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Thread: [Colection of minor previews]

  1. #1
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Last edited by AnthoniusII; October 30, 2014 at 09:02 AM.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  2. #2
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: [Colection of minor prevews]



    The Great Conflicts
    menu preview


    (TGC's icon for desctop)

    VIDEOS


    COA


    MENU




    -------------------------------





    -------------------
    Few random loading screen images \just 5 of all 15\
    Spoiler Alert, click show to read: 








    Creator: Gogo-t

    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  3. #3
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: [Colection of minor prevews]


    The Great Conflicts 872-1071 Unit Recruitment system.

    Introduction:
    TGC has a diferend point of view about how and where a unit can be recruited. In the era TGC focus' there were no castles in the same sence as castles developed later under the feudal system. There for TGC will have only urban cities as settlements. In the picture below you can see the unit categories of each faction and how a total unit roster will be at the end.
    Classes:
    The main problem of most mods was that they followed the same style of unit reqruitment as the "vanilla" game. That meant that heavy/ellite units were available to late for a player to enjoy them plus this was totaly un-historical!
    Heavy/ellite units co-existed with peseants ,militias or other proffesional units or warriors. It is true though that heavy/ellite troops were rare and few in numbers comparing with the total number of warriors each state presented on the battlefield.
    The classes of our troops in the mod are:
    Peseants:
    Peseants as mostly land workers were tough but they were NOT unarmed.
    They could use farming tools that were the same as war weapons like axes or they could use hunding weapons like javelins and simple bows. In many cases -like in the Roman Empire- peseants were part of the army its self and they were equipted with weapons and armors by the state!
    Militias:
    City people or country ones that could afford a better equipment and took part of the state's campaigns by force or simply to make some profit of it before they will get back to their jobs.
    In every case they were the mass number of the cities and villages defenders though!
    In some cases "militias" were soldiers that had to join the army and have a military tour of duty that could be from a seasson to 40 years of their lives!
    Proffesional warriors:
    Peseants and un-semitrained militias in no case could fight with out a guidance or help from warriors that war was their main job!
    Each state had a variety of such warriors placed on regular units trained in warfare that needed a lot of time to exercise! The cost of a proffesional army in large size was huge. The other solution was to hire such warriors
    that we all call mercenaries.
    Mercenaries:
    They could easily be local warriors in provinces that war was the main source of income.
    They could be war imigrands or simply men that were looking for an army to hire them and their warfare experties.
    Nobles:
    Each state/tribe/nation has a diferent way to what nobillity means.
    In most of cases as "nobles" we call those rich people that could afford better equipment than the average soldier that they were often land owners or rich politicians or mercheants or local warlords!
    Nobles were not as loyal as we thought until recently. In our mod they will be the main source of unrests and civil wars.
    They will also present the local population of each province with the "peseants" to show the fact that local populations do not simply disapear when their lands are qonquerd!
    King'smen:
    These men were the backbone of any ruler's army. They were gathered in the barracks or in the pallace of the ruler's capital... They ARE the loyal to the ruler force against foreign or domestic (nobles) threats. They have the best equipment each faction can provide and they are the most expirient warriors!
    Ruller's guards.
    Simply the rullers bodyguards.

    Nottice:
    Nobles and King'smen that are ellite kind of units will be available from the start but in a very slow rate of reqruitment and under a heavy financial burden. That way we ensure the realistic presentation of middle ages armies. King'smen total number of units depend of each faction's type of units and their warfare tactics . They can form -according to faction-a number of units from 2 to 10 (in only one case).


    Recruitment system picture:


    To let you understand more i will use the Roman unit roster as example:
    The main "native" unit roster will be the "Thematic" armies and the Tagmatic units.
    Main Roman roster.

    • Acontistae*
    • Peltastae
    • Toxotae
    • Trapezitae
    • Scutati
    • Kontarati
    • Menaulati
    • Cavalarii
    • Aristocrats*



    • Tagma tou Arithmou
    • Tagma ton teichon
    • Tagma ton Excuvitoron
    • Tagma ton Scholon
    • Tagma ton Ikkanaton
    • Vasiliki Anthropi


    AOR available units.
    These will be a number of units that will be part of other faction's roster
    like for example Bolyars and a levy Bugarian unitin Bulgarian teritories or plus Italian levies and Lombard nobles in Lombard/Italian teritories etc.
    In those areas Acontistae* and Aristocrats* wont be reqruitable.
    The i noticed them because they will be reqruitable for other factions that will occupy Roman teritories.

    AOR available mercenaries.
    In some areas their will be some unigue units that wont belong to any faction but they will present local population that live in that area.
    For Romans the most famous units will be:

    • Armenian Nobles
    • Armenian border guards

    Those units will be available in east asia minor.

