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    Default Bellum Crucis 5: Preview

    hi all,
    I announce to you the imminent release of "Bellum Crucis 5", an italian project made by the "Medieval Total War Italia" community, an enormous work that required, for the arrival at this last version, more than two years of passionate work.
    Here you are a long preview!

    CHAPTER 1 – STRATEGIC MAP

    Initial date: 1155
    Kingdom of Scotland - Rìoghachd na h-Alba
    2 settlements
    main castle: Inverness
    main city: Edinburgh
    bordering factions: England
    bordering rebel regions: Dublin



    Kingdom of England
    9 settlements
    main castle: Winchester
    main city: London
    other castles: Nottingham, Angers
    other cities: Rouen, York, Exeter, Limoges, Bordeaux
    bordering factions: Scotland, France
    bordering rebel regions: Bangor, Brest, Rodez, Toulouse







    Kingdom of France - Royaume de France
    4 settlements
    main castle: Reims
    main city: Paris
    other castles: Bourges
    other cities: Dijon
    bordering factions: England, HRE
    bordering rebel regions: Thun, Lyonnais, Toulouse, Gand



    Kingdom of Castile & Leon - Reino de Castilla y Leon
    5 settlements
    main castle: Toledo
    main city: Leon
    other castles: Burgos
    other cities: Salamanca, Santiago
    bordering factions: Portugal, Moors, Aragon
    bordering rebel regions: Pamplon, Valencia







    Kingdom of Aragon - Corona d'Aragò
    4 settlements
    main castle: Tortosa
    main city: Barcelona
    other castles: Aix
    other cities: Zaragoza
    bordering factions: Castile
    bordering rebel regions: Pamplona, Valencia, Perpignan, Toulouse, Lyonnais, Asti, Genoa





    Kingdom of Portugal - Reino de Portugal
    2 settlements
    main castle: Porto
    main city: Lisbon
    bordering factions: Castile, Moors
    bordering rebel regions: Bejaia



    Moorish Empire - al Muwahhidun
    11 settlements
    main castle: Fes
    main city: Marrakesh
    other castles: Granada, Badajoz, Sijilmasa, Rusad, Tlemcen
    other cities: Sevilla, Tenes, Cordoba, Bejaia
    bordering factions: Portugal, Castile
    bordering rebel regions: Valencia, Annaba













    Kingdom of Denmark - Kongeriget Danmark
    3 settlements
    main castle: Roskilde
    main city: Arhus
    other cities: Lund
    bordering factions: HRE
    bordering rebel regions: Oslo, Skara, Uppsala



    Holy Roman Empire - Heiliges Römisches Reich
    9 settlements
    main castle: Wurzburg
    main city: Regensburg
    other castles: Staufen, Magdeburg, Salzsburg
    other cities: Utrecht, Colonia, Wien, Bremen
    bordering factions: France, Denmark, Hungary, Venice, Milan
    bordering rebel regions: Stettin, Breslavia, Prague, Olomuc, Verona, Thun, Gand











    Municipality of Milan - Comune di Milano
    2 settlements
    main castle: Lugano
    main city: Milan
    bordering factions: HRE
    bordering rebel regions: Thun, Asti, Genoa, Bologna, Verona



    The Papal States - Patrimonium Sancti Petri
    1 settlement
    main city: Rome
    bordering factions: Milan, Venice, Sicily
    bordering rebel regions: Ancona, Bari, Florence



    Kingdom of Sicily - Regnum Siciliae
    8 settlements
    main castle: Siracusa
    main city: Palermo
    other castles: Rossano, Chieti
    other cities: Reggio, Naples, Mahedia, Tripoli
    bordering factions: Papal States
    bordering rebel regions: Ancona, Bari, Annaba, Tunis, Sirte











    Republic of Venice - Serenìsima Repùblica Vèneta
    3 settlements
    main castle: Pola
    main city: Venice
    other cities: Zara
    bordering factions: Hungary, HRE
    bordering rebel regions: Verona, Bologna, Soli, Ragusa





    Kingdom of Poland - Królestwo Polskie
    3 settlements
    main castle:Gniezno
    main city: Cracow
    other cities: Plock
    bordering factions: Hungary
    bordering rebel regions: Stettin, Gdansk, Vilnius, Galic, Olomuc, Breslau



    Kingdom of Hungary - Magyar Királyság
    7 settlements
    main castle: Arad
    main city: Pest
    other castles: Orsova, Regen
    other cities: Ungvar, Zagreb, Pecs
    bordering factions: Poland, Cumans, Venice, HRE
    bordering rebel regions: Olomuc, Galic, Serdica, Ras, Soli







    Republic of Novgorod - Veliki Novgorod
    4 settlements
    main castle: Ladoga
    main city: Novgorod
    other castles: Torzhok
    other cities: Pskov
    bordering factions: Muscovy
    bordering rebel regions: Abo, Tallinn, Vilnius, Polotsk





    Principality of Vladimir-Suzdal - Vladimirsko-Suzdalskaya Rus
    7 settlements
    main castle: Vladimir
    main city: Rostov
    other castles: Perejaslav, Turov
    other cities: Kjev, Smolensk, Moscow
    bordering factions: Novgorod, Cumans
    bordering rebel regions: Bulgar, Ryazan, Tchernigov, Galic, Vilnius, Polotsk









    Kingdom of the Cumans - Desht-i Qipciaq
    7 settlements
    main castle: Sarkel
    main city: Azov
    other castles: Iasi, Asperov
    other cities: Saksin, Olesce, Arges
    bordering factions: Muscovy, Hungary
    bordering rebel regions: Bulgar, Ryazan, Tchernigov, Cherson, Galic, Costanza, Tarnovo, Serdica









    Sultanate of Rum - Selçuklular
    6 settlements
    main castle: Kayseri
    main city: Iconium
    other castles: Ancyra
    other cities: Amasya, Melitene, Sebastea
    bordering factions: Byzantium, Zengids
    bordering rebel regions: Attalia, Adana, Mardin, Tabriz, Ani







    Zengid Sultanate - Atàbeg Jazirah
    7 settlements
    main castle: Raqqa
    main city: Aleppo
    other castles: Homs, Dayr es zawr
    other cities: Damascus, Edessa, Mosul
    bordering factions: Crusades
    bordering rebel regions: Baghdad, Medina, Adana, Mardin, Tabriz





    Fatimid Sultanate - al Fatimiyyun
    8 settlements
    main castle: Asyut
    main city: Cairo
    other castles: Damietta, Qena
    other cities: Siwa, Alexandria, Asswan, Qoseir
    bordering factions: Crusades
    bordering rebel regions: Barca









    Kingdom of Jerusalem - Royaume de Jerusalem
    5 settlements
    main castle: Acre
    main city: Jerusalem
    other castles: Kerak
    other cities: Tripoli, Antioch
    bordering factions: Egypt, Zengids
    bordering rebel regions: Medina, Adana





    Byzantine Empire - Basileia ton Rhomaion
    13 settlements
    main castle: Smyrne
    main city: Constantinople
    other castles: Naupatto, Trebizond, Monemvasia, Dorylaeum
    other cities: Thessalonike, Adrianople, Nicosia, Candia, Athene, Nicaea, Amasra
    bordering factions: Turks
    bordering rebel regions: Durazzo, Ras, Serdica, Tarnovo, Costanza, Attalia, Kutaisi, Ani





















    CHAPTER 2

    - Complete editing of the list of faction units, with the insertion of hundreds of new units. Almost all units have new models and high quality textures, with a special regard for the performance impact on the battle game (light models with lods). Choice of units in order to difference the factions. Hundreds of new shields, weapons, tunicles, armatures, mantles, helmets, realized from historical sources.
    Here you are some figures:

    Cuman knights



    Norman Knights



    Highland Noble Pikemen



    Retinue Longbowmen



    Holy Sepulchre Guard



    Jerusalem Knights



    Sudanese Tribal Warrior vs a poor militian



    Heavy Huscarls



    Boiards



    Chevaliers



    Seljuk Knights



    Fatimid Lancers



    Byzantine Bodyguard and Skoutatoi



    French Pikemen vs Imperial feudal warriors



    Viking Raiders



    Berrovieri Lombardi



    Venetian Fanti de terra



    Espadachines de Castilla





    Total conversion also regarding generals and capitans in battle map and stratecic map, and adjuncts some “officials” for some byzantine units.
    Here some examples:

    Danish



    Cuman



    Fatmid



    Milanese



    Novgodorian



    Scottish



    Byzantine general



    Norman captain



    Venetian general





    Total conversion also regarding graphics, with new menus, loading screens, symbols, etc.













    interfaces (culture dependant) and UI cards:

    Byzantine interface



    Byzantine, Fatimid, Crusader, Aragonese, Danish and English UI Cards:

















    CHAPTER 3 – FEATURES

    ***RECRUITMENT***

    2 new systems of recruitment: AoR and ToR
    With AoR (area of recruitment) the recruitment of a big number of units will be limited only in origin areas.
    The ToR (time of recruitment) is a system that let the recruitment of special units to start from a determinate date.
    Pikes, halberds, plate armatures, will be available from a determinate date during the campaign

    ***DIPLOMACY AND AI***

    The diplomacy and the AI (both on the strategic map and on battle map) have been considerably improved.
    - Reformated the general system of relationships in order to facilitate the diplomacy
    - The alliances are more strictly dependant on your reputation, if your allies repute you "reliable" (very good relationships or more) they don't betray, and if you go in war, they'll
    support you against your enemy faction. However there is a little chance that a faction of different religion won't consider the diplomates accords and betray.
    - More complex relationships at the start-date
    - Higher cost for corruption
    - Limit to the papal expansion
    - Generals can be recruited in castles
    - No more conversions city-castle.

    ***TRAITS***

    Education

    When a family member becomes 16 years old, you can decide the education:
    - Bailey education (In capital): administration, money and people
    - Cleric education (in a city where there is a church and it's not the capital: devotion, justice, ability to motivate the soldiers.
    - Militaristic education (in a castle where there is a garrison quarters and it's not the capital): command, authority and movement points.
    The education require two years, so the general must wait inside the settlement for 4 turns.

    Special Traits

    - Pilgrimages: a Pilgrimage to Jerusalem gives excellent fruits on devotion for the christian characters … but it could also delude them! (too busines and turism around the holy city!)
    - Haji: a Pilgrimage to Medina can to do excellent fruits on devotion for the muslem characters … but it could also delude them (too busines and turism around the holy city)
    - Distance: The characters suffer the distance from capital; the more the characters are distant, the less fideles they will be demostrate. The characters in crusades are immunes.
    - Rancor: If you deprive a noble of his titles, you will be the cause of his discontent!
    - Behaviour on the battlefield: the number of soldiers killed by a general, or the death of the personal guard, will have direct effects on the comportment of the general in battle. He
    could become a fury exsterminatory or more useless than an unload bombard!
    - Cleric traits (for priests who are recruited in a settlement with a religious order, they will have the traits “Franciscan”, “Dominican” …)
    - Origin: If you leave a familiar in a city for more than 10 turns, he will take the “byname” of that city.
    - Naval traits: More traits for admirals
    - Inflaction: + 5% on building and retrainment costs every 20 years)
    - Age: The characters loss movement points when they grow old
    - Bonus command for AI generals, in order to oppose to the human ability to bring in battle the best generals.

    Dynastic Line

    You can read the Dynastic Line (royal blood) track of the characters. If you will corrupt a general with royal blood, he will bring his new Dynastic Line into your building tree.
    Every son of the king have got a trait (for example: of Norman blood) that attests his discendance. This trait is inherited from mother or father. A general without this trait, can
    acquire it only by espousing a woman with real blood.

    Characters Health

    Every general begin “relatively health”. Anyway, some events (siege, staying in enemy land…) can cause illnesses.
    In order to take care of your general, bring him, for a long time, inside a settlement with buildings.
    If you see a witch, assassinate her! Or she will infect you with the leprosy!

    War Traits

    A general can assume the trait “exsterminator of…” when he shows particulalry skill in battles against a determinate faction. He need to win clearly the battle, devastate settlements,
    kill enemy generals. This trait improve the general command against a determinate faction. When a faction is in decline, the trait could became “Apprehend by…”. This trait can be
    inherited by general's sons.

    The Civil War

    When a new king ascends to the throne, he can acquire the trait “offends the nobility”. This can happen for his personality (low authority, low piety etc.), or depends from
    awfulness patrimony administration, papal excommunitation or empire expansion.



    The situation can become worst and worst: when the trait “offends the nobility” become “inspire civil war”, the rebellion could start.



    Your generals will decide if to follow their leader or not:




    1\3 of your generals (the rebel ones) will lose their movement points:



    if one of these generals will be in a castle or city, they could make the settlement revolt:



    Also the factions under the AI control can incur to civil war but with possible less.

    Recapping, the civil war can occurs when:
    - The faction is excommunitation
    - The king hasn’t real blood
    - there is an awfulness patrimony administration
    - there is a big empire expansion
    - the leader has low authority
    - The leader is located far from the capital

    A noble can ransom and come back avalailable; This depands of King's cavalry.

    ***Ancillary ***

    Historical characters

    Were introduced more than 200 new historical characters such as "ancillary", each characterized by its own wherever possible picture and a brief biography.

    Masters of Guilds

    - Master of the guild of spies
    This will join the ancillary result of a spy, when your site will be hosted a guild of spies. It is not a transferable title.
    - Master of the guild of assassins
    This will join the ancillary result of a murderess, when your site will be hosted a guild of assassins. It is not a transferable title.

    Great Masters of orders militants

    Every militant order (Templars, Hospitallers, Teutonic, Santiago) has its own Grand Master. This means that, worldwide, there is only one rider (per order) with this appointment, which
    gives them the supreme leadership of the order.
    These will join the ancillary result of your own only if your side is home to the headquarters (including the minimum level of development) of their militant order.
    The type of side affects the possibility to acquire these ancillary: the Grand Master of the Templar more easily follow a French general, the Grand Master of the Teutonic Order will
    follow more easily a German general, the Grand Master of Santiago followed more easily a Spanish general, no preference for the Grand Master of the Hospitallers.

    Noble titles

    The titles of nobility are a realistic implementation, with a rich historic and unprecedented accuracy. Were included 200 titles, with historical reference to the present political
    situation at the beginning of the year (1155 AD). The securities were placed in the idioms of the factions to which the various territories, except for regions initially rebels (which
    has been maintained to the nomenclature in English). For Islamic securities has also provided a further differentiation between Arab-Islamic and Islamic-turkish for greater historical
    accuracy. Even the titles of the court were written in the original languages and many of them have been incorporated historical records.

    Regional Titles

    When a general stops in a settlement for a turn, automatically acquires the title of that region (of course, only if the title is vacant, or has not already been taken by another general).
    The regional titles, as historically accurate as possible, consist of a variety of Kingdoms and Sovereignty, Duchies, Archduke, Grand Duke, Counties, Marquis, Margrave, Lordships,
    Principates, podestarili schemes, Governments, Califf, Emirates.
    These securities are generally transferable from one to another.
    If a general already has another title is the regional or faction leader NOT be able to acquire the regional. When the general who holds a regional title dies, the title becomes vacant
    and available for another general.

    Evidence of the Court

    Each faction has his court, courtiers of five (plus the capofazione), the names of the courtiers will vary depending on the faction, in general these figures are:
    - faction leader (faction leader becomes the heir of faction, once dead the previous faction leader);
    - Registrar (first becomes a director general who will stop for at least 2 rounds in a town that has built the Town Hall);
    - Conestable (becomes an adviser to the general war which will stop for at least 2 rounds in a castle where there are the accommodation of garrison)
    - Treasurer (Treasurer General is that it stops for at least 2 rounds in a town that has built the Field of the Fair);
    - Seneschal (becomes advisor to the general safety stops for at least 2 rounds in a town that has built the Tavern);
    - Chamberlain (becomes advisor to the kingdom that the general will stop for at least 2 rounds in a town where there are crops of the municipalities);
    These securities are generally transferable from one to another.
    If you already have a general title of another court or the faction leader NOT be able to acquire the title of the court.
    If a general already has a regional title, may acquire a title of the court, and vice versa.
    When the general who holds a title of the court dies, the title becomes vacant and available for another general.

    Interregional Titles

    The Interregional titles represent special noble titles, each available only for certain factions, which are acquired by a general, when one faction conquers a certain number and type
    of regions, and when the General himself will stop for a turn in a particular city.
    An Interregional title gives the general points (bonus) of more than just a regional title.
    These licenses are NOT transferable from one General to another.
    If a general already has another Interregional title, can not acquire new Interregional title .
    If a general already has a regional and / or a court, may acquire a interregional title, and vice versa.
    When the general who holds a title inter dies, the title becomes vacant and available for another general.

