fun, that's the bottom line. If that means we have the Tibetan salamander cultists which grow to 19 feet tall and shoot lightning out their arses, fighting Tungusic reindeer axemen, so be it. We're not making a fantasy mod and we really do want accuracy, but at the same time we don't suffer complaints about historicity, especially when the matters are trivial or add to gameplay. That said we have a continuous call out for historians to help flesh out the mod, since I fancy myself a rather terrible researcher, just can't retain any of the knowledge I read on it, too dry. And we also realize that our mod will likely be the only representation these peoples and this period gets in the TW community, so we want to do good by the descendants of those people, making sure our game does the time and place justice.
If you want it more specifically, I guess you could say we're a 'historical gameplay' 'total conversion' modification. Aesthetic value and gameplay take precedence over history, but are both derived from history. We don't say "Hey, you know what would be good? If the Mongols employed Ogre Bunny Throwers." Well, I do, but they usually tell me to go sit in a corner. But if our units aren't perfectly period accurate in the eyes of the world's leading historians, then that's tough shite. Our artists have the final say on whether historicity inspired changes fit with their vision, and the period we're working on leaves a lot to the imagination.
At the same time, Yelu does a particularly admirable job at finding reputable sources and deriving his work from them. Our researchers have also gotten us some pretty good material for a great number of the factions. Most notably we're in a special collaboration I won't elaborate on yet, which has given us access to University material on the full 3D reconstruction of the Khmer Empire. This will probably make it into a future preview, so don't want to spoil the thunder!
Do you aspire to make this somewhat similar to the franchise-starting Shogun in any way?
Well I'm someone who can say that I joined the series with Shogun back when it came out and have bought every game since. I do have really fond memories of Shogun, but I've tried not to go back and play it again, since it seems like the game would be better in hindsight, and I don't want to tarnish that with a conic view of modern graphics capabilities. So in answer to your question, yeah we do plan to have some similarities to Shogun. We plan to be similarly awesome. But aside from being awesome, we aren't really looking to Shogun for any inspiration or ideas, and most of the things it has can't be modded into the M2 engine.
There are some other mods and games that we have drawn some inspiration from though, so I'll mention those. Europa Barbarorum deserves special mention, since it's a really boundary busting showcase of massive collaboration efforts from very talented people. We admire their depth and conviction, and hope to achieve some of that, but in no way expect to be similarly detailed. Broken Crescent gave Yelu his start and has been a constant source of inspiration. What BC shows is that a mod with good scope and high production values doesn't need to make groundbreaking gameplay innovations -- they used a LOT of vanilla buildings and such -- in order to be a huge success. Aside from that there's too many to count: RS, dHRR, Rusichi, RTR, FA, DLV, etc. Last but not least, I get inspiration from Paradox games like EUIII when it comes to non-military aspects of how a game of war and intrigue should be handled.
How many factions will be doomed to fight in a state of total war in the modification?
At the risk of rattling on this question for far too long, I'd suggest that people interested in the mod look up details of our factions either by browsing through the [Faction Discussion] threads on our forums or looking around the internet, since there's a lot of information to be had. Then if any pique their interests, they can search for books detailing them, and maybe even join the mod as a historian! Our full list of factions, which is final and won't be changed any time soon, consists of: Song Dynasty, Jin Dynasty, Xi Xia, Kara-Khitan Khanate, Tibetan Kingdoms, Pagan Kingdom, Khmer Empire, Kingdom of Dali, Dai Viet, Kingdom of Champa, Goryeo, Minamoto Clan, Taira Clan, and Mongol Khanate.
In addition to the above, the Ghurid Sultanate is an emergent and non-playable faction, which might be changed and is low priority. We also use some extra faction slots for various non-faction purposes. With regards to the naming conventions of our factions, they may change, but what they represent probably won't, and we're going for the most legible names not necessarily the most proper. Various other minor peoples are likely to be included, but details on those aren't forthcoming since it's too early to say with conviction.
How long will be the campaign? What era will it focus on?
The campaign is planned to last for 100 years, currently that time period is 1180-1280 A.D. with four turns per year. This changed recently from 1171 due to a change in why we selected our start date; it's now based on the beginning of the Genpei War, the latest time we could start the mod and still have two factions in Japan rather than one. Due to this, some other events will happen sooner than they did in history. Historically the Mongols didn't invade until around 1206, but their conquests also occurred so rapidly in Total War time considerations that from 1206-1227 it would be impossible to represent them realistically without a 6tpy or 12tpy mod. They also historically invaded China, Japan, etc. later on, in some cases much later.
So we chock it up to creative license and the fact that this is a Historic RTS game, not a simulation, that these events will invariably happen differently and sooner than they did in history. There also will naturally be some open conflict where there may have only been pretense in history, but all that we try and do is within the realm of possibility.
As for era, well, the era we've been talking about up until now! We have no intentions to create a campaign focusing on the aftermath of the Mongol Empire, though that would certainly be interesting if we had infinite time and resources. The game sets up the situation in 1180 A.D. with a few liberties, and from there it aspires to be a sandbox.
Who's the team?
The team is shown here, in large part. There's been a few additions since I last updated that, researchers and a couple modelers. If I labor on about who does what and how much then I risk forgetting people or misrepresenting roles. Suffice it to say that Yelu is the heart and soul behind the team, and all our artists, our music man, and a handful of our researchers are solid contributors to varying extents.
What do YOU do in the modification?
I'm the pretty face. The AUH Kieran. No, but I do handle PR in addition to most managerial tasks when I'm not swamped. I'm also coder, scripter, and build manager, so it's my job to tie all the pieces together and help establish design direction then implement it. Don't claim to be any good at it, but that's what I do such as it is.
Do you like how it's progressing?
Lately it's been good. Like all volunteer projects we go through our ups and our downs. I've been going through a bit of a down lately, haven't had much time to commit to the mod due to various reasons and it's really quite frustrating. On the other hand our artists are doing good work, every last one was performing adequately, and a few of our researchers have kept active, which is something we often have not happen. I wouldn't say the mod is progressing at a quick rate, there's still a lot of work to be done across the board in every area, but each little or big thing add up, and we have a high retention of completed work so very little 'goes to waste'.
Still a mod will never progress as fast as we might like it to, and certainly not as fast as the mod supporters desire. There's still a lot of work left to be done, and we're in no position to take stock of it all and come to some conclusive timetable right now, so it is what it is.
I've noticed that AUH is quite a famous modification, mostly because of its eye-catching-first-glimpse resemblance to Shogun: Total War, have you received much community support when it comes to this?
I wasn't aware it was all that popular, though the view count on the last preview is pretty respectable. Now don't get me wrong, we received good feedback with our last preview, even the high praise by a respected member that our preview was better than some complete mods. But I've always thought we were reasonably obscure in the modding scene, popping up now and again with some eye candy, but overall not inviting a huge buzz in the interim. And personally I like it that way, since it sorts the casual supporters from the avid supporters, which means we get better and more dedicated suggestions, as well as the ability to work without being bothered much.
Overall we're happy with the support we receive from the community. It should be particularly noted that our Vietnamese friends from Ministry of Rites have done a great job feeding us information, as you can see from the swollen Dai Viet faction thread. We regret that our attention hasn't shifted to that faction just yet, largely because we have broader things to attend to, but are happy to know we have a wealth of information to reference. There's also no doubt that a number of good suggestions have cropped up, and at some point I've got to take stock of some of the accumulated ideas that fit with our design plans, it's just not at the top of my list right now.
Do you have anything you would like to say, add or anything?
