DotC - Ivanohoe: Total War - WiP

  1. Tsarsies
    Tsarsies
    Defender of the Crown - Ivanhoe Total War
    A new style of Total War
    done old style

    Team Members
    Tsarsies
    Y2Day
    TNZ

    HISTORY
    History:
    Defender of the Crown was a computer game from the early-mid 80's that revolutionalized strategic gameplay (well, it was atleast ground-breaking). It has been released on multiple machines, originaly for Amiga and more recently PS2 and PC.
    Ivanhoe is a story set in a real historic setting with many fictional elements. The setting is explained below. Ivanhoe has been made into film since the early 1900's on a few occasions. For the mod i have used Sir Walter Scotts version of Ivanhoe as a reference.

    This Mod is an attempt to bring the two together into a Total War Setting. It does not intend to make historical accuracies. Infact, it is only loosely based on actual history and i have had to ad-lib some of it for gameplay purposes. My aim as a modder is to bring to you a new style of gameplay for M2TW. A smaller map with less regions (40 Major + roughly 40 minor 58 Major and 104 Minor) and many interactive events to create a unique kind of gameplay. It's not an epic, but i do plan to put a lot of passion into its creation.


    The MODS Setting
    The Mods Setting:
    The mod is set 127 years after the conquest of William the Conquerer, with the victorious Normans ruling over the conquered Saxons. The Norman barons, with the absence of King Richard, rule like petty kings over much of the land under the Kings brother, Prince John the tyrant. King Richard the Lionheart came to the throne in 1189, and joined the crusades the following year. The crusades, the purpose of which was to recapture the holy land and that of Jerusalem from the Turks, was not a success, but ended in a treaty. On Richards return to England he was held prisoner in an Austrian and then German prison. Rumor has it that allies of the King are gathering the required ransom to free Richard (160,000). Prince John and his corrupt norman barons are not pleased to hear the rumor. There is a another slight problem, The Royal Crown has been stolen, and must be retrieved. Your aim as player is to unite the lands under the banner of a Saxon Lord, Retrieve the Royal Crown, and either pay the ransom to release King Richard or take the throne for yourself. The legendary Robin of Locksley plays a roll in the story and has offered to aid you 3 times should you pledge to re-unite the Kingdom!. It is January, 1193...

    For those that have played DotC you may be familiar with the game elements we are attempting to bring to life in a TW setting.


    AIMS and GOALS
    Aims and Goals of the Mod:
    The primary goal is to represent the Defender of the Crown series and do justice to the Ivanhoe story.
    Factions have been replaced by Barons and Lords. Once your Leader dies or you lose your capital it is game over. If you manage to take an enemy stronghold (His Capital) and kill the Baron/Lord, you will take all his lands as your own. Each Lord begins with 1 province and a small army. Every other region is rebel (Rebels are split into 3 seperate factions, 1 represents regular rebels like vanilla, the other 2 represent barons loyal to King Richard - they will act like regular rebels until Richard's return). To win you must conquer all the lands or ally with any surviving lords (no Norman must survive). As a Saxon you will start with good relations with the other saxon lords, but they also want the crown, so keep that in mind. The normans are bent on destroying you. The unit availability in this mod is severely restricted. You are only able to recruit certain units dependant on the regions you own. (for example, not all regions allow the possibility to recruit catapults). The number of regions you own limits you to the number of units you can also recruit, these are your Vassals, you are limited dependant on each region (Some regions more than others) - This system will be detailed below.

    This is a WiP. The event system will be detailed and extensive. Currently there are 58 major regions, and 104 micro-regions for a total of 162 regions. Total Current Factions = 13 (3 are the playable Saxons, 1 Rebel, 5 are Norman, 1 Scottish, 2 Welsh, and 1 emergent faction). At this stage it will be 52 turns per year. The mod time frame is only 1193 - 1200 (may change). 1 Week per Turn - 52 Turns per year - 364 turns in a 7 yr period.


    STAT'S and FACTION LIST
    General Information
    STAT'S
    - There are 3 major Stat's and 3 minor Stat's. The major affect the minor. The minor affect game-play elements such as Events etc.
    - The major stat's can be increased through game-play. Completing quests, raiding castles, winning tournaments etc.
    - The minor stat's will fluctuate and are set according to initial major stat's.
    - All stats will have an effect on game play. The 6 stats will be represented by the current in-game stats. More on this later as the system is worked out properly.

    Major Stat’s
    Leadership: The ability to Govern. Affects Vassalage (x2), Income and Happiness.
    Jousting: The ability to win Tournaments. Increases Renown.
    Swordplay: The ability to Command. Increases Chivalry.

    Minor Stat's
    Vassalage: Unit Recruitment Limit. Each unit recruited counts as 1 vassalage point. Low class units (such as peasants) do not add to your Vassalage limit. The Capital Region provides 8 vassalage points with no buildings. Vassalage is increased/decreased by the ownership of regions, the construction of specific buildings, events and quests.
    Renown: Achievement Rating. Renown is increased/decreased when certain events occur. Such as completing Quests, Winning a Tournament, Raiding a Castle etc. Certain buildings may become available based on Renown Level. Renown may also affect vassalage slightly.
    Chivalry: Fame/Infamy. Chivalry is increased/decreased based on your decisions in-game (or lack thereof). Exterminating/Sacking a Settlement, Rescuing a Maiden (or Not) etc.

    These stats change as the game progresses based on events and choices made.
    Every other stat in-game will be affected by these 6. this includes subterfuge, loyalty, piety etc. Everything will be based on this system. I am not rewriting how it all works, i am simply using this system to heavily influence what the engine already provides. In doing so, i am hoping to create a new feel for the game. I make no guarantee or promises...


    The strength of each Major Stat is as follows:
    Weak (0) Average (2) Good (4) Strong (6) Exceptional (8) Champion (10)
    The following chart will be set up as follows for the starting quota:
    Lord - Leadership - Jousting - Swordplay - Vassalage - Renown - Chivalry

    Saxon Lords - Playable Factions
    1 - Cedric of Rotherwood - 6 - 4 - 0 - 6+8 - 0 - 0
    2 - Geoffrey Longsword - 2 - 2 - 6 - 2+8 - 0 - 0
    3 - Wolfric the Wild - 2 - 6 - 2 - 2+8 - 0 - 0

    Norman Lords - Unplayable Factions
    4 - Prince John - 6 - 6 - 8 - 6+8 - -0.5 - -0.5
    5 - Reginald Front-de-Boeuf - 4 - 4 - 4 - 4+8 - 0 - 0
    6 - Philip de Malvoisin - 4 - 4 - 2 - 4+2 - 0 - 0
    7 - Edmund the Grim - 6 - 2 - 4 - 6+8 - 0 - 0
    8 - Roger Falconbridge - 4 - 4 - 6 - 4+8 - 0 - 0

    Other Lords/Factions - Unplayable Factions
    9 - King Richard - 10 - 6 - 6 - 10+8 - 0.5 - 0.5
    10 - William the Lion - 4 - BANNED - 4 - 4+8 - 0 - 0
    11 - Llewelyn the Great - 4 - BANNED - 4 - 4+8 - 0 - 0
    12 - Rhys ap Gruffydd - 4 - BANNED - 4 - 4+8 - 0 - 0
    NOTE: The 2 Welsh and 1 Scottish factions are banned from tournaments held on English soil. As are any other foreign faction of the time.

    Unskilled Lords/Factions - Unplayable Factions
    13 - Slave A – Baron - - - - - -

    From the above chart, Cedric of Rotherwood would begin the game with a limit of 20 Vassals (Leadership * 2 + starting Province) and holding only 1 province at game start. Through territory expansion and the construction of buildings, coupled with the completion of quests and events, Cedric can expand his Vassalage. NOTE: Vassalage is the limit to the number of units your faction can control at any one time.