    • Alans in the Cherson penisulla.
    • Petzenegs north of Dunab river.
    • Serbian spearmen in serbia territories.


    Available mercenaries via events.
    These units will be the "learning tool" of our mod.
    These units will show the players the changes that happened to the state armies after some certain events and the evolution they offered to warfare.
    For Romans will be:

    • Vikings (the same Vikings "Vikingars") after the 1st raid in Constantinople 911ad.


    • Latinikon (Norman early knights) after the 1st Norman raid in Itally.
    • Vardariotae (magyar horsearchers)after the 1st raid of Magyars in the balkans.


    • Turcomans after the 1st raid of Turcomans in east asia minor.


    Available units via events.
    In the roman example the units will be:

    • Athanati [after I.Tsimeskes comes to throne event]
    • Varangian Guard [when the 1st 6000 Varangs became available to Basil II].
    • Scithicon [only when all the steppe factions will emerge aka Turcomans,Petzenegs,Magyars.



    In conclution each faction will have access to several units exapt of its own ones via events like:

    • Raids
    • Invasions
    • Dynasty changes



    TGC unit recruitment in settlements.

    In TGC buildings will have a slightly diferent use in unit recruitment.

    Barracks:

    Barracks wont unlock/make available any kind of unit. The task of barracks will be the gathering and train (recruit) units. Higher the level of barracks in town means more recruitment slots available per turn.
    Those could be between 1 to 5 in higher level barracks!
    Armouries:

    The question that lead us in the armouries and their significance in recruitment was: How can you recruit a unit that uses chain mail when your town does not produse chain mail at all!
    In TGC mod units start (tier 1) with a variety of armors , from totaly unarmored to "cataphract" style ones!
    So each level of armoury will unlock that units that will start with the kind of armor that armoury produses. The same time units that can be upgraded will benefit from this new advandage. Not all units have armor upgrades though. Armor upgrades depend of each unit's social status, the kind of warfare it uses etc...
    Pallaces/imperial barracks:
    Those buildings will be placed in each faction's capital ONLY and they will be available from the begining. All King's men will be recruited in those buildings from the start but in a very slow rate of recruitment and under heavy financial burden. Most of King's men units have no armor upgrades because theyare suposed to use the best equipment their ruler can provide to them. But in some cases they do have armor upgrades. In these cases players will have to build the proper armoury in the capital in order to have access to that upgrade.
    Other buildings:
    Stables:
    Stables are like armouries. A cavalry unit needs horses. So in order to unlock cavalry units armouries wont be the only building that will required!
    Stables are the other!
    Most factions wont have to upgrade the stables to have access to better horsemen.
    Land estates:
    Nobles were primary land owners. Those lands will be the proper building to have access to those men. Just like King'smen if such a unit will have an armor upgrade then the player must build the proper armoury in the city that recruited them to have it!
    Ports:
    There will be two kind of ports in game.
    The trade ports will produse much income but they will provide small coastal ships.
    Naval bases:
    Not all factions will have strong fleets. But those who will they will have to build forified naval bases to have access in better ships if there will be such ships in their roster.
    Taverns or mercenary camps:
    Urban based factions will have taverns. Steppe based factions will have camps.
    In TGC mercenaries that will be available in every province under events or under AOR system will require a building that will gather them.
    Cities size:
    The size of each settlement will be essensial to how many units that will be stationed there ,will have a free upkeep.
    The bigest size suports more free upkeep units.
    Slave Markets:
    These buildings will allow certain factions (Islamic mostly) to have an extensive slave unit roster.
    Siege workshop:
    Siege machines/artilery will require a spesial building.

    Attached Thumbnails Attached Thumbnails plan.JPG  
    Last edited by AnthoniusII; June 21, 2014 at 07:18 AM.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  4. #4
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: [Colection of minor previews]



    TGC SHIELD PATERNS COLECTION Part I



    Creator: Leif Erikson

    Norman Shields




    Viking shields




















    Creator: Absinthia

    East Frankia and Holy Roman Empire shields.


    Oval shields


    Kite/leaf shields


    Round wooden shields


    Round leather shields



    Warning : These paterns are property of their creators. Any use of them must done under their permision only.
    Last edited by AnthoniusII; June 04, 2011 at 03:51 AM.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  5. #5
    pacco's Avatar -master-of-none-
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    Default [Colection of minor previews]

    My donation to TGC team - more variation = better mod.



    Last edited by AnthoniusII; March 29, 2012 at 01:04 PM.

    Skinner and modeller for Roma Surrectum
    Under the patronage of Tone
    my shield collection




  6. #6
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: [Colection of minor previews]

    Пётр Фролов's Roman Shields minor preview:


    Last edited by AnthoniusII; October 30, 2014 at 09:03 AM.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


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