We'd like to thank the supporters of the mod for their continuing encouragement and patience. It's no secret that we aren't a mod that has quick previews, nor are we a mod that has the amount of people in vital areas common to a mod of our scope. Obviously our last preview was something we're proud of, but it was also the culmination of a few months work with creating and compiling, and overall was an undertaking out of proportion to our production. It'd be fair to say that there's some things we've showcased which have a lot of tinkering still needed, and plenty of things we haven't showcased which we haven't been able to frame as we'd like just yet.
In the future it's probably unlikely that a preview on the scope of our last one will be the direction we take, but we are toying with the possibility of a variety of previews for the future. Our focus right now as a team is on strengthening our base and developing where we have the resources, so this approach doesn't necessarily lend itself to faction by faction previews, but it is more important to the success of an actual product. As always our philosophy for supporters is that it's best if you expect nothing and are pleasantly surprised, since you might otherwise become a slave of your expectations and project that perspective to us, which simply isn't a healthy environment to work in.
Lastly, we're always looking for able hands who are interested in the product and can be of use. The listings in this post are still up to date. All of that said, we will hopefully have some things to look forward to in the near future, and our next preview is being worked on in the art department... As you can all tell, the team's cooperation was amazing and contributed a lot to this piece being formed. I believe this mod will be one of the best we've seen. I'd like to thank Augustus Lucifer and his co-leader Yelu Dashi for their outstanding work and cooperation, as an example to that, AL has once again provided, and with excellent timing, an unseen unit - The "Alixi" of the Jin Dynasty auxiliary cavalry units. Well done boys, keep it up!
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
The MultiPlayer forums at this forum are many. You have Multiplayer sub-forums for MTW1 up to ETW. They, in their respective sub-forums, talk about MP issues, from fixing bugs, to hosting MP campaigns, like for M2TW MP, or for hosting team tournaments with 5+ dozen clans, like for ETW MultiPlayer. It could and will become a major factor on this forum. MultiPlayer forums on this site have the potential to grow and potentially be better then any MP forums in other gaming TW forums. We here give the MP players the right to mod their own forums, to write MP guides, to host tournaments and so on. He is an great TW MP player. I, along with many others, played with AggonyDucky for years. He has won many championships and awards in the many years, and has a high level of experience in MP and SP.
1. When you did you start TW MP?
I started playing Total War Multiplayer in February 2003 after buying Medieval: Total War. I had more or less had enough of the campaign after Shogun, so it didn't take me long to go online in search for more challenging battles and found them I did. After that I have been hooked.
2. When did you join Aggony you old war horse ?
After around ten days of playing, I played with AggonyNaak against some ELITE's. We won the battle, played some more games and before I knew it I had posted an application on the Aggony forums. A rather interesting tidbit of information was that I first applied to Fearful Ways, but after meeting Naak I withdrew my application and stated that Aggony had offered me a better proposition. And note: this was just after the three greats of Aggony (Kas, Ace and LittleGrizzly) had jumped over to Fear, leaving Aggony in distress.
3. What is the best thing you did on TW MP in your opinion?
Hard question. I'd rather answer what was the most enjoyable thing I did in TW MP and that is the period of 2005-2007 when Aggony had returned to VI. We had a strong core of warriors, we were at our best competitively and had a lot of fun together with the rest of the remaining VI community.
4. When did you start coming to TW fan forums?
Pretty much the same time I started playing Total War. I lurked for a long while, but eventually started posting myself.
5. What was the first IH you joined?
If you mean single player Interactive Histories like the ones hosted by Kraxis, then it was his third interactive history 'Antiochus Dilemma'. The first multiplayer Interactive History I joined was Kagemusha's Sengoku Jidai.
6. What do you like about them?
I like the 'problem solving-aspect' of Interactive Histories. Often you're presented with a problem that can be solved pretty creatively. Additionally they give you an opportunity to put yourself in the boots of historical generals and admirals, giving you a perspective of the troubles they might have faced. Additionally some of the writers, especially Kraxis wrote brilliant text and told awe-inspiring stories.
