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 3 of 42 FirstFirst 1234567891011121328 ... LastLast
Results 41 to 60 of 830

Thread: TMW (The Medieval World) *suspended*

Hybrid View

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

    Default Re: The Medieval World: A Kingdoms Mod

    The Vikings controlled Orkney, Man, and parts of Northern Scotland in 1080, but its hard to justify giving them an entire region. Perhaps a strong rebel/Viking presence in the Highlands would be able to simulate the struggles between Alba and the Vikings.

    EDIT: I'm having a little bit of trouble getting Venice the way I want.



    This is how I have it now. I can't delete those pixels of land south of the city or the game crashes, and adding a few pixels to the east would prevent the city from looking like its half in the water but I think it makes the island look too big. Anybody have a suggestion?
    Last edited by knin; July 04, 2011 at 05:19 PM.

  2. #2
    Giorgios's Avatar Campidoctor
    Join Date
    Apr 2008
    Location
    England
    Posts
    1,722

    Default Re: The Medieval World: A Kingdoms Mod

    Surely having Venice look as if it's in the water is for the best?

  3. #3
    Christonikos's Avatar Centenarius
    Join Date
    May 2011
    Location
    Nafpaktos, Greece
    Posts
    812

    Default Re: The Medieval World: A Kingdoms Mod

    Quote Originally Posted by knin View Post
    The Vikings controlled Orkney, Man, and parts of Northern Scotland in 1080, but its hard to justify giving them an entire region. Perhaps a strong rebel/Viking presence in the Highlands would be able to simulate the struggles between Alba and the Vikings.

    Ok, then. Another question. What's going on with rebel settlements? Will, they be like in vanilla, which means many, and the factions will start with 2- 5 regions, or the factions will start as empires? Or, will you just base rebels on hstorical accuracy?

  4. #4
    medievaldude's Avatar Senator
    Join Date
    Aug 2009
    Location
    North York, Toronto, Ontario, Canada
    Posts
    1,147

    Default Re: The Medieval World: A Kingdoms Mod

    Sure, I know some information about Romania, but finding information on Romania as it was in 1080 is not the easiest thing in the world. This page seems to indicate that Tirgoviste wasn't built until the 12th century, which is after the beginning of my mod's time period. This page says that Wallachia didn't become an independent state until the 1300's, and during the late 11th century it was under the control of the Pechenegs and Cumans while Hungary controlled Transylvania to the north. I certainly think it'd be cool to have a Romanian-area faction, but unless you can point me to some sources which dispute what wiki says, this mod, which is based on creating as historically accurate a world as possible, won't be including Wallachia, sorry.
    Well from the most things i know of them that they were semi-nomadic people. they lived on the Carpathian mountains, which is in Romania. They for the most part, were protected by the Hungarians who helped them establish there fedual future. It is said they formed a principality in around the 12th century. Then later on they became their own state but paid tribute to there Deepest Hungarian friends.

    Quote Originally Posted by Modder Knin
    some sources which dispute what wiki says,
    well i read this from Osprey book.


    Well from the most things i know of them that they were semi-nomadic people. they lived on the Carpathian mountains, which is in Romania. They for the most part, were protected by the Hungarians who helped them establish there fedual future. It is said they formed a principality in around the 12th century. Then later on they became their own state but paid tribute to there Deepest Hungarian friends.
    Let's just say they were a pushover, always following others. But Vlad proved them wrong, and they weren't picked on that much as prior.
    Last edited by medievaldude; July 04, 2011 at 09:27 PM.

    Ductus Exemplo
    Fas est et ab hoste doceri !
    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.

  5. #5

    Default Re: The Medieval World: A Kingdoms Mod

    Scandinavia is up. It's not exactly what I wanted to do, but its the best I could do with the dimensions I had. Nidaros/Trondheim is about 5-7 pixels north of the edge of my map, so right now its out but I'll definitely work on putting it in for more advanced builds of the mod. I still think there are too many regions up there anyway, so at least one will be cut eventually. Anyway, I'll add the pictures to this post so you don't have to scroll through all those images in the first post, though I will keep updating that list also.

    Denmark
    Spoiler Alert, click show to read: 




    Svealand & Gotaland
    Spoiler Alert, click show to read: 




    Eastern Norway
    Spoiler Alert, click show to read: 




    Western Norway
    Spoiler Alert, click show to read: 




    Comments as always

  6. #6
    Grymloq's Avatar Domesticus
    Join Date
    Oct 2010
    Location
    Venice, Italy
    Posts
    2,172

    Default Re: The Medieval World: A Kingdoms Mod

    Good job
    The map in development is the thing I love most in the mods

  7. #7

    Default Re: The Medieval World: A Kingdoms Mod

    Sicily is done.

    Spoiler Alert, click show to read: 




    @Christonikos - Rebel settlements will be used to simulate rebellions, dissensions, etc. For example, in 1080, the HRE was in the middle of the Investiture Controversy which partially led to the Great Saxon revolt. Rudolph of Swabia controlled Schwaben and Sachsen in direct opposition to the HRE Henry, so all those provinces will start the game as rebel. Each region will have its own unique name for rebels, though the units that spawn will be similar across cultural regions. Each faction's starting position will represent the extent of territory they controlled in the first half of the year 1080.

  8. #8
    IZob's Avatar Citizen
    Join Date
    Aug 2009
    Location
    Australia
    Posts
    9,829

    Default Re: The Medieval World: A Kingdoms Mod

    How many regions do you plan to put in? I'm sure your aware of the 200 region limit (which includes the water as well).
    Contact me on Steam: steamcommunity.com/id/IZob/ or send a PM.

  9. #9

    Default Re: The Medieval World: A Kingdoms Mod

    My goal is to use all 199 possible regions, and so far I believe I'm at 102. As I progress further towards the completion of this map, regions may be have to be deleted or combined in order to better balance Western Europe/Eastern Europe/Middle East.

  10. #10

    Default Re: The Medieval World: A Kingdoms Mod

    Sorry guys, no big screenshot preview tonight, I'm working on the Russian principalities and the maps I'm using have three very different distortions so it's a little difficult to reconcile everyone and get cities in the right spot. After I finish those I'm planning to move on to the Baltic states, which is perhaps the most difficult region of Europe and the Middle East to map in this time. Since the Prussians and their northern neighbors were all still tribal in the 11th century, finding exact locations of permanent settlements is not too easy. I did about an hour of research earlier today and came up with a list of potential hill forts/Viking trading posts that would potentially fit...only 2-3 of these will end up making it into the game. If anyone is familiar with this area of the world before the Baltic Crusades, your input would be very much appreciated.

    Here's my list:

    Estonia-
    Lindanisa/Kolyvan/Tallinn
    Varbola - some sort of fortress in Harju

    Latvia-
    Tervete (Namejs) - Semigallian fort, semi-legendary
    Riga/Duna Urbs - Viking trading post

    Lithuania-
    Apuole - Curonian town/fort, besieged by Vikings in 854, ransomed, not mentioned again until 1253
    Grobin(a)/Jurpils - Viking post
    Kaup - Viking market town, flourished until end of 10th century, possibly destroyed 1016
    Palanga - Curonian center of trade
    Kaunas - supposedly built before 1030, but founders unknown
    Trakai - potentially the capital of Gediminas
    Kernave - supposed capital of Lithuania, not mentioned until 12th century

    Prussia-
    Truso - Amber Road Viking post in Pomesania
    Honeda - Warmian castle (later destroyed and rebuilt as Balga)
    Cadina - Pogesanian castle named after the daughter of a chief
    Velowe - Nadruvian castle
    Raganite - Skalvian fort
    Twangste - Prussian fortress (later destroyed and rebuilt as Konigsberg)

  11. #11

    Default Re: The Medieval World: A Kingdoms Mod

    Quote Originally Posted by knin View Post
    Hey all, I'm not exactly new to the world of R:TW or M2:TW modding, but this is my first attempt at starting a public mod project.

