Now I owe you double +rep Zames, very nice stuff. I'll leaf through that thoroughly when I have more time and figure out what we can come up with in terms of rosters.
Now I owe you double +rep Zames, very nice stuff. I'll leaf through that thoroughly when I have more time and figure out what we can come up with in terms of rosters.
One down....
Spoiler Alert, click show to read:
Before I add any more units I'm gutting out all the ones I know I won't need/be using, which so far has been almost 90 units. As I got towards the bottom of the EDU, I realized just how many different artillery pieces there are in this game. They include:
-ballista
-catapult
-trebuchet
-bombard
-rocket launcher
-grand bombard
-mortar
-ribault
-culverin
-cannon
-serpentine
-basilisk
-monster ribault
-monster bombard
My questions is 1) how many of these pieces actually get used during the course of a normal campaign? 2) Is it really necessary to have this many different types of artillery? I'm thinking some of these really need to go, especially the "monster ribault" and "monster bombard".
Nice work Knin!
..- but hey, if you need another unit, I think I can make one.
And to everybody, just post your ideas.
As for artillery, here's a bit of a radical suggestion, Knin- why not change the end date of the campaign, and scrap a whole host of late period units? You could perhaps have the campaign end in 1291, with the fall of the last Crusader States, but balance this out by making it 4TPY?
Just a thought!
^^ I like this idea. Keeping it focused on this period would allow for a broader roster for each faction without having to wait for late period units, allowing for more localized/national units.
I survived the Mayan Apocalypse 12/21/12
I'm not entirely opposed to the idea, however I would like to think on it some more. In the meantime, I want to do a full preview for the structure of Byzantine recruitment - it's what I've been working on since the map was completed and should give you an idea as to how the system will work for future releases.
Keep in mind that right now I'm planning to move to a one settlement type system to allow greater diversity of customization and to more accurately reflect the time period. Most cities had castles, and often vice versa, so attempting to determine which settlements belong in which category is difficult and somewhat preposterous. If you can convince me otherwise, I'm all ears.
Village - stratópedo tou chorioú
-Akontistaí
Town - stratópedo tou kómis
*requires leather tanner
-Toxótai
-Kontarátoi
Large Town - stratópedo tou tourmárchou
*requires blacksmith
*requires the presence of a "tourmarches" to build
-Akrítai
-Akrítai efippoi (i.e. mounted)
-Stratiótai
City - stratópedo tis poléos
*requires armoury
*requires city hall
-Skoutátoi
-Pronoiarioi
-Kavallárioi
Large City - stratópedo tou strategou
*requires heavy armoury
*requires presence of a "strategos" to build
-Skoutátoi (Swordsmen - I need a translation please!)
-Kastrofilakai
-Archontópouloi
Huge City - stratópedo tou basileós
*requires master armourer
*requires presence of a "basileus" to build
-Scholárioi
-Spartharioi tou Basileós
-Hetaireía tón Varaggíon
Remember that "tourmarches", "strategos", and "basileus" will be titles that your characters can acquire by being governor of certain regions and/or meeting certain conditions.
In addition, the Roman Empire will be very dependent on mercenary armies, and so in addition to a full plate of AoR units which every faction will have access to, the Romans will have access to some unique and specific foreign units at the stratópedo ton misthofóron:
Level 2: Mourtatoi
Level 3: Skythikon
Level 4: Latinikon, Alamanoi
Level 5: Gasmouloi
Level 6: Latin Handgunners (a translation would be great)
All of the units mentioned above were created by the lovely folks over at CBUR and are in the process of being implemented into TMW. If indeed I do decide to cut off the campaign at 1291, I think a few late units would probably be cut, and I may ask for permission to use a couple of old thematic units to fill in the gaps as well as to address the fact that the mod's starting date, 1081, represents a transitional period in Byzantine army structure as the Thematic system was overtaken by the Komnenian army.
Also, I am by no means an expert in Greek; if you think I've used the wrong word or declined a word incorrectly, please let me know. I've tried my best, but online dictionaries, declension tables, and knowledge of the Greek alphabet can only get me so far.
Last edited by knin; November 24, 2011 at 12:50 AM.
Wow, you're really talented +rep
I especially like the real names of factions and settlements. But I noticed that hungary's name is wrong. It should "Magyar Királyság", not "Királyszág". To be 100% correct it has to be "A Magyar Szent Korona Országai" (translated: the Hungarian holy crown's countries). I tell you this because your aim is to be historically correct and I wanted to contribute a bit
(btw: I know this quite well, because I am half Hungarian)
Thank youI'll fix that right away.
The longer one can go in the campaign descriptions, it would create a problem as an ingame display name.
Last edited by knin; November 13, 2011 at 12:21 AM.
As an early birthday present from me to you, I give you:
Patch 0.45!
-final map
-textures from Charge
-fixed pathfinding for roads
-fixed missing ports
-integrated Venice and Aberffraw with mainland
-fixed several faction color schemes
-updated faction selection map for new colors
I've just finished putting in the Byzantine roster, but a more complete release with units for multiple factions is still in development. In the meantime, though, I think that the final map is LOADS better than the old one and I'm interested to see if it makes gameplay any better now that you can actually properly navigate all over the map and such. Also, I know I promised to put in Agart's settlement models but I'm about to strip out the castles anyway once I begin the implement this new recruitment system, so I opted to just wait until there were only town-settlements. If you'd like to add them yourself, it's not difficult at all and I think they complement Charge's map textures perfectly. Links: Castles and Cities. Also, the new factions that I put in a few weeks ago are not in this patch, because they're simply dummies right now and need to be filled out with units, characters, etc. Look for them in the next full release.
This is a PATCH, you MUST have Version 0.4 in order to play. Simply download the rar, extract to .../mods folder as always, accept the overwrites, and run the executable.bat file.
It is also NOT save-game compatible.
Yay for Knin!
Hello, i'm a good flash/air programmer, so i can help u to create nice installer, or updater 4 this mod, or i can translate all texts to russian language.
my mail golubev91@ya.ru. Just contact me![]()
Next unit guys.
Random norman soldier.
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That looks really nice Xoxoman, +rep when I can.
Oh and by the way everyone, I forgot to mention that you'll also need to delete the map.rwm file in medieval_world/data/world/maps/base once you install the new patch. I'll add a note in various places to remind you.
My first attempt at a PSF...
Spoiler for Bdin:
If you still need any maps or anything, i found this earlier
Attachment 190208
Benevento and Skadar still don't have a port, atleast I couldn't find one on the campaign map.
Your right about Benavento, in fact I found a few others.
Spoiler Alert, click show to read:
I survived the Mayan Apocalypse 12/21/12
I guess I shouldn't be surprised since I was finishing up the release at 3 A.M., so sorry guys. I'll fix it as soon as I get home and replace the DL.