AUH: Official Q&A and FAQ

The official Q&A thread is where you can ask any questions and we will answer them to the best of our ability. Please don't ask any questions already answered in the FAQ, and don't ask about release.

Frequently Asked Questions (FAQ)

General

Q: When will the mod be released?
A: To be determined.

Q: Is there the possibility of a partial release?
A: Yes. Possible ways to get the mod to the players sooner in a partial form will be explored.

Q: How far done are you? Can you give me a percentage?
A: Don't know and not really. If I told you a high percentage you'd get your hopes up, if I told you a low one you'd think there's no progress. Be happily surprised when we preview and release things instead, and all of us will be better off!

Q: Will you be making changes to the faction list to incorporate other potential powers?
A: No. Our roster is currently set as what it is. We don't want to add factions for the sake of adding factions and thereby lose detail on the factions which we have included.

Q: Do you plan to integrate fantasy aspects?
A: Fantasy, not necessarily. Lulz, probably. Non-historical, likely. To elaborate, we don't intend to include mythological aspects in the mod, which is what I consider fantasy applicable to our mod(we will have a Heaven island, but that is the byproduct of some scripting functions). However, we very well might(if I have my way), have some tongue-in-cheek units available as mercenaries in remote locations ala the amazons, and in custom battles. Lastly, if a player chooses to consider anything not exactly historical as fantasy, then we will have plenty of fantasy, because we are first and foremost concerned with aesthetic value, before strict historical compliance.

Q: Do you plan to revolutionize Medieval II with your mod?
A: Hard to say. We plan to create an enjoyable experience in an asian setting, and we certainly are not shying away from trying out new systems that we feel separate our mod(not make better per se, eye of the beholder, but separate) from Vanilla M2 and other mods. Whether or not the end product is considered revolutionary, evolutionary, or just fun, will be for the players to decide.

Q: Do you plan on modding Empire, or will you stick to Medieval II?
A: We currently have no plans to modify Empire. Some of our members might participate in Empire modding, but not as an AUH related effort. A few of us have acquainted ourselves with it, and we recognize both pros and cons when comparing the two engines, but our mod is for Medieval II Kingdoms primarily. Is there a possibility that we might port a release to Empire? It's always possible, but it is not something that will be pursued before a full non-beta release on the M2 engine, if at all. There's still plenty of life in the M2 engine, and fans who are currently engrossed with Empire will realize the complications presented in any substantial modding project for it, and hopefully still play M2. If they don't, their loss, we'll be playing our mod, we hope you do to. :)

Q: What AI will this mod use?
A: Custom AI. In terms of Campaign AI no other AI would be directly transferable. Inspiration and bits will be drawn from Lusted's CAI/BAI, XBAI/XCAI, GrandViz Ultimate AI, and Darthmod AI.

Map

Q: How big is the map?
A: 1021x779. So about twice or more the size of vanilla, maximum size in one of two dimensions.

Q: How many regions are there? Will you add more?
A: ~170. Probably not, we have no desire to add the maximum regions just for the sake of adding regions. If we feel another region is needed and we have a slot, we'll add it, if not, we won't. Regions are used in a plethora of scripts so future sub-mod endeavors to augment the mod with a small number of extra regions are highly discouraged.

Q: Will you be expanding on it to the east/west/north/south?
A: No. We've toyed with expanding the map to cover East India, but decided against it for a veriety of reasons. There's nothing to the east except sea. There's nothing to the north except barren steppes. There's indonesia to the south and a more accurate Strait of Malacca as a result, but the AI would have to much trouble with naval invasions and it would require us to include another two very poorly documented factions in Kediri and Srivijaya. For a more detailed explanation of why we didn't expand west or south, see this post.

Q: Could you explain why you aren't expanding West to include India in more detail?
A: There are a variety of reasons for this, here's a few:
  • Map Size - Our map is currently the maximum number of pixels horizontally. In order to expand it west we would need to condense the areas in the east or represent them disproportionately. This is a mod about East Asia, our goal is to give this very interesting landscape and period some love. As such we can't afford to extend the map to India at the expense of making China and Tibet featureless 3-city areas.
  • Quality, Not Quantity - To really represent India in this time frame we would need to add at least 3 factions but more likely 5+ if we incorporated the entire region. This is also not counting any nations that would be present north of there in Central Asia or further west but blending into India. Pala could have been interesting if we wanted to just include Bengalla, but they got ousted by the fledgling and not-as-cool Sena before the time of our mod or shortly thereafter.
  • East Asia - Our mod is about East Asia. India has its own distinct culture that's different in the south and north and a lot of warring factions. It could make its own mod. India fits much more into a mod about the middle east than it does asia, but again, it's still a melting pot of those two sides. If we expanded into India there'd be no reason not to go further into the Khwarezmian Shahdom and onwards(see the above two bullets for why this is bad).