    - King of Italy
    Available for: Lombardi, Germans, French, Venetians, Sicilians
    Settlements have to be: Milan, Asti, Genoa, Florence, Pisa
    city to be occupied for a turn by General Milan

    - King of Georgia
    Available for: Turks Cumans, Crusaders, Byzantines, Zengidi
    Settlement have: Tbilisi, Kutaisi
    city to take a turn for the General: Tbilisi

    - King of Spain
    Available for: Spanish, Portuguese, French, Aragonese
    Settlement have: Toledo, Cordoba, Granada, Zaragoza, Leon, Burgos, Seville, Santiago, Barcelona, Valencia, Pamplona, Salamanca, Mallorca
    Settlement to be filled for a round by General: Toledo

    - Count of Sicily
    Available for: Aragonese, Milanese, Venetians, Sicilians
    Settlement have: Palermo, Siracusa
    Settlement to be filled for at least one round from General: Palermo

    - King of Germany
    Available for: Milanese, Venetians, Germans, Poles, Danes, French
    Settlement have: Utrecht, Bremen, Staufen, Wurzburg, Vienna, Cologne, Salzburg, Magdeburg, Regensburg
    Settlements to be occupied for at least one shift from general Regensburg

    - Lord of the Desert
    Available for: Mori, Spanish, Portuguese, Egyptian
    Settlement have: Marrakesh, Sigilmassa
    Settlements to be occupied for at least one shift from general: Sigilmassa

    - Caliph of Islam
    Available for: Moors, Turks, Egyptians, Zengidi
    Settlements to own: Baghdad, Medina, Cairo
    Settlements to be occupied for at least one round from General: Baghdad

    - King of Serbia
    Available for: Venetians, Germans, Byzantines, Hungarians
    Settlement have: Belgrade
    Settlements to be occupied for at least one round from General: Belgrade

    - King of Bohemia
    Available for: Poles, Germans, Danes, Hungarians
    Settlement have: Prague, Olomouc
    Settlements to be occupied for at least one round from General: Prague

    - Latin Emperor of the East
    Available for: English, French, Venetians, Sicilians, Crusaders, England
    Settlement have: Constantinople, Adrianople, Thessalonica, Athens, Monemvasia
    Settlements to be occupied for at least one shift from general: Constantinople

    - Lord of Ireland
    Available for: English, French, Scottish, Danish
    Settlement have: Dublin, Cork
    Settlements to be occupied for at least a general shift from: Dublin

    - Prince of Wales
    Available for: English, French, Scottish, Danish
    Settlement have: Bangor
    Settlements to be occupied for at least one shift from general: Bangor

    - King of Burgundy
    Available for: Aragonese, French, German, Lombardi
    Settlement have: Lyon, Marseille, Dijon
    Settlements to be occupied for at least one turn by General Lyon

    - Grand Prince of Russia
    Available for: Russians, Poles, Novgodoriani, Cumans
    Settlement have: Kiev, Novgorod, Smolensk, Ladoga, Chernyhiv, Turov, Perejaslav, Moscow, Rostov, Ryazan, Polotsk, Torzov, Vladimir
    Settlements to be occupied for at least one shift from general: Moscow

    - Grand Duke of Lithuania
    Available for: Novgodoriani, Poles, Danes, Germans
    Settlement have: Riga, Pskov, Vilnius, Turov, Polock
    Settlements to be occupied for at least one round from General: Riga

    Titles and Special Traits

    - Confidence Man
    And 'a man who has helped the faction leader to gain the throne, where he was not the son of the former sovereign. The man of faith can have beneficial effects on faction leader
    or influence in a negative way ...
    NOT transferable
    - Defender of the Faith
    A faction leader may be appointed by the Pope "Defender of Faith", an honorary title that brings some real benefits, however, the faction of a Defender of the faith can never be
    excommunicated! E 'a title held for life, and unique all over the world (can not therefore be two or more defenders of the faith).
    NOT transferable
    - Conqueror of Constantinople
    If you conquer Constantinople earn the title of Conqueror. This will have many benefits, but the decrease of Loyalty general who turned the feat (to prevent dropout and repeated
    recapture of the city): he considers the true king of the city!

    *** INFO ***

    The historical accuracy is one of the most sought after in the mod.