    The basis for this mod is somewhat similar to the "Regions and Provinces Mod" or the "Historically Relevant Strat Map Mod" in that my goal is to focus the original M2:TW map on Europe, expand it, and fill it up with many more, more historically accurate regions. My goal is not to carbon copy either mod but, using a brand new base map which I have created, conduct my own research and create the best and most historically accurate map of Europe in the timeframe of the original game.

    By focusing the map on Europe, I have eliminated the Aztecs as a faction, freeing up another faction slot. I haven't decided which if any factions I'd like to add to the game yet, because my expertise is primarily in mapping and so I want to focus on the map first. Faction list so far (subject to much change):

    Kingdom of England
    Kingdom of France
    HRE
    Republic of Venice
    Spain Kingdom of Leon-Castille
    Kingdom of Sicily
    Milan Republic of Genoa
    Kingdom of Scotland
    Byzantine Empire
    Russia Republic of Novgorod
    Moors Almoravid Dynasty
    The Turks Seljuk Turks
    Egypt Fatimid Caliphate
    Kingdom of Denmark
    Portugal Kingdom of Navarra or Taifa of Sevilla
    Kingdom of Poland
    Kingdom of Hungary
    The Papal States
    Mongols
    Timurids
    Minor Factions (Rebels)

    possible additional factions: (WIP, based on whether or not I can get a team together)
    Kievan Rus'
    Ireland (probably not united, will focus on one nation)
    Kingdom of Norway
    Svealand
    Lithuania
    Kingdom of Dioklea
    Kingdom of Hrvatska
    ...to be continued


    I have finally completed my base map and am now slowly working on implementing regions. Here is a teaser of what the scale and terrain of the map look like:
    EDIT: England, Scotland, Wales, Ireland, France, most of HRE, Iberia, Italy, and Scandinavia are done.

    Spoiler Alert, click show to read: 

    England and Wales
    Spoiler Alert, click show to read: 




    Scotland
    Spoiler Alert, click show to read: 



    Ireland
    Spoiler Alert, click show to read: 



    Southern France & The Alps
    Spoiler Alert, click show to read: 



    Loire & Seine
    Spoiler Alert, click show to read: 



    Aquitaine
    Spoiler Alert, click show to read: 



    Seine & Rhine
    Spoiler Alert, click show to read: 



    Northern Germany
    Spoiler Alert, click show to read: 



    Franconia & Bavaria
    Spoiler Alert, click show to read: 



    Carinthia & Ostmark
    Spoiler Alert, click show to read: 



    Pommerania
    Spoiler Alert, click show to read: 



    Aragon & Navarra
    Spoiler Alert, click show to read: 



    al-Andalus
    Spoiler Alert, click show to read: 



    Badajoz & Silves
    Spoiler Alert, click show to read: 



    Galicia, Leon, & Castille
    Spoiler Alert, click show to read: 



    Northern Italy
    Spoiler Alert, click show to read: 



    Central Italy & Corsica
    Spoiler Alert, click show to read: 



    Campania
    Spoiler Alert, click show to read: 



    Calabria
    Spoiler Alert, click show to read: 



    Sardinia
    Spoiler Alert, click show to read: 



    Sicily
    Spoiler Alert, click show to read: 



    Denmark
    Spoiler Alert, click show to read: 



    Svealand & Gotaland
    Spoiler Alert, click show to read: 



    Eastern Norway
    Spoiler Alert, click show to read: 



    Western Norway
    Spoiler Alert, click show to read: 



    Dalmatia & Hungary
    Spoiler Alert, click show to read: 



    Greece
    Spoiler Alert, click show to read: 



    Turkey & the Bosporus
    Spoiler Alert, click show to read: 



    Carpathia
    Spoiler Alert, click show to read: 



    Estonia & Finland
    Spoiler Alert, click show to read: 



    Northwestern Russia
    Spoiler Alert, click show to read: 



    Crimea
    Spoiler Alert, click show to read: 



    The Caucasus
    Spoiler Alert, click show to read: 



