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    Default Medieval Enhanced mod idea

    After a long time away from TW (can't play the original MTW, darn Nvidia graphics cards! ), I've decided to return, and to M2TW which I've never really given that much of a chance. Thing is, the modding bug has bitten me, because I am a very fussy person when it comes to mods (and I don't have Kingdoms, either). I've modded before, mainly RTW and MTW (RTW is the only one that is relevant here, though), and am a quick and eager learner, so without any further delay...

    I am considering creating a mod for M2TW 1.3, without Kingdoms. I'd utilise all 30 faction places, but won't use eras...

    Here's the potential faction list (not final names by any means):
    1) England
    2) Scotland
    3) Ireland
    4) France
    5) Spain
    6) Aragon
    7) Portugal
    8) Denmark
    9) Holy Roman Empire
    10) Poland
    11) Hungary
    12) Bohemia
    13) Italy (replaces Venice and Milan)
    14) Sicily
    15) Papal States (obviously)
    16) Crusader States
    17) Almohads
    18) Egyptians
    19) Turks
    20) Byzantines
    21) Armenia
    22) Georgia
    23) Serbia
    24) Novgorod
    25) Kiev Rus
    26) Golden Horde
    27) Cumans
    28) Lithuania (?)
    29) Rebels - perhaps renamed as Independent States?
    30) Undecided - Sweden? Switzerland? Bulgaria? Flanders?

    - There would be a turn rate of .75 years per turn, and the game would last from 1087AD-1453AD, making a total of 488 turns. The year would not be displayed, just turn. Events would be tied into the closest turn number to that particular year. So, the Council at Clermont, for example, in 1095, would fit into turn 12, roughly.

    - I also said I won't use eras...well, the reason for that is all of the extra work, and the desire to change the factions available in each era. I want to get a good selection of factions that can be played the whole campaign first. Maybe later eras can be considered. All units would basically be available on construction of the necessary building(s)... EDIT: Wait...there could be eras, yes. Certain units only available after specific dates/turns. As with gunpowder. But no different starting positions. Too much work for just me...and I'd be inclined to change the factions playable in each era, too. Sorry...

    - A major feature I have considered is the utilisation of just ONE type of settlement, none of that Castle/City stuff which the AI might have trouble dealing with. The idea is to mimick the first MTW with this, and have the capital settlement of a region be a stronghold - Fort (plus Motte and Bailey, perhaps as upgrades, same idea for the successive levels), Keep, Castle, Citadel and Fortress. The buildings you build would no longer show up at the settlement on the battlemap, they'd be 'elsewhere'. Not sure how feasible some of this is, though.

    - No weapon, armour or experience upgrades. The AI can't exploit them properly anyway, so perhaps the buildings can be utilised in a different manner instead.

    - Some of the more usual things - money scripts for the AI, field army upkeep scripts, better campaign and battle AI than vanilla, obviously altered build times and costs, new buildings, lots of new units, new vices and virtues, etc.

    - Interactive events. I saw this in the read-up of another modification, although I cannot remember which, and I'll have to ask them if I may have permission to implement it.

    These are the main things on the agenda at the moment. I'll probably be using a lot from other mods, so lots of permissions to ask first when I figure out what I might like to use (that's probably the EASY part of modding...).

    Feedback is appreciated.
    Last edited by Kaidonni; September 03, 2009 at 08:54 AM.

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