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  1. #1

    Icon5 Kingdoms Version of SV mod

    Yes, this is the million dollar question: What should we do with the now available Medieval 2 expansion (Kingdoms) and the SV mod?

    Do you have some plans to release the mod for plain M2 only, or to use the features of the expansion (like hero units)?

    Maybe it's to early to ask it, but...
    - Lorre -





    The Sicilian Vespers - MIITW Mods For Late, High, Early Era And Dark Age Campaigns

  2. #2

    Default Re: Medieval Expansion (Kingdoms) and SV mod

    Quote Originally Posted by |Lorre| View Post
    Yes, this is the million dollar question: What should we do with the now available Medieval 2 expansion (Kingdoms) and the SV mod?

    Do you have some plans to release the mod for plain M2 only, or to use the features of the expansion (like hero units)?

    Maybe it's to early to ask it, but...

    I need to buy it, and get it installed before I can commit to anything


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  3. #3
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Medieval Expansion (Kingdoms) and SV mod

    Well, we can use this topic to discuss the dis-/advantages of the expansion, and if it will add to the SV project or not.
    Any players' experiences are welcome here.

    Btw., i guess i won't buy the expansion very soon, but i must admit i haven't informed myself a lot about 'Kingdoms', other than that, that it has some special campaigns as content.
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  4. #4

    Default Re: Medieval Expansion (Kingdoms) and SV mod

    Quote Originally Posted by DaVinci View Post
    Well, we can use this topic to discuss the dis-/advantages of the expansion, and if it will add to the SV project or not.
    Any players' experiences are welcome here.

    Btw., i guess i won't buy the expansion very soon, but i must admit i haven't informed myself a lot about 'Kingdoms', other than that, that it has some special campaigns as content.
    I read something in Gamespot, the news are many but not so many... I explain myself: there will be some extra campaigns with a restricted map:

    1- Teutonic Wars in the East
    2- Americas campaign (spain, maya, incas, apaches (!!!) and others)
    3- Crusader states campaigns
    4- Conquest of England (Wales, Scotland, England, Ireland and Norway)

    There would be 160 new units, and the new "hero" units with historical characters that will have special abilities, this is the thing that I liked much to see even in SV: try to think to have in battle the Emperor Frederik Barbarossa, or Saladin... could be nice to recognize them with unique skins and so on.

    I will try the expansion within 1-2 weeks, I will the report the news
    - Lorre -





    The Sicilian Vespers - MIITW Mods For Late, High, Early Era And Dark Age Campaigns

  5. #5

    Default Re: Medieval Expansion (Kingdoms) and SV mod

    Quote Originally Posted by |Lorre| View Post
    I read something in Gamespot, the news are many but not so many... I explain myself: there will be some extra campaigns with a restricted map:

    1- Teutonic Wars in the East
    2- Americas campaign (spain, maya, incas, apaches (!!!) and others)
    3- Crusader states campaigns
    4- Conquest of England (Wales, Scotland, England, Ireland and Norway)

    There would be 160 new units, and the new "hero" units with historical characters that will have special abilities, this is the thing that I liked much to see even in SV: try to think to have in battle the Emperor Frederik Barbarossa, or Saladin... could be nice to recognize them with unique skins and so on.

    I will try the expansion within 1-2 weeks, I will the report the news
    Unspoken Knight is retrofitting the Kingdoms features into the Imperial Campaign, so that should make it much easier.

    Retrofit Mod 1.0 Released
    Last edited by SicilianVespers; September 11, 2007 at 08:31 PM.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  6. #6

    Default Re: Medieval Expansion (Kingdoms) and SV mod

    I have SV 2.1.0.x working under Kingdoms


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
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  7. #7

    Default Re: Medieval Expansion (Kingdoms) and SV mod

    Great to hear that! SV is great and actually it is the only mod I want to play; having the new features brought by Kingdoms can only improve the experience.

    Just some questions:
    - Will the next release of SV use the new K units?
    - IIRC Guilds didn't "work" well in vanilla, did you fixed them in SV (or did CA in the last 1.2/1.3 patch)?
    - What about implementing an adapted version of the Klink's garrison script to avoid Blitzkrieg strategies?
    - Did you implement any tweaks to avoid AI to set up entire armies made of artillery units?
    - Will Sicilian Combat sub-mod be ported to Kingdoms?

    Sorry if some questions are dumb, had only few time to play so my knowledge of this mod is limited, I'm looking forward to the next SV release to play it extensively.

    Thanks a lot!
    Last edited by jethro; September 12, 2007 at 04:29 AM.

