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  1. #1

    Default Medieval Fidelity

    Welcome to Medieval Fidelity! Medieval Fidelity is a mod intending to represent important periods and wars of Western Europe in small campaigns. Medieval Fiedlity also aims to capture some of the immersion that was so present in the original Medieval: Total War.

    Medieval Fidelity intends to be as historically accurate about its campaigns as possible. Considering that the campaigns will be shorter than the Grand Campaign of Medieval 2: Total War, it should not reduce the gameplay either.

    Our first Campaign is on North-Western Europe between 918 - 1066 AD. We intend to use the full 31 faction limit.

    Medieval Fidelity will focus on the importance of feudalism. No longer will you be able to recruit well-armoured knights at will from your castles. Instead, you will have to grant fiefs in order to field knights. You will also be able to levy the peasantry in times of crisis, although your economy will suffer.

    Armies will tend to be smaller and fewer than in MTW2. A crushing defeat may mean the loss of much territory.

    The castle/city province distinction is also altered. Castles will be much rarer, and will be more difficult to storm.

    Assaults will be a lot slower and far more costly to storm than in vanilla MTW2. No longer will walls collapse with 10 rocks being hurled at them - you will need many siege engines to breach them.

    Years will consist of four turns: Spring, Summer, Autumn, and Winter.

    Religion will not just be the bland Catholic and Pagan division, but will feature 7 different cultural religions.

    Factions:
    French:
    Kingdom of France
    Duchy of Normandy
    County of Anjou
    County of Maine
    Duchy of Aquintaine
    County of Vermandois
    County of Toulouse
    County of Flanders
    County of Touraine
    County of Blois
    Duchy of Burgundy

    German:
    Roman Empire(Saxony)
    Duchy of Swabia
    Duchy of Lotharinga
    Duchy of Bavaria
    Duchy of Burgundy

    Italian:
    Kingdom of Italy
    Republic of Venice
    Papal States

    Anglo-Saxon:
    Kingdom of Ængland
    Northumbria

    Viking:
    Danes
    Danelaw
    Norse

    Gaekic:
    Kingdom of Scotland
    High Kingdom of Ireland

    British:
    Kingdom of Gwynedd
    County of Brittany

    Emerging Factions:
    Slavs
    Magyars

    Current Team:
    Ignoramus - Team Leader, Research, Brainstorming.

    If you are interested, then please join. The rest of my team from the Guild disappeared after a couple of days.

    Thanks,
    Ignoramus.

  2. #2
    Caedmon's Avatar Laetus
    Join Date
    Oct 2007
    Location
    in upper austria, in a little district called "Perg"
    Posts
    17

    Default Re: Medieval Fidelity

    wow, sounds good!

    a few questions:
    1: you would make four turns a year. would we see in spring for example very much flowers and in autumn brown leaves on the ground?
    2:when would it release?
    3: would you make new untis?

    very much luck
    caed

  3. #3

    Default Re: Medieval Fidelity

    Hello Caedmon,

    1.) I don't know how difficult it is to simulate autumn on the battlefield maps, but if it doable then it would be nice I agree.

    2.) It all depends on how many moddders we get. Obviously the more modders we have, the faster the progress will happen. If I get a good core of 5-6 modders, then hopefully a beta could be out by April next year.

    3.) At first, no. It is fully my intention to make brand new historical units for each faction, but at first the main priority is the map, research, and scripting. Until then, I'll just use relevant units from vanilla MTW2.

    Nice to see some interest in the mod.

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