7. What is the Best IH experience you had?
Without a doubt, the final battle of Kraxis' 'Interactive History V: Duel of the Sea'. We had prior to that fought a long campaign and the final battle was a great and sanguine way to end a brilliant history. Reading the final chapters still gives me a shiver in my spine.
The whole experience of the Sengoku Jidai Interactive History is a good second though, but with it there was always the problem that it would never be finished. Multiplayer Interactive Histories of that scope and ambition are nigh impossible to conclude, simply because the workload placed on the writer is too big.
8. Any final thoughts?
Nope.
Duck is an member of the Aggony clan. He is an long standing member of the TW Multiplayer community and of that clan. He has won several individual and clan tournaments, like the famous CWC tournament. He been at the TotalWar.Org forum since 2005 playing Interactive Histories and helping the MP community there. He recently move to TWC also to enjoy the MP community here and the Interactive Histories here also.
With the ever-growing market of PC gaming and gaming overall, extraordinary and popular games are not hard to come by, but quality can run very scarce, however, it is true that the gaming companies do try and compensate, always try and provide better and better products, as the gamer audience becomes more and more sarcastic, demanding and fond of intellectual stimulation along with daunting and adventurous tasks.
TaleWorlds and their recent game Mount&Blade are somewhat of unknowns amongst gamers, but that did not deter them from making one of the best games I have ever seen, nor has it prevented them from expanding that game forward, making a game easily comparable to the Total War genre's Medieval 2 Total War and Rome Total War due to the era and the action. Mount&Blade is a user and modder friendly game, a game that never fails to provide action and a challenge, in which you engage in full scale warfare of the Medieval kind, with a rather large world to explore and a wide variety of fates and choices - Especially with modifications.
This game has an amazing gameplay interface, allowing for a swift learning of the game's fundamentals and basics, not to mention the amazingly detailed and excellently done tutorial and the ability to re-enter the tutorial at whatever stage of the game, and even getting a reward of experience for it, the game never ceases to amaze me. The game has graphics that, I must admit, made me shake my head at first, all I could think was: "Why am I going to buy this game, it looks like a Web Browser Game!"... How wrong was I...
For the first month I played this game, all social attachments and contacts have been broken, I stayed at home and sucked that game fully, and I just couldn't stop. This highly addictive medieval first person warfare game was everything I had ever dared dream of - All of the possibilities you have in adventure games like Diablo II, with better graphics and the first-person (Third person as well) feel of the Call of Duty genre, in the mayhem of battle.
Whether you ride on a horse or run of foot, the action just refuses to stop. Everywhere you look, enemies march to kill you and your party of brave comrades and soldiers, arrows flying about and javelins being tossed at you - The chaos is so addictive that even when you fail and lose a fight - You don't even get mad, you are just disappointed that the killing stopped. You get to choose between wielding a spear, lance, sword, axe, crossbow, javelins, throwing axes, throwing daggers, bows and dozens of other weapons, with four weapon slots available, the combination of such weapons are seemingly endless, needless to say that the number of different armor and equipment out there, including different types of horses, make the game even more complicated and all that much more fun.
You can order your soldiers in map by pressing "Backspace" and commanding them in the minimap, adding an additional strategy part to the game and allows you to control and trap your enemies in the fight for survival!
There are certain "Rebellious" personalities, one for each faction, which request you take up their cause and fight in their name, as such you invoke a full-scale civil war, all in the name of your new lord - Would you choose that to be your fate or not, that is your choice, but that is only one example of the hundreds of different choices and paths you can take through-out the game.
The game has dozens, if not hundreds, of modifications - The most popular of which must be "Prophecy of Pendor" and "Wedding Dance" - And every single modification allows for many different aspects, thousands of new weapons, units and armies and completely different stories, all in the name of your enjoyment, and it definitely adds more and more aspects to the game. To add to that, it seems TaleWorlds was ready for this, in fact, it seems like they planned it to be like this, as the game is extremely modder-friendly, both in files and in the total gameplay and interface of the game, allowing you to make amazing changes to it.
