If anyone was paying much attention over here: http://www.twcenter.net/forums/showt...35#post7818235 where I announced this mod, I said I'd finish it soon and I have. [Also, doing an AAR over here: http://www.twcenter.net/forums/showthread.php?p=7901694 for anyone interested.]
To reiterate, this mod is set in the "Age of Discovery" starting after the Ottomans conquered Byzantium in 1454 and closed off trade to the east in Europe, pushing europeans to sail west in search of new trade opportunities. It ends in 1604 after various foreign trading companies had been established and the discovery had basically switched to colonialism. (Timescale is 2 turns per year for 300 turns total). The above link has some battlefield screenshots for the curious (just scroll down a bit).
Gameplay wise, this is essentially a combination of the Expanded Americas mod with the Renaissance Total War one, and combines features from each as well as my own design ideas. My own contribution is particularly to make the game less about "teching up" and more about deciding things on the battlefield as was more the case in STW and MTW1 and also to make the game more open-ended. DarthMod battle and campaign AI has also been thrown in to enhance the challenge some more.
I have tested the major scripts and each faction for some turns, even though I haven't played through a whole campaign yet. So. this first release can be considered a bit of testing, although (hopefully) only tweaking will really be needed, if anything, as I'm pretty certain there aren't any bugs. Let me know what you think and I hope some people are interested. If so, I'll probably do an AAR based on it in a few days or so. (If an admin happens to see this and wouldn't mind telling me how to go about getting this announced and/or hosted that'd be great too.)
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FACTIONS
-Old World (European/Christian):
[Northern European] Kingdom of England, Kingdom of Scotland, Kingdom of Ireland, Kingdom of France, Kalmar Union (Denmark/Norway), Holy Roman Empire, [Southern European] Papal States, Republic of Genoa, Republic of Venice, Kingdom of Spain, Kingdom of Portugal, [Eastern European] Kingdom of Hungary, Polish-Lithuanian Union (Poland/Lithuania), Teutonic Order, Tsardom of Muscovy (Orthodox faction)
-Old World (Middle-Eastern/Islamic):
Maghreb Sultanate (north african union), Mamluk Sultanate, Ottoman Empire, Golden Horde
-New World:
[Sun God/pagan] Aztec Empire, Inca Empire, [Great Spirit] Apachean Tribes, Caribbean Tribes
Features/Fixes:
- Two-Handed animations fixed
- Pikemen fixed (no dropping pikes) and increased/improved (i.e. gave long_pike units spearwall)
- Gunners improved (no reforming or rotating) and granted stakes
- Shield infantry given shield wall ability
-Permanent stone forts added
-Tech events for apaches and caribbeans (i.e., guns and horses too for former)
-New buildings and units added for Incas
-Actual Inca names given to Inca characters, generals, units, etc.
-All new caribbean faction with all new units and actual carib/garifuna/arawak, etc. names
-All cities start off as large and castles as fortresses
-All units can be accessed at start, higher level buildings instead grant experience bonuses
-DarthMod battle and campaign AI added
-(Largely) Historically accurate starting lands, capitals, royal families, and diplomatic stances
-Outdated units removed from rosters, re-balanced all faction rosters and many units
-Reworked/balanced rebels and mercenaries to be more even
-Improved guilds, particularly explorer's guild (now grants morale bonus)
-Increased frequency and power of pirate ships
-Guaranteed attempted invasion of New World as in Expanded Americas
-Can invade Europe with New World factions, also as in Expanded Americas
-OwnRen Renaissance: Total War economic fixes to deal with late era unit upkeep
-Slightly higher starting treasure and kings purse for all factions, related to above issue
-Various improvements to building times, costs, etc.
-Scaling and open-ended victory conditions based on starting faction power
-Grapeshot now functional
-Switching capital now costs money (5k)
-A few new units that fit the period
-Lots more I'm forgetting probably
Credits:
Ethoese for making the base campaign map
Darth for DarthMod AI
Condottiere Giovanni d´Medici for economic fixes and some unit changes
Octavius for creating the GeoMod tool
Gigantus for helping me out on the forums
and anyone who wrote a tutorial online that I likely read in order to make this
Download:
AoD Download, Part 1: http://www.strategyinformer.com/pc/m...mod/37294.html
AoD Download, Part 2: http://www.strategyinformer.com/pc/medievaliitotalwarkingdoms/mod/37295.html
Optional! Archer+ Patch:http://www.twcenter.net/forums/attac...9&d=1325285688
Install Info:
To install, download and extract files to Sega\Medieval II Total War\mods folder (should look like mods\Age_of_Discovery) and click on age_of_discovery shortcut.
Optional Patch Info:
Spoiler Alert, click show to read:
Of course, anyone can do whatever they want with this mod, although it'd be nice if you let me know about it and gave credit.