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  1. #1
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Norman/Viking Invasion mod

    basically a redo of Viking Invasion, but set a lil later to incorporate the norman invasion.

    those r they main ideas behind that mod, as far as full conversion is concerned.

    any body interest plz reply here, msg me, or email me at hunter_makoy@yahoo.com

    EDIT: thread updated with more detailed explination of mod.
    Last edited by Hunter Makoy; August 31, 2007 at 04:11 PM.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

  2. #2
    finneys13's Avatar *Insert Generic Title*
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    Default Re: Norman/Viking Invasion mod

    You might be interested with Wrath of the Norsemen, see link below.

  3. #3
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Norman/Viking Invasion mod

    i dont see ur link for norsmen, but i think its in the hosted mods section. send it again tho if its not.

    however, i think that mod is too early from wat im looking for. its it's say a 200 year game, i would want it to start in like 966. with the norman conquest being in the middle of the time period.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

  4. #4
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Norman/Viking Invasion mod

    Medieval 2: Total War Kingdoms
    Britannia Campaign
    Norman Invasion


    Looking for modders and anyone with ideas will be welcome!

    This is the general outline of the proposed mod for M2:TW K Britannia Campaign. The primary focus of this mod is the representation of the Saxons in England and their struggle against the Vikings and their downfall against the Normans. The idea behind this mod is to give people the chance to play as a fully realized Saxon faction, and try to thwart the attacks of the Vikings and Normans.

    Campaign
    • Britannia map.
    • Use of BBB mod and Knights and Knaves, as well as the education mod used in the current DLV. (as much as will be allowed and available)
    • 2 turns per year.
    • Spans from 900-1100 A.D. (400 turns) (subject to change)
    • Double production time for all buildings EXCEPT: roads, markets, farms, and city level buildings. (i.e. economic buildings)
    • Possible implementation of eras for unit types (leather, mail, ect.) or longer build times for military buildings, but not recruitment pools. The idea is to have players spending more time with say leather clad spearmen, rather then trying to just skip and upgrade to armored sergeants.

    Factions
    No less then
    • Saxons
    • Normans (emerging, non-playable)
    • Irish
    • Welsh
    • Scottish
    • Vikings (possibly playable, possibly emerging)

    Battle Map
    Don’t know of any specific changes here, it will depend on what mods I will have available. But no drastic ideas are in mind yet.


    Help Wanted!!
    I have had some mod experience with M2, but it has been limited to simple text changes in desc_strat file and other similar files. I can easily handle setting up most of the text for that file. I can set up all the settlement ownership, garrisons, family members, and things like that. I will also be able to handle any of the necessary research needed in order to fully flesh out these factions, particularly the Saxons, as they will be the major playable faction.

    I am not necessarily looking to make this as strictly historically accurate as possible, this game WILL NOT BE A HISTORY LESSON. The main goal is to insert a very important time period for England into the game.

    I am looking for anyone with well rounded modding skills. Skin skills, text skills, and people who can handle the implementation of new graphics and the artwork.

    This is not intended to be a major overhaul, so I don’t need anybody to be experts, but just have some sound experience in modding M2.

    Thank you.
    -The Phenom Hunter Makoy
    Yahoo: hunter_makoy (@yahoo.com email)
    AIM: evolwwe
    Last edited by Hunter Makoy; September 24, 2007 at 11:45 PM.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

  5. #5
    finneys13's Avatar *Insert Generic Title*
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    Default Re: Norman/Viking Invasion mod

    Not many factions for a 400 turn campaign, maybe shorten it to 200 or 300? And perhaps divide the Vikings into Danes and Norwegians?

    Best of luck anyway.

  6. #6
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Norman/Viking Invasion mod

    well my faction list is not complete, i prolly would diversify on the vikings, and i could also maybe include the allies to william, but it would have to be done exactly right. but many turns is the brittannia campaign normally? cuz it doesn't really have any more factions then wat ive listed. and part of the reason the turn limit is 400 is because 1. the build times r doubled, and 2. i want it to be a more epic campaign, even tho there may be less then 10 factions present, each will have vast territory, and be very strong, so there will still be no steam rolling. i know alot of people like to beat one country, and then move on to the next, but thats not how things really went down then, and i want to represent that. if u wanna take out scotland, u cant just send 1 or 2 stacks against them as u can in vanilla, u better make a conserted effort to whipe them out.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

  7. #7
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Norman/Viking Invasion mod

    one thing that i might do is split the vikings into family style factions like the Roman families in RTW. base them off of geography, and where they initially came in. that would do alot to make them as big of a player as the Saxons and the Normans.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

  8. #8
    Laetus
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    Default Re: Norman/Viking Invasion mod

    Splitting the vikings would definitely make it more interesting gameplay wise.
    Splitting the saxons as well might work(like viking invasion style perhaps).

  9. #9

    Default Re: Norman/Viking Invasion mod

    Not to mention splitting the Irish would be fun.

  10. #10

    Default Re: Norman/Viking Invasion mod

    Hell, let's just split everything while we're at it!

    Too many factions in the British Isles would mean no one would gain the upper hand, or a single faction would wipe out about 3 others within 10 turns. Also, is it just the Britain map, like in the Britannia Campaign, or will northern france and norway be in it?


  11. #11

    Default Re: Norman/Viking Invasion mod

    Well, unifying your people before the inevitable invasions of the Vikings and then Normans would be good. Or on the other hand, unifying your people for an invasion into Saxon lands (or other).

    I like more factions than less, even if unit make up doesn't change.

  12. #12

    Default Re: Norman/Viking Invasion mod

    This mod is a great Idea...

