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Thread: Carasonia Total War

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  1. #1

    Default Carasonia Total War

    EDIT: I feel that no one would care, but I'm moving this over to M2-TW, as I am better at modding it, and because of the graphical opportunities it presents. I will post a link here when I've set it up.

    A total conversion for RTW creating a campaign in a fictional history- based world.

    Factions
    Spoiler Alert, click show to read: 
    Carasonia: A large country on the Carason river. It was originally a group of tribes, but after the Durmans invaded the area they united and eventually pushed them out. The new country then built the capitol, Cartona. Governed by a complex govt. system of Parliments and Monarchy the country developed. After a series of raids in the south by Dahman Islanders, they mobilized and crushed them, placing a puppet govt. in charge. Along the way they met, and allied with, Wilinara. Though a series of "flower wars" were occasioned, they continued the relationship on. Years of moderate peace, prosperity, and great knowledge followed. During this time, Univicularism was established by the Great Philosophers, Aratora was contacted and allied, and Jontora was met and quickly fled as this was in their time of The Great Purges. The Garetora was relocated from the Eastern Carasonian Plains to Ivvy Island. After this, the Great Collapse. All of the economy slumped, and the Central Conservatives were blamed. Socialism took root in the country, and remained. Garetora moved back, but was quickly assaulted by the reunited Jontora. Carasonia attacked, and drove out the Jontorans. Garetora was so hurt financially, though, that it sold the Plains to Jontora. Carasonia than acquired a protectorate deal with Garetora, and bought 1/3 of the plains, putting the Garetoran royalty in charge of "Carasonian Garetora". Peace has since followed.
    Durma: Before the tribes of Carasonia pushed it back into its homeland, the Durmans held an empire extending from Western Carasonia to the eastern most land of the East Carasonian Plains (Garetora's homeland). Matched with attacks from both the Carasonians and the Wilinarans, the empire collapsed. From then on, Durma lost its major international prowess, and has never regained it. The crumbling economy and total monarchy have stagnated its growth. It only harasses its old territories now... but that could all change.
    Garetora: Related to the ruling family of Carasonia, Garetora has been "bullied" since its creation. Durma consistently raided it, Jontora invaded and took it, and even the post-Carasonian invasion Dahdman Islanders harassed it out of its homeland. Gunpowder units are a rarity, and the economy is driven solely by panning prospectors. An absolute monarchy, it is archaic, and eventually a protectorate of Carasonia.
    Wilinara: A country built for war. A poor economy, absolute monarchy and right-wing tendencies, it is an uncomfortable (politically) friend with the intellectual and leftist Carasonia, but from a purely diplomatic view, they are close allies. Placed in between Garetora and Carasonia, the country has the strongest military. Barbarian units until the gunpowder age, where it was the first to reach rifle men.
    Aratora: A relatively new country, Aratora was originally a refugee group of leftists escaping the Jontoran purges. A weak offensive army is matched by one (if not the) best connected and patrolled fort systems of all the countries. Great ties, politically and diplomatically, between it and Carasonia have kept the country a major political power. It is a peaceful collective of semi-autonomous city states, it uses an absolute democracy, similar in workings to Athens. It's economy (well, the gov't's income) is built up of the richest reserves of precious stones and metals, due to its location over continental faults. Gunpowder units of mainly conscript infantry and elite artillery, the later located almost entirely in the forts.
    Everows: Very new country, it has some of the best ties with Garetora of any country. An army to small to speak of, it holds its power in agriculture. The second highest producer of wheat in the Carasonian area (second only to Meagrows), it is a constitutional monarchy.
    Meagrows: An agricultural country. Using a feudal system, its neuturality and production of 58% of the worlds grain make it unnecessary to hold a standing army.
    Jontora: One of the original countries, it is a patriotic and aggressively fascist state. after its leader died in the early years, it fell into civil war and violence called the "purges". This is what founded Aratora. When the country finally came upon a unifying leader, the country used the armies of civil war against Garetora. When they were successful, they immediately started draining the countries water to supply there military interests. This made them extremely dependent on Meagrows. To ease this debt, they sold 1/3 of the eastern Carasonian plains to Carasonia, who used it to found "Carasonian Garetora".
    Dahdman Islands: A small, Polynesian-like country who harassed Carasonia and Garetora. After Carasonia crushed the country and placed a puppet leader, the country sort of faded away. Though occasionally revolting and rebelling, the Dahdmans have not since caused much more trouble.

