View Poll Results: What new factions would you like to see in The Medieval World?

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28. You may not vote on this poll
  • Svealand

    4 14.29%
  • Kingdom of Croatia

    7 25.00%
  • Republic of Pisa

    7 25.00%
  • Kingdom of Bohemia

    8 28.57%
  • Cumans/Kipchaks

    10 35.71%
  • Kingdom of Cilician Armenia

    6 21.43%
  • Kingdom of Burgundy

    10 35.71%
  • Great Saxon Rebellion (HRE Shadow)

    1 3.57%
  • Zirids/Hammadids

    7 25.00%
  • Other - please specify

    2 7.14%
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  1. #1

    Default Re: The Medieval World: A Kingdoms Mod

    I'll leave it as is for now. We'll see how it all breaks down once I get a release out (if that ever happens...haha).

    Finally finished the Byzantine family tree after a couple of silly errors, so now every faction has a historically accurate, largeish family tree except for Poland.

    Poland is kind of a tricky case. King Casimir (r. 1040-1058), had five children: Boleslaw, Wladyslaw, Mieszko, Otto, and Swietoslawa. After Casimir died his first-born son Boleslaw took control of the (then) Duchy of Poland. He was deposed in 1079 by a baron's rebellion and fled to Hungary, where he died soon after (supposedly 1081-1082). Mieszko and Otto both died young, and Swietoslawa married the Duke of Bohemia, which in my opinion basically writes her out of the family for the purpose of this game.

    So then, Wladyslaw had some sort of relationship with a woman whose origins and details we don't know except for her name, Przeclawa, who bore him a son Zbigniew in either 1070 or 1073. In 1080 Wladyslaw married Judith, but they didn't have a son until 1086, so TECHNICALLY, the entire royal family is Wladyslaw, Judith, and Zbigniew (he was illegitimate at this point, but its better than nothing). Boleslaw also had a son, but obviously, when his father had to flee the son did as well, and he didn't return until 1086.

    SO, knowing all that, I'm leaving it as is for now, but I'm certainly open to suggestions.

    EDIT: Small development. Turns out Wladyslaw had one of those evil ambitious nobles who turned him against his own sons! (How juicy is that!) So I'll be adding this guy, Sieciech, in as a minor noble, but I don't think he's really heir-worthy. Zbigniew is set up as heir so I guess if Wladyslaw were to somehow die in game before Zbigniew came of age then Sieciech would become king (gasp!).
    Last edited by knin; July 28, 2011 at 01:45 PM.

  2. #2
    Ixor_Drakar's Avatar Senator
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    Default Re: The Medieval World: A Kingdoms Mod

    The depth of your research is inspiring. Poland may not have an authentic and accurate army as no one has modded that yet, but at least the family tree will be.
    I survived the Mayan Apocalypse 12/21/12

  3. #3

    Default Re: The Medieval World: A Kingdoms Mod

    Was trying to figure out how to diffuse the ridiculous power of the Turks when I came across a previously undiscovered tidbit about Sultan Malik Shah's family, namely that he had a brother and four sons. Family tree? I think so. Only problem being, no wives mentioned and no birth dates given for any, including Malik Shah himself. Thankfully, I found a couple of independent emirs and rulers so that the Turks won't have quite such unstoppable suzerainty over the Middle East.

    The whole thing turned into a very interesting history lesson for me. When Malik Shah died in 1096, his four sons and brother all took different parts of the realm, severely hindering the power of the Great Seljuks and leaving an opening for the Crusaders to conquer their way to Jerusalem. Though I'm the first one to tell you that I think a Crusader faction would be totally cool, in my mind that's sort of a "been there, done that" scenario, where many mods like this one that try to expand on the original game move the start date around to suit their purpose and add Crusaders, but I am just so interested in the idea of trying to take a snapshot of Europe and the Middle East in 1080-1081 that I feel its not something I want to implement. And even though these other family members will be fighting it out and dividing the realm in 15 years, in 1080, the Great Seljuks are basically at the peak of their power. It's a different dynamic that I think hasn't been addressed yet, which I hope that I will be able to sufficiently replicate.

    Anyway, long and pointless rant aside, the work (and the learning) continues here, as always.

  4. #4
    Ixor_Drakar's Avatar Senator
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    Default Re: The Medieval World: A Kingdoms Mod

    The best implementation of the crusades in my opinion was done in chivalry 2, alowing you to build crusader state buildings in the holy land giving you crusader recruits and religious boost. So no crusader faction but allowing for the crusades feel if you take those lands as a Frank.
    I survived the Mayan Apocalypse 12/21/12

  5. #5

    Default Re: The Medieval World: A Kingdoms Mod

    After some extensive research and poking around pages in about 13 different languages (none of which I actually know, by the way) I've managed to get the Turks down to 17 settlements, which would become 11 if I can (eventually) split off the Sultanate of Rum. I hope I can put up some screenies later today showing the new ownerships and give you guys a little glimpse of the rebel names I've been working on also

  6. #6

    Default Re: The Medieval World: A Kingdoms Mod

    Volga Bulgaria anyone? (Much more to come later today)


  7. #7
    medievaldude's Avatar Senator
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    Default Re: The Medieval World: A Kingdoms Mod

    Quote Originally Posted by knin View Post
    Volga Bulgaria anyone? (Much more to come later today)

    Will you add forest to the Volga area , anyways i still can't rep you but do keep up the work

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    He who knows when he can fight and when he cannot will be victorious.
    Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.

