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| Viking Invasion II (BI) Viking Invasion II aims to recreate the campaign of the cult-status MTW: Viking Invasion on the Rome BI engine. It sticks closely to the original campaign, only making changes to correct large inaccuracies, to improve gameplay and comply with the new engine. "This is about as good a Christmas present as the Total War community could hope for" - PCGamer, February 2009 |
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#121 | ||||
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Colour Sergeant
Posts: 389
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According to some scandinavian sources Ragnarr's ancestors are as follows: Ragnarr Loðbrók son of Sigurðr hringr, king of Sweden and Denmark, son of Randver son of Ráðbarðr, king of Garðaríki, and Auðr in djúpúðga,daughter of Ívarr inn víðfaðmi, king of Scania and later king of Denmark, Sweden aswell as other large parts of Northern Europe. Auðr in djúpúðga had previously been married with Hrærekr slöngvanbaugi, king of Zealand, with whom she had Haraldr Hilditönn, king of Denmark and Sweden. Haraldr Hilditönn lost his kingdoms and his life to his nephew, Sigurðr hringr, in the legendary Battle of Brávellir. The father of Auðr in djúpúðga, Ívarr inn víðfaðmi, was the son of Hálfdan snjalli son of Haraldr inn gamli, king of Scania, son of Valdarr, king of Scania, son of Hróarr, king of Denmark, son of Halfdan, king of Denmark. So, Ragnarr is decendant of the Skjöldingar (Scyldingas), the ancient royal clan of Denmark. Ragnarr is the first of these, that can be said to be historical. He might have been a powerful Earl of the Danish king Horik, or rather an independent "sea king". Here's parts of the traditional story of Ragnarr: Quote:
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The youngest of Ragnarr's sons, Sigurðr ormr í auga, became king of Denmark. He had (according to Icelandic sources) the son Hörthaknútr (Harthacnut/Hardeknud), king of Denmark (not to be confused with the later king Hathacanute of Denmark and England), who had the son Gormr gamli, the first historically accepted king of Denmark, who had the son Haraldr blátönn (Harald Bluethooth), first christian king of Denmark, who had the son Sveinn Tjúguskegg (Sweyn Forkbeard) , king of Denmark, England and parts of Norway, who had the son Knútr inn ríki (Canute the Great), king of Denmark, Norway, England and parts of Sweden. Hope you can use some of it Cheers! DV |
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#122 | |
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Rifleman
Posts: 47
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Ah, i forget: The not sally-bug appaers just by the danes. Rebel and Mercia sally out normal. Maybe that helps.
@ Jingle_Bombs: Nice One! The endscene is not the quality as is rest is. And btw: Nice suggestion with the Lodbrok family!
"Tötet sie alle, Gott wird die Seinen schon erkennen!"
-antwortete Arnold Amalrich, Legat des Papstes, auf die Frage, wie man zwischen den gefangen katholischen und kartharischen Albingensern unterscheiden könne. |
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#123 | |
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Flame Imperishable
![]() Technical Staff • Artifex |
Very nice work!!
As MoN said, all the points made are being considered and most will amke their way intoa a patch; currently working on it. I just want to say, regarding the Danes, that the result depends a lot on the style of play. I just launched a new campaign, after some tweaks, and apart from taking East Engle and East Seaxe and moving the capital to Elmham, I did nothing but raiding up and down the coasts for 20 turns; I attacked Lindisfarne, Din Eidyn, Abberdeon, Lyndclerie, Medeshamstedi - never tried to hold them, I attacked, pillaged and ran away. I am upgrading my settlements, training armies, holding back Wessex (they launched a major attack on London but got very very pwned) and I got nearly 30,000 shillings. Anywyy, I'm quite happy with the way their campaign plays out now, you *have* to scout the coasts, raid defenceless settlements and then get out before standing armies of your enemies get the chance to trap you. The AI's stupidty that makes it leave its settlements lightly defended is ideal for this sort of play. In the mean while, you have to *slowly* expand by land, while holding on to new regions, which should be governed wisely by their appointed goovernors. I find this a very historical way of playing and it yields the best results. Rant over, back to the pit! |
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#124 | |
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RTW Modder 2004-2009
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Thx Turumba!
