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  1. #1

    Default ---= Knights Templar Minimod =--- for SS 6.0 (in development)


    pic by Prasa


    Knights Templar Minimod
    for Stainles Steel 6.1


    Now that the SS 6.0 Preview is out, I've also decided to show a brief preview of KNIGHTS TEMPLAR MINIMOD. It will take some time, because most of work must be done after 6.0 is out.

    Basically, I was not satisfied by the unit roster of a Templar faction in early era campaign. Most of the units were "stuck" in high-era, limited to mail/partial plate armour, and it lacked the professional and better equipped units from the late medieval/renaissance era. As this game is a game of changing history and what-ifs, I feel that the guys who established banking system and were outrageously wealthy, if they survived past 1314., would use the most advanced stuff available. Use of heavy knights, in heavy mail (at it's peak - 12/13th century) and reputation of one of the best mounted knights in known world, justified that notion.

    To balance them, and also give them a bit of historical accuracy, I've increased their units' cost significantly, so they would field lower numbers, but superior quality, opposed to vast numbers, but somewhat lower quality of muslim armies.

    Besides unit changes, I'm also working on new models & skins, which should better reflect the armour type, social status of the soldiers, and generally I'll try to make them feel more like a faction which not only relied on heavy knights in white surcoats, but also on various local & european mercenaries, volunteers and levies. My Knights Templar are not only a Templar faction, but more like a faction encompassing all christian Outremer, or Crusader States (they still start with only 1 castle - Tortosa - though, and will have a tough time in early game).

    UPDATED, 6th June
    Here's the final unit list that will make it into beta release. It's based on Point Blank's Real Recruitment.

    For 1.0 final release, I'm also considering the reshuffling of missile units a bit, since Longbowmen (based on dism. French archers) seem a bit odd in the Middle East. Especially so when one considers that Templars almost exclusively used crossbow as a missile weapon.
    One idea is to remove Longbowmen, reduce Templar Crossbowmen to normal crossbow (6 AP, range 145, unit quality remains Superior, reduced cost & increased availability), and add a new late era unit - Templar Arbalesters, which would use heavy steel crossbow (same as Aventurier, Hussites and Arbalesters) which is 8 AP, huge range of 205 for Superior quality unit. It would be made available at a later date, and for balancing reasons, not very heavily armoured. Tell me what you guys think.

    Here's the list:
    INFANTRY (att/def) - short description
    - Southern Peasants - (1/1) basic peasant cheap unit
    - Templar Spearmen - (4/12) light mail, light spear, militia unit
    - Templar Light Swordsmen - (3/12) light mail, sword, militia unit
    - Order Heavy Spearmen - (6/18) heavy mail, heavy spear
    - Templar Sergeants - (3 AP/14) early melee unit, mace, mail
    - Dism. Hospitallers - (7/19) heavy dism.knights, sword, heavy mail
    - Dism. Knight Brethren - (8/18) heavy dism.Templars, sword, heavy mail
    - Dism. St.Lazarus Knights - (7 AP/12) 2H axemen, heavy mail/plate
    - Holy Sepulcher Knights - (10/11) 2H swords, heavy mail/plate
    - Voulgier - (5 AP/8) light, early polearm, militia unit
    - Pikemen - (2/4) light armour, long pikes, militia unit
    - Rhodes Palace Guard - (7 AP/14) halberdiers, partial plate
    - Solomon's Temple Guard - (7 AP/17) elite heavy inf, poleaxes, plate

    MISSILE (miss dmg/def) - short description
    - South Peasant Archers - (2/1) basic archers, cheap & useless
    - Armenian Archers - (5/7) comp.bow, leather armour, long range
    - Crossbow Militia - (6 AP/1) militia unit, light crossbow, no armour
    - Templar Crossbowmen - (7 AP/11) heavy crossbow, heavy mail, able to deal with horse archers
    - Outremer Longbowmen - (6/12) well armoured longbowmen, stakes
    - Arquebusiers - (11 AP/3) standard European Arquebusiers

    CAVALRY (att/chrg dmg/def) - short description
    - Mounted Sergeants - (5/7/10) light mail, spear, fast cav
    - Turcopoliers - (4/4/9) light horse archer, comp. bow, leather armour
    - Templar Confanoniers - (4 AP/12/14) lightly armoured knights, mace, lance, mail
    - Merchant Cav.Militia - (4/6/11) same as other cav militias, available from Merch.Guild
    - Knights of St.Lazarus - (4 AP/14/17) leper knights, axe, lance, heavy mail
    - Templar Knight Brethren - (9/14/18) heavy cav, lance, sword, heavy mail/plate
    - Hospitaller Knights - (8/14/19) heavy cav, lance, sword, heavy mail/plate
    - Templar Praeceptors - (6 AP/16/22) heavy late cav, warhammer, heavy lance, plate
    - Lancers of St.John - (7/16/16) light & fast late cav, heavy lance, partial plate


    Most of the coding work is done, and it should be fairly easy to adjust the values, once SS 6.0 is out. However, modelling and texturing will take some time. I'll post some unit previews once I'm done. Currently, no skins are ready, but if there's interest I can post few grey-shaded models of guys looking silly in Jesus-poses.

    I also hope this mod can make AI controlled Templars last longer, at least until first crusader armies arrive.

    Here's a few work-in-progress pics for you guys. I've only made 1 test texture, as you can see, and for now focus mainly on modeling. First, a few finished body armours (not final skin, obviously), then some "naked" models. Most of those are heavy mail/partial plate variety, but once I finish those, it's easy to just copy/paste various body parts. I hope you enjoy watching them as much as I enjoyed creating them.

    11.05.08. - Time for weapons update. First, 2Handed axes (for Outremer Axemen), then maces, followed by spears (late heavy spears on left - winged lance, or Flugellance, light spears on right) and 1-handed swords.


    14.05.08. - Another weapon rack exhibition. Man, those took me insane amount of time to make. It's a tough life, being a perfectionist.
    Mighty 2 handed swords, including the infamous Zweihanders, then voulges & glaives.


    18.5.08. - Finally, fnished the weapons. In this latest issue of The Weapon Rack:
    1. halberds. Left - early, right - late halberds,
    2. poleaxes & war hammers. From left to right - bec de corbin, 2 poleaxes, lucerne hammer, 1H war hammer, spiked hammer, 1H bec de corbin, horsemen's pick.
    Last edited by Lord_Calidor; June 10, 2008 at 11:15 AM.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  2. #2

    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    i thought there was a 500 unit restriction and 6.0 reached the cap already.

  3. #3

    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    I preferred Templar Guard with swords.

    Still seems good.
    "...Boldly they rode and well,
    Into the jaws of Death,
    Into the mouth of Hell
    Rode the six hundred.
    " - Alfred, Lord Tennyson.

  4. #4
    BigJake's Avatar Tiro
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    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    sounds good mate, looking forward to it

  5. #5
    Laconian's Avatar Semisalis
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    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    Looks good.

  6. #6

    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    Very interested.



  7. #7

    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    Good Luck to your MOD Lord_Calidor

  8. #8

    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    In the mini mod why not make the templars emerge at 1100 or 1095 or the date they were established. you could also use a special script or somthing to make them playable. just an idea!

  9. #9

    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    Hi guys,

    @ chanw4
    I was working with 5.1 EDU, which has 498 units, I've changed existing Templars' units where I could. Elsewhere, I've changed KoJ units (Knights of Jerusalem & Knights of Antioch are now Praeceptors & Lancers), so I guess this could unbalance (overpower) late era KoJ. I'll adress this issue later, but there WILL NOT be deleting of other factions' units. I still like to keep all factions playable, both early & late camp.

    @ MCDS2
    Sry 2 say this mate, but I'm somewhat lacking in coding department, so I wouldn't know how to do it. :hmmm: Also, this is mainly player-centric mod - my goal was to make playing Templars more interesting with more versatility, so how could a you begin an early game @ 1080 with Templars, if they emerge 1100 or so?
    But definitely worth of considering. Thnx for suggestion.

    Thnx 2 all other guys. I hope I can finish this in reasonable time @ enjoy kick some infidels' arsch.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  10. #10

    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    could start them out in KOJ someplace with just a few commanders and have us build them up from there. and just start the minimod date from the date they truly apeared in history

    what would also make it cool but its not possible, would be to be able to control all templars and raise units in other factions that establish a guild. the AI can build units to use and so could we. hmm yeah thats a pipe dream but would be cool, really give it that knight order feel
    Last edited by born2dive67; April 09, 2008 at 09:30 AM.

  11. #11
    Domesticus
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    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    This is very nice, I love the knight templar, they are one of my fav faction. I am definitely looking forward to this. I hope there will be some previews.

    Good luck on the mod calidor.

  12. #12
    williammarshal's Avatar Civis
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    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    I am looking forward to this mod I would like to see the templars get some more units, also i wouldnt mind seeing the hospitallers getting some more love, the number of units they have is pretty flimsy. i like to fight my templars and hospitallers together as brothers in arms. hooooaaaaa

  13. #13
    Fenix_120's Avatar Senator
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    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    Looks good, I would like to see you add all of the KOj's units to their roster and mabey make a Knights Hospital faction...

  14. #14
    williammarshal's Avatar Civis
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    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    Quote Originally Posted by Fenix_120 View Post
    Looks good, I would like to see you add all of the KOj's units to their roster and mabey make a Knights Hospital faction...
    yes i agree that would make a great roster if you added the koj and antioch, edessan units as well

  15. #15
    TheColdTruth's Avatar Ordinarius
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    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    Nice mod. Sounds interesting.:



  16. #16
    Domesticus
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    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    You should make a Templar unit based off the picture on the first post.

  17. #17

    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    Quote Originally Posted by fieldmarshal View Post
    You should make a Templar unit based off the picture on the first post.
    Of course, that's the Templar Confanonier, or standard bearer, first "true" Templar cav unit.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  18. #18

    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    I support this mod
    All life is problem solving ~ Karl Popper

  19. #19
    Domesticus
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    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    @Calidor,

    Are you actually giving the new units new models, like in Broken crescent, or are you re texturing the old units?

  20. #20

    Default Re: ---= Knights Templar Minimod =--- for SS 6.0 (in development)

    I'm making complete new units, meaning new models and also textures. This is the prime reason why it should take me a while to finish this.
    Unit list is more or less complete. Outremer Axemen are based on Edessan Guard, and Templar Allemands are alike to Canons of HS.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

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