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Thread: Versengeteriks No Historic Nations + Tech and troop Rebuilds

  1. #1

    Default Versengeteriks No Historic Nations + Tech and troop Rebuilds

    update 22/10/2013

    Trying to break the enigma that is the startpos of factions, garrison reassignment.

    tech tree has been broken into by another modder. will look into it when I can.




    This idea is for two mods.


    Versengeteriks No Historic Nations version 1

    All provinces are independent
    All provinces have same start up cash.
    1 tech tree for all
    No culture or tribe bonus'. By blending the current trees together.

    version 2 More difficult

    All provinces are independent
    All provinces have same start up cash.
    Choice of cultural benefit/ detriment on startup.
    Choice of Culturally different tech trees
    Choice of military culture.

    Versengeteriks Tech and troop Rebuilds

    The idea here is create a system similar to what you may have seen in games such as Civ. Where your troops are just that at the start.

    Troops creator: All troops start equal and untrained. No skills, no armour, and no weapon or shield.

    Research higher troop designation:

    1st level gives infantry ability: clubmen
    2nd level gives missile ability: stone throwers
    3rd level gives Cavalry ability: horse riding clubmen and horse riding stone throwers.

    Weapon tech trees

    Melee research tree: material, combat efficiency. Then Special skills related to equipment.
    Missile Research tree: material, combat efficiency, movement. Then Special skills related to equipment.
    *cavalry only weapon tree. (since many foot weapons can be improved for mounted use): material, combat efficiency. Then Special skills related to equipment.

    Armour and shield tech tree

    Light armour trees: material, combat efficiency, movement. Then Special skills related to equipment.
    Medium armour trees: material, combat efficiency, movement. Then Special skills related to equipment.
    Heavy armour trees: material, combat efficiency, movement. Then Special skills related to equipment.

    Troop training

    Melee ability improvement: damage, attack speed
    Missile ability improvement: range, accuracy
    Cavalry ability improvement: Spurs, Stirrups, Saddle types, horse breeding
    Defence ability improvement
    Unit endurance improvement

    Building types

    Buildings will have to be overhauled to cope with the above options too. Im not sure whether to go for a basic building per troop type and add bonus's by tech level, or through building level.


    Theres loads more that can be done with this but this is a start.


    update

    To start with I would like to get a basic working version running to start my mod. So I would like to kick start with the following so I can release a basic form of the mod asap. I'm looking into the process now.

    •All provinces are independent. So no faction owns more than one province. For now I thought I could just make any unused provinces into rebels.
    •All playable factions start with 1 province.
    •No armies for anyone at start.
    •All provinces start with no buildings.
    •No garrisons at start.
    •All provinces have same start up cash.


    'trix
    Last edited by versengeteriks; October 22, 2013 at 07:07 AM. Reason: WIP update

  2. #2

    Default Re: XYZ1 and XYZ2. was: all regions equal, and combatant recruitment revamp

    Blank
    Last edited by versengeteriks; October 15, 2013 at 04:33 AM.

  3. #3

    Default Re: Versengeteriks No Historic Nations + Tech and troop Rebuilds

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