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Thread: The Great Conflicts main discussion thread. Please post here!

  1. #181
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Quote Originally Posted by tzentri View Post
    units looking very sharp!

    will the spearwall be given to the Skoutatoi to allow the 'Foulkon'?

    >>
    and will there be 'lighter' troops wearing felt caps and turbans? as per Nikephoros' Tactika?
    Foulkon requires extensive animatios...
    Our sieldwall is representing the "syntaxis" formation ...

    And a small info of what you should expect:
    The Kievan Vikings that will invade many times will have a roster of about 12-13 units inqluting their "vassal" merc slavic warriors....
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  2. #182
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    I am most happy to announce that Taiji is the new member of both CBUR and TGC !!!
    Please wellcome him!
    Last edited by AnthoniusII; April 27, 2012 at 07:12 AM.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  3. #183
    Violator's Avatar Centenarius
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Welcome TAIJI!!!I am sure that you will do your best for this great upcoming mod!! By the way Anthonius do we have any news??
    Last edited by Violator; May 29, 2009 at 02:02 AM.

  4. #184
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Quote Originally Posted by Dark Elf View Post
    Welcome TAIJI!!!I am sure that you will do your best for this great upcoming mod!! By the way Anthonius do we have any news??
    So the "traitor" thing is pursuase me...
    Yes i have...The Kievan Viking roster will be the 1st that will be shown...
    The Nikephorean roster will have some small delay cause of the exams that keep away the majority of our members...
    Map work has a slow but stable progress now...
    I am sorry i can not say anymore for now...
    Do not punic from the lack of previews...
    When our members return the progress will be expolosive...
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  5. #185
    pacco's Avatar -master-of-none-
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Yeah, skinners are waiting!

    Skinner and modeller for Roma Surrectum
    Under the patronage of Tone
    my shield collection




  6. #186

    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Welcome Taji!
    you did a Great Job at DLV i'm sure you will do the same here

  7. #187
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    New sigs by PubliusKhanus have been added to the 1st post...
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  8. #188
    nopasties's Avatar Campidoctor
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    =AnthoniusII;5268291]Foulkon requires extensive animatios...
    Our sieldwall is representing the "syntaxis" formation ...


    Figured you might find this interesting, the author Phillip Rance is arguing that the translation of Foulkon in the Strategikon has been incorrect.

    http://www.duke.edu/web/classics/grb.../44/Rance2.pdf

  9. #189
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Quote Originally Posted by nopasties View Post
    Figured you might find this interesting, the author Phillip Rance is arguing that the translation of Foulkon in the Strategikon has been incorrect.

    http://www.duke.edu/web/classics/grb.../44/Rance2.pdf
    Thank you my friend..Interesting indeed...
    Anything relative adds to our knowlege and make us better!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  10. #190

    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Interesting find. What the author explains is that the foulkon does not mean some version of the testudo by the 'ancient romans', but that it seemingly suggests just a compact body of troops, usually as a tactical reserve. He did say that a cavalry foulkon would be those specifically set aside by the commander of a prokoursatores element, whether that unit is under scouting or simply foraging duties. That said, the 'spearwall/shieldwall' given in MTW should suffice, since those concepts were relatively universal in one way, shape or form.

    But after reading that, the question comes up of whether or not the 'medieval romans' had in fact practical use or need for such a concept as the old testudo. For example, the Islamic armies certainly knew and apparently used siege towers, but after the Frankish kingdoms in Outremer have been destroyed, islamic siege warfare abandoned that engine in favor of massed artillery (mangonels, trebuchets, etc). Also, while the earlier Romans definitely used a full arsenal, such as ramps at Avaricum, the later Romans of the 12th century, especially under John II, seemed content on just bombarding the target with various 'stone-throwers'. Whether the later Romans had not the knowledge, or simply not the proper resources is interesting, since revivals of older techniques and systems is not new. For example, the extent of Manuel's army that was armored in lamellar was due to having renewed economic growth. Nikephoros' revival of 'ultra-heavy' cavalry was due to resurfaced concepts of his enemies - the use of heavily armored troops brought in from the eastern Islamic regions. On a more broad level, the Roman navy between the Punic Wars and the establishment of the caliphates in the 7th/8th centuries, had not advanced due to having no 'real' enemies. True, there were threats from Vandals, but even then, Roman officials viewed them not on equal level to the Carthaginians, as in, not being a 'proper maritime state', in which they would have to dedicate attention to new ideas and tactics.

  11. #191
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Even if fulkon was a version of testudo or simly a version of shieldwall (romans faught many ennemies with shieldwall formations),the formetion was a antiarrow/anticavalry defence while their ennemies (mostly horsemen with range weapons)were all around them...
    The Roman(byzantine)heavy infantry was kind of static...
    It's task was to stand it's ground and offer the cavalry units a shelter if something went wrong...
    To hold ground infantry had to survive 1st against arrows,javelings and against Lombards and later Normans shock attacks...
    Medeival Romans had good knowlege of the hellenistic armies and in several occasions they borrowed some orders or formation names from them (syntaxis[formation],syntaxou[order])...
    In some cases they called the scutatoi as (h)oplitae like the ancint greeks...
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  12. #192
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Unit rosters:
    Muslim:[inqludes Emirate of Sicily and Emirate of Crete]
    A possible muslim unit roster(sugestions for unit names are wellcome)!

    1: Arab peseants(levy jevelinears)
    2: Arab mllitias (levy spearmen)
    3: Arab archers (levy archers)
    4: Saracen spearmen
    5: Saracen archers
    6: Saracen sailors* (crossbowmen)
    7: Saracen ellites (swordmen/axemen)
    8: Faris lancers
    9: Faris horsearchers
    10: Arab nobles (heavily armored horsemen)
    11: Ghulam guardsmen (heavy spearmen)
    12: Ghulams (heavy lancers)
    13: Emir's guards (genera's bodyguards).
    14: Saracen pirates (heavy javelenears**
    15: Cretans (archers)** available as mercs for arabs and byzantines

    * Available to Emirate of Sicily
    ** Available to Emirate of Crete



    Normans:

    1:General's bodyguards :
    Long chain mail suits(with or with out cloth overthem),metal helmets,long kite shields,words,lances..
    2:King's men:
    Heavy infantry.Long chain mails(with or with out cloth overthem),long kite shields on their backs,swords on their waists and as their weapon double handed axes...
    3:Knights:
    Long or short chain mails with kite shields,swords and javelings..
    4/5 :Sergeants both infantry and cavalry
    Tier 1: No armor at all,kite shields,helmets,short spears,swords
    Tier 2: Padded armors same rest of the equipment
    Tier 3: Short chain mails same rest equipment..
    6: Norman auxilias :Javelinears:
    Tier 1: Same as sergeants tier1
    Tier 2: Same as sergeants tier2
    7: Norman archers:
    No armor,swords and bows,no helmets
    8:Norman raiders :
    Tier 1 :padded armor,round shields and swords
    Tier 2 :chain mails same rest equipment..
    9: Norman Nobles :
    Tier1 : Long chain mails,long kite shields,swords,lances
    Tier2 : Padded suit or scale quirasses over the chain mails..
    10: Italian auxilias :
    Light javelinears with no armor and the italian axe as secondary weapon in tier1 ,
    Padded armor at tier 2 and light chain mail at tier 3!
    11: Italian millitias :
    Crossbowmen with sword as secondary weapon with no armor at tier1
    and padded armor at tier 2...

    Possible addition : a reformed knights unit that will change the javelings with lances after an event...



    As i said names or other sugestions are always wellcomed...
    Last edited by AnthoniusII; June 15, 2009 at 08:32 AM.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  13. #193
    alien_t's Avatar В Съединението е Силата
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    It's good to see that the mod is progressing.
    Bulgaria: Total War - Mod For M2TW
    Check my Turnovo, custom settlement video preview or download it here
    Under the Honorable Patronage of B. Ward

    "...We are Bulgarians and and all suffer from one common disease [e.g., the Ottoman rule]" and "Our task is not to shed the blood of Bulgarians, of those who belong to the same people that we serve" - Gotse Delchev, Collective memory, national identity, and ethnic conflict: Greece, Bulgaria, and the Macedonian question, Victor Roudometof, Greenwood Publishing Group, 2002, ISBN 0275976483, p. 79.

