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Thread: Sub Mods for DLV

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  1. #1

    Default Sub Mods for DLV

    I have been browsing the forum and I was wondering whether it would be possible to use submods with DLV. What I was thinking about are in particular mod such as:

    - Real Recruitment by Point Blank

    - Byg's Grim Reality by Byg & Nerazzurri

    - Total Combat by Chimaeira

    I understand that there are already some elements of them in DLV and some might not be compatible (I don't really know), but would it be possible to use or integrate them with DLV more? Most of those submods introduce both realism and role play aspects that I belive will add to the overall experience. Also maybe Lusted CAI - and BAI - could add some to the overall AI.

    Don't get me wrong, I like DLV (and I am back to M2TW just for the mods) but using the good work done by others could only add to it.

    What do you guys think?

  2. #2

    Default Re: Sub Mods for DLV

    There's a sub-forum mini-mods where this thread belongs to.
    However, certain Rules apply - if you want to have these submods you need to get the creators permission and someone who mods it and who loads the files up, if you can't change them for yourself.

    If you just want it to have these submods implemented in core-dlv, you need to convince repman.


    [..] you seem to like fantasy then. Also you are not much TOLERANT to put that in middle words.
    Voted worst AAR Writer of TWC '08

  3. #3

    Default Re: Sub Mods for DLV

    Sorry, did not want to post in the wrong place, but I thought that some of the ideas in those other mods are very interesting for a RolePlay Mod such as DLV. It was meant to be a treath on new possible feature.

  4. #4

    Default Re: Sub Mods for DLV

    @Total Combat by Chimaeira
    DLV is the original...lol

    @Byg's Grim Reality by Byg & Nerazzurri
    parts of it are in DLV: supply part...other parts maybe later....problem is the heavy scripting and LV has already many scripts

    @Real Recruitment by Point Blank
    I don't like historical restrictions...in DLV it depends on your points to which settlements\buildings you can upgrade and so which units you can recruit....
    It's the difference between EU II (historic events triggered) and EUI III (dynamical triggered)

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  5. #5

    Default Re: Sub Mods for DLV

    Thanks for the replay Rep and forgive my ignorance!

  6. #6

    Default Re: Sub Mods for DLV

    Quote Originally Posted by repman View Post
    [...]
    @Real Recruitment by Point Blank
    I don't like historical restrictions...in DLV it depends on your points to which settlements\buildings you can upgrade and so which units you can recruit....
    It's the difference between EU II (historic events triggered) and EUI III (dynamical triggered)

    repman
    This is what I like too - dynamic tiggers without hardcoding!

    I mentioned something like this somewhere before but maybe this would be usable in a future edition of DLV - Zones of Recruitment...

    What I understand there is that some kinds of units should depend on time and where the fractions exists/fights. For example: if Teutons would left Baltic provinces and focus on Acre and fighting muslims they might incorporate much better archers (composite bows from hot climates) or maybe some horse archers (nomads in the area as auxiliares). This feature of course exists now as mercenary pool (Armenian archers and Turcopoles) and maybe that's it, but it leaves a bit of insufficiency... maybe a pool should be bigger or ZoR should be used (as there should be few any-time available mercenaries but incorporation of eastern shoot'n'run tactics also should take some time).

    Also type and quality of available units should depend more on local predispositions (for example iberian javelin tradition), then on how many given fraction is fighting - preferably even how many fights happen in the area or with local units involved - as the Switzerland mercenaries brought home (from fights all over the Europe) military experience - tradition (morale), tactics (pikes and polearms), and technology (armor and weapons). Also fraction fighting the most should have best units - even if they are loosing battles (experience comes from any battle). On the other hand richest fractions (economic powers) or even local cities and regions focusing on economy should have units with lowered morale as their citizens valued their lives more...

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