    - Put more than 300 historical events (at least one every year), with full descriptions and many pictures;
    - Added 400 new historical famous phrases in the loading screens;
    - Added several new guilds and introduced (with the same system of guilds) the monastic orders (Franciscans, Benedictines, etc..) For Catholic factions;
    - Added several new "wonders" or unique buildings (like the Tower of London, the Holy Sepulcher, the Dome of the Rock, etc..)
    - New presentation descriptions for all the factions




    CHAPTER 4 - SCRIPT

    *** GARRISON SCRIPT *** (in full campaign only)

    There is a Garison script for the major city and castle of each faction. Only the AI (except from the rebels) can take advantage from it. The type of mercenaries recruited is dependant from the region location (Galloglaich in Scotland, Welsh Spearmen in Wales, etc.)






    *** ECONOMY SCRIPT ***

    In order to make the campaign more balanced and realistic, there are 4 scripts that modify the economy of the game:
    - “Balance Script”: extra costs for the maintainance of each settlement;
    - “Warcost Script”: extra costs for the maintainance of each army in enemy lands or besiging;
    - “Bank Script”: banks give money (10000 florins) with a certain rate of interest (10%)
    - “Papal Udience”: requiring a crusade will cost 1000 florins; if the Pope will accept, you will be compensated of 2000 florins.

    “Balance Script” and “Warcost Script” will appear in a riassuntive window when you click the finances button





    *Rise of Saladin*

    It was inserted a script that rule the spawn of the ferocious Saladin, a great Egyptian general that will found the Ayyubide's House.




    *conquest of thrones*

    The "newking script" is a complicated script that introduces messages that inform you about the other kings' death, and add the possibility to inherit the foreign thrones with a strategical wedding. The conquest of a foreign throne, give to you all the region that belong to this kingdom.
    To acquire a foreign throne, you have to do a covenant marriage, by marriage a princess, a general of the kingdom to be obtained by dinastic. If on death of sovereign of that kingdom, there will be no heirs of the blood (prince and other legitimate sons of the sovereign), the kingdoms will be inherited by your side. This happens because the bond with the royal princess married. Let's check an example: (note that this image are about the old BC 4.1, but this isn't important, because the policy is the same)
    I play with Kingdoms Of England faction. My spies show me a very interesting situation about the France Kingdom: Sovereign is very old and haven't no legitimate heirs, only a lovely daughter, a princess that hand is sought by many generals



    The occasion is very good, infact if I married a my general with this young princess I can claim rights to the throne of France Kingdom! Immediately I send a diplomat to do the marriage proposal



    It's done! The proposal was accepted, infact in the general trait you can see that the wife is French!



    Now you have only to wait that the old French king die, and... Here it is! The Kingdom Of France now belongs to your possession!



    * Mongol Invasion*

    The script that controls the appearence of Mongolian Hordes was completely rebuilt. Infact now is more balanced, accurate and rational. With the rebuilted script, now will not happen again to see hordes that wandering aimlessl in desolated lands, mongolian armies now will attack on the eastern critical settlements. In addition, the hordes do not appear in only one classic objective (Mesopotamia, Armenia and Volga-Bulgar), buut they will attack in a precise sequence these three regions, has happened in real history!
    The spawn event of Turimids was deleted, because the historical period of the appearance of them is out of date in the time-line of the mod.



    * Interactive Script *

    In some circostances, will happen an interactive screen that will inform you about the possibilities to organize expensive event, like banquets, tournaments, fairs, etc. This script will be useful to improve the quality of your overall choice!



    * Prestige *

    It was intoduced a new parameter in the game, the Prestige. At the beginning of the campaign you start with a level of prestige between 70 and 90%.
    During the campaign, your good and honorable behavior or unfair and tyrannical will increase or decrease your prestige. Among all factors, the most important, will be happines of the settlements and the treasure of the kingdom. At the beginning of every round will appear an updated screen that will inform you about the prestige expressed in percentual.



    Until your prestige level remains high you have nothingh to be scared about, your campaign is good as ever. Some problem will appears when your prestige level falls under the 50%. At this point, the nobility of your kingdom, will begin to encourage the efforts of the people, and you will have internal weakening. The people will ask you to build structures for political representation popular, if you built it, you will get an increase of prestige, if not, a further deterioration of the Council and the risks of "revolts in the countryside" (wichh will cost you several guilders). The request of the people may recur (infact there are 3 levels to the popoular building) when the prestige will fall under a threshold of 25% and 0%.



