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Thread: +Terra Sancta+. Announcement/first preview

  1. #101

    Default Re: +Terra Sancta+. Announcement/first preview

    Those units look beatiful.I hope this mod is not dead

  2. #102

    Default Re: +Terra Sancta+. Announcement/first preview

    its not dead its under progress haha


  3. #103
    Thorwald's Avatar Foederatus
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    Sep 2009
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    Flanders
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    Default Re: +Terra Sancta+. Announcement/first preview

    Some ideas for Medieval 2 : Total war modders.

    There should be an choice of ‘government’ after conquest of a city :


    ///////////////////Village Town Large town Minor city Large city Huge city Troops to recrute
    Vassal state 1 2 3 4 5 6 Light regional troops (town guards, town militia, skirmishers, archers)


    Barony 2 4 6 8 10 12 Light & medium regional troops (crossbowmen, spear men, light cavalry, …)


    County 3 6 9 12 15 18 Light, medium & heavy regional troops (heavy infantry, elite crossbowmen, …)


    Principality 4 8 12 16 20 24 Light, medium & heavy regional troops (knights) + royal light troops


    Duchy 5 10 15 20 25 30 Light, medium & heavy regional troops + royal light & medium troops


    Royal domain 6 12 18 24 30 36 Light, medium & heavy regional troops + royal light, medium & heavy troops + siegecraft



    Translation for those governments you will find on : http://en.wikipedia.org/wiki/Royal_and_noble_ranks
    For the muslim factions it will be : emirate, sultanate, imamate, caliphate, malikate, sheikh state (but I don’t know the order, investigation needed).
    So, if you are intend to conquer a huge city (Constantinople) and you want to make it a Royal domain, it will take you 36 turns before you can build or recruit. If it is a Large town and you want to make it a County then it will take 9 turns. …
    Royal troops are troops of the faction you are playing (Longbowmen for the English, Pavise Crossbowmen for the Venetians, Varangians guard for the Byzantines, …). Regional troops are troops you can recruit in a particular city (Flemish pikemen in Ghent, Nottingham longbowmen in Nottingham, Bohemian pavise crossbowmen in Prague, …). So each city/region has its own regional troops with their own colors. Thus if you are playing the French and you want to make use of Genoese pavise crossbowmen, you have to conquer Genoa with at least a county as government. These troops have the French banner but their shields will be from Genoa.
    If a region has PSF it should be possible to recruit troops from that PSF as well. So in Flanders (Ghent), with PSF Brugge (Bruges), Kortrijk (Courtrai) and Aalst, you can recruit Bruges pikemen, Kortrijk archers, Aalst knights in their colors (with help of Google).
    You can only build and recruit if the local lord (count of Flanders, prince of Antioch, duke of Swabia, …), faction leader or heir is present in the city.
    I hope there will be a choice for governor or general for the family members (like Deus Lo Vult). And why not a choice for Bishop.
    There should be a limit per city about recruiting troops. 20% of the male population between 20 and 40 years or 30%? Investigation needed!
    The quantity of each unit should decline from the start of because of disease, desertion, starvation, … and should have a limit of 20 years. Only merging is possible. Thus if you are playing the Scotts and you decide to quarter a unit of Edinburgh knights in Kerak (Jordan), they will extinct after 20 years.
    There should be more regions tags to increase morale, religion, armouring : tomb of Charlemagne in the region of Aken (+1 morale for Franks and Germans, shroud of Turin (+1 morale for Christian factions), famous blacksmith in the Swabia (+1 defense), Holy Lance in Antioch (+1 morale for Christian factions), Charles Martel in the region of Tours, (+1 morale for Franks), burial place of Alaric in Calabria (+1 morale for Germans), burial place of Attila in Hungary (1 morale for Magyars), …..
    Light, medium, heavy and siegecraft units should have their own travelling distance. The slowest are the siegecraft, the fastest are the light cavalry.
    Besides PSF and resources there should be also abbeys, cathedrals, tombs built before the year 1000 viewable on the map.
    Gunpowder knowledge can only be obtained by defeating or spying an army containing canons and guns and you have to go back to the capital with an academy ‘to tell’ it.
    It should be a task for the diplomat to arrange marriages and to buy mercenaries when visiting other regions.
    When a mercenary camp is built in a town/castle with a seaharbour it should be possible to buy mercenaries of your allied or neutral factions of the same religion. So, playing the English, you possess Limassol in Cyprus you can buy units of f.e. Denmark, Sicily, but it will take more turns to have them depending on the distance. So units from Denmark 4 turns, units from Sicily 2 turns. Mercenary units size should have be half than normal. If an archer unit is 160, the mercenary archer unit is 80.
    With every upgrade of a city, there should be an additional line of buildings you already have. So besides a cathedral you can build a chapel. And 6 inns at a huge city.






    What I would like to have in Medieval III :

    Battlefield map : new button for unit with shields to hide/kneel after shields when attacked by archers and crossbowmen. When an army is attacked it should be possible to place obstacles on the map (stakes, low walls, low ditches, …) depending on the stars of the general. So if a general has 8 stars, you can place 8 obstacles on the terrain. When there is no general there will be no obstacles. Also if attacked I want to see my camp (tents, carts, animals, …) at the side of the battlefield. Sapping should be possible like in Rome Total War.
    Campaign map : 4 turns per year (white winter map with frozen rivers and blocked mountain passes, flourishing spring map with wide rivers, dry summer map with more fords, brown autumn map).
    Each regions should be subdivided into areas where you can build : Governor/civil architect can build mining, fishing, farmer villages, Tax collector can build toll bridges and houses, master of castle can build castles, cardinals can build abbeys and churches,
    Building : possibility to make the town yourself with civil architect (for economic towns) and master of castle (for castles and PSF), (like Age of Kings or Stronghold games) in the style of your faction (northwest European, eastern Christian, south Christian, northeast Christian, Arab) and in the local materials (limestone, brick, granite, …). When you want to build a castle, it should be possible to zoom in into the strategic area you want to build a castle. Start with a keep and expend it with towers, gates and walls in all forms (1 turn for each part).
    Options : possibility at begin to choose how many turns you want to play and which year to begin, automatic building of towns, which map (only European, European + Minor Asia + North Africa, or + Americas, east mediterranean scene, …) use of priest and merchants.
    Last edited by Thorwald; December 31, 2010 at 08:35 PM.

  4. #104
    Takverely's Avatar Biarchus
    Join Date
    Dec 2007
    Location
    Tbilisi, Georgia
    Posts
    646

    Default Re: +Terra Sancta+. Announcement/first preview

    wait, is this mod alive?


  5. #105

    Default Re: +Terra Sancta+. Announcement/first preview

    Quote Originally Posted by Takverely View Post
    wait, is this mod alive?
    It looks like it doesn't. But I wish I was wrong with mine observation.


  6. #106

    Default Re: +Terra Sancta+. Announcement/first preview

    I really wish people that give up on their projects would just release what they have. Better than vanishing forever, at least someone will make use of it.

    The project looked good, I would have loved to have a go at it.
    The Watchwords Of Midnight
    "The brave and the free fear no foe, go forth, mighty hosts of Midnight! Unto death or victory we go!"

    The Midnight Chronicles

  7. #107
    Reverend Scott's Avatar Senator
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    Missouri, but from California
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    1,092

    Default Re: +Terra Sancta+. Announcement/first preview

    I agree- soooooooooooooo sad to see epic mods die a slow death...
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  8. #108

    Default Re: +Terra Sancta+. Announcement/first preview

    Some ideas for Medieval 2 : Total war modders.

    There should be an choice of ‘government’ after conquest of a city :


    ///////////////////Village Town Large town Minor city Large city Huge city Troops to recrute
    Vassal state 1 2 3 4 5 6 Light regional troops (town guards, town militia, skirmishers, archers)


    Barony 2 4 6 8 10 12 Light & medium regional troops (crossbowmen, spear men, light cavalry, …)


    County 3 6 9 12 15 18 Light, medium & heavy regional troops (heavy infantry, elite crossbowmen, …)


    Principality 4 8 12 16 20 24 Light, medium & heavy regional troops (knights) + royal light troops


    Duchy 5 10 15 20 25 30 Light, medium & heavy regional troops + royal light & medium troops


    Royal domain 6 12 18 24 30 36 Light, medium & heavy regional troops + royal light, medium & heavy troops + siegecraft



    Translation for those governments you will find on : http://en.wikipedia.org/wiki/Royal_and_noble_ranks
    For the muslim factions it will be : emirate, sultanate, imamate, caliphate, malikate, sheikh state (but I don’t know the order, investigation needed).
    So, if you are intend to conquer a huge city (Constantinople) and you want to make it a Royal domain, it will take you 36 turns before you can build or recruit. If it is a Large town and you want to make it a County then it will take 9 turns. …
    Royal troops are troops of the faction you are playing (Longbowmen for the English, Pavise Crossbowmen for the Venetians, Varangians guard for the Byzantines, …). Regional troops are troops you can recruit in a particular city (Flemish pikemen in Ghent, Nottingham longbowmen in Nottingham, Bohemian pavise crossbowmen in Prague, …). So each city/region has its own regional troops with their own colors. Thus if you are playing the French and you want to make use of Genoese pavise crossbowmen, you have to conquer Genoa with at least a county as government. These troops have the French banner but their shields will be from Genoa.
    If a region has PSF it should be possible to recruit troops from that PSF as well. So in Flanders (Ghent), with PSF Brugge (Bruges), Kortrijk (Courtrai) and Aalst, you can recruit Bruges pikemen, Kortrijk archers, Aalst knights in their colors (with help of Google).
    You can only build and recruit if the local lord (count of Flanders, prince of Antioch, duke of Swabia, …), faction leader or heir is present in the city.
    I hope there will be a choice for governor or general for the family members (like Deus Lo Vult). And why not a choice for Bishop.
    There should be a limit per city about recruiting troops. 20% of the male population between 20 and 40 years or 30%? Investigation needed!
    The quantity of each unit should decline from the start of because of disease, desertion, starvation, … and should have a limit of 20 years. Only merging is possible. Thus if you are playing the Scotts and you decide to quarter a unit of Edinburgh knights in Kerak (Jordan), they will extinct after 20 years.
    There should be more regions tags to increase morale, religion, armouring : tomb of Charlemagne in the region of Aken (+1 morale for Franks and Germans, shroud of Turin (+1 morale for Christian factions), famous blacksmith in the Swabia (+1 defense), Holy Lance in Antioch (+1 morale for Christian factions), Charles Martel in the region of Tours, (+1 morale for Franks), burial place of Alaric in Calabria (+1 morale for Germans), burial place of Attila in Hungary (1 morale for Magyars), …..
    Light, medium, heavy and siegecraft units should have their own travelling distance. The slowest are the siegecraft, the fastest are the light cavalry.
    Besides PSF and resources there should be also abbeys, cathedrals, tombs built before the year 1000 viewable on the map.
    Gunpowder knowledge can only be obtained by defeating or spying an army containing canons and guns and you have to go back to the capital with an academy ‘to tell’ it.
    It should be a task for the diplomat to arrange marriages and to buy mercenaries when visiting other regions.
    When a mercenary camp is built in a town/castle with a seaharbour it should be possible to buy mercenaries of your allied or neutral factions of the same religion. So, playing the English, you possess Limassol in Cyprus you can buy units of f.e. Denmark, Sicily, but it will take more turns to have them depending on the distance. So units from Denmark 4 turns, units from Sicily 2 turns. Mercenary units size should have be half than normal. If an archer unit is 160, the mercenary archer unit is 80.
    With every upgrade of a city, there should be an additional line of buildings you already have. So besides a cathedral you can build a chapel. And 6 inns at a huge city.






    What I would like to have in Medieval III :

    Battlefield map : new button for unit with shields to hide/kneel after shields when attacked by archers and crossbowmen. When an army is attacked it should be possible to place obstacles on the map (stakes, low walls, low ditches, …) depending on the stars of the general. So if a general has 8 stars, you can place 8 obstacles on the terrain. When there is no general there will be no obstacles. Also if attacked I want to see my camp (tents, carts, animals, …) at the side of the battlefield. Sapping should be possible like in Rome Total War.
    Campaign map : 4 turns per year (white winter map with frozen rivers and blocked mountain passes, flourishing spring map with wide rivers, dry summer map with more fords, brown autumn map).
    Each regions should be subdivided into areas where you can build : Governor/civil architect can build mining, fishing, farmer villages, Tax collector can build toll bridges and houses, master of castle can build castles, cardinals can build abbeys and churches,
    Building : possibility to make the town yourself with civil architect (for economic towns) and master of castle (for castles and PSF), (like Age of Kings or Stronghold games) in the style of your faction (northwest European, eastern Christian, south Christian, northeast Christian, Arab) and in the local materials (limestone, brick, granite, …). When you want to build a castle, it should be possible to zoom in into the strategic area you want to build a castle. Start with a keep and expend it with towers, gates and walls in all forms (1 turn for each part).
    Options : possibility at begin to choose how many turns you want to play and which year to begin, automatic building of towns, which map (only European, European + Minor Asia + North Africa, or + Americas, east mediterranean scene, …) use of priest and merchants.

    I guess if someone is ever going to read this.
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  9. #109

    Default Re: +Terra Sancta+. Announcement/first preview

    offer those units to the BC crew... shame to see them wasted they are very pretty

  10. #110

    Default Re: +Terra Sancta+. Announcement/first preview

    Quote Originally Posted by trollface View Post
    offer those units to the BC crew... shame to see them wasted they are very pretty
    agreed. BC's Kingdom of Jerusalem faction would benefit greatly!!!!!
    Spoiler Alert, click show to read: 
    Quote Originally Posted by King Kong
    Hey moonflower, just wanted to say that your descriptions are indeed the best, so I will use all of them, of course. Regards

  11. #111
    Visarion's Avatar Alexandros
    Artifex

    Join Date
    Dec 2009
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    Europe
    Posts
    8,055

    Default Re: +Terra Sancta+. Announcement/first preview

    waw! very cool looking!

  12. #112
    Hengest's Avatar It's a joke
    Join Date
    Oct 2005
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    Great Britain
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    7,523

    Default Re: +Terra Sancta+. Announcement/first preview

    I like the Antiochs and Georgians, tasty
    Thorwald, we actually have that kind of set-up for factional control in our tech tree (Dominion of the Sword)

  13. #113

    Default Re: +Terra Sancta+. Announcement/first preview

    exellent job + rep
    Turk Total War Cemiyeti....TTW

    ANATOLIAN PRINCIPALITIES MOD PROJECT





  14. #114

    Default Re: +Terra Sancta+. Announcement/first preview

    very awesome models and textures here! +rep
    hope this mod isnt dead?

    ..
    The night was so black, as we planned to attack!

    2D Artwork - Coder

  15. #115

    Default Re: +Terra Sancta+. Announcement/first preview

    Quote Originally Posted by Legio XV Apollinaris View Post
    hope this mod isnt dead?
    =Vastator= profile states he was last active September 02, 2010 04:30 AM.

    Several months of inactivity usually means the mod is dead, so do not get your hopes up. There are exceptions, so how knows.
    The Watchwords Of Midnight
    "The brave and the free fear no foe, go forth, mighty hosts of Midnight! Unto death or victory we go!"

    The Midnight Chronicles

  16. #116
    metsikhovne's Avatar Semisalis
    Join Date
    May 2010
    Location
    Georgia
    Posts
    408

    Default Re: +Terra Sancta+. Announcement/first preview

    can anybody tell when the mod will be ready/?

  17. #117

    Default Re: +Terra Sancta+. Announcement/first preview

    thes mod alredi ready?? (qartvelebs gavinretesevs rogorc chans)

  18. #118
    gilgalad's Avatar Libertus
    Join Date
    Apr 2007
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    The crumbling American Republic
    Posts
    75

    Default Re: +Terra Sancta+. Announcement/first preview

    Looking forward to this mod! I thought it was an Empires mod when I first saw the pics, very nice!

  19. #119
    paradamed's Avatar Praepositus
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    Jun 2006
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    Brasília, Brasil
    Posts
    5,806

    Default Re: +Terra Sancta+. Announcement/first preview

    Im afraid this mod is dead.

  20. #120
    Agamemnon's Avatar Comes Limitis
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    Jun 2010
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    13,836

    Default Re: +Terra Sancta+. Announcement/first preview

    Why? The units are awsome, I hope they at least release those.

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