    Additional Lords Represented as General Units
    NOTE: Hero units may come with additional Vassalage points (They are Lords themselves).
    Additional Saxon Lords - Hero Generals
    Wilfred of Ivanhoe - Cedric of rotherwoods son, disinherited. Returning from the Crusades. Is the major hero in the story and available after 1194 if you have won a tournament. The other Saxon Lords may recruit him before you and if so, you cant get him.
    Lord Aethelstane - Last of the Royal Saxon Line. Direct descendant of the old Saxon Kings.
    The Black Knight - King Richard in disguise. May appear at story driven moments to Aid the Saxons (Will denote the return of King Richard as an emerging faction soon after)

    Additional Norman Lords - Hero Generals
    Brian de Bois-Guilbert - Hero General of Prince John
    Maurice de Bracy - Captain of the Free Companions (only available to Prince John)
    Lucas de Beaumanoir - Knights Templar (Is Spawned for Prince John).
    Conrade de Montfichet - Templar Knight spawned for Brian de bois guildbert.
    Albert de Malvoisin - Hero general of Philip de Malvoisin (May become a Norman Faction of his own yet)
    Waldemar Fitzurse - Only an ancilliary for Prince John. Granting benefits. an adviser.

    Additional Welsh Lords - Hero Generals
    Maelgwn ap Rhys - Will have low loyalty and likely rebel...
    Gruffydd ap Rhys - Rhys other son and heir.

    Additional Lords - Hero Generals
    Robin of Locksley - Spawned for King Richard. Robin plays a role throughout the campaign from game start. He will aid the player 3 times during the campaign by providing 3 units of Sherwood Archers each time you request his aid. They are disbanded after the following battle! - Once Robin is spawned for King Richard you can no longer request Robin's aid.


    UNITS and CHARACTERS
    Regular Units Available In-Game
    A list of units can be found in the associated thread in this Social Forum.

    Special Units used in game
    Saracen Units (only used with Brian de bois-guilberts army - Not player recruit-able)
    Templar Knights (mounted and foot) - Only recruited by Reginald Front-de-boeuf
    Crusader Knights - Spawned with King Richard on his return.
    Sherwood Archers - Aid units from Robin of Locksley.
    Scottish Highlanders - Only recruitable in scotland
    Welsh Longbow - Only recruitable in wales.
    English Knights - Available to whoever holds London.

    Other Characters Making an Appearance:
    Maidens (Rowena, Rebecca)
    Friar Tuck - Once each Quarter (every 13 weeks), Friar Tuck will request donations to free King Richard. This will be an interactive event. The other Saxon Lords will pay money each quarter. The more you pay the more King Richard will like you when he emerges (this is controlled via faction standings). 160,000 is the Ransom required to free Richard. If the 160,000 is not Ransomed then Richard will not emerge...
    Wamba (Jester) - Unsure of how to use this character...
    Isaac of York (Jewish Money-lender) - Will be a randomly moving building only visiting London and York and offer you loans.

    In-Game Events
    Scripted Events
    Return of King Richard
    EDB Events - TBD
    Interactive Events
    102 current random events
    11 current questline events
    Tournament of Ashby
    Rescue a Maiden (Performed with the Spy)
    Raid a Castle (Performed with the Spy)
    Archery Contest
    Duel
    Request Aid from Robin


    More Detail:
    -----------------------------------
    MICRO PROVINCES

    MICRO PROVINCES
    A Note about Regions:
    All regions have been decided upon based on Castles/Settlements that were or may have been used at the time. I gathered all information from various sites found on the internet. The region list is not definitive and i may remove some at a later date...

    In addition to the normal regions that all mods and vanilla has, we will be using a new idea we have called micro regions. These regions are as small as we could make them (the size of a settlements graphic or 3*3 pixels). These micro settlements will act as pre-placed forts with the ability to construct buildings in them. They will not primarily be centers of commerce and trade like other settlements but you can set them up how u like. You must own at least one micro province and its larger major province to boost any trade for the major province. Micro provinces are more or less INSIDE major regions. They will act as strategic and tactical points of interest. You (and the AI) can cut off a settlements trade from and to the major settlement, Which can make it impossible for the factions other settlements to construct specific units. Please note that the trade aspect has not yet been set up...

    Micro provinces will increase the difficulty and increase the strategic options.

    Some major regions will only have 1 micro province, other regions, such may have 5 micro provinces, some will have none. Owning a regions micro province can also open up event options for the settlement.