    Units
    Spoiler Alert, click show to read: 

    Carasonia: Carasonia starts out with tribe units, but gradually develops more sophisticated "Ledgion Groy" units (a mix between Roman legionaries and Greek phalanxes). This is cont. until the end of the Golden Age, when gunpowder is developed. Arqubesiurs then develop into amazing fusiliers and sharp shooters. All this leads up to rifle units and shock-troopers. Poor early cavalry, and some elite special units, such as Exrobors (an elite axe infantry, somewhat Scottish in style), Mordrows (Same units on horse-back), and Picilia (Roman legion-like troops).
    Gabbyland: Cavalry, weak spearmen.
    Wilinara: Amazing early cavalry, phalanx infantry. This is until the gunpowder age, when rifle units are almost instantly developed. Mordrows originated here.
    Durma: No cavalry, whatsoever. Their infantry is all phalanxes, until gunpowder age, when they develop weak skirmishers.
    Dahdman Islanders: Weak skirmisher units, and no calvalry.
    Durman Durman 2 Durman 3 Carasonian Mordrows

    Map
    Spoiler Alert, click show to read: 

    From left to right, bottom to top:
    Dui islands (Carasonia), Ivvyton (Aratora), Meagrows, Carasonia, Durma, Dahdman Islands, Wilinara, Eastern Carasonian Plains (Carasonian Garetora, Jontora), Everows, Aratora, Jontora, Ivvy Islands.
    Late Faction Map: Carasonia= Burgundy, Durma= Vermilion, Aratora= Brown, Garetora= Light Pink, Wilinara= Purple Outline, Meagrows= Gray Pink, Jontora= Light Green, Dahdman Islands= Light Pink (on small island group).
    Last edited by Cae; August 13, 2011 at 03:20 PM.
    Spoiler Alert, click show to read: 
    And don't Call me Shirley!

  2. #2

    Default Re: Carasonia Total War

    Could you add more Detail ?

  3. #3
    Spartan198's Avatar Protector Domesticus
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    Default Re: Carasonia Total War

    Quote Originally Posted by Cae View Post
    A total conversion for RTW creating a campaign in a fictional history- based world.
    Okay, and...?

  4. #4

    Default Re: Carasonia Total War

    Oh sorry, I was out on a bike trip all day. It goes like this.
    1: Eight factions; Carasonia, Garetora, Jontora, Everows, Wilinara, Durma, Dahdman Islands, Meagrows, and Aratora.
    2: A large map with somewhere between 67 and 150 regions.
    3: Completely redesigned Building and Unit rosters, developing from Germanic tribe era troops to WW1 riflemen; Mud huts to Robber Barron Industries.
    4: Redesigned texures.
    5: If at all possible (though probably not) naval battles.
    Yes, I said naval battles.
    Spoiler Alert, click show to read: 
    And don't Call me Shirley!

  5. #5
    Valkar's Avatar Senator
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    Default Re: Carasonia Total War

    Quote Originally Posted by Cae View Post
    Oh sorry, I was out on a bike trip all day. It goes like this.
    1: Eight factions; Carasonia, Garetora, Jontora, Everows, Wilinara, Durma, Dahdman Islands, Meagrows, and Aratora.
    2: A large map with somewhere between 67 and 150 regions.
    3: Completely redesigned Building and Unit rosters, developing from Germanic tribe era troops to WW1 riflemen; Mud huts to Robber Barron Industries.
    4: Redesigned texures.
    5: If at all possible (though probably not) naval battles.
    Yes, I said naval battles.
    Is this based on something?

  6. #6

    Default Re: Carasonia Total War

    Quote Originally Posted by Valkar View Post
    Is this based on something?
    Well actually, yes. Though I wish the story had caught on faster, the nations are based on a story.
    Spoiler Alert, click show to read: 
    And don't Call me Shirley!

  7. #7

    Default Re: Carasonia Total War

    Quote Originally Posted by Cae View Post
    Oh sorry, I was out on a bike trip all day. It goes like this.
    1: Eight factions; Carasonia, Garetora, Jontora, Everows, Wilinara, Durma, Dahdman Islands, Meagrows, and Aratora.
    2: A large map with somewhere between 67 and 150 regions.
    3: Completely redesigned Building and Unit rosters, developing from Germanic tribe era troops to WW1 riflemen; Mud huts to Robber Barron Industries.
    4: Redesigned texures.
    5: If at all possible (though probably not) naval battles.
    Yes, I said naval battles.
    Naval Battles are possible,

    but i can't follow you with this: "Germanic tribe era troops to WW1 Riflemen."
    That's not really fair

  8. #8
    cpdwane's Avatar Domesticus
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    Default Re: Carasonia Total War

    Ok, can ou flesh out the factions, what their themes are, what will make them unique and so on?

    __________"Ancient History is my Achilles' Heel"___________

  9. #9
    Valkar's Avatar Senator
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    Default Re: Carasonia Total War

    Yeah, but its hard work i can tell ya... I don't think its worth the time of all modders with Animation experience...
    And don't forget the Coders/Scripters, they have a nearly impossible task.

    The only easy way for Custom Naval Battles in Rome TW is to make ships, new animations for ships, and make a custom battle location at sea and give the ships the ability 'can swim'..

  10. #10

    Default Re: Carasonia Total War

    That's what I meant.
    Spoiler Alert, click show to read: 
    And don't Call me Shirley!

  11. #11

    Default Re: Carasonia Total War

    don't we need the BI engine for that ?

  12. #12

    Default Re: Carasonia Total War

    Quote Originally Posted by Lucarius View Post
    don't we need the BI engine for that ?
    True, but we could also base them of the siege engine engine.
    Spoiler Alert, click show to read: 
    And don't Call me Shirley!

  13. #13
    cpdwane's Avatar Domesticus
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    Default Re: Carasonia Total War

    Quote Originally Posted by Cae View Post
    True, but we could also base them of the siege engine engine.
    I think he means to make them swim.

    __________"Ancient History is my Achilles' Heel"___________

  14. #14

    Default Re: Carasonia Total War

    Yeah, I see that now.
    Spoiler Alert, click show to read: 
    And don't Call me Shirley!

  15. #15

    Default Re: Carasonia Total War

    Yeah, you can't make them swim on the R:TW engine can you ?

  16. #16

    Default Re: Carasonia Total War

    Well than we use BI.
    Spoiler Alert, click show to read: 
    And don't Call me Shirley!

  17. #17
    Valkar's Avatar Senator
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    Default Re: Carasonia Total War

    Quote Originally Posted by Cae View Post
    Well than we use BI.
    Dogs can swim in rome tw, so it should be possible

  18. #18
    Jubal_Barca's Avatar Master Engineer
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    Default Re: Carasonia Total War

    If you want a subforum/dev space for this, my website's happy to offer you one. PM me.
    Sine remo flumine adverso - Latin, 'up the creek without a paddle'.
    Mod leader of Warhammer Total War, Narnia Total War, and A Game of Colleges: Total War



    Under the patronage of Aden of Woodstock, The Black Prince.

  19. #19

    Default Re: Carasonia Total War

    Ai sucks at sea invasions, so if u got the ai on 1 island, theyr screwed

  20. #20

    Default Re: Carasonia Total War

    Quote Originally Posted by RomeModder View Post
    Ai sucks at sea invasions, so if u got the ai on 1 island, theyr screwed
    actually not if using either BI or Alex

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