    "The Bulgarians, these are the people, who had everything they wished for. A nation, where the one who buys the nobility with the blood of the enemy receives titles..." - Magnus Felix Ennodius, description of battle at Margus
    (Morava) river 505 AD





  14. #194
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Quote Originally Posted by alien_t View Post
    It's good to see that the mod is progressing.
    Slowly but yes progress is a reality...
    We hope that before the end o Jully we could show parts of the map (completed areas),atleast one of the faction unit rosters development and the Bulgarian unit roster ingame for furthair testing...
    The scenario of the mod fit's perfectly with the wonderfull work of our developers and i can quarantee that those who will prefair to play the Bulgarian Tsardom or the Roman Empire must be extremly expirient and imune to punic to "survive"...

    Guys living Hell is a small expresion of what you will have to expect!!!
    Our researching team has gathered a huge list of historical events that will shock the players in to their game but they will allow them to learn the central/east mediteranean sea's history of that era!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  15. #195

    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    nice roster. Too bad Kypros wouldnt be added. Though it could be hell to get that island to work properly with the current AI, since during this time, it was split between the Romans and Caliphate, joint administration with an agreement to not deploy any military force from either side.
    680s-966

  16. #196
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Quote Originally Posted by tzentri View Post
    nice roster. Too bad Kypros wouldnt be added. Though it could be hell to get that island to work properly with the current AI, since during this time, it was split between the Romans and Caliphate, joint administration with an agreement to not deploy any military force from either side.
    680s-966
    Read the FAQ carefully...
    See the map also carefully...
    The part of the map in the yellow blog will be the part ONLY for the 1st release...But the map will be all completed from the start so future expansions
    will be easy to add!
    For example:In the 1st release there will be 100-110 settlements...
    If someone wishes to expand the main mod the only that he will have to do is to add 90-99 more setlements in the rest of the map and input some more factions!
    Cyprus will be in the map but not in the 1st release...
    If some one wishes to help us to create 2-3 more factions(models of the units etc)we would reconsider
    our plan...But for now...
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  17. #197

    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    eh, yea.. i was referring to what was inside the yellow perimeter. it wouldnt matter much to me anyways. Whenever Im ready and whereever the enemies of the Empire are, Ill aim to expel them the good old Roman way - with Force!

    Keep at it, Anthonius! We need a solid mod for this time period.

  18. #198
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    Quote Originally Posted by tzentri View Post
    eh, yea.. i was referring to what was inside the yellow perimeter. it wouldnt matter much to me anyways. Whenever Im ready and whereever the enemies of the Empire are, Ill aim to expel them the good old Roman way - with Force!

    Keep at it, Anthonius! We need a solid mod for this time period.
    Thank you my friend for your kind words....
    In our mod if the a player will manage to keep the empire alive to the end of the game will be an epic achievement....

    And i wand to say to all our fans....

    Watch out the Saracens are coming....
    Close your gates,man your walls,prepair for long sieges but open your minds!See what they have to offer,what they have to say...
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  19. #199

    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    hehe . Nice roster! keep up the Good Work

  20. #200
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts 872-1071...mod for kingdoms.

    A small gift from our mapper Irishron ...
    A sneak pic of east Pelloponissos ....
    Spoiler Alert, click show to read: 



    Some will ask:
    What is the meaning of this small sneackpic?
    The answer is simple...
    1st : Nottice the actuall size of the map.
    2nd: The fact we have progress in the mod.
    3rd: Monemvasia
    Today this town is a clasic tourist destination because it still keeps the medeival look!
    But...back then (our mod's time frame)that fortified town was the base of the main west provincial fleet of the Roman Empire..
    We show you that way that we focus in historical detail that you may never see before that...

    Please rep Irishon for his work!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


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