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Thread: Middle Ages - definitive (Eurasia, 1000-onwards)

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  1. #1
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    Default Middle Ages - definitive (Eurasia, 1000-onwards)

    Aimed at people who perhaps would want to create a realism mod for the period in question. Starting factions would be all the ones described on the map but australian and possibly most sub-sahara guys..
    Here's a map of Eurasia in the eve of the 12th century:
    http://upload.wikimedia.org/wikipedi...Hem_1100ad.jpg
    We'd be doing a lot of factions, possibly 70+, to represent all the empires and kingdoms of the time
    It'd take extensive historical research from everyone involved. This is aimed specifically at people who are diehard fans of the history but also of the middle-ages and who would truly like to see a definitive mod released for the period.

    Remark1: We'll divide everything into three periods
    1000-1200 Focusing heavily on i have no idea
    1200-1400 Focusing heavily on Mongol Conquests,
    1400-1600 Focusing heavily on Great Navigations and colonialism

    Remark2: The map regions would be the size of those that feature on Kingdoms but like for the whole of Eurasia...


    Well, post something here or pm me if you are interesetd. Thanks in advance everyone!
    Please, also, post something here only if you happen to be truly interested or, if you know of a similar mod already being developed!
    Last edited by bbc; December 29, 2011 at 05:32 AM.

  2. #2

    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Thread moved from M2TW GD forums to WIPS section.

    Also there is a hardcoded limit of 31 factions so you need to rethink your plan for your mod as 70+ factions are not possible.

  3. #3
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    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Is there a way to circumvent that? Is there a way to decompile the executable and change that? Maybe some creative idea?
    Last edited by bbc; December 29, 2011 at 11:53 AM.

  4. #4

    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Quote Originally Posted by bbc View Post
    Is there a way to circumvent that? Is there a way to decompile the executable and change that? Maybe some creative idea?
    No way at all, I'm afraid.
    No idea why, ask the makers of the game.

  5. #5

    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Like i told you in your PM, it's possible but it's illegal to hack the game according to its EULA (End User License Agreement) & also against TWC's rules.

  6. #6
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    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Is there any code that enables friendly fire?

  7. #7

    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Quote Originally Posted by bbc View Post
    Is there any code that enables friendly fire?
    I doubt it.

  8. #8

    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Friendly fire? If you mean that whether our archers\cannons etc can harm our own units then this already happens in game.

  9. #9
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    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    I meant on the campaign map. Like attacking same faction generals and armies. It would be possible, this way, to have more than 31 factions in hotseat..
    Civil war used to be quite common back then.

  10. #10

    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Quote Originally Posted by bbc View Post
    I meant on the campaign map. Like attacking same faction generals and armies. It would be possible, this way, to have more than 31 factions in hotseat..
    Civil war used to be quite common back then.
    Why not make generals more likely to betray you then?
    And then make rebels active.
    That would work...

  11. #11
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    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Quote Originally Posted by LEGIONARIVS HVNGARIVS View Post
    Why not make generals more likely to betray you then?
    And then make rebels active.
    That would work...
    yeah but not for hotseat which kinda like what I want.
    plus it would end up making rebels all over the map more active wouldn't it?

  12. #12

    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Quote Originally Posted by bbc View Post
    plus it would end up making rebels all over the map more active wouldn't it?
    Yes, but it would make the game more realistic.
    Rebels and bandits don't just sit on their asses and wait to be attacked.
    They often raid, and prey on weaker armies, etc.

  13. #13

    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    @bbc
    No that's also hardcoded. Same faction armies can't wage war on each other.
    @LH
    Leader and Heir can't betray and turn rebel, normal generals can but this may lead to shortage of family members which may lead to the destruction of the faction and thus losing the campaign. And still the faction count would remain 31.
    Last edited by Ishan; December 30, 2011 at 01:02 PM.

  14. #14
    ggggtotalwarrior's Avatar hey it geg
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    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    bbc I'm sorry to tell you this but none of your proposals make any sense to me. How would attacking your own faction allow you to split them? Even if you could this doesn't make any sense. Also, do you have any experience modding? I would assume that if you did, or if you had any experience playing Medieval 2 you would know the hardcoded elements....

    The Hardcoded List- http://www.twcenter.net/forums/showthread.php?t=95670
    Last edited by ggggtotalwarrior; January 01, 2012 at 01:48 AM.

  15. #15
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    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Quote Originally Posted by ggggtotalwarrior View Post
    bbc I'm sorry to tell you this but none of your proposals make any sense to me. How would attacking your own faction allow you to split them? Even if you could this doesn't make any sense. Also, do you have any experience modding? I would assume that if you did, or if you had any experience playing Medieval 2 you would know the hardcoded elements....

    The Hardcoded List- http://www.twcenter.net/forums/showthread.php?t=95670
    gah dude that'd be just a way to beat that 31 factions thing
    my original proposal was to make a mod that showed factionalism inside nations for the whole eurasian main (europe/asia/north africa) and you can't really do that with only 31 factions
    so I thought maybe a creative script that could circumvent that or maybe even a team that would be willing to change some hardcoded stuff without posting it here

  16. #16
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    70 factions sounds awesome! CA will be embarassed. Considering that you will probably need about a month at least to prepare one faction, its a life's work ahead of you my friend. I wish you lots and lots of commitment and dedication, and ofcourse unlimited free time to be able to devote yourself to such a grand project!

  17. #17
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    Default Re: Middle Ages - definitive (Eurasia, 1000-onwards)

    Quote Originally Posted by Vladyvid View Post
    70 factions sounds awesome! CA will be embarassed. Considering that you will probably need about a month at least to prepare one faction, its a life's work ahead of you my friend. I wish you lots and lots of commitment and dedication, and ofcourse unlimited free time to be able to devote yourself to such a grand project!
    thanks man
    you have no idea what this kind of support means to me
    if you want to help we can set up a team

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