    Urmia & Van
    Spoiler Alert, click show to read: 



    Nile, Sinai, & Outremer
    Spoiler Alert, click show to read: 



    Fertile Crescent
    Spoiler Alert, click show to read: 



    Cyrenaica
    Spoiler Alert, click show to read: 



    Sicily & Tunisia
    Spoiler Alert, click show to read: 






    Now that the base map is basically done, the remaining map work is to fill out all the regions, put in all river crossings, and smooth out the coastlines. That last one I'm not looking forward to, I tested it a little bit last night and its extremely time consuming...but totally worth it. If anyone is willing to help me with these last map endeavors, your help is greatly appreciated.

    Once the map is completely finished, I'll begin to more extensively search for people who can help me to implement the new factions I discussed above.

    In the meantime, even if you can't help, comments/feedback/criticisms are always welcomed!

    I look forward to working with any who would be willing to join my humble little modding project.
    Hey Knin,
    I was looking at the possible factions, and I wondered who Svealand, Kingdom of Dioklea, and Kingdom of Hrvatska was. I'm pretty sure Svealand is Sweden, but I am not familiar with the other two. But for additional factions here are some ideas: Bulgaria (I want this in my mod, but can't fit it in), Keivan Rus (Very Important, maybe more than Novgorod Rus), the Abbasid Caliphate(Because you have the fertile cresent, and they live there and to baghdad), and Georgia. Now the Timurids I don't think should be a faction, only because they are the same empire as the Mongols, only led under a different leader.
    P.S. I would be happy to do the tedious anti-pixalating on the map_heights for you and be part of this awsome mod!! I'll PM you my e-mail, so you can send me the file.

  12. #12

    Default Re: The Medieval World: A Kingdoms Mod

    You're absolutely right about Svealand, its a predecessor of modern Sweden. The country we know today as Sweden wasn't united until the 1200's, before which it was (primarily) split into two petty kingdoms, Svealand and Gotaland. The Kingdom of Dioklea is the medieval incarnation of modern Serbia, and Kingdom of Hrvatska is Croatia. (Hrvatska is Croatia in Croatian language).

    As for your suggestions, Bulgaria existed from 681-1018 and then again from 1185-1396. In the starting period of my mod, Bulgaria was back under the control of the Byzantine Empire. Kievan Rus' is in, you must have missed it . With regards to the Abbasids, the fact that their military could not stand up to the emerging dynasties such as the Turkic Seljuks and the Fatimids in Egypt meant that while the Abbasids were a de jure independent state, their lands in Mesopotamia were de facto under the control of the Seljuks. I will say I haven't completely researched my Middle Eastern factions yet, so perhaps once I re-examine the topic I'll find some information that will better distinguish between the Seljuks and the Abbasid Caliphate but for now, they're out. I certainly don't have any problem considering Georgia, so I'll keep that one on the list for now.

  13. #13
    NikeBG's Avatar Sampsis
    Join Date
    Sep 2006
    Location
    Sofia, Bulgaria
    Posts
    3,193

    Default Re: The Medieval World: A Kingdoms Mod

    Quote Originally Posted by knin View Post
    As for your suggestions, Bulgaria existed from 681-1018 and then again from 1185-1396. In the starting period of my mod, Bulgaria was back under the control of the Byzantine Empire.
    The Byzantine "thema Bulgaria" (modern Macedonia, Eastern Serbia, Western Bulgaria) was indeed Byzantine, but I think their "thema Paristrion" (modern Northern Bulgaria) was at the time overran by Pechenegs and full Byzantine control was restored after the battle of Levounion in 1091. I'm not too sure though, so it might be worth checking a recent thread in the VV about the Byzantine-Pecheneg wars. But, in any case, there can be no Bulgarian faction in 1080 indeed.

  14. #14

    Default Re: The Medieval World: A Kingdoms Mod

    If I could say as Italian, you maybe could add Pisa as faction, at the time was more important than Genoa and its worst enemy until 1284, what do you think about it?