Q: Could you explain why you aren't expanding South to include Indonesia in more detail?
A: There are a variety of reasons for this, here are a few:
  • Nations - At the time of our mod, the nations of Srivijaya and Kediri are the only scarcely documented centrally organized occupants of Indonesia. The Phillipines has before been referred to as 'Luzong' during this time but virtually no source material exists and it was very obviously a tribal federation. Similarly there's references to a 'Luwu' in Borneo(I believe), that are also very shaky.
  • Sources - Similar to the above, the source material on the two that might be substantiated as minor factions(Kediri/Srivijaya) are scarce and in non-English languages. It's a whole lot of guesswork and very little substance.
  • Quality, Not Quantity - Consider that we want to have 10+ unique units per faction and flesh them out solidly otherwise, and you'll understand why it would be a waste of our time to half-ass factions with no source material, thus making the production time longer and the quality of other factions possibly lower. We love our 15 factions that we've chosen, and are heavy proponents that we'd rather have a few really unique factions than a bunch of re-skinned carbon clones just to fill out the limitations.
  • Naval Invasions - The AI is going to have a hard enough time with Japan, but we had to include it as it is very interesting and well documented in this area, so we will have to make up for it by possibly scripting invasions both ways depending on certain conditions. Indonesia would be a nightmare for the AI and it would just be them sitting there and the player killing them. Boring.

Campaign

Q: Will there be political events?
A: In some cases. We will attempt to make political affiliations more fluent than static. There may be opportunities in some cases to set faction policies or side with a particular political faction for pros and cons.

Battle

Q: Will you change the battle map models for the cities/castles?
A: Yes, eventually. At current, KnightErrant and Argantonio are still progressing on the tools to more easily edit these aspects of the game. We have plenty to do in the meantime, so we're letting them work their magic into more refined versions.

Units

Q: What early ideas for fantasy units are you thinking of including?
A: Panda Cavalry. No joke. If I have my way there will be Panda Cavalry. Perhaps a Tungusic Harpooner, a Filipino Headhunter, a Battlefield Ninja, a Khmer War Rhino. Things like this are bottom of the rung, last priority, and intended to be tongue-in-cheek as a poke at popular perception, as opposed to fantasy. As such if any of the aforementioned or other like minded units are included, they will be either only available in custom battles or in remote regions as mercenaries.


Q: Do both Japanese factions have the same units, or do they have separate units?
A: They will differ in some cases, and they each have different textures which may trivially or substantially vary. Overall though we see no historical evidence for unique rosters for each one, so it saves us time and energy if they share units.

Q: Also, are the Chinese factions going to use weapons like the Huo Qiang and the Huo Jian?
A: Yes. Currently fire lances are slated, as well as a primitive 'gun' and cannons. The exact specifications have not been disclosed as yet.

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Regards,
AUH Team
 
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Will you change the Battle map models for the cities/castles?

Is it even possible to that in MTW2?
 
Will you change the Battle map models for the cities/castles?

Is it even possible to that in MTW2?


It is possible.

It isn't our primary target, but I think we will do this after a progressed version of the game has been completed.:thumbsup2

Beat me Augustus, if I am not right.:shifty:
 
Oh, good.

European cities/castles can really ruin the immersion :)

+ rep for the quick answer
 
Can we expect static political events? Like for the Song, would division/competing schools in the court play any role? The scholar Wang Anshi especially was famous for trying to curb official corruption and reform the examination system, but a lot of the petty nobility and their officials opposed him. So could we see an EU style event come up where we'd have to pick sides, and choose different changes for the country?
 
Can we expect static political events? Like for the Song, would division/competing schools in the court play any role? The scholar Wang Anshi especially was famous for trying to curb official corruption and reform the examination system, but a lot of the petty nobility and their officials opposed him. So could we see an EU style event come up where we'd have to pick sides, and choose different changes for the country?

It's possible, and something that will certainly be considered. Events and reforms of this nature are likely to be included if enough about their impact can be discerned and applied to in-game mechanisms. A disagreement among nobles or a conflict of the church would generally be commonplace and not have much lasting impact outside the statutes of a random factor. If such things happened widespread or on a massive scale, equivalent to the Marian Reforms of Rome, the Hussite Movement of Bohemia, the Spanish Inquisition; or in terms of our game, the military usurpation of Goryeo, or the Shogunate Reformation of Japan -- then they will be considered for inclusion.
 
