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    Default Defender of the Crown - Ivanhoe Total War - A WiP


    Defender of the Crown - Ivanhoe Total War
    A new style of Total War
    done old style

    Team:
    Tsarsies
    Absinthia

    PROGRESS
    Idea/Vision - 90%
    Map - 70%
    Scripts - 5%
    2d Art - 0%
    Coding - 5%
    Unit Models - 0%
    Event System - 5%

    Keep in mind, i am open to some very wild ideas and believe most ideas are doable through scripting. This scripting language may be quite limited but it leaves the door open for a lot of ideas. I am interested in any wild idea you may have

    NOTE:
    This is a long post with a lot of information regarding the direction and concept of the mod.
    I am at this stage merely looking for community support and interest with the possibility of gaining some help to complete the project.
    Please do not bash me for not giving you pictures or screen shots.
    A visual preview will be released in due course


    NOW LOOKING FOR MODDERS:
    I am currenlty looking for help in the following areas...

    The Map: is more or less complete, just needs some final touches. Absinthia has other engagements and is unable to help finish it. So i am looking for a mapper who is willing to complete the map. It is roughly about 70% complete.

    2d Art: I have asked my good friend y2day to help, and he has kindly accepted. But more offers for help is always appreciated

    Map Icon Specialist: I need someone who can change the appearance of the Strat Map Icons. I have many unique ideas that will enhance the map and enable specific scripts to be based around these new and improved map icons. This includes Resources, Settlement icons, Mines, Jousting fields, among others...

    Coding: Although i can do all the coding myself, having someone on board to help with all those text files would be greatly appreciated. I have a lot of scripts to write so am looking for someone else who can help with coding the other files...

    Modeller/Skinner: Although, not really needed at this stage. And i can simply use units from Vanilla. Although, some offers have been given in the past to help with this area, that was some time ago...

    Researchers and Idea thinkers: The general concept of this mod is more or less complete. What i need here are revolutionary minds to help come up with unique ideas to set this mod a part from the other total war centre mods. Areas include Events and general Historic Research...


    History:
    Defender of the Crown was a computer game from the early-mid 80's that revolutionalized strategic gameplay (well, it was atleast ground-breaking). It has been released on multiple machines, originaly for Amiga and more recently PS2 and PC.
    Ivanhoe is a story set in a real historic setting with many fictional elements. The setting for this modded version is explained below. Ivanhoe has been made into film since the early 1900's on a few occasions. For the mod i have used Sir Walter Scotts version of Ivanhoe as a reference (1923 Edition).

    This Mod is an attempt to bring the two together into a Total War Setting. It does not intend to make historical accuracies. Infact, it is only loosely based on actual history and i will have to ad-lib some of it for gameplay purposes. My aim as a modder is to bring to you a new style of gameplay for M2TW. A smaller map with less regions (40 Major + roughly 40 minor) and many interactive events to create a unique kind of gameplay. It's not an epic, but i do plan to put a lot of passion into its creation. It will have a replayability factor.

    The Mods Setting:
    The mod is set 125 years after the conquest of William the Conquerer, with the victorious Normans ruling over the conquered Saxons. The Normans, with the absence of King Richard, rule like petty kings over much of the land under the Kings brother, Prince John.
    King Richard the Lionheart came to the throne in 1189, and joined the crusades the following year. The crusades, the purpose of which was to recapture the holy land and that of Jerusalem from the Turks, was not a success, but ended in a treaty. On Richards return to England he was held prisoner in an Austrian and then German prison. Rumor has it that allies of the King are gathering the required ransom to free Richard (160,000).
    Prince John and his corrupt norman barons are not pleased to hear the rumor. There is a another slight problem, The Royal Crown has been stolen, and must be retrieved. Prince John can not be crowned king in Richards Absence without the Royal Crown. It's absence alone causes a stir among all the noble houses.
    Your aim as player is to unite the lands under the banner of a Saxon Lord, Retrieve the Royal Crown and keep it from falling into Norman hands, and either pay the ransom to release King Richard or take the throne for yourself. The legendary Robin of Locksley plays a roll in the story and has offered to aid you 3 times should you pledge to re-unite the Kingdom!. It is January, 1191...

    (For gameplay purposes it is not recomended to play as a Norman, they will be set as unplayable. The scripts and events in game are not written with that in mind, therefore unknown errors could occur).

    For those that have played DotC you may be familiar with the game elements we are attempting to bring to life in a TW setting.

    Aims and Goals of the Mod:

    The primary goal is to represent the Defender of the Crown series and do justice to the Ivanhoe story.
    Factions have been replaced by Barons and Lords. Once your Leader dies or you lose your capital it is game over. If you manage to take an enemy stronghold and kill the Baron/Lord, you will take all his lands as your own. Each Lord begins with 1 province and a small army. Every other region is rebel (Rebels will naturally favor Prince John to increase difficulty). To win you must conquer all the lands or ally with any surviving lords (no Norman must survive). As a Saxon you will start with good relations with the other saxon lords, but they also want the crown, so keep that in mind. The normans are bent on destroying you. The unit availability in this mod is severely restricted. You are only able to recruit certain units dependant on the regions you own. (not all regions allow the possibility to even recruit catapults). The number of regions you own limits you to the number of units you can also recruit, these are your Vassals, you are limited dependant on each region (Some regions more than others). A detailed Vassalage system will be created for the final release.

    This is a WiP. The event system will be extensively detailed as we are not as limited to long turn times as there is only 12 lords (down to 7 at this stage) and 40 regions. It will be 52 turns per year. The mod time frame is only 1191 - 1200 (may change). 1 Week per Turn - 52 Turns per year - 520 turns in a 10 yr period.

