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  1. #1
    pajomife's Avatar Protector Domesticus
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    Default The future of the medieval mods

    Contrary of Rome ,playing with Romans,in medieval we cant equal the reality ,after several turns,100 / 200 and playing with any faction ,we hold territory,that those factions never hold in his story,so,some factions disappear
    ,like england ,and he fell the game is a strange thing,some times we give up ,and try another mod or another faction ,but few of us finish the game ,i bealive.
    I wrote all this to say that ,the localized campaigns,in a determinate place and time line are the solution,the first time i saw this in MTW2 are the Custom Campaign Mod from Unspoken Knight,as i say in a old post those mod are to green ,but this implemented by a modder with credits as Lusted,should be amazing ,I think that AI will work better with few factions , i saw some previews,
    i think that should have more cities and a Bigger maps ,but this maybe my fault,I m a BIGMAP maniac ,i just think you are doing the right Thing.
    Sorry my English.

  2. #2
    Uandwhosearmy's Avatar Miles
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    Default Re: The future of the medieval mods

    First off: Read the description for LTC 3.0. It is set to provide what you're asking for. ...I think.

    This brings me to my second point: What's with all the comma's?

  3. #3
    Lusted's Avatar Look to the stars
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    Default Re: The future of the medieval mods

    Personally i love playing the TW series because of it's alternative history abilities. If you want nations to just stick to their historical borders it isn't going to be much fun is it?
    Last edited by Lusted; July 04, 2007 at 04:05 PM.
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  4. #4
    Ludicus's Avatar Comes Limitis
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    Default Re: The future of the medieval mods

    If you want nations to just stick to their historical borders it isn't going to be mcuh fun is it?
    Sorry;in my opinion,on contrary.I love your mod - your work with the balance -and yet,I donīt like the vanilla map.
    That is very subjective,of course.

    Edit: Uandwhosearmy wrote:
    This brings me to my second point: What's with all the comma's?
    First off: pajomife wrote:
    Sorry my English
    This brings me to my second point:donīt bother with the commas.
    Last edited by Ludicus; July 04, 2007 at 05:05 PM.

  5. #5

    Default Re: The future of the medieval mods

    It's no fun holding on to what the countries actually had. Unless your Bysantine.

    Expanding and making your own history is what makes the Total War series so good.

  6. #6

    Default Re: The future of the medieval mods

    I agree that expansion is the key to the TW series. The most fun is when mimicing some great historic expansion.
    However, the game as it stands is too easy; it is way too easy to win when the playing field is balanced.
    My suggested solution is this: make mods which are *designed* to be played by a person for only a single faction, and stack the odds against that faction. Give enemy factions more/better generals. Make enemy units cheaper to build and upkeep. Put in "area of recruitment" or cultural penalty type things to slow the player's expansion, and make them have to keep their army in a territory for unrest suppression once they take it. Allow enemy players to use each others' barracks, but make the player have to reconstruct there's from scratch. Give enemy players more starting buildings. Modders can also focus on making more/more interesting units for the kingdom the human is playing.
    The very best RTW mods that I played were ones designed around the growth of Rome. The mods were much more difficult, because the game was designed with that player in mind; they didn't try and make it hard to win from a different kingdom. Lots of thought was put into making the Roman units interesting and varied. Different tactics had to be used against different foes; the hoplite armies of greece were very different to fight from the barbarians, or the horse archers of the eastern steppes.

    Merging these two ideas: the best mods would be regional or full Europe mods designed around the rise of a specific faction.
    Imagine a mod around the rise of Turkey, from the Seljuk Sultanate through to establishing the Ottomon Empire - say 1350-1600 AD. Conquer Asia Minor, the Balkans, Constantinople, the Mamluks - while fighting off European crusaders, Persian hordes.
    Imagine the Reconquista, with Castile eventually rising to conquer the Iberian Peninsula, hemmed in by several other christian kingdoms and the Moorish dynasties.
    The rise of the Rus, fighting off the Mongols (is anyone else but me sick of seeing the Mongol conquest of Antioch, time after time after time!) and eventually establishing a Russian state.

    This is what I'd like to see with mods; something that was challenging without a house rule that says I can't do anything for the first 30 turns.

  7. #7
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    Default Re: The future of the medieval mods

    ^^^

    That's exactly why SPQR is the hardest and IMO most fun RTW mod.


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  8. #8

    Default Re: The future of the medieval mods

    Yes, SPQR was the mod I was thinking of; I couldn't remember the name.
    Europa Baraborum was also pretty fun, since it slowed expansion by putting bad-ass generals in charge of rebel settlements. The problem with this though is that it also prevented the enemy players from expanding at all.

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