A faction which essentially is a rebel faction to the real faction. Similar to the BAron's revolt in the Britannia English Campaign, they represent active rebels.
 
Will there be shadow factions of any sort?

Unlikely. Every shadow faction takes a faction slot, and we are currently using 19 faction slots for 15 active factions, might become 20 but anyways, we'd only be able to do it for some, even if we wanted to. Additionally, the value of shadow factions is marginal. In Barbarian Invasion they present more of a challenge to an ERE/WRE player as representation of revolt in the provinces. The same applies to England in Brittania.

What do these three factions have in common? Their land vastly over-ecnompasses the land of the other factions in their respective areas. In AUH, this classification is applicable to Song and Jin only, and historically the downfall of either of these was not due to internal rebellion. Nevertheless it is possible that the two aforementioned factions might receive what is considered a shadow faction, if it is determined a viable way to make their campaign difficult. Otherwise there is not any real point, because every ownership line in the game has to be copied for the shadow faction, which means theoretically twice the work(lessened where find-replace is effective). And to what end? A shadow faction is merely active rebels, which can be similarly achieved with regular rebels, in essence.

We will have challenge factions, which will present more of a challenge to the player and not the AI, for hopefully every faction, but this is a different implement and almost wholly scripted.
 
So are shadow factions like Eastern/Western Roman Rebels or are they regular rebels that act like a normal faction?

If you guys have extra faction slots than you should have the Ming dynasty emerge, but only make it when the other factions are done.
 
So are shadow factions like Eastern/Western Roman Rebels or are they regular rebels that act like a normal faction?

If you guys have extra faction slots than you should have the Ming dynasty emerge, but only make it when the other factions are done.

Shadow factions are like the ERE/WRE Rebels. We will explore options for other factions when the time comes, which will be after a full release with the factions we have planned. Until then thinking of such things only serves to distract us from the task at hand.
 
Do you plan on integrating fantasy aspects?

Fantasy, not necessarily. Lulz, probably. Non-historical, likely. To elaborate, we don't intend to include mythological aspects in the mod, which is what I consider fantasy applicable to our mod(we will have a Heaven island, but that is the byproduct of some scripting functions). However, we very well might(if I have my way), have some tongue-in-cheek units available as mercenaries in remote locations ala the amazons, and in custom battles. Lastly, if a player chooses to consider anything not exactly historical fantasy, then we will have plenty of fantasy, because we are first and foremost concerned with aesthetic value, before strict historical compliance.

Do you plan to revolutionize Medieval II with your mod?

Hard to say. We plan to create an enjoyable experience in an asian setting, and we certainly are not shying away from trying out new systems that we feel separate our mod(not make better per se, eye of the beholder, but separate) from Vanilla M2 and other mods. Whether or not the end product is considered revolutionary, evolutionary, or just fun, will be for the players to decide.

Do you plan on modding Empire, or will you stick to Medieval II?

We currently have no plans to modify Empire. Some of our members might participate in Empire modding, but not as an AUH related effort. A few of us have acquainted ourselves with it, and we recognize both pros and cons when comparing the two engines, but our mod is for Medieval II Kingdoms primarily. Is there a possibility that we might port a release to Empire? It's always possible, but it is not something that will be pursued before a full non-beta release on the M2 engine, if at all. There's still plenty of life in the M2 engine, and fans who are currently engrossed with Empire will realize the complications presented in any substantial modding project for it, and hopefully still play M2. If they don't, their loss, we'll be playing our mod, we hope you do to. :)
 
The AI shouldn't be allowed those fantasy mercs, fantasy units in custom battles I think would be neat (Ninjas!).

But I would really like the normal units to be historically accurate.

The heaven island for scripting is a good idea, every mod has something similar, right?

What early ideas for fantasy units are you thinking of including?
 
The AI shouldn't be allowed those fantasy mercs, fantasy units in custom battles I think would be neat (Ninjas!).

If tongue-in-cheek units are included in merc pools, they will not be overpowered like the Amazons. As well, the AI rarely purchases mercenaries, much less so in remote regions, so it isn't likely to be a problem.

But I would really like the normal units to be historically accurate.

A degree of historicity is what is sought after, but like I've already said, our artists are not limited by the confines of immediate history. If Yelu makes a unit with a sword that didn't come into mass use until the Qing Dynasty, and it either isn't worth removing or makes the unit overall look better, it will remain. This level of artistic expression is afforded to our artists, to push the boundaries of the exact confines of history. That being said, you won't be seeing Vikings or whirling dervishes. We're confident the level of historicity will be enough to satisfy a layman player, but we're not trying to make a mod that professional scholars will certify.