The additional beauty of this game is the "Campaign Map" - In which you can conquer cities for your king, or, if you're playing certain modifications, build your own kingdom! Armies are represented by lords and hundreds of soldiers following them, and your character stats are just like any other adventure game, with certain skills to develop that add an additional depth to the game.
Additional depth is added as you must supply your army with food and supplies as you march upon the plains of warfare and into No Man's Land, supply your "Heroes", special units, with armor and equipment - You can loot caravans, loot villages, conquer castles and cities and even duel with lords! In addition to that - You have tournaments to never end the fun, fight for glory and money, gain honor to be loved by your peers and fight for the loot and for your glory.
To add to all that, you also have to keep your soldiers happy! Your heroes have their "Likes" and "Dislikes" - One may not like looting villages, but he may love another companion you have, and one may hate a certain companion you have yet relish the slaughter of combat - Each of them with different stats, dislikes and likes, and it's up to you to fit yourself, their equipment and the way you play the game to their liking, adding more and more depth to the game and allowing you to feel as if you really do manage a group of soldiers. Morale is also an issue, an unfed and bored army turns upset, and may abandon you and your cause, but a happy army will fight vigorously in your name and win fights you could not even imagine!
Whilst it is true that the Mount&Blade community is not large, it is also true that it is growing rather rapidly, and with the newest addition (Mount&Blade - Warband), the community is growing ever so fast, in fact, the Mount&Blade community has a subforum right here in TWC if you wish to learn more, or you could even go to the TaleWorlds forums themselves and learn more there, from the official makers and the official forums of the game.
Stay tuned next edition for my preview of Warband!
Spoiler Alert, click show to read:
Possibly one of the most medievalist wars of the entire medieval period. The War which pitched the best knights and technologies of England and France, has suprisingly not been represented until La Guerre de Cent Ans. The scale of the mod is amazing, with such a huge map and amazing detail and great balance. The map is so big, that even the tiniest villages are represented.
Spoiler Alert, click show to read:
Though the first version had factions other then France and England the other factions were boring to play as as they didnt really have a part in the war. But now they have added more factions and factions that actually had a part in the war and would be a good conquest.
Spoiler Alert, click show to read:
The atmosphere is also very well done aswell as amazing detail and a huge amount of options and micro management from everything to sailing down to do a suprise raid on Paris. Though the rosters lacked mercenaries and a variety of units, the open minded team listened to comments and remedied the problems also adding more factions aswell as a more indepth script with special characters and hordes.
A pretty important file which controls a lot of minor things but important things too
faction england / faction name
culture northern_european / culture name
religion catholic / religion name must change with religion
symbol models_strat/symbol_england.CAS / the symbol position for strat symbols change if you wish
rebel_symbol models_strat/symbol_rebels.CAS / rebel strat symbol
primary_colour red 215, green 0, blue 0 / the colours for banners on strat map and mini map
secondary_colour red 255, green 210, blue 0 / colours for strat banners and mini map(the side colour)
loading_logo loading_screen/symbols/symbol128_england.tga / not releveant
standard_index 12 / not relevant
logo_index FACTION_LOGO_ENGLAND / faction symbol big
small_logo_index SMALL_FACTION_LOGO_ENGLAND / the faction symbol small
triumph_value 5 / not relevant
custom_battle_availability yes / gives ability to play custom battle or not
can_sap no / not relevant
prefers_naval_invasions yes / speaks for itself
can_have_princess yes / speaks for itself
has_family_tree yes / means if it has regular family tree or papal states or teutonic
special_faction_type slave_faction
a special line which shows a special faction type, this shows rebels, it could be papal_states
faction england , shadowing france
shows a shadow faction not guaranteed to work first time "kingdoms"
Hordes
horde_max_units 20 / horde max units
horde_max_units_reduction_every_horde 10 / speaks for itself
horde_unit_per_settlement_population 250 / amount of units per population
horde_min_named_characters 2 / required generals
horde_max_percent_army_stack 80 / maximum amount of horde units
horde_disband_percent_on_settlement_capture 0 / units disbanded on capture
horde_unit Mongol Heavy Lancers / horde units received
horde_unit Mongol Heavy Archers
horde_unit Sabadar Militia
horde_unit ME Halberd Militia
horde_unit Turkomans
Some may know Wundai, some might not, you might of seen him in those Asian Mods or the guy who loves Japanese stuff in his avatars, whatever heres his factfile.