    Spoiler contains a quick explanation
    The mod takes into account a new system of interactive events which are created specifically for this mod. Think CivIV random events, thats the kind of idea except with the appropriate event types (more on them later). Each Lord/Baron is skilled in three areas; Leadership (The ability to govern), Jousting (Ability to win tournaments and win large amounts of money), and Swordplay (Command on the battlefield - also used for a unique new idea for a Dueling event that requires your generals unit to fight another unit on the battlefield -1vs1- it is possible for you to meet this duel with an army, but that would be cowardly, march out to the duelee with just your generals unit and duel! - A unit will spawn on a designated Dueling Spot for you to meet). You can see from the below table how each lord fairs at game start (These stats change as the game progresses):

    FACTIONS TOTAL: 8
    Heroes: 5
    NOTE: Slave faction will be divided into seperate factions based on region. This will allow us to handle the slave faction in particular ways based on region. Example, Slave regions near london more loyal to london.
    Strengths - Weak (0) - Average (2) - Good (4) - Strong (6) - Exceptional (8)
    Saxon Lords and Heroes - Leadership - Jousting - Swordplay
    Cedric of Rotherwood - Strong - Good - Weak
    Geoffrey Longsword - Average - Average - Strong
    Wolfric the Wild - Average - Strong - Average
    Additional Saxon Lords
    Wilfred of Ivanhoe - Not playable. Major Hero.
    Lord Aethelstane - not playable, minor recruitable Hero

    Norman Lords and Heroes
    Prince John - Strong - Strong - Exceptional
    Reginald Front-de-Boeuf - Good - Good - Good
    Philip de Malvoisin - Good - Good - Average
    Edmund the Grim - Strong - Average - Good
    Roger Falconbridge - Good - Good - Strong
    Additional Norman Lords
    Brian de Bois-Guilbert - Good - Strong - Good - Major Hero (Templar Knights)
    Maurice de Bracy - Strong - Strong - Average - Major Hero (Free Companions)
    Lucas de Beaumanoir - Major Hero (Fictional Grand Master of the Knights Templar)

    Other Characters Making an Appearance:
    Maidens
    Rowena of York
    Rebecca of York
    Katherine of Nottingham
    Anne of Lancashire
    Rosalind of Bedford
    )
    Other
    Robin of Locksley
    Friar Tuck
    Wamba (Jester)
    Isaac of York (Jewish Money-lender)

    In-game Events (Examples)
    Scripted Events (Detailed 52+ Randomized Events)
    Return of King Richard
    EDB Events (Taking place of building trees, Event Trees - more on this later)

    Interactive Events (Examples)
    Tournament of Ashby
    Rescue a Maiden
    Raid a Castle
    Archery Contest
    Duel
    Request Aid from Robin

    -----------------------------------
    Warning: Spoiler contains a lot of detailed information.
    Even More Detail:
    MICRO PROVINCES
    In addition to the normal regions that all mods and vanilla has, we will be using a new idea we have called micro regions. These regions are as small as we could make them (the size of a settlements graphic). These micro settlements will act as pre-placed forts with the ability to construct buildings in them. They will not be centers of commerce and trade like other settlements. You must own at least one micro province and its larger major province to enable any trade for the major province. Micro provinces are more or less INSIDE or on the borders of major regions. They will act as strategic and tactical points of interest. You (and the AI) can cut off a settlements trade from and to the major settlement, Which can make it impossible for the factions other settlements to construct specific units.

    Micro provinces will increase the difficulty and increase the strategic options available.

    Some major regions will only have 1 micro province, other regions, such as York or London have 3 micro provinces. Owning a regions micro province can also open up event options for the settlement.

    Micro Provinces will play a major role in how you manage your kingdom or how you plan your attacks. If you do not own a Major regions Micro Province it will severely limit the Major Regions growth potential, among other things.

    -----------------------------------
    STATS - These may yet be completly randomized on each new game start to add to replayability.
    Each Lord begins the game with a stat level in one of the following:

    Swordplay
    Jousting
    Leadership
    Vassalage
    Renown
    Chivalry

    Where Vassal is set to 8 (starting province - for saxon only) and Renown to 0 (no achievements) and Chivalry to 0 (No good or bad deeds). The other 3 set as per below.

    Swordplay - The ability to Duel. Affects various quests such as Rescuing a Maiden or Raiding a Castle. Also determines players starting command level.

    Jousting - Ability to win Tournaments. This ability is transfered to the players 'Sole Champion' who competes on the players behalf in the Tournament at Ashby. Winning this tournament grants land or fame which you choose upon the tournament start. Losing can eliminate you from the game.

    Leadership - Ability to govern and lead. This stat affects moral on the battlefield and the ability to govern settlements.

    Vassalage - Unit recruitment limit.You can only recruit as many units as your Vassal Count. Low class units do not add to vassalage and are recruitable all the time. These units also have no upkeep. Vassal points are increased/decreased by ownership of regions and through the construction of buildings and events. Renown can affect Vassalage points (never negatively).

    Renown - The players achievement rating. Renown is increased/decreased when certain events occur, such as completing a mission, taking a settlement, winning a tournament, raiding a castle etc. Renown is rated from -1.0 to +1.0. Certain buildings/units become available dependant on Renown Level. Renown is also treated like Global Faction Standing, and vice versa.

    Chivalry - Similar system to that of Renown, except chivalry is affected by your decisions in game. Chivalry will affect your Renown. Chivalry is rated from -20 to +20. Each +/-1 affecting Global Faction Standing and Renown by +/-0.05. Decisions would include aiding a Maidens rescue (or not), exterminating populations, raising buildings, accepting/declining events etc.