    Treshold of 25% is a very delicated point. under this treshold, you can risk an exile of your King from the representatives of the people. The exile of your dynasty will isn't a very great danger. Infact, you will keep the settlements under your dominious, but you can't use no more the governors in the settlement, because they will be imprisoned and lose all the quality and movement points. Exile is applicable to all people of royal blood, however you can use the general not on exile (all of them that havent the "English blood" in traits, for example). At this point, you can still use the adopted general or that have been added on the genealogical three by a marriage, also you can use the general recruited in the castles.





    The 0% threshold is fateful. If you remain too many time under this percentuage, nobles of the kingdom will organize a kind of "shadow faction", that will catch most of your regions. This shadow faction is called "Barons' League" for the christian faction, or "Emirs' Union" for the islamic faction. Here is an example (note that this image are about the old BC 4.1, but this isn't important, because the policy is the same). I play with Kingdoms Of England faction: My prestige is fallen to 0%, because I do some wrong thingh, and now the Barons were held in the league, and have settled in cities that previously belong to my Kingdom...




    * COUNCIL OF THE NOBLES *

    The Council of the nobles is composed by 20 members, 6 alwais faithful to you, 7 perennially against to you and the other 7 are neutral. You have to grab this 7 precious neutral seats. To do this, you need to develop the qualities of the 7 types of agents available (spies, diplomats, assassins, princesses, admirals, merchants, priests). At the moment you take at least 5 seats, you take control of 11 seats, and now you have the control of the Council. In case you take the absolute majority of the council of nobles, you will not have to be fear about possible negative effects tahat we talk about, even your prestige level is 0%. Finally, we have to consider that the seats, can be lost like you grab it. Infact this happens when agents suffering about a worsering of their ability, or when you use them too many times.



    * Merchant Fleet"

    It was implemented an active role of merchant fleet, that will let you to manage in different ways the admirals. When an admiral will take a particular trait (which is also shown in the name of Admiral, in the form of epithet: "empty merchant fleet"), you can send it far away from the capital, and after that you have the possibility to fill the hold with valuable merchandise. When the epithet change (it will become "loaded merchant fleet"), you can send back, in the capital, your admiral and take many guilders (the ammounts of it depends on the type of resources you carry in, you can check it in the traits of your admiral).
    Last edited by The Housekeeper; March 04, 2009 at 03:49 AM.

  2. #2

    Default Re: Bellum Crucis 5: Preview

    Interesting, I haven't heard about this mod before.

    Is there a more specific release date set?

    Support your mods ^ | Vacuus Lux Lucis 2d artist | my workshop

  3. #3
    Horsa's Avatar Artifex
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    Default Re: Bellum Crucis 5: Preview

    Nice!

    But what changes are you offering?

  4. #4
    ComnenusTheOne's Avatar Primicerius
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    Default Re: Bellum Crucis 5: Preview

    See now im getting interested.

  5. #5

    Default Re: Bellum Crucis 5: Preview

    These italian mods are fantastic, have a look also at the Housekeepers own machiavello mod, its my favourite md2 mod, espiecally the italian campaign.

  6. #6

    Default Re: Bellum Crucis 5: Preview

    thank you all
    in the next days we'll complete this preview, by posting the remaining chapters (2-units, 3-coding, 4-scripts), you'll see that there are a lot of changes in every section of modding.
    After that we'll release the link for the download of the italian version.
    We are also working for an english translation

  7. #7
    ComnenusTheOne's Avatar Primicerius
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    Default Re: Bellum Crucis 5: Preview

    Quote Originally Posted by The Housekeeper View Post
    thank you all
    in the next days we'll complete this preview, by posting the remaining chapters (2-units, 3-coding, 4-scripts), you'll see that there are a lot of changes in every section of modding.
    After that we'll release the link for the download of the italian version.
    We are also working for an english translation
    How about the next hours instead?