    -----------------------------------

    EDB, EDB Events and Interactive Events
    EDB and BUILDING EVENTS and INTERACTIVE EVENTS
    The EDB will be rewritten and revised from the ground up. The mod takes place in a 7 yr period, therefore it is not realistic that a single settlement could construct cathedrals, fortresses, inns etc. Instead, Most major settlements will have prebuilt buildings For game play purposes though, most settlements will not have prebuilt buildings and it will be up to the player and AI on how to develop a settlement. Certain buildings will be pre-built, such as cathedrals, such buildings will otherwise become near impossible to construct. We plan to use a very well thought out series of Building Events. These are like random events that the player has control over. Holding Tournaments, Fairs, Markets, Send the governor on a Hunting Trip, Hold a Banquet, Increase/Decrease Town Patrols, Increase/Decrease Road Patrols, Repair a building, upgrade a building etc... In addition settlements will have access to real buildings, such as Increasing Farm land, Adding a stable and more or less buildings that wont take years to complete. It will be possible to gain access to some major buildings through roleplay and events chosen. Buildings such as Cathedrals, Castles etc. (I am open to new ideas).

    With Building Events it will be possible for some of them to be constructed multiple times, and therefore you can gain its benefits multiple times. Holding a Joust Tournament for example will cause an interactive event to occur, Holding the same tournament multiple times in the one settlement will cause additional events to become possible and may lead to the possibility to upgrade the settlements Joust Fields, or grant the Governor traits and ancilliaries. Most Building Events will be similar in design. Some may grant additional units or increased treasury or whatever.

    Interactive events will include events such as Rescuing a Maiden, Raiding a Castle, Holding an Archery Tournament, Requesting a Duel, Requesting Aid from Robin etc. These will be options available in your building queue and the effects will be something you can play with, such as gaining additional units when requesting aid, gaining land for rescuing a maiden or just taking a rival factions treasury for raiding a castle...


    -----------------------------------
    ROBIN of LOCKSLEY
    ROBIN of LOCKSLEY
    Saxon lords can call for the aid of Robin 3 times. An event will occur in game to inform of his arrival. When you call for Robins aid you will recieve the assistance of 3 units of Sherwood Archers which you must recruit in any of your settlements. Requesting Aid from robin is a building, once it is constructed you can then recruit the units from it, Once you have trained 3 units faction wide you will not be able to recruit anymore until you request robins aid again. You can only ask for Robins help 3 times throughout the campaign. Whichever settlement you construct the building is where you can request robins aid.


    -----------------------------------
    RESOURCES
    TRADE and SUPPLY
    Resources will be split into 2 types. Economic and Strategic. Economic Resources are your regular vanilla style ones, like dyes, incense, silk etc, and will be used for my Trade and Supply mod. Strategic Resources are Sword, Armor, Catapult, Horse, Pike and Bow and also have an associated Hidden Resource. There is also a special resource called the Jousting Fields. Only available in 6 settlements (These settlements are determined by the settlements King Richard allowed tournaments to be held in + Ashby Region - as per the novel Ivanhoe). the Jousting Field interactive event is described below.

    HIDDEN RESOURCES
    jousting_field sword armor catapult bow pike horse

    STRATEGIC RESOURCE LIST
    Holding these resources grant access to elite unit types from your faction. Having Trade Agreements with a faction that controls a resource grants reduced access to elite unit types of their faction. These also grant unit upgrades. Holding multiple Resources or having multiple Trade Agreements increases the benefit of the resource. (it is a work in progress and so far, so good)...
    PLACED
    vanilla - DotC Usage - Regions
    Textiles - Sword (5) - Ayrshire, Middlesex, Northamptonshire, Derbyshire, Somerset
    Ivory - Armor (5) - Scottish Borders, Herefordshire, Devon, Buckinghamshire, West Riding
    Coal - Catapult (5) - Kent, Norwich, Dumfries and Galloway, Ceredigion, Worcestershire
    Sulphur - Horse (3) - Middlesex, Gloucestershire, Cornwall
    Cotton - Pike - Berkshire, Oxfordshire, Cheshire, Suffolk, Durham
    Sugar - Bow (2) - Deheubarth Principality, Gwynedd Principality
    Tin (minable) (6) - Jousting Field - Wiltshire, Banbury Castle, Ashby de la Zouch, Warwickshire, Stamford Castle, Northumbleland

    NOTE: I would like to find someone capable of editing strat map icons to change these resources to look like how they are intended (Sugar > Bow for example).

    TRADE and SUPPLY
    This is a mod idea i have had for awhile and wrote it with Icedie for a dark age mod that he and Absinthia were working on. Unfortunately that mod never saw the light of day. The idea behind Trade and Supply is that every resource becomes crucial to your kingdoms growth. You are able to 'stockpile' resources. Every unit and building requires a specific amount of resources before it can be trained/built. For example, a Stone wall may require 500 stone before it becomes available. A wooden castle may require 1000 wood etc. The script goes further than that aswell, it enables and disables benefits a building provides if you have insufficient resources for the building to function. An example would be the happiness the Inn provides should your stock of Ale become depleted. Units are the same, your population in your settlements becomes a valuable resource as you require men (and iron, grain, wood etc) to train a specific unit (horses for cavalry etc).

    The script itself is huge. Larger than my Unit Limitation mod (more than 100,000 lines of code). Owning regions with a specific economic resource will increase your stockpile for that resource each turn. Certain buildings will boost the production and most buildings will require resources each turn to function properly.

    The Economic Resources i will use is not definite and additions may be added.
    resource - what it provides - the building benefit if any
    Cattle (Leather, Milk, Meat) - Health, Growth and Unit Training
    Ore (Metals) - Used for construction and unit training/upgrades
    Wood (Wood) - Used for construction and unit training/upgrades
    Horse (As per Strategic resource) - Unit training/upgrades
    Ale (Ale) - Happiness and construction
    Luxury Commodities (Incense, Silk, Candles, Paper ect) - Happiness, certain construction (like places of worship)
    Tools (Tools) - Construction and Unit upgrades
    Wheat (Food) - Unit training, Happiness, Growth
    Population (People/man power) - everything!

    Some resources when combined will grant other building beneifts. such as having the required resources to train a unit may increase Law... The 102 current random events will be set up to effect you stockpiled resources. Fires, Storms, Bandits etc can all destroy your stockpiles. The idea is that the whole Trade and Supply script will be dynamic and interact with events and player actions from alliances and trade agreements forged to random weather effects.

    The current script is over 100,000 lines of code and drags end turn by 2-3 seconds...


    ------------------------------------
    CAPTAINS - GENERALS
    CAPTAINS - GENERALS
    Removal of captians and replaced with general characters. This will create more roleplay possibilities. It will also enable us to include a trait/anc system that can effect a units fighting ability depending on what region they are fighting in (units have more moral when defending a home region for example).
    Most units will be recruited as 'minor' generals, few units will be recruited as captains (more or less the lowest unit classes, peasants etc).
    Only certain units will have access to certain traits/ancilliaries, this will enable us to grant the 'major' generals positions and so forth above the 'minor' generals. Minor generals will be given negative traits that affect governing settlements poorly. through these negative traits/ancs the general can be roleplayed to become a better governor etc. Enabling the player to turn a peasant into a noble (more or less).

    This particular idea is very much a work in progress.

    TNZ is putting it together...


    -------------------------------------
    CHARACTERS
    CHARACTERS
    Spies will be called a Raiding Party and will conduct castle raids and rescue a maiden should you be offered the event. You can only have 1 raiding party at any given time (so can the AI). Your subterfuge for the raiding party will be a measure of the raiding ability and be affected by your faction leaders stats, such as swordplay, command. You can raid a castle anytime you like and being successful will grant you some of the factions treasury. When a Norman Lord spies (raids) on a Saxon castle then you will recieve the Rescue a Maiden interactive event detailing which settlement she is held captive in and which Saxon lord is requesting your aid.

    Assassins at this stage will not be used.

    Princess... Will not be used. But the player can still 'Rescue a Maiden' as per the DotC game. This will be an interactive event telling you to rescue her from a particular castle where she is held captive.

    Merchants will be treated as Jousters and Duelists, Or Champions. The traits the Champion has dictate whether he is a Duelist or Jouster. A pop up will ask whether you wish to create one or the other. Duelists are used primarily to remove Jousters and other Duelists. Jousters are designed to win Tournaments... It will be a detailed Trait system to have this working properly. Only one resource on the map will have a value, being the Joust Field, this resource is minable and the joust field upgradable. Merchants can increase income on the joust field if they are a Jouster. (Which also represents the Duelist Spot). Like winning prize money. This idea may be a little confusing and still needs fleshing out... One Merchant will take on the role of being the players 'Sole Champion'. Only this merchant can partake in the Grand Tournament at Ashby. A building Event will enable the player to switch his Jouster into a Duelist and vice versa. Only 1 Duelist and 1 Jouster available at any given time. In addition the player (AI) may also possess 1 Champion. < This whole idea is very much a WiP and may be scripted instead with Merchants being used as normal.
    Merchants will act as normal. The above idea has been scrapped in favor of the Trade and Supply. Merchants may be able to gain you access to certain resources. As of yet, i have not begun scripting anything around merchants so they currently act as normal...