Jingle that is a superb "first ever" TW vid - shows great promise. I'm overwhelmed by all the good feedback and support for VI2. And to think I only sat down on Saturday 31st of May this year to think seriously about a remake of Viking Invasion. Sent of some PMs to the heads of Arthurian and Chiv and - enthusiastically supported by both - set up the forums and started work on the following Monday! Now, fast forward less than 4 months, and VI2 has even got it's first fan-made video Thx. all - a nice treat for my final mod! But it's not over quite yet - I intend for VI2 to be much more widely exposed in the coming weeks |
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#125 | ||
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Too sexy for capitalism
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I spent a good few hours trying to save and upload it to youtube, but in the end it just wasn't happening... I might try to upload a higher quality one later.
Proud to Be Patronised by the supreme PowerWizard
Beta Tester for Roma Surrectum II - The Next Generation RTW mod Skinner for The Frontier - suceeding where ETW failed! Read my Alternate History AAR - Perfidious Albion! You know you want to... |
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#126 | |
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Drummer and Fifer
Posts: 140
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Sounds as if the danish campaign is playing out exactly as it should now, I find blitzing boring and would be most content doing viking-raids mainly ( with the exception of the Danelaw of course ) as I do in my current norwegian campaign.
Great work, can´t wait to play it, this dev team certainly is the most feedback-friendly and well-mannered I´ve ever encountered, not that you need to be but I´ve acknowledged the same on other forums, always civil and polite, mirrored by and suiting your talent. |
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#127 | ||
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Emperor of ice cream
Citizen |
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#128 | |
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RTW Modder 2004-2009
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Nah, a sig wouldn't be of much use to someone with a permaban...
& Thx, Skandinav |
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#129 | ||
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Armoury Sergeant
Posts: 599
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Units like hirdmen, huscarls, armoured spearmen look really awesome...but if you used earth-coloured/darker clothes (brown tones, dark-red, or dark-blue) and bring in multi-colours/faction-colours via shields, the units would be perfect - at least for me... Please don't use black for mercenaries. This colour of clothes didn't really exist in medieval life...I would suggest a lighter brown. Cheers (+rep for the Viking Invasion trailer) P.S.: I don't know if it's a bug...but the financial overview of the beginning (saxons) tells me 15.000 but you have effectively 0 money to spend... Last edited by Halvar von Flake; September 28, 2008 at 11:57 AM. |
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#130 | |
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Flame Imperishable
![]() Technical Staff • Artifex |
The overview is not affected by the script, which reduces the player's money. Just ignore it.
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#131 | |
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Colour Sergeant
Posts: 377
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I've noticed a couple small things you may want to know about.
1. In the town of Dyflin I am able to train a unit called Mercenary Bonnachts. But they cost over 800 schillings, which seems a bit overpriced considering their stats and abilities aren't 800 schillings good. I know mercenaries are usually overpriced but the other mercenaries I've seen have a reasonable price. 2. The "withdraw" button doesn't work on the battle map. The thumbnail doesn't show up but the tooltip still pops up. 3. Sometimes the thumbnail for units and buildings will be blank in the construction and recrument tabs. The one example I can think of on the top of my head is the "High Roads" building in the town of Dyflin. 4. Armies could use a few more movement points. The campaign map has some really cool mountains and hills, which makes some interesting battles, but it makes it difficult to move armies and agents around. I probably could just go change it myself, but you still might want to consider this for a future patch. And that's it. This mod has relativley few glitches, and most are trivial at best. This mod has a surprising amount of challenge. The danish canpaign was a bit too challenging, but my norweigan canpaign is perfect. I was initially worried about the relativley small amount of territories, but that's offset by the challenge of securing just one settlement. I can see now the importance of raid tatics and I'm planing a raid on a city I've captured and lost multiple times. Then there's the religious war, which for pagans is especially hard. Every christian dog must die! |
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#132 | |
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Flame Imperishable
![]() Technical Staff • Artifex |
1. There are mercenary units recruitable from settlements (unlike regular mercs) that have 0 training time, therefore you can train as many as 9 in a single turn. We have made them so expensive to compensate for this ability, otherwise the player would just use them to spam the AI and win very easily. Now, you can get yourself out of a tough spot be recruiting 3-4 units at once, but you ahve to disband them soon after 9as it's supposed to happen with mercs) otherwise they'll bleed your economy dry.
2. It depends on whether you have withdrawed more than once in the same turn; unless I'm not understanding what you mean. 3. Buildings like the "Old Roman Roads" are unavailable for construction, as the people of the era didn't have the know-how to build them; they could barely repair them. There are also several other "unbuildable" buildings like the Provisional Info bldgs, that provide info and are used internally for region-specific stuff. 4. The MP were initially lower than they currently are. We want to simulate the advantage of taking a ship rather than a walk to get anywhere fast. if more people want an increase though, we'll consider it seriously. |
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#133 | |
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RTW Modder 2004-2009
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I've not seen any blank images....can you provide screenshots?
IMPORTANT: We are working on a patch (1.2) for early this week so please make sure you put in all your requests (these should be enhancement rather than additive) in the next 24 hours! Thx EDIT: Significant alteration of unit textures (and thus also cards) is not feasible so please only point out textures/volours you *really* think need changing Last edited by MasterOfNone; September 28, 2008 at 12:41 PM. |
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#134 | ||
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TW Modder Since 2005
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I add my comment: The passion and diligence especially of you [MoN] and Aradan - and of the team mates - proofed during the development is exceptional, deserves without doubt the highest possible praise. The result of your work within the few months is splendid. ![]() Released TW Modifications: For Rome Total War & Barbarian Invasion Chivalry I TW | The Medieval Total Conversion For Medieval 2 Total War/Kingdoms Chivalry II SV | The Multiple Era Campaign Project For Empire TW Empire Realism | The Reflecting History & Improving Gameplay Project For Barbarian Invasion William the Conquerer | Norman Invasion Episode-Submods Last edited by DaVinci; September 28, 2008 at 01:29 PM. |
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#135 | |
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Colour Sergeant
Posts: 377
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2. No the withdraw button is missing on the battle map, not the campaign map.
3. I can build "High Roads" and the tooltip appears, but the image for "High Roads" doesn't appear sometimes. But this has also happened to other units/buildings. I will get a screenshot if it happens again. |
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#136 | |
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Flame Imperishable
![]() Technical Staff • Artifex |
2. As far I know, when it's impossible to withdraw on the campmap, the same also automatically applies to the battlemap as well. If anyone is sure I'm wrong, please correct me.
3. Yes, please, a pic would be great. I've included a new treat for Viking named characters, you will now enjoy exterminating/enslaving/sacking settlements and you'll have an easier time holding on to them during the first phase of their occupation. The rest of the points are being contemplated on. Does anyone feel Norwegians are too easy? Remember, they are supposed to be easy, but we don't want them to be too much. Last edited by Aradan; September 28, 2008 at 01:55 PM. |
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#137 | |
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Colour Sergeant
Posts: 377
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No I think the Norweigan campaign has a healthy amount of challenge.
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#138 | |
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Armoury Sergeant
Posts: 599
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Seems to be impossible to get a campaign with Anglo-Saxons running...no money, no buildings, no units, no progress...
...I don't want to appear petty-minded, but the Northumbrian hair colour is as yellow as their clothes...I suggest to make most of the factions earth-coloured...paint the shields in the factions colour/heraldic.... |
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#139 | |
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Flame Imperishable
![]() Technical Staff • Artifex |
Hmm, you think I went a bit over the top with the difficulty? "Hard" factions, btw, like Wessex are supposed to be played at Easy, the first time you try them, to get an idea of what's going on.
I'm open to feedback and suggestions, while I'm on the balance. |
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#140 | |
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Colour Sergeant
Posts: 467
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I have been playing more of this stellar mod, it's great fun with the Saxons. I have noticed some minor bugs though:
Mercenary horsemen have a bow mouse icon, rather than a javelin. Horseman have an issue with the shield going through their arm, pic illustrates
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