^Offcourse, right after H-Man and Captain America springs out of a 5 engine jet hover across the battlefield.
~Wille the Norse Historian
Your funny guys but seriously, we will increase the difficulty for capturing a settlement.
Now onto the topic, I've update the OP and add a new feature that we will integrate; a new system for Mercenaries. check this out at the bottom of the first post and share your thoughts about this feature![]()
Great idea, this would an excellent idea
Can I suggest that if you have Bretons in as a faction you might consider having the cornish in also, either as a standalone fation or as a joint (if slightly ahistoric faction) with the Bretons, the cornish and bretons were closely aligned and similar celts. Plus the cornish were rebellious against saxon/norman/english rule and Cornwall is still technically a Duchy separate from england (not a county a perfidous albion would have us believe). This might make southern britain a bit more interesting.
Also the irish should not be represented as a single faction, the high king was titular and localised, there should be ulster and munster factions, with leinster either as a separate irish faction, or arguably an english baronial or norwegian area. There should be available detailed family trees for the senior clans in Munster and Ulster
Whatever you choose, it will be great to get close in with a pointy stick and destroy the english!
M2TW Keeping Kernow's Dark Passenger at Bay since 2009
Clear Eyes Full Heart
Hi there. We have add the Duchy of Britanny as faction for the Early period. We can unfortunately give a faction slot for Cornwall but they will be a strong rebel faction that would be quite in offensive stance.
To answer for Ireland:
Hope I answer your question, England will have a hard time to deal against Ireland, Scotland, Wales, France and NorwayFor Ireland, they weren't united but what we will do is to make the Ireland display as one of the major Noble houses that is either Connacht or Ulster. The other part of Ireland will be controlled by the Irish Shadow Faction. We will make the unit roster to follow some local flavors as if you control several regions in Ireland, you will unlock new local units. And, as SonofPeverel told, we will include an election system for the Gaelic factions (Ireland, Scotland, Wales) and the Shadow factions may be more or less tempted to emerge.. If you have further question, just ask
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Hi,Hi there. We have add the Duchy of Brittany as faction for the Early period. We can unfortunately give a faction slot for Cornwall but they will be a strong rebel faction that would be quite in offencive stance![]()
I have included strong rebel Brythonic armies in Cornwall, Wales, Brittany and Strathclyde. Also Irish and Norwegian rebel armies around the British Isles. Through scripting you can spawn armies dependant on settlement ownership i.e. if Dublin is Norse rebels then % chance of viking rebel invasions in % chance different province.. obviously this also works for Brythonic armies i.e if Cornwall is rebels then % chance of Brythonic rebels sieging Dorset. Also if England controls Dublin but not Cork then % chance of spawning Irish rebel army that will lay siege to Dublin. These are some examples.
I have utilised these scripts in my SV submod, the trick is not to add new factions but to bring a bit of purpose and life into regional rebel factions. I can help if you like?
I'm acttualy excitted to play this mod any release date yet?
I'm really interested about your idea mate really. I was thinking about adding a lot of rebel that would interact around Europe. To represent some rebellion toward the faction leader for example. Further example could include in the Late campaign. The Kalmar Union is newly formed but not all Norse nobles has accepted that act of union, therefore, they will try to dismantle it. We can also think about the election of Gaelic High King, some clan chief will oppose against that new leader and rebel might occurs.
I'll contact you and we will talk about it mate
@Pharaoh: You kinda funny lad, this project is only one month old.
Just a small new, I am currently working on a public mini-beta that will show you the basic of the recruitment and building system. This will based on the vanilla but I'll integrated the vanilla on that system and I would like to heard your opinion on how you think the recruitment works. Aside the system, you won't see anything new (for now
)but it would give you a sample of the base of our mod. Have a good day folks.
UPDATE OF EPICNESS:
I present the English Men-at-Arms(WIP)
No Upgrade.
Spoiler Alert, click show to read:
First Upgrade.
Spoiler Alert, click show to read:
Second Upgrade
Spoiler Alert, click show to read:
That title of the update I thought it was funny
looks likeing carnaval with all those coloured shields
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looks great! i like, that you gave em different weapons makes it more realistic!
keep working think this gonna be great!
1648 Der Dreißigjährige Krieg, out now
this mod looks very interesting, keep it up
Very good units Warman!
A couple of points, if I may:
* The shields paint are all over the place. I see English, French, HRE, Scottish, Polish and probably more Royal images on the shields. The men-at-arms would be professional troops, not feudal, right? I'd say their shields in that case should probably be more 'neutral' or generic, so to speak, where as the feudal troops would bring their own family heraldrics into battle so those units would be far more varied. The professional units would probably have more of a similar uniform, bearing national colours/heraldrics or the colour/heraldric of their specific unit.
* The weapons. I like the different weapons in the same unit, very interesting. I'm not so happy about mixing AP and non-AP weapons in the same unit though. The AP abillity applies to the entire unit, so having swords that are AP, or axes/maces that aren't just feels wierd to me. There's also the question of animations. If using the sword animation with the unit, you'd see axes/maces used as piercing weapons to poke through the enemy, like a sword which would look strange. If I were doing the units, I'd probably group them within similar weaponry, so you could for instance have a unit armed with axes/maces/hammers. These units would be using the same animation and all work fine with being AP.
As for calculating attack values for the unit with several weapons, I'm guessing you'll simply be going by the average, using the PB's RC calculations when it's out? For instance, if axes have an attack value of 4, and maces 2 and you have a unit armed with both, it would have an attack value of 3?
=DOTS Norwegian researcher=
Good points PerXX.
- About the CoA and colours, you are correct, just some minor modification (they are still WIP)
- The mix of weapons is to give more realism and more diversity. You are correct that some weapon's animation will not be correct reagarding which weapons. We will try to regroup more the weapon category as well limit more the AP attribute. Most two-handed weapons will have AP (axes, polearms are for sure to have it).
- I will use the RC 2.0 has base but will be tweaked dependably on the unit category as well combination of weapons (that is what I was thinking about, making an average of all the weapon's value)
About the shields I had made a silimilar unit with more generic shields, they are the sergeant-at-arms. I have a spear version and a sword version........ the only problem is the sergeants had a different armor style, they mainly have mail and lesser plate. I could scrap the sword version and take those shields and move them to the MAA(men at arms).
This should be pretty straight forward although I would need a little direction in getting all the historical info you would likeThe Kalmar Union is newly formed but not all Norse nobles has accepted that act of union, therefore, they will try to dismantle it.![]()
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