  8. #8

    Default Re: Medieval Expansion (Kingdoms) and SV mod

    Quote Originally Posted by jethro View Post
    Great to hear that! SV is great and actually it is the only mod I want to play; having the new features brought by Kingdoms can only improve the experience.
    Thanks

    Quote Originally Posted by jethro View Post
    Just some questions:
    - Will the next release of SV use the new K units?
    We are actually still discussing this in the Dev forum

    Quote Originally Posted by jethro View Post
    - IIRC Guilds didn't "work" well in vanilla, did you fixed them in SV (or did CA in the last 1.2/1.3 patch)?
    We have some plans for guilds, but nothing concrete yet.

    Quote Originally Posted by jethro View Post
    - What about implementing an adapted version of the Klink's garrison script to avoid Blitzkrieg strategies?
    I wrote my own custom garrison script. It includes every region, and will not impact performance.

    Quote Originally Posted by jethro View Post
    - Did you implement any tweaks to avoid AI to set up entire armies made of artillery units?
    The next version of SV will feature custom unit and campaign balancing, courtesy of DaVinci. Anyone familiar with Chivalry: Total War, will know they are in for a treat

    Quote Originally Posted by jethro View Post
    - Will Sicilian Combat sub-mod be ported to Kingdoms?
    See above

    Quote Originally Posted by jethro View Post
    Sorry if some questions are dumb, had only few time to play so my knowledge of this mod is limited, I'm looking forward to the next SV release to play it extensively.
    Thanks for the support


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  9. #9

    Default Re: Medieval Expansion (Kingdoms) and SV mod

    I think a few advantages of incorporating your mod to kingdoms would be:
    - They have a few new units that are pretty cool, (guhlams and a few others for muslim factions as well as some that could be used as mercenaries al around europe)
    - That hero ability they talk about (although im not such a fan of this one)
    - The coolest thing I've hear of as an advantage is using the permanent fortresses as castles (i think you can even recruit units in these) and thefore more than duplicating the amount of cities in the map (you just use every posible provice as a city and the fortresses as castles)
    - A few other advanages are new factions and new graphics for some castles and cities.

    cheers
    Nico
    Nico

  10. #10

    Default Re: Medieval Expansion (Kingdoms) and SV mod

    Thanks SicilianVespers! Really exciting! SV is definitely going to be a must!

    Regards,
    J

  11. #11

    Default Re: Medieval Expansion (Kingdoms) and SV mod

    Here are more previews of the Kingdoms version of SV:

    New UI Interfaces for Kingdoms version:

    Southern European





    Northern European





    Middle Eastern






    Boiling Oil




    Stone Forts (from the other thread)

    Campaign Map





    Battle Map - Middle Eastern




    Battle Map - North European




    The Stone Forts are all still a work in progress, so the end result may vary. The placement of the forts was also just for testing purposes.
    Last edited by SicilianVespers; November 30, 2007 at 10:14 PM.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
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  12. #12
    Shadow_Imperator's Avatar Italo/Aussie hayseed
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    Default Re: Kingdoms Version of SV mod

    YAY!

    That looks awesome mate!

    Any pictures of Byzantium though??

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  13. #13

    Default Re: Kingdoms Version of SV mod

    Byzantium uses the Southern European interface.

    Don't worry Byzantium will bet Greek Fire Syphons, but theu won't be manned by Latinikon


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
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  14. #14
    Basileios's Avatar Decanus
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    Default Re: Kingdoms Version of SV mod

    Quote Originally Posted by SicilianVespers View Post
    Byzantium uses the Southern European interface.

    Don't worry Byzantium will bet Greek Fire Syphons, but theu won't be manned by Latinikon
    Thank godness!
    CTW Byzantine faction design (Retired)


  15. #15

    Default Re: Kingdoms Version of SV mod

    Siphonarioi (Greek Fire Siphons)





    You can see the first base unit is in chain mail similar to Skoutatoi, ans the UG1 is on the right.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
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  16. #16

    Default Re: Kingdoms Version of SV mod

    Can't wait!

  17. #17
    Shadow_Imperator's Avatar Italo/Aussie hayseed
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    Default Re: Kingdoms Version of SV mod

    Those things would be awesome on top of a gatehouse...
    Siphonarioi + Boiling Oil = the shizz!!
    "We are unable to choose the circumstances of our creation, and few of us choose our demise.
    However, as intelligent creatures of freewill, we are gifted, privileged, and so very fortunate; that we are able to choose the manner, in which we choose live". - Me

    (If you like my quote or agree with it, you are welcome to add it to your own sig!).
    Under the patronage of Bulgaroctonos - PROTECTOR of the FAITH

  18. #18

    Default Re: Kingdoms Version of SV mod

    Does anyone have any pics of what these guys really looked like?

    I think the Byzantines were advanced enough to have flame retardant materials. Perjhaps I'll add an Epilorikion over the armor?


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  19. #19
    Basileios's Avatar Decanus
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    Default Re: Kingdoms Version of SV mod

    Here it is:

    http://www.twcenter.net/forums/showthread.php?t=131459

    The third picture the device on the left tower!
    CTW Byzantine faction design (Retired)


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