Well...I started modding MTW2 out of curiosity and boredom, but I kinda got hooked and ive decided to create a mod if only for my own entertainment.
Avlonia: Total War
Blurb
The Isle of Avlonia, isolated from the mainland by rugged coast and wide sea. A land of Chivalry, honour, bright penants and noble pursuits. If you are at the top of the pile that is. A deeply fuedal land, of rolling hills, deep dark forests and snow topped peaks where for decades the feudal houses of Avlonia have been united by one king and one religion. The kings law and the priests of The Nine ruled over a land at peace. But the king is dead without an heir and a new power is rising...
To the south and north, three houses have forsaken the Nine and turned to the flame lord. Orcs stir once again their deep valleys. Tales abound amongst the small folk of wolves that walk as men, of the dead rising and of worse terrors still that haunt the dead of night.
Knights more used to tourney's and poetry must turn their skills once more to war, Peasants pull long forgotten swords and armour from barns and thatch rooves, The guilds hire men from across the world to protect their trades and once again the priests of the Nine call for the faith to arm.
Will you lead a noble house to the throne? Or will you plunge Avlonia into darkness and despair?
Technical Aims
Choice: You have control over what troops you recruit and where. Almost all units are ZoR style in their recruitment, with few units unique to any one faction. Troops are separated into 4 "tiers", Commoners, Men at Arms, Retainers and Nobles. Each Tier has access to a wide range of troops types. You choose wether to arm your men at arms as pikemen or archers, wether your peasants go to war with farming tools or wether you give them crossbows. Capture rich horselands to equip your knights with mighty Destriers or make do with whatever ponies are to hand.
Feudalism:
True fuedal feel. The map is divided into regions, each with one castle and a few non-catle settlements. Castles have very small regions (one tile all around) but the towns around them are un-walled. You must control the castle to ensure you can keep the villages around it protected and recruit higher end troops there, and you cant change a settlement between a castle and a town.
Each Region has its own livery, troops dont suddenly put on your uniform, they where the heraldry of the region they come from, this heraldry is the "quartered" with the liver of the faction the troops are currently serving. You might very well see troops with the golden eagle of Serat quartered with the cross of Lionesse fighting those with the Golden eagle quartered with the yellow sun of D'Arc.
Fantasy:
Yes, its a fantasy mod. There will be orcs and likely undead, and yes im well on my way to getting them done, I'll post screens as soon as ive got textures im not so embarassed about. And they will be playable.
The pseudo-historical period is late medieval.
Detail:
no LoD levels, troops use their full detail model out to the limit of vision. Unit sizes are small to cover the extra load, but trust me...it is well worth the occasional framerate drop to be able to zoom out and see the battle in full gory magnificence rather than a few pixels rubbing against each other.
Battles:
While its a fantasy mod, I am going for a balanced feel. There are no super units. A charge by heavy knights might be devastating but they will die if they get bogged down by even low end infantry.
Unit speeds are reduced a little to make the game more manageable.
All infantry can plant stakes.
A wide choice of troops types. Choose the right troops for the job, go for the sheer numbers of a peasant spear levy or the disciplined might of a block of retainer halberdiers.
Factions:
(I'll expand this when im back from work)
The Loyal Houses:
Lionesse
D'Arc
Darkcrow
Essenter
Passle
Proudwing
Fox
Classical medieval chivalric houses, they have their differences but all rely on a noble elite backed up by levies of smallfolk
Freemen:
The Riverlands Alliance
A Alliance of free towns and villages, they dont have access to the noble units of the loyal houses, but they do have much more reliable citizen militia and a heavy reliance on longbowmen
The Traitor Houses:
Kaffatun
Bozar
Yor
The three houses that have turned from the nine to dark pacts with the flame lord. Kaffatun and Yor are southerly, and can call one a wide range of beasts and exotic troops. Bozar comes from the embittered and cold islands to the north, and have a reputation as barbaric and ruthless viking-esque raiders.
Orcs:
Blackclaw
Redfang
Yelloweye
The three orc factions. low in number but very agressive, with access to some viscious assault troops, trolls and ogres.
Undead:
The Dark
not sure if they'll be playable yet, or appear as sporadic scripted spawns. Expect zobies, skeletons, wights, ghosts, vampires, lycanthropes and more
(no, its not a pipe dream, I really am well on the way to getting them in and WILL post screens when I can)




Reply With Quote






