NAME: [user]Wundai[/user]
KNOWN FOR: "The Asian Obsessed Building Guy"
MAIN MODDING SKILL: Building Development(battle, strat)
ACHEIVEMENTS: Artifex(Patron: Augustus Lucifer)
MODDING CAREER: Well in April 2007, he joined "Ran No Jidai" the great RTW mod as a building modeller, he did amazing work there which is a milestone to make RTW modders today. He tried his best to do Japanese buildings and then he textured them. He was pulled into coding them ingame, which he and many other moders hate to this day. After a while and practice Building modelling became less hard. After alot of "Ran No Jidai" buildings were done he joined guess what but another Asian Mod but on M2 "All Under Heaven". His great skill was transfered to M2 too, and made strat map models which look excellent and battle map too and hopefully in the future city models as they become more possible.
Joining Ages of Darkness II(phew not an Asian mod ) he was known there for his Justinian Buildings which add great atmosphere.
Mods:
Ages of Darkness II
Ran no Jidai
All Under Heaven
Spoiler Alert, click show to read:
Dominion of the Sword Dominion of the Sword is an ambitious project aimed at making a Supermod, we have a large team made up of several contributing mods as well as our own dedicated staff. The mod aims to maximise the possibilities in the M2TW engine to make a game with realism, historical accuracy and playability. Most of all we are concentrating on an atmospheric and fully immersible experience of medieval warfare and rulership.
Voice mod project: Responsible for coordinating the voice overs for all factions.
Coder:
Basic - Text Descriptions
Basic - Traits and Ancillaries
Inermediate - EDU and model.db
Advanced - AI, scripting.
Art:
2D Artist - Events, ancillaries, etc.
2D Artist - Unit cards
Modeler:
Strat map modeler, Unit modeler
Skinner:
Skin units, based on historically accurate dress and weaponry. Examples of work requested.
Agon: Rebirth of the Hellenes Agon is a mod focusing on Ancient Greece and the nearby lands. It's primary goal is depicting the many conflicts that took place in the area in both a fun and historically accurate way. The mod will feature 29 brand new factions and many new units.
Very nice Edition Indeed, I would like to say good work to all my fellow Silver Shield partners but also say thanks to the readers because without them we wouldn't exist.
An amazing job by the whole team and a special atta boy for the new editor. I have a personal reason to respect the first time attempt.
Grandson of Silver Guard, son of Maverick, and father to Mr MM|Rebel6666|Beer Money |bastard stepfather to Ferrets54 The Scriptorium is looking for great articles. Don't be bashful, we can help with the formatting and punctuation. I am only a pm away to you becoming a published author within the best archive of articles around. Post a challenge and start a debate Garb's Fight Club - the Challenge thread
.
Originally Posted by Simon Cashmere
Weighing into threads with the steel capped boots on just because you disagree with my viewpoints, is just embarrassing.
Originally Posted by Hagar_the_Horrible
As you journey through life take a minute every now and then to give a thought for the other fellow. He could be plotting something.
Good stuff dudes, great read. I especially liked that review of All under heaven thier last preview caught my eye and ive been dieing of anticipation since.
Good stuff dudes, great read. I especially liked that review of All under heaven thier last preview caught my eye and ive been dieing of anticipation since.