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

Voters
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%
Multiple Choice Poll.
Page 26 of 42 FirstFirst ... 161718192021222324252627282930313233343536 ... LastLast
Results 501 to 520 of 830

Thread: TMW (The Medieval World) *suspended*

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    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.

  2. #2

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    One down....

    Spoiler Alert, click show to read: 



  3. #3

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    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".

  4. #4

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    Nice work Knin!

    ..- but hey, if you need another unit, I think I can make one.

    And to everybody, just post your ideas.

  5. #5
    Giorgios's Avatar Campidoctor
    Join Date
    Apr 2008
    Location
    England
    Posts
    1,722

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    Quote Originally Posted by Xoxoman View Post
    Nice work Knin!

    ..- but hey, if you need another unit, I think I can make one.

    And to everybody, just post your ideas.
    How about a Norman mercenary knight unit? I know these were widely used across the Christian world.

  6. #6
    Giorgios's Avatar Campidoctor
    Join Date
    Apr 2008
    Location
    England
    Posts
    1,722

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    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!

  7. #7
    Ixor_Drakar's Avatar Senator
    Join Date
    May 2008
    Location
    Nineveh, N.Y.
    Posts
    1,052

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    ^^ 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

  8. #8

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    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.

  9. #9

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    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)

  10. #10

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    Thank you I'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.

  11. #11

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    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.

  12. #12

    Default Re: TMW (The Medieval World) - Map Finished! (Updated 11/10/11)

    Yay for Knin!

  13. #13

    Icon7 Re: TMW (The Medieval World) - Patch 0.45 Released! (11/13/2011)

    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

  14. #14

    Default Re: TMW (The Medieval World) - Patch 0.45 Released! (11/13/2011)

    Next unit guys.

    Random norman soldier.


  15. #15

    Default Re: TMW (The Medieval World) - Patch 0.45 Released! (11/13/2011)

    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.

  16. #16

    Default Re: TMW (The Medieval World) - Patch 0.45 Released! (11/13/2011)

    My first attempt at a PSF...

    Spoiler for Bdin



  17. #17

    Default Re: TMW (The Medieval World) - Patch 0.45 Released! (11/13/2011)

    If you still need any maps or anything, i found this earlier




    Attachment 190208


  18. #18
    =Bright='s Avatar Ordinarius
    Join Date
    May 2011
    Location
    Germany
    Posts
    720

    Default Re: TMW (The Medieval World) - Patch 0.45 Released! (11/13/2011)

    Benevento and Skadar still don't have a port, atleast I couldn't find one on the campaign map.


  19. #19
    Ixor_Drakar's Avatar Senator
    Join Date
    May 2008
    Location
    Nineveh, N.Y.
    Posts
    1,052

    Default Re: TMW (The Medieval World) - Patch 0.45 Released! (11/13/2011)

    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

  20. #20

    Default Re: TMW (The Medieval World) - Patch 0.45 Released! (11/13/2011)

    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.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •