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Thread: Dawn of Conquest Total War v1.25 - Released!

  1. #1

    Icon1 Dawn of Conquest Total War v1.25 - Released!

    After two years of development, I finally present to you Dawn of Conquest Total War! No previews, no promises... full release right now!





    Dawn of Conquest is a complete overhaul of the original Medieval II Total War. It was inspired by the classic mod Deus lo Vult (Battle Balance). The modding philosophy is "history inspired gameplay". In other words gameplay > history. The first release focuses on Western Europe - the conflict between England and France known as the 100 Years War and the Reconquista on Iberian peninsula. The mod is essentially a sandbox campaign with an improved AI and some basic but important scripts (i.e. gameplay-related). The key events are the Black Death plague that affects all of Europe in 1347-1350 and the discovery of gunpowder, which unlocks simple artillery.

    SOME FACTS • Start date 1330
    • 10 factions: K. of England, K. of Scotland, K. of France, County of Flanders, Duchy of Burgundy, Crown of Castile, Crown of Aragon, K. of Navarre, K. of Portugal and Emirate of Granada. Central Europe and Italy to come soon in 2.0!
    • 4 Turns per year. Do not rush. Take your time to develop your generals, its worth it!
    • New campaign map (~50 settlements)
    • New stratmap textures and reworked models
    • New UI elements
    • Reworked recruitment system. Castles = Military/Feudal centres; Cities = financial/income settelements. Conquer and develop accordingly. Many AOR troops available to anyone who conquers their settlements. Full list: Wales, Ireland, Normandy, Brittany, Gascony, Northern Africa.
    • Balanced Campaign and Battlefield experience.
    • Tested up to 100 turns, no crashes.



    Most importantly, it is complete and playable! Minimum scripting, turns are fast. The campaign will be slower than vanilla in terms of expansion and events. You will know what I mean, if you played Deus lo Vult/BB. The real fun starts around turn 30-40, when most of the rebel territories are conquered and factions start to war with one another. Also note that campaign map difficulty matters (at the level of script)! Personal suggestion to play on "Medium/Medium". You will have less cash and surrounded by strong enemies at higher difficulty levels. On very hard AI gets ridiculous hardcoded bonuses: campaign map - population growth, battle map - troop morale.

    There will be hotfixes and patches as needed and the work is continuing to expand the map Eastward to include German, Nordic and Italian factions in the near future. There are probably some bugs lurking around. Remember this is a one-man mod, so be patient. In the meantime, please provide feedback and report crashes (attach log.txt). Most critically, I am interested in the overall feel of the AI and campaign, preferably after 100 turns.

    SCREENSHOTS






    FEATURES
    I will keep updating this section...

    Recruitment System
    There are three types of recruitment zones for any faction:
    1) Own historical territories: Feudal Knights and faction-specific units (e.g. Billmen for England and Voulgiers for France etc.)
    2) Neutral territories ("small" factions): Welsh longbowmen, Galloglaigh, Breton MAA, Berber Spearmen etc. Full list of such zones: Wales, Ireland, Brittany, Normandy, Gascony, Calatrava and Africa)
    3) Enemy territories ("big" playable factions): limited recruitment (no knigths and no faction-specific units). Generic units such as spearmen and crossbowmen are available.

    New Traits
    Ruler 1-5 (for faction leaders), Governor 1-10 and General 1-10. Early levels have some negative effects, but become increasingly useful as you level up. Level up Governor by governing wisely (with highest possible tax and happy population) and building. Fight battles (wins are best, losses are ok too) to level up General trait. Ruler trait is attained by engaging in successful diplomacy, staying close to your capital, performing successful spying and assassination missions, and most importantly by destroying other factions.

    Generals are more likely to betray. Be careful who you entrust your armies to. Try to get "Feels Appreciated" and similar Loyalty boosting traits by assigning them to important settlements and keeping them busy. Idle generals are more likely to rebel.

    DOWNLOAD & INSTALLATION 1.2 Full: MODDB or MEDIAFIRE
    1.25 Patch: MODDB

    To install 1.2 full:
    First delete the previous DoC folder, if any (recommended). Then simply run the installer and install into "...Medieval II Total War\mods\DoC" folder.
    To install 1.25 patch: Simply unpack and overwrite the "data" folder. New game required!!!

    For Steam users (by Used2BRoz):
    1) Add a new "DoC" folder to your "Medieval II total war/mods" folder under steamapps or wherever it is.
    2) Make a copy of the "medieval2.exe" and rename it to "kingdoms.exe".
    3) Finally, run the DoC installer and point the installer to the new DoC folder. Check if the mod works.
    4) Apply latest patch
    RECOMMENDED SETTINGS - Medium/Medium
    - Huge armies
    - No battle time limit (for better AI performance in battles)
    CHANGELOG v1.2
    - Fully incorporated XCAI by xeryx. Factions are more responsive to diplomacy and rebels are more aggressive. Campaign XCAI + Taiji's battle AI for the ultimate Total War experience!
    - Battlefield banners for all 10 factions
    - Recolored stratmap agents to match their faction colors
    - 5 barracks tiers. Larger troop variety, especially late game troops.
    - Rebalanced all units
    - Buildings costs and times reduced
    - Reworked settlement mechanics (notably Castles generate more farm income and less trade income)
    - Trusted allies now reveal their settlements
    - Added unit info cards (let me know if you find missing cards)
    - Added a couple new stratmap general models
    - Added battlefield models for faction leaders
    - Fixed a few potential bugs
    - Removed the sea bridges that everyone complained about

    v1.1
    - Rebalanced some building and unit stats.
    - Added Hand Gunners. Gunpowder discovered event should happen 140 or so turns into campaign.
    - Fixed missing UI elements.
    - Reworked some battlefield models.
    CREDITS Taiji for the excellent Battle Balance mod for Deus lo Vult. His DLV BB is what inspired the creation of this mod. Also, his battlefield AI is simply the best.
    xeryx for his excellent XCAI project
    • everyone, who provided feedback
    Tokus*Maximus for some UI elements he made for DLV BB
    Gigantus, for his numerous tutorials. Too many to list. And all other modders who spent their time writing tutorials on TWC.
    Lifthrasir and the SSHIP team for general advice & discussions
    Miguel_80 for his advice and materials on Spanish factions
    Ichon for historical advice & discussions
    --------------------------------------------------------------------------------
    • Excellent City & Castle Stratmap models by Agart
    Undevicesimus from DeviantArt for his faction symbols texture
    • EBII team for their CUF font editing tool
    riczu74 for his stratmap models
    MapMod: Trees-Textures-Sea v1.7 by Charge

    Sandy
    Last edited by G|I|Sandy; February 20, 2017 at 07:56 AM.

  2. #2

    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Do let me know whether the torrent is working. I will try to get a permanent link asap.

    Sandy

  3. #3
    Lifthrasir's Avatar Carnival Season is over
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    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Congratz for the release

    I've got the torrent link but so far, it still tries to connect to peers. Will revert later

    Edit 1: after about 1 hour, the download hasn't started yet

    Edit 2: the download has finally started. So far, so good
    Last edited by Lifthrasir; January 03, 2017 at 02:41 PM.
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    - Votes coming soon!!!



  4. #4
    Marplatense's Avatar Foederatus
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    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Good news!

  5. #5

    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Proper download link is now available on MODDB. Torrent was a temporary option. You can support the mod by rating it on MODDB.

    Can someone tell me if the installer and the mod itself work?

    Lifthrasir, thanks for the updates. Installer worked on my end, but not sure about other machines. Once I know that everything works I will ask admins to announce it on the main page.

    Sandy
    Last edited by G|I|Sandy; January 04, 2017 at 12:36 PM.

  6. #6

    Default Re: Dawn of Conquest Total War v1.0 - Released!

    I cannot download the file from MODDB. I receive message "The file requested (doc1.0.exe) is for members only." And the torrent is very slow. Why don't you upload it to mediafire or google drive?
    Rus 2 Total War 2.01 - Unofficial English translation released

    http://www.twcenter.net/forums/showt...ation-released

  7. #7

    Default Re: Dawn of Conquest Total War v1.0 - Released!

    vsivak,

    Mediafire link is up

    Sandy
    Last edited by G|I|Sandy; January 04, 2017 at 09:24 PM.

  8. #8

    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Patch 1.1: MODDB

    • Rebalanced some building and unit stats.
    • Added Hand Gunners. Gunpowder discovered event should happen 140 or so turns into campaign.

    • Fixed missing UI elements.

    • Reworked some battlefield models.
    Requires a campaign restart! Old saves could be buggy.

    Sandy

  9. #9
    Nelduin's Avatar a.k.a ALG & echuu
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    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Interesting mod! Are you planning to include custom units in the future?

  10. #10
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Very good looking mod!
    Didn´t the mod had a mundus magnus map in the past?
    Anyway, i´m eager to play the mod
    Spoiler Alert, click show to read: 
    Quote Originally Posted by k/t View Post
    "But I don't know how to mod!!!!"
    Learn. I didn't know how to do anything when I got this game, and now I know how to do quite a bit. Volunteer. Struggle. Figure it out.
    There are lots of cool mods that never see the light of day because people don't realize that mods need workers, not watchers, or realize it but continue to watch anyway.