The heaven island for scripting is a good idea, every mod has something similar, right?

I don't know what other mods have, all I know is that Heaven island is necessary as it enables our unique victory conditions and wonders systems to work, and possibly others.

What early ideas for fantasy units are you thinking of including?

Now that would be telling. I can tell you that we will have an interview in the next issue of the Eagle Standard, which will include a (somewhat) tongue-in-cheek mercenary unit being produced by B. Ward. Beyond that, we'll have to wait and see.
 
Any Chinese in your modding team ?

Several. RollingWave is Chinese/Taiwanese. Himitu is Chinese. Several others may very well be, and Yelu taught English in China for a time.
 
Hello,

I was wondering, do both Japanese factions have the same units, or do they have separate units? If they have separate units, would it be possible to make it so that when one of the Japanese factions unify Japan that faction will be able to train the other factions units as well as their own?
 
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Hello,

I was wondering, do both Japanese factions have the same units, or do they have separate units? If they have separate units, would it be possible to make it so that when one of the Japanese factions unify Japan that faction will be able to train the other factions units as well as their own?

They have similar units. There's aesthetic differences between how the two look, but they will use pretty much the same roster. However, depending on how we choose to interpret warrior family affiliations, there might be some prevalent unit types available in certain parts of Japan, but it's just a matter of controlling those regions more than being a certain faction.
 
They have similar units. There's aesthetic differences between how the two look, but they will use pretty much the same roster. However, depending on how we choose to interpret warrior family affiliations, there might be some prevalent unit types available in certain parts of Japan, but it's just a matter of controlling those regions more than being a certain faction.

OK, thank you.
 
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By the way- you look new...... and interested

Welcome to the AUH Forums NLegari~~!!:thumbsup2:thumbsup2

Thank you. Also, are the Chinese factions going to use weapons like the Huo Qiang and the Huo Jian? If my sources are correct, both of these were used in the time period of this mod.


EDIT: Also, is this mod going to use the original campaign AI, or a different AI?(like Lusted's AI)
 
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What kind of armies will the Southeast Asian factions get?
 
why did you chose the year 1171 to be start date ? I think it's better to start it later and end the campaing in 1281-Failed invasions of Japan or 1288-Defeated in Annam (aka Dai Viet).
 
Thank you. Also, are the Chinese factions going to use weapons like the Huo Qiang and the Huo Jian? If my sources are correct, both of these were used in the time period of this mod.


EDIT: Also, is this mod going to use the original campaign AI, or a different AI?(like Lusted's AI)

The Huo Qiang is slated for inclusion. Some weapons shown on top of walls in sieges are not viable since you can't attack enemies on ladders. Gunpowder will be available to the Song Dynasty however, and some of their units will reflect this.

The mod will use a custom AI. We can't use another AI because they require a similar structure to the European setup. I will be making a new AI and borrowing some conventions from Lusted, GrandVIZ, and xeryx.

What kind of armies will the Southeast Asian factions get?

That's a fairly abstract question. They will have armies representative of the historical information available to us. Depending on which faction we're talking about in southeast asia, varying influences from China, Hindustan, or even the Middle East may play a factor as well as the distinct cultural elements shown in stone reliefs of Southeast architecture.

why did you chose the year 1171 to be start date ? I think it's better to start it later and end the campaing in 1281-Failed invasions of Japan or 1288-Defeated in Annam (aka Dai Viet).

Historical events beyond the start date didn't have much bearing on our decision, especially not towards the end of the campaign. It seems unlikely that an AI Mongol faction will expand in the same manner as they did historically, which is why the Total War series is dedicated to alternate history. All we can do with the dates of the mod is provide the most proper start and tailor the end to be reasonable, as well as some various events throughout.

1171 was chosen because it is the earliest estimate based on the earliest birth estimate of Chinggis Khan's 16th birthday. Additionally, it falls in the relative range of the beginning of the Gempei War, military insurrection in Goryeo, after the Treaty of Longxing, as well as just after the Dai Viet-Champa treaty which presents an interesting situation for Khmer. For most intents and purposes any time between our date and ~1180 might suffice, but it's better to fall before some of the events that reign in our start than after.
 
Sorry if this is asked elsewhere, but are you planning on having any Hmong units? (Were they even in 'Laos' at this time, or were they still in China?) I only ask because I read a horribly biased account of their history in The Spirit Catches You and You Fall Down (or something...) and I am curious how they really fit into the history of the regions, as opposed to the sweeping generalizations the author gives us.

Sorry for the rant. :P
 

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