    -----------------------------------
    EDB and BUILDING EVENTS and INTERACTIVE EVENTS
    The EDB will be rewritten and revised from the ground up. The mod takes place in a 10 yr period, therefore it is not realistic that a single settlement could construct cathedrals, fortresses, inns etc. Instead, Most major settlements will have prebuilt buildings. We plan to use a very well thought out series of Building Events. These are like random events that the player has control over. Holding Tournaments, Fairs, Markets, Send the governor on a Hunting Trip, Hold a Banquet, Increase/Decrease Town Patrols, Increase/Decrease Road Patrols, Repair a building, upgrade a building etc... In addition settlements will have access to real buildings, such as Increasing Farm land, Adding a stable and more or less buildings that wont take years to complete. It will be possible to gain access to some major buildings through roleplay and events chosen. Buildings such as Cathedrals, Castles etc.

    With Building Events it will be possible for them to be constructed multiple times, and therefore you can gain its benefits multiple times. Holding a Joust Tournament for example will cause an interactive event to occur, Holding the same tournament multiple times in the one settlement will cause additional events to become possible and may lead to the possibility to upgrade the settlements Joust Fields, or grant the Governor traits and ancilliaries. Most Building Events will be similar in design. Some may grant additional units or increased treasury or whatever.

    Interactive events will include events such as Rescuing a Maiden, Raiding a Castle, Holding an Archery Tournament, Requesting a Duel, Requesting Aid from Robin etc. These will be options available in your building queue and the effects will be somthing you can play with, such as actually going into battle for the Duel, or gaining additional units when requesting aid, gaining land for rescuing a maiden or just taking a rival factions treasury for raiding a castle... Events like this will only appear in your building queue after other events occur in game. Example, A princess comes of Age to another Saxon Lord or you have previously completed construction of a Joust field...

    -----------------------------------
    ROBIN of LOCKSLEY
    Saxon lords can call for the aid of Robin 3 times (no earlier then 1193). An event will occur in game to inform of his arrival (Robin is away with King Richard on Crusade). When you call for Robins aid you will recieve the assistance of 3 units of Sherwood Archers. Where these units are spawned are yet to be determined. Either in your Faction Leaders army, or your Starting Capital. You can only ask for Robins help 3 times throughout the campaign.

    -----------------------------------
    RESOURCES
    Settlements and Regions will each have 1 or more resources. Most regions will have the Jousting Fields (which can be upgraded with a mine to Jousting Lists and Jousting Tournament Fields).
    A few select regions will have special resources such as Sword, Armor, Catapult, Horse, Pike, Bow. These denote which settlements have access to particular unit types. Holding this region enables the recruitment of that unit type/upgrade across all settlements which have the required building.

    Resources:
    Sword - Weapon Upgrades available
    Armor - Armor Upgrades available
    Catapult - Siege Engines become available
    Horse - Cavalry units
    Pike - Pike Militia
    Bow - Improved bow units
    Joust Field - Only resource to have a value, explained below.

    There would be only be a handful of each of the above resources on the map. Which will create strategic points to hold. London, being the Norman Capital will likely have access to Cavalry and Weapon Upgrades from the start. All other resources will be placed in Slave owned settlement regions.

    If you dont hold any of these regions you are limited to the basic civilian and elite civilian recruitment options... Those would also replace the normal resource on the map.

    Some regions may contain 2 or more... some may contain 2 of the same type! which increases availability.
    Example: Region 1 has 1 catapult resource, so it can construct 1 catapult once every 10 turns... Region 2 has 2 catapult resources within its borders, so it can construct 1 catapult every 5 turns...
    Only a selected few regions would have double resources like that. Maybe 1-2 regions per resource only.

    ------------------------------------
    CAPTIANS - GENERALS
    Removal of captians and replaced with general characters. This will create more roleplay possibilities. It will also enable us to include a trait/anc system that can effect a units fighting ability depending on what region they are fighting in (units have more moral when defending a home region for example).
    Most units will be recruited as 'minor' generals, few units will be recruited as captains (more or less the lowest unit classes, peasants etc). But Peasants will have general units aswell.
    Only certain units will have access to certain traits/ancilliaries, this will enable us to grant the 'major' generals positions and so forth above the 'minor' generals. Minor generals will be given negative traits that affect governing settlements poorly. through these negative traits/ancs the general can be roleplayed to become a better governor etc. Enabling the player to turn a peasant into a noble (more or less).

    -------------------------------------
    CHARACTERS
    Spies and Assassins will be used as normal. Except spies will have an increased benefit. When spying on enemy settlement that is owned by either a Saxon or Norman the player will recieve a pop up regarding the owning Lords statistics (Swordplay, Jousitng, Leadership)

    Princess... Might be able to come up with an inventive way to use them in script. In DotC you could save a saxon lords princess and gain the saxon lords land (he was thus removed from play as an opponent). I might be able to, seeing as family trees are useless in 10 yrs, start a princess at a particular age at game start (before she comes of age to marry at 14). Like make one 8 yrs old, so that in yr 6 of the game (Turn 312) she becomes a character. If it is an AI faction when she comes of age the player will be asked if they wish to rescue her. Basicllly using her as a trigger for the event... 1 of them being your own which u can just marry off or use as a diplomat for the rest of the game. she wont die in 10 yrs. so thats a few chances to rescue a maiden and gain that lords land... Maybe use a seperate event to allow you to marry her off to another saxon lord for bonuses... OR try and get the player to get robin of locksley to marry her... Otherwise, princess will not be used.

    Merchants will be treated as Jousters and Duelists, Or Champions. The traits the Champion has dictate whether he is a Duelist or Jouster. A pop up will ask whether you wish to create one or the other. Duelists are used primarily to remove Jousters and other Duelists. Jousters are designed to win Tournaments... It will be a detailed Trait system to have this working properly. Only one resource on the map will have a value, being the Joust Field, this resource is minable and the joust field upgradable. Merchants can increase income on the joust field if they are a Jouster. (Which also represents the Duelist Spot). Like winning prize money. This idea may be a little confusing to some, my apologies .

    One Merchant will take on the role of being the players 'Sole Champion'. This Merchant will have the same stats as the players faction leader (Swordplay and Jousting stats). Only this merchant can partake in the Grand Tournament at Ashby.

    A building Event will enable the player to switch his Jouster into a Duelist and vice versa.
    Only 1 Duelist and 1 Jouster available at any given time. In addition the player (AI) may also possess 1 Champion.

    Priests may be used as Minstrels... Number available regulated by Renown. More info on this character later.

    ------------------------------------
    THE CHAMPION
    The player will be able to recruit a champion only when he has completed the construction of a mine (Joust Field) somewhere. That mine allows you to recruit a champion. When you recruit him a pop up event appears asking if you would like him to focus on jousting or dueling. This will decide this merchants career path. You need to construct another mine in another region (or upgrade an existing one) to be able to recruit another champion. Once again, you will be asked to pick whether he is a jouster or duelist... Both are merchants... But, the traits and ancilliaries available to them are dependant on whether he is a jouster or a duelist. We can use traits that lower the income gained from resource trading so that only the jouster can win prize money. The duelist will have traits that enable him to acquire other duelists AND jousters (the traits will be set up to ensure that the jouster cant beat a duelist in aquire)... This will make the 2 very different. and they will almost act like different characters yet they will both be merchants.

    The only real thing that will shape them (other then the traits) are the events we spawn around them. Such as, leaving your duelist on the jousting resource on an enemy (or ally) region will start a different event than if you placed your jouster there. Same goes for the AI. If the AI places a jouster in your region then he is jousting you, if he places his duelist, then he is challenging you.
    From that, we can then spawn the general bodyguard for the one on one duel. If you win with ur general then the AI's merchant is killed, if they win, ur duelist is killed... This way the AI can challenge not just your KING, but the settlement title holder.
    Jousting AI will be somewhat different, thy will call tournaments as opposed to a challenge...
    Its all in the event...

    ------------------------------------
    HEROS
    Ivanhoe and Athelstane are going to be the Saxon Heros. Available to any and all saxon factions. Only 1 instance of the character would be spawned though. So if Wolfric the Wild was able to achieve the conditions before Rotherwood, then Wolfric would gain the hero (Ivanhoe or Athelstane).

    Athelstane offered when a norman lord has been vanquished. Only the faction controlling York would be offered. Athelstane would appear as a building in the EDB.

    Ivanhoe offered after 1194 (his return from the crusades). Player must win or have won a tournament...? An event would detail his arrival.

    Every Saxon faction will have tailor made goals from game start. If said goals are met then special units or buildings will become available. Each of the factions will have to be broken down individually, but a few available to all Saxons would be:
    Sherwood Archers if Nottingham is controlled and all 3 aids from robin have been used, Longbow if all of Wales is controlled, Scottish highlanders if all scottish regions controlled, Norman Knights if London controlled.

    Another idea, is to add an old gaming element, in the sense that you start the game with a pop up telling you to do somthing (complete a quest). you can take as long as u want to accomplish this. It might be, take settlementA... Or destroy FactionX... Once completed, you proceed to level 2 where you recieve another quest. Once completed, you move to level 3...and so forth... Each time you complete one you gain a benefit, or somthing or other (a minor lord, bonus money, free unit, etc). the player would start with very basic quests... Like train a peasant, recruit a spy, construct a tourny field, win a duel, raid a castle, rescue a maiden, destroy a norman lord, construct a catapult...etc etc...
    This would be in addition to the faction specific quests suggested (such as being able to unlock Ivanhoe as a minor noble into your faction)...

    Quests would add to your faction leaders 'Renown'... Earn enough Renown and you gain additional Vassal points. Which loops back to the idea of spending vassal points to unlock super units (such as sherwood archers - which will normally only be available when requesting aid from robin)...

    -----------------------------------
    REGIONAL TOURNAMENTS
    every region (except micro provinces) would have a minable resource, the resource would look like a jousting tent or some-such, which could then be turned into a jousting field (mine) and jousting list (Improved mine) (and we can add another 7 levels if we wanted - buildings can have 9 tiers, this current idea uses only 2 as the mine is upgraded twice. We could add jousting rings, dueling rings, pavillion tent etc with each upgrade and each time it increases priz emoney and possible scripted events). So every region would have access to this. (we could also use different resources (with same strat map pic of a joust tent) to represent varying levels of prize money from region to region).

    Every capital region (no more than 12), will have access to the exact same thing, except more events will be based around it. Basically, your champion (jouster/duelist) can go from region to region and participate in different jousting tournaments. (he is in actuality a merchant trading on different resources), or your champion can stay in the one region and continually win prize money. The only difference is we throw in a roleplay element. If you keep him in the one region for too long he will gain bad traits, he needs to go from region to region to challenge and occupy other resources (jousts) to earn good traits. Same for the AI. Except i dont want the AI to have access to merchants like the player. Because the AI wont know its a joust and just sit in the one place all the time. Id rather spawn merchants for the AI when there are events that call for it.

    The capital regions will gain the events we script. Such as the challenges. If a challenge is offered in say, london, then you are given access to a merchant (champion) in your recruitment list IN london (it will actually be recruited through the EDB event idea so we can then spawn the character with a name and then kill it afterwards). The challenger is then spawned on the resource near london enabling you to move your champion (whom you will recruit for this). You could ofcourse use your existing champion (if you have one), but just in case he is off near cornwall or something we allow the player to recruit a new champion just for this event in london.

    This would be set up in all capitals. And only for when the player owns the capital (his or a previous owners, just the player controls it now) will it be possible.

    -----------------------------------
    ASHBY TOURNAMENT
    The ashby tournament will not be decided by a merchant on the ashby resource, it will be determined via script. The use of the EDB events will spark the first Ashby tourny. For example, lets say we agree that once 8 jousting fields have been constructed map wide (either by you or the AI or a combination of both), then that sparks the FIRST Ashby tournament... Once 8 Jousting Lists have been built, the 2nd ashby tounry... Once 8 Pavillion tents, the third and final...

    The only difference with the ashby tournament is that ALL lords will partake, not just your champion and one other merchant. ALL lords. So a merchant would spawn for EACH lord (thats alive). Ontop of this, the player chooses whether they joust for LAND or FAME and who thy joust. Fame increase all your stats and treasury. Land grants you the losers Land, ALL his land and holdings. If the player chooses land and loses, game over.

    So every region has access to the mine building (Except mico provinces). The buildings do not get demolished. Only event buildings get demolished., That is, buildings that are not really buildings, but are events, or units recruited via the EDB as opposed to units recruited via the recruitmnt list. The only difference is Capitals have more events based around them, and Ashby's tourny fields are special and are game changing. (Ashby will start with a mine constructed).

    -----------------------------------
    SHERRIFS/BALIFFS/STEWARDS and CASTELANS
    Ancilliaries will represent whether a general is a Sheriff (Has increased military) or Castelan (Has increased governor skills). The amount of military experience provided depends on whether the general is a Baliff, Sheriff or Steward. Only one steward can be present on the map, one sherrif for each region, and countless Baliffs. Seeing as we are adopting a no captian policy, most units will be led by a general. Therefore some of them will be baliffs, fewer will be sherrifs and only one will be a steward. Only the Castelan can hold a settlements title, only a castelan can order construction of buildings, recruitment etc. Where as sheriffs ans that lot can never govern... Forces the player to choose wisely as what they need. Only your faction leader (and select few special characters) can do both.

    -----------------------------------


    This is a work in progress. We are still shuffling ideas around and creating new ones.

    Ideas/Suggestions are welcome.

    If you are interested in helping (No Modding Experience Needed) then send me a message.
    Last edited by Tsarsies; September 03, 2011 at 04:19 PM. Reason: Updated Progress/Looking for Modders
    ...longbows, in skilled hands, could reach further than trebuchets...

  2. #2

    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    Wip Map Preview


    This is a link to a playable browser version of the game. For those who have not played or heard of the game can get an idea as to what we are trying to accomplish.

    Defender of the Crown

    Here is a link to a free online version of the book. I have a copy of Sir Walter Scotts version which i have read, but this browser version is for anyone interested.

    Ivanhoe
    Last edited by Tsarsies; October 31, 2010 at 10:10 PM.
    ...longbows, in skilled hands, could reach further than trebuchets...

  3. #3

    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    Reserved...
    ...longbows, in skilled hands, could reach further than trebuchets...

  4. #4
    Heathen Storm's Avatar Where's my axe?
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    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    Tsarsies, this is an absolutely amazing idea! It is so unique! So fresh!
    I wish you the best of luck, and may the gods watch over you
    EDIT: First post, by the way

    Proud mod leader, modeller and public relations officer of Heiðinn Veðr: Total War


  5. #5

    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    Great! Can't wait to play!

  6. #6
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    I'm still here to help Tsarsies.




    TWC Graphics Workshop Art Competition!!!
    MEMBER OF THE IMPERIAL HOUSE OF HADER

  7. #7

    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    Thanx for the support!

    If anyone knows how to edit the campaign map characters/settlement/resource icons then i could use your help (even if you just explain to me how it is edited and with what program, i am sure i can do it from there). Otherwise i guess ill have to use google to learn how to edit them < thats the only part of the creation process i require assistance with.
    Mapping and Units are being done by Absinthia.

    I dont expect this to be completed anytime soon as real life has a way of poking its ugly head into the modding world and pulling me back to reality quite often. But i do guarantee to finish it eventually

    I apologize again for the original long-ass post, it really is a lot of information for anyone to take in at once but i am confident that anyone that manages to read all of it will surely be interested in the mods concept ... The ground work for the mod has been done, its merely a matter of putting it all together now so any offer for help will be appreciated ...

    @Y
    I might have some things i could use your expertise on. And id be happy to do any scripting for you in return
    ...longbows, in skilled hands, could reach further than trebuchets...

  8. #8
    Heathen Storm's Avatar Where's my axe?
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    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    Quote Originally Posted by Tsarsies View Post
    If anyone knows how to edit the campaign map characters/settlement/resource icons then i could use your help (even if you just explain to me how it is edited and with what program, i am sure i can do it from there).
    Here you are

    Proud mod leader, modeller and public relations officer of Heiðinn Veðr: Total War


  9. #9

    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    Quote Originally Posted by Tsarsies View Post
    Mapping and Units are being done by Absinthia.
    i have not thought of this for a while, i am still interested though.
    the unit creation is at 0%, but should be quite quick and easy to do with the limited roster.
    it would seem that i was in the process of enhancing the map resolution to max size. not sure how much improvement it would make though. my thought was that a higher resolution would at least help make marching distances more realistic. i also removed the navigable rivers, except Thames up to London, as it really does not look to good.
    give me a couple of days and i will have it ready and uploaded for you to choose between them.
    for a quick glance i can provide a crappy composite map:
    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

  10. #10
    WelshDragon's Avatar Miles
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    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    I remember playing Defender of the Crown on my Commodore 64!

    Look forward to your creation.
    Men in general are quick to believe that which they wish to be true. - Julius Ceasar


  11. #11
    Keyser Soze's Avatar Domesticus
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    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    as much I´ve read your first post so much I was impressed and at the end I must said - amazing.
    the idea about mod based on Lord´s system was in my head time before, but there were a couple of hard or impossible things (and I know a little only modding RTW/BI and most of these ideas are not possible with RTW/BI engine).

    I´m looking forward at yours Vassalage system (I spoke with xeryx about this and it looks hard to do, if vassalage is based on protectorate - protectorate is not stable on TW engine).

    do you think about special (historical) strat map settlements models?
    maybe this could helps you http://www.twcenter.net/forums/showthread.php?t=264419

    what about new battle map models?

    many questions for the first time, but I like this.

    good luck and +rep

    damned that I can not help you - I know nothing about M2TW modding
    sorry my english.

  12. #12

    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    Thanx for the interest and support.

    The Vassalage System we plan to use wont be based around the Total War Protectorate system (if im understanding you properly)... Vassalage will more or less be a limitation placed on the player and AI as to the number of units that can be recruited. This will be determined by the number of major and minor regions controlled. The exact value of each region is yet to be determined but will be dependant on resources available and buildings constructed. Capitals will be given higher value. Peasant units will not count towards your vassalage, only the better quality units (Longbow, Siege units, Knights, Pike etc). We have a system to rank specific units, all lowest quality units will have 0 upkeep. System is completely open to changes at this stage of course.

    In the 1986 game Defender of the Crown each region was given a vassal count. This was your income for that region. As an example, 20 vassal points allowed the construction of a tower (which could be upgraded), 12 for 1 catapult to be recruited (Required to assault any settlement as all settlements had walls, if a tower was built on any region then a catapult was then required), 7 for a knight (this was your armies tank unit), 4 for a crossbow (This was used for defending castles only - Every 2 of other units became 1 crossbow when your region was assaulted), 3 for a bowman, 1 for footman. (That information is just from memory and i could possibly be mixing versions of the game). I plan to use that system merely as a guide as income and vassalage are 2 seperate things. Vassalage will just limit unit recruitment.

    Specific buildings will effect your vassalage value, such as castles and their upgrades (minor regions), your Renown level, possibly certain traits and ancilliaries.

    It is ofcourse all ideas in the works. But i do plan to have a detailed system figured out by release.

    This mod will have a very low number of units available. The unit list/type is more or less as follows. (not complete by any means).

    Peasant Spear - 0 upkeep an doesn't add to vassalage count
    Peasant Bow - 0 upkeep an doesn't add to vassalage count
    Archer
    Sword
    Spear - Reasonably weak to cavalry and knight units. Allowing knights to dominate early game.
    Longbow - High upkeep, only available under special circumstances
    Cavalry
    Axe
    Knight - High upkeep, only available under special circumstances
    Siege - Available in short supply
    Pike - Late game unit able to decimate cavalry and knight units.

    In addition special units will be available through missions and roleplay. Such as Sherwood Archers and Templar Knights. E.G Each time you request Robin of Locksley's aid he will grant you with 1-3 units of sherwood archers. Controlling London grants access to Templar Knights.

    Each faction will more or less have access to the same units so the EDU will be sparse in comparrison to other mods. I am also open to the idea of adding roleplay scenarios where other nations units are offered (French, German, Danish units etc). But that is something that will be worked on later when i begin adding roleplay elements.

    -----------------------

    I have not thought about the use of historical strat map models. But that would be quite a fun idea to play with. And battle map models have not crossed my mind yet either. At this stage i am more interested in changing the resources and character strat map models.
    ...longbows, in skilled hands, could reach further than trebuchets...

  13. #13
    Keyser Soze's Avatar Domesticus
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    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    Quote Originally Posted by Tsarsies View Post
    Thanx for the interest and support.
    not at all. I will try to comment your ideas (bring something new?)
    Quote Originally Posted by Tsarsies View Post
    The Vassalage System we plan to use wont be based around the Total War Protectorate system (if im understanding you properly)...
    you are right. therefore I think that yours vassalage system looks working.
    Quote Originally Posted by Tsarsies View Post
    I plan to use that system merely as a guide as income and vassalage are 2 seperate things. Vassalage will just limit unit recruitment.

    Specific buildings will effect your vassalage value, such as castles and their upgrades (minor regions), your Renown level, possibly certain traits and ancilliaries.
    I´m not sure if in M2TW is possible to "tie" any units (buildings) to trait, but maybe vassals could have Loyality as one of their attribute. if Loyality is high enough vassal could gain trait which allows him to recruit any unit or manage to build any building?

    or if there is not place for Loyality as attribute only add trait "Loyality" (after vassal is married with princess or if vassal win any important battle for you or if you "give" him any title and town) and this trait will allow him to recruit extra unit or build building?
    Quote Originally Posted by Tsarsies View Post
    It is ofcourse all ideas in the works. But i do plan to have a detailed system figured out by release.
    I´m not very familliar with traits/triggers in M2TW, but I think this has big potention...
    Quote Originally Posted by Tsarsies View Post
    This mod will have a very low number of units available. The unit list/type is more or less as follows. (not complete by any means).
    the next thing why I will like it
    Quote Originally Posted by Tsarsies View Post
    Each faction will more or less have access to the same units so the EDU will be sparse in comparrison to other mods. I am also open to the idea of adding roleplay scenarios where other nations units are offered (French, German, Danish units etc). But that is something that will be worked on later when i begin adding roleplay elements.
    maybe French or Breton units/mercenaries will be good. Normans used they in Conquering the England and Duchy of Normandy, Kingdom of England and Kingdom of France were Angevin Empire.
    Quote Originally Posted by Tsarsies View Post
    I have not thought about the use of historical strat map models. But that would be quite a fun idea to play with. And battle map models have not crossed my mind yet either. At this stage i am more interested in changing the resources and character strat map models.
    you have little regions, so therefore I think that it will be nice to have some important historical settlements. it is impossible to have all of them (I do not know how much time you have, how good is your 3D artists, but if you do "minor regions" as castles (builded on strategic positions) some of them could be in game...

    about building buildings: you are right that it is impossible to buil Cathedral (or another huge buildings) during 5 years, but maybe you could do something like - finish building of Cathedral (this will need cart with worksite maybe).
    I can help you with any research in which towns were cathedrals (or another important buildings - give me bill which are in your head) build or in which towns they were started to build.
    sorry my english.

  14. #14

    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    Quote Originally Posted by Keyser Soze View Post
    not at all. I will try to comment your ideas (bring something new?)
    All ideas welcome. The mod is still in early days and i dont have any time limit and just want to put as much into it as possible.

    I´m not sure if in M2TW is possible to "tie" any units (buildings) to trait, but maybe vassals could have Loyality as one of their attribute. if Loyality is high enough vassal could gain trait which allows him to recruit any unit or manage to build any building?

    or if there is not place for Loyality as attribute only add trait "Loyality" (after vassal is married with princess or if vassal win any important battle for you or if you "give" him any title and town) and this trait will allow him to recruit extra unit or build building?
    In regards to recruitment and building construction Absinthia came up with an idea based around Stewards, Baliffs, Sherrifs and Castellans (detailed in bottom of first post). It also allows us to have the Sherrif of nottingham. It is unrelated to your suggestion but it does handle the vassalage and loyalty aspect rather nicely. We plan to use a trait and anc system to detail it. All units will have access to the traits as we are not going to have any captains (or atleast, very few)

    maybe French or Breton units/mercenaries will be good. Normans used they in Conquering the England and Duchy of Normandy, Kingdom of England and Kingdom of France were Angevin Empire.
    Yes, something like that indeed. The mod is only loosely based on historical accuracy but the more accuracy we can include without taking away from the creative process the better.

    you have little regions, so therefore I think that it will be nice to have some important historical settlements. it is impossible to have all of them (I do not know how much time you have, how good is your 3D artists, but if you do "minor regions" as castles (builded on strategic positions) some of them could be in game...

    about building buildings: you are right that it is impossible to buil Cathedral (or another huge buildings) during 5 years, but maybe you could do something like - finish building of Cathedral (this will need cart with worksite maybe).
    I can help you with any research in which towns were cathedrals (or another important buildings - give me bill which are in your head) build or in which towns they were started to build.
    The EDB is currently just a skeleton and being created from the ground up. A topic forum was created to discuss the mod in more depth (my sig for link). Absinthia was taking care of the settlement selections but as yet we havent decided on which buildings would be available. Your offer to help research buildings would be greatly appreciated, currently just using vanilla skeleton and adding in EDB-Events.

    The mod idea was begun a few months ago, ideas were passed between absinthia and myself for quite a while, we then began using a modrealm forum as a basis, that forum was lost along with all of our ideas. We then started again by creating a TWC discussion forum (open to public) and only recently did i decide to discuss it in the wips section here just to gain some much needed interest to help move it along.
    ...longbows, in skilled hands, could reach further than trebuchets...

  15. #15
    Keyser Soze's Avatar Domesticus
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    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    Quote Originally Posted by Tsarsies View Post
    In regards to recruitment and building construction Absinthia came up with an idea based around Stewards, Baliffs, Sherrifs and Castellans (detailed in bottom of first post). It also allows us to have the Sherrif of nottingham. It is unrelated to your suggestion but it does handle the vassalage and loyalty aspect rather nicely. We plan to use a trait and anc system to detail it. All units will have access to the traits as we are not going to have any captains (or atleast, very few)
    the idea about Stewards, Baliffs, Sherrifs and Castellans, their recruitment and building is good. it will also shows feudal nobility.
    hm, Loyality was important - especially in time period of mod. there were often batrayed.
    Quote Originally Posted by Tsarsies View Post
    Your offer to help research buildings would be greatly appreciated, currently just using vanilla skeleton and adding in EDB-Events.
    I know how hard (much time needs) research. so I can help you with any research, just let me know

    about retrive the Crown.
    who will have the Crown from start?
    was it lost?
    must player find it? if yes, could be Crown as ancillary holding by characters or agents? and player must find him, kill him and gain Crown?
    sorry my english.

  16. #16

    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    the settlement/region list, micro(castle) provinces.

    1.Stirling_Region
    Stirling (wiki) (geo)

    2.Lanark_Region (wiki)
    Glasgow (wiki) (geo)

    3.Lothian_Region (wiki)
    Edinburgh (wiki) (geo)

    4.Dumfries_Region
    Dumfries (wiki) (geo)

    5.Northumberland (wiki)
    Newcastle_Upon_Tyne (wiki) (geo)

    6.Cumberland_Region (wiki)
    Carlisle (wiki) (geo)

    7.Yorkshire (wiki)
    York (wiki) (geo)
    castle: Pontefract (wiki) (geo)
    castle: Hedon (wiki) (geo)
    comment: empty micro province

    8.Isle_of_Man (wiki)
    Castle_Town (wiki) (geo)

    9.Lancashire (wiki)
    Lancaster (wiki) (geo)

    10.Gwynedd_Principality (wiki)
    Caernarvon (wiki) (geo)

    11.Cheshire_Region (wiki)
    Chester (wiki) (geo)

    12.Lincolnshire (wiki)
    Lincoln (wiki) (geo)

    13.Nottinghamshire (wiki)
    Nottingham (wiki) (geo)

    14.Powys_Principality (wiki)
    Montgomery (wiki) (geo)

    15.Shropshire_Region (wiki)
    Shrewsbury (wiki) (geo)
    castle: Bishops Castle (wiki) (geo)

    16.East_Anglia (wiki)
    Norwich (wiki) (geo)
    castle: Kings Lyn (wiki) (geo)
    comment: empty micro province
    castle: Great Yarmouth (wiki) (geo)
    comment: minor noble(reeve/sheriff)

    17.Deheubarth_Principality (wiki)
    Pembroke (wiki) (geo)

    18.Oxford_Region
    Oxford (wiki) (geo)

    19.West_Country (wiki)
    Gloucester (wiki) (geo)

    20.London_Region
    London (wiki) (geo)

    21.Morgannwg_Principality (wiki)
    Cardiff (wiki) (geo)

    22.Hampshire_Region (wiki)
    Winchester (wiki) (geo)

    23.Kent_Region (wiki)
    Canterbury (wiki) (geo)

    24.Surry_and_Sussex_Regions (wiki) (wiki)
    Arundel (wiki) (geo)

    25.Cornwall_Region (wiki)
    Launceston (wiki) (geo)

    26.Dorsetshire_Region (wiki)
    Shaftsbury (wiki) (geo)

    27.Cambridgeshire_Region (wiki) (wiki)
    Cambridge (wiki) (geo)
    comment: University
    castle: Ely (wiki) (wiki) (geo)
    comment: Cathedral (wiki)

    28.Suffolk_Region (wiki)
    Ipswich (wiki) (geo)
    comment:Royal Mint
    castle: Colchester (wiki) (geo)

    29.Leicestershire_Region ; Laegrecastrescir (wiki)
    Leicester ; Ledecestre (wiki) (geo)

    30.Northamptonshire_Region ; Hamtunscire (wiki)
    Northampton ; Hamtun (wiki) (geo)
    castle: Rockinham castle (wiki) (geo)
    castle: Brackley (wiki) (geo)
    comment: hospital of st. James and st. John.

    31.Ashby_Region
    Ashby (wiki) (geo)

    32.Somerset_Region (wiki)
    Bath (wiki) (geo)
    castle: Devizes (wiki) (geo)

    33.Dorset_Region
    Dorchester (wiki) (geo)

    34.Devon_Region (wiki)
    Exeter (wiki) (geo)
    comment: 3 weekly markets, 7 annual fairs

    35.Warwickshire_Region (wiki)
    Warwick (wiki) (geo)
    castle: Tamworth (wiki) (geo)
    comment: "Seat of Saxon kings"
    castle: Birmingham (wiki) (geo)
    comment: market town
    castle: Coventry (wiki) (wiki) (geo)
    comment: priory and cathedral

    36.Berkshire_Region (wiki)
    Reading (wiki) (geo)
    castle: Windsor (wiki) (geo)
    castle: Guildford (wiki) (wiki) (geo)

    37.Wiltshire_Region (wiki)
    Marlborough (wiki) (geo)
    comment: mint
    castle: Salisbury (wiki) (geo)
    comment: cathedral (wiki)
    castle: Swindon (wiki) (geo)
    comment: empty micro province

    38.Durham_Region
    Middlesbrough (wiki) (geo)
    castle: Durham (wiki) (geo)
    comment: Cathedral
    castle: Whitby (wiki) (geo)
    comment: Whitby Abbey

    39.Salfordshire_Region (wiki)
    Salford (wiki) (geo)
    castle: Preston (wiki) (geo)
    comment: Merchant Guild
    castle: Manchester castle (wiki)
    comment: empty micro province

    40.Staffordshire_Region (wiki)
    Stafford (wiki) (geo)
    castle: Newcastle-under-Lyme (wiki) (geo)

    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

  17. #17
    Keyser Soze's Avatar Domesticus
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    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    do you have any limit of regions? it looks that there could be more castles maybe. at the first look - any castle in Kent (William build here three shortly after he captured Kent), any at the cross over Pennines ( Stainmore Pass), I can not see any in Scotland (Berwick castle?) o in Wales (here Normans build much castles when they conqured Wales).
    sorry my english.

  18. #18

    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    I believe the map is still a WiP. The original plan was to have 40 major and 40 minor regions. But during the course of our discussions the map has slowly evolved. At last thought i think we were planning to remove regions 1 and 8. There will be more minor regions in the final release. We actualy have not discussed the map or the mod in roughly 2 months either

    about retrive the Crown.
    who will have the Crown from start?
    was it lost?
    must player find it? if yes, could be Crown as ancillary holding by characters or agents? and player must find him, kill him and gain Crown?
    This is entirely from the 86' game and not historical. In Defender of the Crown, the crown was stolen by Robin of Locksley and returned to you (the player) at game end. King Richard was dead and the crown was stolen so a 'defender' had to unite the land before Robin would return it... For this mod, King Richard is not dead but on Crusade and ends up being held in prison on his return to England. Robin will have the crown as he is Loyal to King Richard.

    Robin of Locksley and King Richard are 2 emergent factions in late game. Throughout the game you will be approached by Friar Tuck who will be gathering the required funds to release King Richard from prison. Events such as this will increase your faction standing with King Richard on his actual return. Other events will lead to a negative relationship. Other Saxon lords may also donate money towards the funds required to release the King. If the ransom fee is not met then King Richard will not return and therefore not emerge as a faction.

    The Crown does not need to be found. It merely aids in setting the scene and atmosphere for creating tension between the Norman and Saxon Lords. But it will be possible to retrieve the Crown once Robin and the King have emerged as factions. So the player has the option of crowning them self or assisting in aiding King Richard.
    ...longbows, in skilled hands, could reach further than trebuchets...

  19. #19
    Keyser Soze's Avatar Domesticus
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    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    aha, I see now what is your idea about crown.

    do you think also about Marcher Lordships? http://en.wikipedia.org/wiki/Marcher_Lord

    about map, I think that the "normal" regions could be all of existing shires in this time. there will a little more regions but not too much.

    41 - Surrey, 42 - Hertfordshire or Bedfordshire (I united them), 43 - West Riding, 44 - North Riding (Whitby than belongs here) - yours Yorkshire could be East Riding, 45 - Scottish borders

    maybe Wales could have more regions: Brycheiniog, Ceredigion?
    sorry my english.

  20. #20
    Keyser Soze's Avatar Domesticus
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    Default Re: Defender of the Crown - Ivanhoe Total War - A WiP

    I´ve look at yours regions. one quick notice for now: your number 39 - Salfordshire was only little area (more as Hundred) under governance of Lancashire during mod era. I think the better name for this region could be Between Ribble and Mersey (according to Domesday Book "Inter Ripam et Mersam").

    later I will look on others...
    sorry my english.

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