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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`





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