    The Great Conflicts
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    Incursio Pyrrhi - melts with Paeninsula Italica II

  11. #11

    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Good stuff Sandy. I look forward to playing it. Any plan to use your great western medieval units ? Is it 4 TPY ?
    Last edited by sgz; January 06, 2017 at 08:56 PM.
    HEGEMONY 3 FFM (Fantastic Faction Mod)

  12. #12

    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Deus lo Vult is my favourite total war mod of all time, it is probably the greatest achievement in video game modding history, I LOVE IT WITH A PASSION, so what does this mod have in common with it, because going by your description there is nothing in common with DLV?

  13. #13
    PhilipO'Hayda's Avatar Domesticus
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    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Great, just finished my Draft so I'll give this a go right away.

  14. #14

    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Hello Sandy, this mod looks great. Want to try it. I downloaded it from moddb, also the patch 1.1. After Installation, i cant start the mod. I use steam. Here is the log. Can you pls check, what i can do or how i have to start this. Thx very much.log.txt

  15. #15

    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Nelduin,

    Absolutely. But my first concern is the gameplay on the campaign map. 10 factions was just a start. I will quickly expand the map and include Central Europe and Italian factions. The final goal is to have all 31 factions and the map spanning all the way to Constantinople and Ottomans. I will then look into making new 3d models and textures. I have learnt using Autodesk Maya last year, and hoping to put the new skills to use with this mod.

    1.x = Western Europe
    2.x = Central Europe + Italy
    3.x = Eastern Europe + Byzantines and Ottomans

    3d models and textures = along the way or at the end (will see).

    I am also aware that unit rosters are rather small. They capture the historical accuracy pretty well, however, for gameplay's sake I will expand the rosters a bit with various units in the near future.

    _Tartaros_ ,

    I am not sure about DLV, but DoC is featuring an entirely new map. I spent months making it. The key is that its easily expandable eastward. Almost all textures are new on the campaign map.

    sgz, Robin_Hood,

    4 Turns per year. That's right. The game overall plays slower than in other mods, not performance-wise, but number of turns-wise. So be patient. It takes more time to develop your kingdom, but its worth it. I would say it takes 100+ turns to get to feel the game. This is the DLV BB style, if you remember. I used to play a campaign for a month, no kidding, and I loved it. I only played 3 or 4 campaigns in DLV BB and loved them very much. With this mod, I tried to take the best from DLV BB, while not including some of the annoying/limiting features. DLV BB suffered from having a high barrier to newcomers (small but key details, scripts etc, that are absolutely important to win, and yet only veterans know). Also too many annoying "realism" scripts that are more of a nuisance than a gameplay feature. DoC is lighter and newbie friendlier, while trying to replicate the overall feel of the campaign and its dynamics. I tried to keep the game hard, especially on hard and very hard difficulties. However, on easy, the game should be fairly easy (less rebels to fight early on and more cash).

    Heedi,


    Im travelling these days cant check. My first guess is a wrong install directory. Make sure you install it wherever your steam games/ med2 folder is.

    Sandy
    Last edited by G|I|Sandy; January 07, 2017 at 10:00 AM.

  16. #16

    Default Re: Dawn of Conquest Total War v1.0 - Released!

    Quote Originally Posted by G|I|Sandy View Post
    Heedi,

    Im travelling these days cant check. My first guess is a wrong install directory. Make sure you install it wherever your steam games/ med2 folder is.

    Sandy

    Thanx, happy traveling. Think i choose the right directory. D:\Programme\Steam\SteamApps\common\Medieval II Total War\mods\DOC
    Have many mods in use, maybe thats the reason.

  17. #17
    Julio85's Avatar Miles
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    Default Re: Dawn of Conquest Total War v1.1 - Released!

    Great mod!

    Can you please add the UI cards? I try a campaign with the Emirate of Granada but there were not (units like rome peasants)

  18. #18

    Default Re: Dawn of Conquest Total War v1.1 - Released!

    Julio85, do you mean small unit cards or the big ones when you open details scroll with unit stats?

    Sandy

  19. #19
    JohnD18's Avatar Foederatus
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    Default Re: Dawn of Conquest Total War v1.1 - Released!

    Gongrats without end for this wonderfull mod. But i haone but big problem. When i try to start the mod from executable icon, thwe game starts in not full window, but in 2/3 window. Please help.

  20. #20

    Default Re: Dawn of Conquest Total War v1.1 - Released!

    JohnD18,

    By default, I set the resolution at 1920x1080. You need to go to settings and choose the right resolution for your screen.

    Sandy

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