    Priests Will be used as Minstrels... (I need a strat map modeler to change the priest appearance. Minstrels will be that of a Bard, Poet, Minstrel, and will spread your factions religion (Culture). Number available regulated by Renown.


    ------------------------------------
    CHAMPION
    THE CHAMPION
    The player will be able to recruit a champion only when he has completed the construction of a (Joust Field) somewhere. That field allows you to recruit a champion. When you recruit him a pop up event appears asking if you would like him to focus on jousting or dueling. This will decide this merchants career path. You need to construct another mine in another region (or upgrade an existing one) to be able to recruit another champion. Once again, you will be asked to pick whether he is a jouster or duelist... Both are merchants... But, the traits and ancilliaries available to them are dependant on whether he is a jouster or a duelist. We can use traits that lower the income gained from resource trading so that only the jouster can win prize money. The duelist will have traits that enable him to acquire other duelists AND jousters (the traits will be set up to ensure that the jouster cant beat a duelist in aquire)... This will make the 2 very different. and they will almost act like different characters yet they will both be merchants.

    The only real thing that will shape them (other then the traits) are the events we spawn around them. Such as, leaving your duelist on the jousting resource on an enemy (or ally) region will start a different event than if you placed your jouster there. Same goes for the AI. If the AI places a jouster in your region then he is jousting you, if he places his duelist, then he is challenging you. Jousting AI will be somewhat different, thy will call tournaments as opposed to a challenge...
    Its all in the event... and still needs fleshing out...


    This idea has been scrapped...


    ------------------------------------
    HEROS
    HEROS and QUESTS
    Ivanhoe and Aethelstane are going to be the Saxon Heros. Available to any and all saxon factions. Only 1 instance of the character would be spawned though. So if Wolfric the Wild was able to achieve the conditions before Rotherwood, then Wolfric would gain the hero (Ivanhoe or Athelstane).

    Aethelstane offered when a Saxon lord has successfully taken control of a Norman settlement. Only the faction taking the settlement would be offered. Athelstane would appear as a building in the EDB. Available for both player and AI. If you do not take a Norman settlement before the AI Saxon factions you may not be offered Aethelstane.

    Ivanhoe offered after 1194 (his return from the crusades). Player must win or have won a tournament...? An event would detail his arrival.


    -----------------------------------

    EVENTS and QUESTS
    Every Saxon faction will have random events and quests offered from game start. If said goals are met then special units or buildings will become available. Each of the factions will have to be broken down individually, but a few available to all Saxons would be:
    Sherwood Archers if Nottingham is controlled and all 3 aids from robin have been used, Longbow if all of Wales is controlled, Scottish highlanders if all scottish regions controlled, Norman Knights if London controlled.

    Quests will be offered randomly from game start and will require effort to complete and provide nice benefits. Some quests will require a prerequisite before being offered. As an example, after you have trained your first Archer unit (not peasant) you may be offered a quest to train 8 Longbow, Upon completing the quests requirements you will be granted 8 additional Longbow in your Capital and all future Archer units will gain +exp when trained. (this quest would require you to invade one of the Welsh Factions). Quests will be offered randomly and only one quest active at a given time. Currently there are 11 Quest lines.

    The random Event system will be quite detailed. currently i have 102 events. Some events the player will have no control over while other events will give the player an option of how to react. events like Storms, Fires, Bandits, a Noble Marriage, etc.

    Events and Quests will both add to your Renown and Chivalry (some events may be negative). Earn enough Renown and you will be given the option to 'trade in' Renown to unlock super units (these units are yet to be determined. But think along the lines of Trebuchet, Elite Knights, Longbow, Sherwood Archers etc. More or less units that require effort to obtain can be obtained through Renown and Chivalry.).


