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  1. #1

    Default New Mod for Alexander the Great?

    Greetings, I am a mapper with a great interest in Alexander the Great. I wish to know if anyone shares a similiar passion and might be interested in teaming up to create a mod attempting to recreate the campaigns of Alexander. Any interest?

    (Attached are examples of my current project to demonstrate my credentials.)

  2. #2

    Default Re: New Mod for Alexander the Great?

    No takers?! I have been doing my research, planned a mod outline and created a map template (see attached) but due to the ambitious nature of this mod I am simply unable to do this alone. At minimum, this mod would require a skinner and a 2D artisit. Can I not tempt anyone?

  3. #3
    Rinan's Avatar Centenarius
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    Default Re: New Mod for Alexander the Great?

    Hi, maybe you could take a look at this mod for Rome? http://www.twcenter.net/forums/forumdisplay.php?f=408 -- I think they still need a lot of work done. But I don't know much about the mod, I don't have Alexander expansion so I can't play it.
    Or at the very least you could see if you could help each other

    Nice idea, I always wonder why Alexander gets so little attention from modders.

  4. #4

    Default Re: New Mod for Alexander the Great?

    Quote Originally Posted by Rinan View Post
    Hi, maybe you could take a look at this mod for Rome? http://www.twcenter.net/forums/forumdisplay.php?f=408 -- I think they still need a lot of work done. But I don't know much about the mod, I don't have Alexander expansion so I can't play it.
    Or at the very least you could see if you could help each other

    Nice idea, I always wonder why Alexander gets so little attention from modders.
    It is a nice little mod that requires a little reworking. However, it is largely dormant and they already have a good map so there is little I can offer even if there were someone around to accept it. Hence the desire to start afresh given impetus by the greater potential of the medieval 2 engine.

    I imagine Alexander gets so little attention because our historical analyses tend to focus on events and periods which is reflected by modders who read such analyses. Also I think Alexander and his world may seem alien to many.

  5. #5

    Default Re: New Mod for Alexander the Great?

    Here is a game u might be interested in... Hegemony: Philip of Macedon... that game took me away from M2TW for some time ... might give you some cool ideas to use...
    Best of Luck!
    ...longbows, in skilled hands, could reach further than trebuchets...

  6. #6

    Default Re: New Mod for Alexander the Great?

    Quote Originally Posted by Tsarsies View Post
    Here is a game u might be interested in... Hegemony: Philip of Macedon... that game took me away from M2TW for some time ... might give you some cool ideas to use...
    Best of Luck!
    That does look interesting. I hope CA takes some notes particularly regarding lines of communication and supply lines. It annoys me no end that the larger your empire becomes in TW, the easier the game is as generally the opposite is true. It would also create a new aspect to the game by getting involved in piracy, banditry, scorched earth and guerilla warfare. Unfortunatly this project would be limited by the current game limitations mitigated only by some creative scripting.

  7. #7

    Default Re: New Mod for Alexander the Great?

    Hu, Alexander!

    Can you tell us something more? For example
    -which factions do you wanna put in it
    -the time-frame (before Philup's death or just after?)

  8. #8

    Default Re: New Mod for Alexander the Great?

    Quote Originally Posted by Zames View Post
    Hu, Alexander!

    Can you tell us something more? For example
    -which factions do you wanna put in it
    -the time-frame (before Philup's death or just after?)
    As regards time-frame, I believe a 334BC start date prior to Alexander's arrival in Asia Minor is best because by this time Alexander and Darius had both consolidated their power bases and were in the process of implementing their initial war policies. This would therefore be easier to script to ensure the campaign stays "true" to history. I am open to the possibility of an earlier start date as I like the idea of crushing opposition at home and subdueing northern tribes as the skills and experience Alexander and his troops acquired in these early campaigns would prove useful in later campaigns. However, the nuances of the secession disputes and an obtuse A.I may make any scripting to ensure a "true" campaign very difficult if not impossible. Thus I favour a 334BC start date with a 12tpy script ending with Alexander's death.

    As regards factions, the map template is, to my mind, the most ideal, and I would like to populate it with all the significant factions of this area and era. This would include: Macedon, Eperios, The Hellenic League, Sparta, an Illyrian faction, the Bosphoron Kingdom, Persia, Khwarezmia, an Arabian faction and the Kingdom of Porus. Again I would be open to other additions but those are the factions I see as minimal to recreating the political realities of that time period.

  9. #9

    Default Re: New Mod for Alexander the Great?

    I can help you with 2d art.

  10. #10

    Default Re: New Mod for Alexander the Great?

    So you will work at this mod or not?

  11. #11

    Default Re: New Mod for Alexander the Great?

    Quote Originally Posted by blur1811 View Post
    So you will work at this mod or not?
    If I can get a skinner yes. That is the one thing I really cannot do. And yes I would welcome your contribution.

  12. #12

    Default Re: New Mod for Alexander the Great?

    I just reskin, not skin...

  13. #13

    Default Re: New Mod for Alexander the Great?

    Quote Originally Posted by blur1811 View Post
    I just reskin, not skin...
    From what I have heard that it what most unit modellers do. As with most things, it is very difficult starting from a scratch. Considering that all unit models (men, elephants, camels, horses, etc) and weapons (pikes/sarissas, spears, swords, javelins, bows, etc) are already in the game I see no problem there. That is a reskin job.

    I should state my mod philosophy: I desire to create a mod that is historically accurate with enough flexibility to allow for diverse campaigns relative to merit and luck. I want to create something that is entertaining and informative but also celebrative of the Homeric spirit as embodied by Alexander. To that end, what I require from others is a keeness for historical accuracy and a passion to see this project through. I consider actual modding skill secondary as strength of will nearly always wins out.

  14. #14

    Default Re: New Mod for Alexander the Great?

    i will help you

  15. #15

    Default Re: New Mod for Alexander the Great?

    Quote Originally Posted by blur1811 View Post
    i will help you
    Excellent. Perhaps you could start with something simple, say creating some faction symbols? To get you started, you can find a Macedonian sun here - http://en.wikipedia.org/wiki/File:Vergiasun.svg

    As for myself, today I have been working on the Aegean islands. Attached is a completed Rhodes. Just ignore the unsmoothed Anatolia in the background!

  16. #16

    Default Re: New Mod for Alexander the Great?

    uhm, i will do it but later..

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