  8. #8
    dragonsign's Avatar International Brigade
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    Default Re: Bellum Crucis 5: Preview

    wooow, those mountain textures was incredible

  9. #9

    Default Re: Bellum Crucis 5: Preview

    first post updated

  10. #10
    Horsa's Avatar Artifex
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    Default Re: Bellum Crucis 5: Preview

    Quote Originally Posted by The Housekeeper View Post
    first post updated
    Ohhh! I love you

  11. #11

    Default Re: Bellum Crucis 5: Preview

    Quote Originally Posted by The Housekeeper View Post

    Sudanese Tribal Warrior vs a poor militian


    not to be picky, but that resembles a seme sword of the maasai:
    Spoiler Alert, click show to read: 

    otherwise, good job.
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så 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 græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  12. #12

    Default Re: Bellum Crucis 5: Preview

    Quote Originally Posted by absinthia View Post
    not to be picky, but that resembles a seme sword of the maasai:
    Spoiler Alert, click show to read: 

    otherwise, good job.

    Only Masai used that sword, or other african population used it? Masai are a nilotic population as sudan....

  13. #13
    ComnenusTheOne's Avatar Primicerius
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    Default Re: Bellum Crucis 5: Preview

    Quote Originally Posted by dankus View Post
    Only Masai used that sword, or other african population used it? Masai are a nilotic population as sudan....
    They got the trademark.

  14. #14
    romy's Avatar Semisalis
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    Default Re: Bellum Crucis 5: Preview

    WOW , just WOW !
    Impressive graphics work , especially on these beautiful units!
    I love the pic with the Germans and the French pikemen!
    And those venetian soldiers are ... !!
    And the others, the Jerusalem's knights!
    Oh , and the loading screen with the billmen , are they billmen right?They look awesome!

    *Calmed down*

    Can you ask to Point Black to include his RealRecruitment as an optional installation?
    I hate to fight knights with plates with knight of XII century armour...
    I mean I want it realistic like RR does , well , you know what I mean?


    SPLENDID WORK , really...


  15. #15
    ComnenusTheOne's Avatar Primicerius
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    Default Re: Bellum Crucis 5: Preview

    Quote Originally Posted by romy View Post
    WOW , just WOW !
    Impressive graphics work , especially on these beautiful units!
    I love the pic with the Germans and the French pikemen!
    And those venetian soldiers are ... !!
    And the others, the Jerusalem's knights!
    Oh , and the loading screen with the billmen , are they billmen right?They look awesome!
    Maybe you and the mod need a room, you know, some privacy?

    I dont think it will be long till the release, im thinking one week or sometime will be the most.

  16. #16

    Default Re: Bellum Crucis 5: Preview

    in bellum crucis you can find a complete "zone of recruitment" system.
    some units will be available only after a specific data ("time of recruitment system).
    BELLUM CRUCIS project director, mapper, campaign designer, AI scripter.

    DE BELLO MUNDI CAI scripter

  17. #17
    Laetus
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    Default Re: Bellum Crucis 5: Preview

    I it sit(feel) for my English, but installed the mod, certainly a marvellous work that I believe that is the better. It is that I have problems on having happened from shift, it me is late like 5 min in ending and the truth that depresses me. I am playing with Sicilia in great campaign.

    PD: if it is a failure my or is mod, because do not have another problem with other games of total war.
    Last edited by piro; April 05, 2009 at 07:20 PM.

  18. #18

    Default Bellum Crucis 5: trasnlate to spanish

    Bellum Crucis 5: translate to spanish 4.0 by bcnkor

    http://www.megaupload.com/?d=MISLTDW7
    only 75% trasnslate to spanish (interface and more).

    VERSION MUY JUGABLE HA ESPAÑOL POR BCNKOR
    Last edited by bcnkor; April 23, 2009 at 05:51 PM.

  19. #19

    Default Bellum Crucis 5: trasnlate to spanish

    This mod have one big Error historic, were is de city of valencia witch yours castle of the Order of Montesa near of tortosa castle in Spain.

    3 orden very importan in spain Orden santiago and Orden montesa and Orden calatraba.

    And then the famosous The Cid Knight conquer Valencia to Moors.

    Info in spanish
    http://www.jdiezarnal.com/castillodemontesa.html
    Last edited by bcnkor; April 11, 2009 at 05:41 AM.

  20. #20

    Default Re: Bellum Crucis 5: Preview

    Great pictures i counted 22 factions are there any changes we will be able to see a balkan faction and/or a faction in tunis in this game ?

    Keep up the good work +rep (your album shows many more nice units!)
    Last edited by firekiller; March 03, 2009 at 05:54 AM.

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