  15. #15

    Default Re: The Medieval World: A Kingdoms Mod

    I had actually thought about Pisa, but I haven't decided what to do with them yet. If I made them into a faction, I'd have to split the Tuscany region (which I'm totally fine with), it just means I would have to take away a region somewhere else and I'd like to see how everything balances out first before I would do that. More to come as the map takes shape.

  16. #16

    Default Re: The Medieval World: A Kingdoms Mod

    Great work then now , if you need 2d things and skin's, feel free to ask +rep.

  17. #17
    VINC.XXIII's Avatar Retired
    Join Date
    Mar 2009
    Location
    Oxybian hills
    Posts
    4,644

    Default Re: The Medieval World: A Kingdoms Mod

    nice map here, why don't create coastal provinces for North Africa, and a big Sahara?
    That would save one or two provinces, and prevent this region against the vanilla syndrome, its ugly to see the latins dominating this so easily.
    This region is today hard to control for Algeria and Maroc, personally I can't imagine Castilla, Aragon, or Sicilia holding it.
    With strong rebels, only the Moors could conquier Tambuctu, and again with many difficulties(need a harsh rate of rebellion and few adjustements)

    I just proposed it as well,... good luck with your mod.

    something like that:
    Spoiler Alert, click show to read: 
    Last edited by VINC.XXIII; July 06, 2011 at 05:19 PM.

  18. #18

    Default Re: The Medieval World: A Kingdoms Mod

    Thanks guys.

    @Rus-Bey - Yeah, I was thinking along the same lines. I seem to remember reading something that having a region that always stays rebel makes the rebels more balanced during gameplay, but I honestly don't remember. Either way, yes, there will be a large, inaccessible Sahara region in North Africa.

    I'm afraid once again I don't have a big screenshot update for everyone tonight. I have put in the regions for Rus', but I'm extremely unhappy with how they turned out and upon closer examination I may need to redo the entire area in terms of river and lake placement. The mapping software I'm using, DEMIS, suggested by the wonderful Gigantus, does a great job providing base maps for the typical M2:TW mapper like me, however I'm discovering that the distortion (especially in Russia) is really quite different from most other maps of the area, and so trying to layer a separate province map on top of the game maps I'm working with is frustratingly difficult.

    Anyway, its been a long day and I hope tomorrow I'll have a little more patience to work on this area and get it right to the best of my ability, but in the meantime I might go back and fill in the Balkans, Hungary, and Poland and then come back to Rus'. Everyone's comments and encouragement have been really quite wonderful, I sincerely appreciate the attention you all have given my work. Until tomorrow, adieu!

  19. #19

    Default Re: The Medieval World: A Kingdoms Mod

    @NikeBG - Thanks for pointing me to the VV, that was indeed a very interesting article.

    Ok so I'm redoing the Eastern European rivers and city placements, and will eventually go back and fix the region borders. So for now, I have a picture of the Kyiv vicinity but the borders are really messy.
    Spoiler Alert, click show to read: 




    Also, I'm getting this really strange pseudo-error where the map looks extremely glitchy over certain areas, example below. Does anyone know what causes this?
    Spoiler Alert, click show to read: 



  20. #20

    Default Re: The Medieval World: A Kingdoms Mod

    Quote Originally Posted by knin View Post
    @NikeBG - Thanks for pointing me to the VV, that was indeed a very interesting article.

    Ok so I'm redoing the Eastern European rivers and city placements, and will eventually go back and fix the region borders. So for now, I have a picture of the Kyiv vicinity but the borders are really messy.
    Spoiler Alert, click show to read: 




    Also, I'm getting this really strange pseudo-error where the map looks extremely glitchy over certain areas, example below. Does anyone know what causes this?
    Spoiler Alert, click show to read: 


    In response to the glitches-make sure the colors in map_heights and map_ground_types are exactly what they should be. Example: in map_height if one of the colors in 4, 4, 5 - that won't work. And if you enter a color in map_heights as 0, 0, 0, it will think of it as water. Hope that helps!

Posting Permissions

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