  8. #8

    Default Re: The Medieval World: A Kingdoms Mod

    Progress! All settlements now have garrisons, which means that their ownership and rebel factions are finalized. Tomorrow I will be adding/removing buildings, finishing out religions, correcting a few map errors, and then I might possibly be able to release a version for you guys to all play and test! Exciting stuff!

    Levant
    Spoiler Alert, click show to read: 




    Mesopotamia
    Spoiler Alert, click show to read: 




    Black Sea Coast
    Spoiler Alert, click show to read: 




    Baltic Tribes
    Spoiler Alert, click show to read: 




    Eastern Anatolia
    Spoiler Alert, click show to read: 



  9. #9
    Ixor_Drakar's Avatar Senator
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    Default Re: The Medieval World: A Kingdoms Mod

    Great news, looking forward to giving it a try.
    I survived the Mayan Apocalypse 12/21/12

  10. #10

    Default Re: The Medieval World: A Kingdoms Mod

    After a long, full day of coding work, I have great news everyone! Version 0.1 is officially available!

    This is an alpha version, released for playtesting purposes. Please download, leave comments, suggestions, and criticisms here!

    Download link again:
    Click here!

    Features:
    Version 0.1
    -a fully playable, brand new campaign map with 199 regions
    -historically and locally accurate settlement and region names (plus ports as well)
    -historically accurate (where possible) family trees
    -historically and locally accurate 'rebel factions' for all regions
    -historically accurate (where possible) rebel generals
    -unused factions: Mongols, Aztecs, Timurids, Portugal

    Credits:
    A HUGE thanks to Gigantus for his wonderful tutorials, his expertise, and his invaluable Bare Geomod modfolder for M2:TW Kingdoms
    Giorgios, Ixor_Drakar, and NikeBG: for all their wonderful support, advise, suggestions, and help this past month
    To all others who posted in my thread: Thank you so much for your interest and support, I hope to continue to improve this mod for each and every one of you
    To you: Thanks for downloading!
    Last edited by knin; July 31, 2011 at 01:28 AM.

  11. #11
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    That map is awesome! There's just no other way to describe it! Downloading now, as long as it's mod-foldered. (It is mod-foldered, right? )
    Last edited by Dan the Man; November 30, 2011 at 08:37 PM.
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.


  12. #12

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Mod-foldered indeed!

  13. #13
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Excellent! Then you have your first download! I won't be able to play it until the morning but I'll be sure to tell you how it works when I do! Thanks for posting it, I think it's going to be great! +rep
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.


  14. #14
    NikeBG's Avatar Sampsis
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Downloaded as well.

  15. #15
    Grymloq's Avatar Domesticus
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Congratulations! Downloading now

  16. #16

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    great map Knin,surley gonna play it!
    plus rep!

  17. #17
    Polycarpe's Avatar Back into action!
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Sweet and great Knin, I'll download it right away and see the work you,ve done. +rep for your efforts

  18. #18
    VINC.XXIII's Avatar Retired
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Kingdōm ofe Englaland
    Royaume de France
    Imperium Romanum Sacrum
    Repùblica Vèneta
    Spain Reinu de Llión
    Kingdom of Sicily
    Milan Repúbrica de Zêna
    Rìoghachd na h-Alba
    Basileía tôn Rhōmaíōn
    Russia Novgorodskaya zemlja
    Moors Imṛabḍen
    The Turks Büyük Selçuklu Devleti
    Egypt al-Fātimiyyūn
    Danmaurk Riki
    Królestwo Polskie
    Magyar Királyszág
    Patrimonium Sancti Petri
    Minor Factions (Rebels)

    Congrats for this release
    Reino de Castilla y León would be the correct name for Spain(playable faction)

    if you want have true potential rebels, you can put "Reinu de Llión" as sub-rebel faction, limited to the North province's of Iberia.(same better, only for one or two provinces, relevant to the historical Kingdom of Leon

    cheers


  19. #19
    Ixor_Drakar's Avatar Senator
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Congrats on the release, downloaded and will be playing it.
    I survived the Mayan Apocalypse 12/21/12

  20. #20

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Nice work Knin! I like how the Holy Roman Empire is what it mostly looked like at the time, because it still didn't get all of the german nations on it's side at the time. The only thing that I have a problem is that England looks too bent to the left. I know it looks like that more than what it looks like in the original, but still...Also, Sicily looks to long. I've been there once, and my dad showed me what it looks like, and I don't think it looks accurate. Other than that I love it!

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