-
October 14, 2013, 11:40 AM
#1
Libertus
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
-
October 15, 2013, 02:58 AM
#2
Libertus
Re: XYZ1 and XYZ2. was: all regions equal, and combatant recruitment revamp
Last edited by versengeteriks; October 15, 2013 at 04:33 AM.
-
October 15, 2013, 04:33 AM
#3
Libertus
Re: Versengeteriks No Historic Nations + Tech and troop Rebuilds
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules