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  1. #1

    Default claimants,heirs and conquerors! update map is complete! now is the time for skinners and coders! this way please!

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    claimants, heirs and conquerors

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    hi all`
    my first mod
    nothing grand
    simple!!!

    7 factions playable(will be vanilla factions with alterations to their names,skins and ui card colors plus NO HOLY ROMAN EMPIRE! I don`t think i`ve come across a single mod without the #$%^7& Kaiser!, save B.C)

    emergent factions will be flanders, france proper, Venice, portugal and the Vatican offices and delegate of Greater spain (the papal-states, instead of crusades settlements are declared heretic and an inquesition is called, works just like a crusade and I know inquesitions were civil in nature but for the sake of the mod a mililtary force has to used to take control of the region in question from the local authorities who are deemed inept or corrupt)( these factions will be completly vanilla and unlockable)
    total of twelve factions


    500 hundred turns (one turn per year/ from 1000-1500 A.D
    hold 30 regions
    this will be a localized mod dealing with the southern and western European cultures and western african influences
    all regions can be castles or switched to settlements or vise-versa


    capitals
    1. toulouse (castle) chez` toulouse`

    2. bourdeau` (castle)chez` bourdeau`

    3. pamploma (minor city)casa de pamploma

    4. Barcelona (minor city)casa de barcelona

    5. valencia (castle)emirate of valencia

    6. Genoa (minor city)Latin Empire

    7. Tangiers (minor city) caliphate of tangiers



    all other rules,values and rate of growth the same as in vanilla no garrison or field cost scripts! no Superfluous scripts at all`!!!(except Balancing cap restriction which allows the ai to have only %50 of it s units in the field the rest have too be garrisoned for defense and also an equal distribution script ,say a ai faction has 3 regions and a total of 30 units then half of that is 15 distributed evenly is five units per region ok then if an ai faction has 6 regions and a total of sixty units that halved is thrity and once again distributed equally that is five units per region and an exspansion limt!( if your a good player you can win almost any mod before gunpowder!) it will work that you can only attack another settlement after you have built or have the first level of all buildings churchs, smiths, Garrison and town watch and markets and farms or atleast 7 turns have gone by(only if that settlement you last took was already advanced beyond stage one in all buildings)

    Assassination in the game will be important because each time you successfully do it your troop loyalty gets a bonus as well as the public order in all settlements and castles(everyone has heard the rumors and fears you more!)plus the faction the said @#%$&^ slaughtered individual you was from will request an immediate cessation of hostilities and be less likely to attack you for the rest of the game!

    2. bordellos,taverns and all other social entertainment buildings now generate revenue as well as increase public order and happiness!


    based on the battles between the southern french, western italian
    and spanish local principalities fight for control of the pyrenees mountain range
    this mod is not going to aim to attain historic accuracy but it is definately not a fantasy mod
    some of the particulars like the factions themselves are conceptualized and not
    historic but all other traditional aspects of medieval European culture will be authentic




    two french factions:



    chez` toulouse`

    unit roster:

    infantry & melee:


    pheasents
    town and spear militia
    heavy infantry
    dismounted feudal knight
    sergent spearmen
    (possible new unit elite pheasent monks)
    papal guard


    cavalry:


    mailed knights
    feudal knights
    mounted crossbowmen
    generals bodyguard
    mounted sergents
    (possible new unit mounted elite pheasent monks)
    (possible new unit mounted papal guard)
    (possible new unit mounted papal guard archers)


    artillery:


    pheasent archers
    pheasent crossbowmen
    pavise crossbowmen
    (possible new unit elite pheasent monk archers)
    (possible new unit papal guard archers)

    all siege and gunpowder


    regions 3 colors light green and light yellow

    chez` bourdeau`

    unit roster:

    infantry & melee:


    pheasents
    town and spear militia
    heavy infantry
    sargent spearmen
    dismounted feudal knights
    (possible new unit elite pheasent monks)
    papal guard


    cavalry:


    mailed knights
    feudal knights
    mounted crossbowmen
    generals bodyguard
    (possible new unit mounted elite pheasent monks)
    (possible new unit mounted papal guard)
    (possible new unit mounted papal guard archers)


    artillery:

    pheasent archers
    pheasent crossbowmen
    pavise crossbowmen
    (possible new unit elite pheasent monk archers)
    (possible new unit papal guard archers)

    all siege and gunpowder


    regions 3 colors green and burgundy


    two spanish factions:

    casa de Barcelona

    unit roster:

    infantry & melee:

    pheasents
    (possible new unit: pyrenees bandits)
    town and spear militia
    italian militia
    italian spear militia
    heavy infantry
    sargent spearmen
    dismounted feudal knights
    javelinmen

    cavalry:

    mailed knights
    feudal knights
    mounted crossbowmen
    mounted sargents
    generals bodyguard
    jinettes


    artillery:


    pheasent archers
    pheasent crossbowmen
    pavise crossbowmen
    (possible new unit: pyrenees bandit crossbowmen)

    all siege and gunpowder

    regions 3 colors light blue and grey

    casa de pamploma:

    unit roster:

    infantry & melee:


    pheasents
    (possible new unit: pyrenees bandits)
    town and spear militia
    heavy infantry
    sargent spearmen
    dismounted feudal knights
    javelinmen


    cavalry:


    mailed knights
    feudal knights
    mounted crossbowmen
    generals bodyguard
    mounted sargents
    jinettes


    artillery:


    pheasent archers
    pheasent crossbowmen
    pavise crossbowmen
    (possible new unit: pyrenees bandit crossbowmen)

    all siege and gunpowder


    3 colors brown and white



    one italian faction:


    Latin Empire

    unit roster:

    infantry & melee:


    pheasents
    (possible new unit: swiss mountain hunters)
    town and spear militia
    italian militia
    italian spear militia
    heavy infantry
    dismounted feudal knights
    papal guard
    sargent spearmen


    cavalry:


    mailed knights
    feudal knights
    mounted crossbowmen
    generals bodyguard
    mounted sargents
    (possible new units mounted genovese crossbowmen
    and advanced mounted genovese` crossbowmen)
    (possible new unit mounted papal guard and mounted papal guard archers)


    artillery:


    pheasent archers
    pheasent crossbowmen
    genovese` crossbowmen level one
    genovese` crossbowmen advanced
    pavise crossbowmen
    (possible new unit papal guard archers)


    all siege and gunpowder


    3 regions colors dark and light purple

    two islamic factions:


    emirate of Valencia

    unit roster:

    infantry & melee:

    all vanilla moorish units plus special unit kurdish javelinmen

    cavalry:

    all vanilla moorish units plus special units turkomons and turkopoles

    artillery:

    all vanilla moorish units
    (possible new unit specialty import unit Iranian mobile/human catapults)

    all siege and gunpowder

    regions 5 colors dark and light red

    Caliphate of Tangiers

    unit roster:



    infantry and melee:

    All vanilla egyptian units
    (possible special unit: Saharan` javelineers)

    cavalry:

    all egyptian vanilla units
    (possible new unit: mounted Saharan javelineers,on elephants)

    artillery:

    all egyptian vanilla units

    all siege and gunpowder regions 10
    colors light and dark green

    note: all new and special units will be available to every faction through the merchant pool but can only be directly recruited by the faction with direct ownership


    new units:

    french factions:

    pheasent monks: young christians theologic students who believe that the lords status qou on the european quality of life should be protected at all costs. in combat they perform like regular spear militia. Benefits of having these units greatly increases the overall morale in your army.

    pheasent monk archers: have the ability to enter melee and fight like spear militia but are trained and operate mainly like pheasent archers

    mounted pheasent monks: perform in battle with the same charge bonuses and power as mailed knights but wear less armor and are more mobile, excellent unit for running down routing forces

    mounted papal guard: just like regular papal guard except they are now mounted

    papal guard archers and mounted papal guard archers: papal guard archers operate like pheasent archers but can also enter melee like regular papal guard, mounted papal guard archers just like papal guard archers except they are now mounted


    spanish factions:

    pyrenees bandits: function like heavy infantry in terms of their power in melee but have reduced stamina but are much quicker than standard heavy infantry increase general troop loyalty and morale

    pyrenees bandit crossbowmen: basically thespanish version of Genovese` crossbowmen

    Italian faction:

    all papal guard units operate just like in the french factions

    swiss mountain hunters: excellent at night attacks and creating diversions when you command an army being attacked by a superior force, strong stamina and will continue to fight under almost any conditions bad weather/ most of your other units have routed e.g. and also increase general troop loyalty and morale

    Islamic factions:

    Iranian mobile/human catapults
    works like normal catapults but really is a group of about fifteen men
    who run around on the battlefield and use combined strength to hurl large boulders, increases
    accuracy) increase general troop loyalty and moral

    Saharan` javelineers: javelin men who have increased stamina and morale from being trained in the harsh Saharan dessert

    mounted Saharan javelineers: same as Saharan` javelineers except they are now mounted on elephants and have a small cockpit housing berber archers to keep enemy forces away as they come in to over power in melee



    all units will be just like vanilla except thier battlefield textures and
    ui cards will be reskinned to reflect their new faction colors the new units will be completly
    reskinned and designed.

    I am a complete beginner at modding(not playing lo!) and would really
    like to do this. I have already managed to set up a working mod folder and have chosen the base vanilla factions to work with and mad them playable( which are Milan, france, papal_states, spain,portugal, egypt and the moors) so if you have skillz` please think about helping this project get completed! I know if I can gather a "real' team to work on this it will be one of the best mods produced!!!
    special features hopefully will include:

    1.possible first turn choice mercantile economy/feudal agrarian economy (mercantile economy pros: bonus to pop. growth and tradeable resource income and your allies will almost never attack you cons: greater civil unrest and lower troop loyalty, reduced income from farming or choice of feudal agrarian economy pros: bonus to farming, civil order and happiness, almost fanatical troop loyalty
    cons:reduced income from tradeable goods , very slow rate of pop. growth and alliance are much harder to make and almost impossible to keep) you will be given the option to change this choice whenever your faction leader changes note: alliances will behave as to your current economic style regardless of what system you made them in.

    2.interesting and new campaign music

    3.intersesting local events in the era of the mod
    4.
    reecruitable generals and disbandable generals and when a general comes of age or your a candidate for marriage or adoption you are given the choice of what settlement they go too.

    5.unique loading screens and menu interface

    6. new map

    7. new Alliance system:

    level 1. casual alliances (made by diplomats along with trade rights ) can be broken at will

    level 2. firm alliances ( casual alliances which have lasted a few decades ( can only be broken if your ally goes to war with another of your allies or they refuse the diplomatic request for a set amount of florins, you can only make this request after they have declared war on one of your allies)

    level 3. strong alliances , supercede all other alliances they are alliances made by marriage or if they have been your ally for a century or more! can only be broken if the faction leader who made them is dead( obviously only in alliances made by marriage or your ally has gotten into the top 5 and you have not, critical choices need to be made before your ambitous ally turns on you! so logically you can break these alliances if you have made it into the top 5 and they are a weak and useless satellite!(your ally in question)

    also if it can be scripted into the game when casual allies and/or firm allies go to war you have the choice of which ally you want to keep or send both allies a monetary gift of florins to be diplomatically tactful and stay out of the conflict and retain both allies

    8. Also when destroy another faction you will get a bonuse say 15000 florins (afterall you have conquered them completly and now have access to the entire kings purse!)

    9. faction specific qoutes say if you playing as the Latin Empire all of the qoutes while loading will have been made by members of the Latin Empire



    it will be(hopefully, I want to alter make unique as much as I can) a total conversion modification
    thank you
    and if you would like to help! then merci` boqui`! gracias! and gratzi! all of these images where done in simple "paint" and are not reflective of the final presentation I just wanted to get my ideas out there! and hopefully someone who knows a whole lot more than me.... will see some potential! and help me!!!!!!!! I have some( i think!) good ideas! even though I am learning more and more everyday!!! I still would hope to gain the patronage and support of the more expirienced "modders" who peruse and monitor TWC(and may be get an actual team together to aid in this endeveavor!)
    my idea here can be a great mod! if someone [s] help me to get this completed...............
    thz`
    Last edited by Druvatar De Bodemloze; September 03, 2009 at 09:54 PM. Reason: UPDATE

  2. #2

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    interest?

  3. #3

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    Let me contribute some sage advice.....

    There are many people out ther ewho would like Mod X, Mod Y or whatever, and post some ideas in a mod thread expecting hordes of modders to flock to their banner to make their dream a reality. In practice, there is only one possible outcome to the majority of these ideas



    There is a shortage of talented modders for established mods, and very few people with the skills to realise a mod are left with free time on their hands. And a mod like this eats free time like you would not believe.

    You clearly state you have neither the skills nor the time to learn, yet expect others to find the time. I have invested countless hours learning how to model, skin, text edit etc, working with other modders and coders to help build the tools that make modding possible, and would advise you to do the same if you want to make your mod a reality. Otherwise....it will probably never happen.

    this is the harsh reality of modding.

    If I were to join a mod, I would first want to see that it was viable, and expect its founder to be able to do something to make it happen and not expect me to do all the work. Learn some basic skills, post some pictures of what you have done, and just maybe some people will join. Otherwise, you will find most modders do what I am doing....and go and make their own dreams into silicon reality in their own mods.

  4. #4
    Stephan's Avatar Campidoctor
    Join Date
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    Wien
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    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    well said

    Yes, I know that Ishtar is spelled wrong

  5. #5

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    Quote Originally Posted by Bwian View Post
    If I were to join a mod, I would first want to see that it was viable, and expect its founder to be able to do something to make it happen and not expect me to do all the work. Learn some basic skills, post some pictures of what you have done, and just maybe some people will join.
    quoted for the harsh truth.

    being unexperienced in moding m2tw is surely no crime, we all were born that way. but what bugs me is those users who post half assed ideas and claim that they are without moding experience, like there is nothing to do about it.

    you have clearly put some thought into this idea, so why not learn some basic mapping and coding?
    if you can present a working mod-folder, which scripters and modelers/skinners can build upon, then you are more likely to attract a team.
    also if you started to learn how to realize your ideas, you would be amazed by the amount of help and guidance you could recieve from the community.

    there is no shame in being a noob, unless you intend to stay that way...
    just go for it!
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Sċ tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der grĉd Enker og der grĉd Bĝrn, Dem hadde gjort fattig den skadelige Ĝrn.
    Anders Sĝrensen Vedel

  6. #6
    Nevada's Avatar Domesticus
    Join Date
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    2,197

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    well said, mates!



  7. #7

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    I will say it is anything but the truth to say I expect "total" support! I have already done most of the conceptual work of the mod and also made some crude faction and map designs in no way do I assume a "modder" [s] will make the mod for me I just do not have the skills to impllement my concieved Ideas that is all!

  8. #8

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    I think what the guys above are saying is that if you do not have the skills to implement your ideas, then you should acquire those skills.

  9. #9

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    Don't get me wrong Druvatar ... the intention is not to batter you, but to guide. The people posting here are experienced modders who have seen this sort of thing happen before, and know where it will lead. Mod teams do not grow around people who don't have anything more than ideas to contribute. Look at learning something like mapping or text editing to start making your stuff.

    ALL of us started out as people who knew nothing.

    We learnt what we needed to learn, read tutorials, and most importantly..had a go! If you start off on that footing, you will find plenty of people willing to offer advice, support and guidance. The only difference between a modder and a non modder is the willingness to dive in and have a go.

    Just think about how you come across, and think why someone would want to help make your mod. You don't say what you CAN do...just what you want done.

    "I am a grad student so I do not really have the extra time in my life to focus on modding" ...

    Well...I have a full time job, a depot of 200 people to support, a wife a family, 2 snakes and a tank full of Giant African Landsnails..... but I can still find time to mod every now and again!

  10. #10
    Atatürk's Avatar Türküm. Doğruyum...
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    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    Quote Originally Posted by Amroth View Post
    I think what the guys above are saying is that if you do not have the skills to implement your ideas, then you should acquire those skills.
    Much better said.

    I can't you, druvatar got a modeler/skinner so quickly and easily. Congratulations though.

  11. #11

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    thz`

  12. #12

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    As far as getting started in Kingdoms goes, the barebones thing should set up the basic framework and folders to allow you to start building your mod. I don't have Kingdoms myself, so I can't tell you off-hand exactly what is missing, but you should look to duplicate the standard game file setup in the mod folder.

    When the game is started with the batch file pointing to the mod-folder, the game will look first in the mod folder for files, and if it doesn't find them, go to the stock game folders. This way, you only have to have the chnaged files in the mod folder.

    First step if you are trying to get to grips with this is to check if your game is reading the mod folder or the stock one. If you are not 100% sure of that, you will struggle. I started out by messing up a texture. Download the texture conversion tool, and convert a texture from a unit you know into DDS format. Colour it all bright red ( or whatever ) and then save and convert it back. Duplicate the file structure for the texture in the mod folder and put hte modified texture in there. If you run the game and the unit turns out all bright red, you know it is seeing hte mod folder. If not, something is not right!

  13. #13

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    Today 02:29 AM
    druvatar

    thank you once again my friend

  14. #14

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    The team now consists of
    the mod leader
    skinner and modeller
    mapper
    historical reseeacher and advisor

  15. #15

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    Sounds like you are starting to make progress. I wish you luck with the mod.

  16. #16

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    thz` Bwain I got some info about unpacking the main game files and then all I do is download a folder like barebones copy the vanilla world folder into it delete the des_strat new files and then I can start expierementing!!! and hopefully see some results thz` fo` yo` help!!!
    druva tar
    Claimants,heirs and conquerors

  17. #17

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    Sample music due limitiations on adding music this is a sample of the campaign music for italian and two spanish factions I will contribute music for the two french factions music and one islamic soon!
    Last edited by Druvatar De Bodemloze; February 25, 2009 at 12:58 PM.

  18. #18

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    I intend for this mod to actually be like a composite and unification of the German reconquista, the Italian machiavello and the hundred years war(three of my personal favs`) but of course completly worked on and developed without using any of these mods files simply looking to these mods for conceptual inspiration.......................

  19. #19

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    minor work has been completed such as duration of game

  20. #20

    Default Re: claimants,heirs and conquerors! recruitment A.S.A.P.!!!!!

    I have found several muzak selections so far

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