    The thing that spoils me is that I am finding it hard to go back to the Grand campaign map after playing Kingdoms... I am playing the Britannia campaign and the map is much more detailed obviously.. I cant think about going back to Grand Campaign map ..

    the reason I mention this is because I beleive there is a mod Wrath of Norseman.. which looks to be a good mod when its finished but I beleive it uses the original map..not the Kingdoms map... so If you could use the kingdoms map with the new features.. and the ability to mod files like unit size and stuff.. would be awesome... I like the idea

  13. #13
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Norman/Viking Invasion mod

    @Odie: this will not be a grand campaign map. i had started doing some work on this mod for the grand campaign, but since Kingdoms was coming out with a Britannia only map, i shelved it until the game was gonna come out, cuz Britannia is all I need.

    @Bobfish: i definately agree that having to unify ur people would be a great idea, however i'm not sure how to accuratly implement it for the Saxons, and so on, with out it looking rediculous. I mentioned it for the Vikings because since they came over in groups, it would be easier to make them under different leaders.

    @Melboy: i plan on leaving the Britannia map the way it is. As i have posted above i do not know a lot about modding this game, so i dont want to be trying to do too many difficult things that i will end up having to make others do.

    @references to Viking Invasion: i dont have that game, so about the only thing i know about it is that it was Britannia, and included the Saxons. Part of the idea behind this game IS to make a sort of Vking Invasion remake, while including the Normans. Feel free to continue to tell of ideas from that game, but keep inmind that u will need to explain them a lil to me, since i have no first hand experiance with the game.


    Thank you all for ur interest.

    EDIT: Also, as far as the factions r concerned, wat i have listed r the MINIMUM number of factions that will be included. Feel free to present any other factions that you think would be worthy for the game.
    Last edited by Hunter Makoy; September 21, 2007 at 12:36 AM.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

  14. #14

    Default Re: Norman/Viking Invasion mod

    I guess your start date is a little late really..

    "The first Saxons remained in small tribal groups, but over time strong kings began to dominate large areas. By the ninth century, the country had been split between the kingdoms of Northumbria, Mercia, East Anglia and Wessex. Wessex successfully challenged the Viking invaders. England as a whole was united under the Wessex king Edred, after the Wessex army's defeat of Eric Bloodaxe in 954, From then until the Norman Conquest, England was an Anglo-Saxon kingdom."

    And this following link might be useful. Not all factions need to be playable though, but it's kinda boring if you start out with a majority rule already.

    http://www.britannia.com/history/docs/asintro2.html

  15. #15
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Norman/Viking Invasion mod

    Right, i understand ur point on not wanting one faction ruling everything. I can definately change the date, no problem. Thats y i want to get people involved with this mod. This is not a private mod at all. Anybody and everybody can help in this mod, it is very much a community mod. Anybody who has experiance in modding the game, and anybody who just has a lot of historical insite into the era is very much welcome to help in this. Everyone who contributes will be getting billing in the credits.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

  16. #16

    Default Re: Norman/Viking Invasion mod

    Is it possible to do the same thing that the Teuton campaign does with Demark and Scandinavia? You start out, maybe 50 years earlier with the four Angle/Saxon kingdoms and once you defeat the other three your faction is renamed to Saxons from the Kingdom name that you started with. And from what I can tell, the Vikings should attack, at least initially, before the Kingdoms were united, which was 954, so maybe have the Vikings emerge a couple of times? Or different Viking factions emerge at different times?

    I'm not too sure on Celtic or Scottish history, but I would assume they weren't unified people at that time, so maybe one faction for each but plenty of rebels in those parts of the maps so they don't start off strong.

  17. #17
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Norman/Viking Invasion mod

    I could definately do something like that, i dont believe the coding would be TOO hard for someone who knew wat they were doing to have multiple emergances. However one thing that i might do is have them as a playable faction, set up the way they r in Britannia. But the Normans will definately be emerging, since they wont be there till atleast half way to 2/3 the way through. I could change the dates to be:

    900-1100 AD (2 turns =1 year, 400 turn campaign)

    Note: this will be a long campaign. It wont be like TLR where it takes like 5 turns to build even dirt roads, but it will be made more epic, and there will be more time between each particular advancement. Instead of in vanila M2TW where u have leather for maybe 10 turns, then light mail for 25-30, then heavy mail for 50, and so on. it will be more like 100 turns for each.

    This is the faction list from Viking Invasion:
    -Irish
    -Scots
    -Picts
    -Welsh
    -Northumbrians
    -Mercians
    -Saxons
    -Vikings
    the game starts in the year 800 AD.
    i do know that the Picts had quit a bit of history waring against the Saxons, but i dont know anything bout the Mercians or the Northumbrians. Irish, Scots, Welsh, Vikings, and Saxons will definately be in the game tho.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

  18. #18

  19. #19
    finneys13's Avatar *Insert Generic Title*
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    Default Re: Norman/Viking Invasion mod

    The Picts were gone as a faction by 900. How about two or three Irish factions, and two Welsh ones? If for example you have Ulster and Munster, if one of them unite Ireland, the faction is renamed Ireland.

    By 900, the fairest way to show England would be as Wessex west of the Danelaw, and the Danes in the Danelaw, Mercia and Northumbria had effectively gone by now. If Wessex can expel the Danes, they should be renamed England. And the Danelaw should be rebellious against the Danes.

    The Norwegians can be a separate faction, owning the Scottish Isles and IofM, and Dublin.

    And a weak Strathclyde could be another faction.

  20. #20
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Norman/Viking Invasion mod

    thanx alot for all ur ideas and help.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

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