    -----------------------------------
    REGIONAL TOURNAMENTS
    REGIONAL TOURNAMENTS
    6 Regions within the game will have access to the The Jousting Field, jousting rings, dueling rings, pavillion tent etc and with each upgrade it increases prize money and possible scripted events.

    There will be a detailed EVENT system surrounding the Tournaments. There will be a unique Tournament set up in ASHBY. This tournament will be game changing and can win or lose you fame/land.

    There are 9 tiers in the Tourny building tree. 3 of which are buildings, 6 are tournaments held. Every time a tournament is held (constructed) by player or AI an interactive event will follow...

    You do not have to partake in the tournaments. If you hold the tournament you automatically partake. If you choose to partake an interactive event will detail the event. Using your Jousting stat against those of the other Norman and Saxon lords. Welsh and Scottish lords are prohibited to partake. If you win a joust tournament you will gain fame and prize money, if you lose your fame will suffer. The Ashby Tournament is different, and much more rewarding. It will be possible to gain lands, or lose lands. Only one tournament can be held per month.


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    SHERIFFS/BALIFFS/STEWARDS and CASTELANS
    SHERRIFS/BALIFFS/STEWARDS and CASTELANS
    Ancilliaries will represent whether a general is a Sheriff (Has increased military) or Castelan (Has increased governor skills). You can hold as many Castelan's as you hold regions. If the general is a Sheriff then the amount of military experience provided depends on whether the general is a Baliff, Sheriff or Steward. Only one steward can be present on the map for each faction, one sherrif for each region, and countless Baliffs. Only the Castelan can hold a settlements title, only a castelan can order construction of buildings, recruitment etc. Where as sheriffs and that lot can never govern... Forces the player to choose wisely as what they need. Only your faction leader and Steward can do both.


    -----------------------------------

    This is a work in progress. Ideas are continually updated and changed around.

    Ideas/Suggestions are welcome.
  2. Tsarsies
    Tsarsies
    This is a link to a playable browser version of the game

    Defender of the Crown

    Here is a link to a free online version of the book.

    Ivanhoe
  3. Tsarsies
    Tsarsies
    Updated first post with additional information. such as specific factions etc. Hero generals. Special unique units in game.
    I will next make a comprehensive list of all 'possible' units i think would/could be used. (i will only use units from vanilla/kingdoms but will likely end up swapping them out for units made by other mods if i am granted permission).
  4. Tsarsies
    Tsarsies
    Updated the first post. Re-wrote it to re-gather all ideas. There is a LOT to it, so be warned if you attempt to read it. I will be implementing all of it eventually. I have added quite a lot more to the original post and fleshed some things out in finer detail.
  5. y2day
    y2day
    Very nice. Sounds great T. Very unique.
  6. Polycarpe
    Polycarpe
    I very promising mod, surely the replay factor will be present.
  7. Tsarsies
    Tsarsies
    Most of it is accomplished by script and set up through events to tell the story. My next task is to complete the map. I am just adding regions at the moment. Ill post a wip on it soon.
  8. Tsarsies
    Tsarsies
    Updated first post with Team Members.

    Will be able to upload the mod folder soon. Just working on some text entries.
  9. y2day
    y2day
    Great can't wait to check it out. Once I have a mod folder it inspires me to actually create something. I haven't been happy with my faction icon attempts so far.
  10. Tsarsies
    Tsarsies
    I have uploaded the mod folder in another thread. I had to upload it twice as i uploaded the wrong one at first. I look forward to seeing your creations. Perhaps once u have loaded the mod folder it will grant a little more inspiration for ideas who knows... but yeah, it surely makes it easier to work on something when the mod folder loads and works properly
  11. Tsarsies
    Tsarsies
    Updated first post with Resources. Including Economic, Strategic, Hidden resources and the basic idea behind my Trade and Supply script...
  12. Tsarsies
    Tsarsies
    After much thought I have decided to take this mod in a 'less historical' direction so as to focus primarily on game play. Some of the reasons for this has to do with the building trees and population levels. I also wish to do justice to the DotC games more-so then attempting to re-write history. This decision will grant much more lee-way when it comes to adding features and provide an 'artistic license'.

    I still wish to use historical accuracy as a template from which to work from so the mod will still be 'loosely' based on historic facts.
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