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Thread: The Kingdoms of the Isles - The Second Preview

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    Default The Kingdoms of the Isles - The Second Preview

    The Second Preview




    Campaign Setting & Scottish Recruiting


    Mod Progress - Status Report

    It has been some time since Kingdoms of the Isles was first announced and in that time the mod team has seen various team members come and go, as well as our interest levels fluctuate due to workloads. As such The Bruce and I are still the major contributors and creators so far but Smoesville has now joined the team as well. Our mod will also incorporate other mods from the modding community such as Lord Condormanius, Smoesville, Swagger, Gigantus and Danova to name a few. The other contributors will all be listed for their mini mods that are added later on.

    Currently, we have a playable version of the game that includes only those factions playable in Kingdom of the Scots, plus France. The new factions as to now have not been added to the game, but will be as new 2D graphic work is designed. The release date is still unknown and for the time being is simply "in the future". Actually since the last preview there are no new graphics to show of the mod progress; but hopefully that will be remedied shortly. In the meantime though, I have added the signatures throughout this preview that were created by Smoesville.

    Mod changes since the First Preview

    1. The interface screens created by Ewen Cameron will not be featured as he has left the team and the Total War community as well.
    2. Only one or two campaigns for starters.
    3. The mod time frame has been changed to start in 1294 - 1414 to accomodate a historical Wales starting faction and final revolt in 1400.
    4. Papal messages have been removed.
    5. Engage_armies corrupted trigger has been removed from the ingame custom battle of Stirling Bridge.
    6. Ireland will now have 3 playable factions (eventually).

    How will the mod play?

    Firstly, the Kingdoms of the Isles will start as a Nations Only campaign with England, Scotland, Wales and Ireland as playable from the beginning (and France non playable). As the mod focusses on Scotland, and in particular it's relationship with its clans and England, there will be intense scripting with checks in place to foster these relationships. For instance, the KOTS3 clans will be non playable clans that start the game allied to Scotland with a perfect relationship of 1.0, therefore existing in their own realms with their own powerbases, free to fight against each other.

    Thier alliance with Scotland is further monitored and enhanced by a modified verions of Archaon's Diplomacy Mod script done by TNZ, which ensures that prior to any end to this alliance, the faction must send a diplomat to break it. To this arrangement a further script has been added called the Clan Allegiance script which will allow the Scottish Faction to recruit units from the highland clans in times of invasion to assist in a national defence.

    And the second option for the Kingdoms of the Isles is to release a semi historical campaign that follows the traditional Total War campaign which incorporates all factions as playable. This would be seen as a semi or non historical campaign as the clans of Scotland could become too powerful for the crown and control too much land; if the Scottish faction in unable to expand and control traditional clan regions. However if Scotland the faction was powerful enough, it is designed to recruit clan units once a certain amount of Scottish culture is found; and once this occurs these clan units would take on the name of the clan, but belong to Scotland.

    Both of these campaigns and their particulars are still being discussed and open to change.


    Historical Context - An Overview

    This preview will not be a copied and pasted historical overview of the time. Much has already been written by others, and better compiled then what I can do justice to in this space. For those wishing to find a quick and easy summary of the Wars of Scottish Independence and the Anglo/Scottish Wars, you should read this Wikipedia page.

    In Kingdoms of the Isles the campaign takes on a later historical context. The mod now commences in 1294 to coincide with the Welsh Revolt led by Prince Madog ap Llywellyn and his siezure of Caernarfon Castle. The reason for this is to give Wales an actual historical context to start the game as after the uprising is defeated in 1295, Wales becomes an English occupied territory.

    Also occuring in 1294 was the raiding and slaughter of both a large percentage of the population of Guernsey by the French. Thus from the first turn England will be fighting on two fronts, but can expect to be fighting on 3 fronts with its occupation of Irish territories. However, as the focus of the mod is on Scotland, the activity will centralise around the Anglo/Scottish wars, and also the internal disputes between Scotland's Crown and its powerful clans. For instance, once the Treaty of Paris has been signed between Scotland and France in 1295, Scotland and England will be at war via scripting.

    In the following year 1296, Edward I launches a massive invasion of Scotland and within months has marched his army from Berwick in the Sottish Borders, to Edinburgh, Striling, Perth, Montrose, Aberdeen and across to Inverness and occupied many towns and castles. This will also occur in the game via scripting with an intense 5 turns where Scotland will become an occupied territory fighting for its existence against English armies in 18 Regions led by historical figures such as Humhrey de Bohun, Earl Warrene of Surrey, Hugh de Cressingham, John Cantilupe and Hugh and John le Despenser to name a few. There is a real possibility for the human or AI that Scotland the faction could be reduced to as few as 5 - 10 regions by 1298 and have a very strong challenge to be an independent land.

    After the first 10 to 15 years actual historical scripting is less reliable as the campaign ownership of lands may change to a non historical setting. So only generalised historical scripting such as gunpowder and the black death will appear as the campaign moves through the Scottish Wars of Independence (ending 1357) to the 100 years war, into the end of the mod which will see the Welsh Rebellion of Owain Glyndwr in 1400 scripted to occur. The Welsh player (human or AI) will then have 14 years to reconquer all of Wales.


    Campaign Gameplay


    Mercenaries

    All mercenaries have been reworked and will no longer be generic troops available in all regions. They will now be specifically named units such as Flemish Pikemen available in Berwick, or Gascon Knights available in Portsmouth, to Gunn Highlanders available in Caithness, or MacLean Galloglaich available in Donegal etc. All costs, unit numbers and experience levels and recruitment by factions will differ depending on the region recruited. Mercenaries will also be able to be recruited at "Ports" and "Taverns".

    As with traditional Total War unit recruiting, the one aspect of the game I wanted to alter was the generic named unit that was available to all factions for the same cost, amount of men and same experience level. At this stage, this section is a work in progress and needs to be researched in greater detail to include continental mercenaries serving in the British Isles (if anyone has any links or research in this area please post a link in this thread).

    Towns, Castles, Forts & Town Walls

    One of the features in KOTS3 was the limitation placed on certain towns expanding higher than villages, especially in Scotland. We have taken this to the next level in Kingdoms of the Isles by applying this historically to all regions on the map (199). Depending on the population present in a town at this stage in history, it will not be able to grow further. This will severely impact the Scottish clans, Scotland, Wales and Irish factions as their populations will not be able to field large armies like England.

    Recruiting in castles and towns has also been changed from the original and this has been streamlined to ensure the choice between controlling the region as a castle or town is now very important. At this stage Villages, Towns and Large Towns have been limited to militia, light horse or peasant archer units until the village or towns grows to that of a city.

    Other changes include all heavy horse can only be recruited at stables. Specialist archer units can only be recruited via archery buildings. And all heavy infantry can only be recruited at castles.

    With town walls, only those towns that had historical stone walls can build stone walls; all other towns will either only build a pallisade or wooden wall depending on regions. Highland regions still cannot build walls. For hose of you that like to hide behind walls in the highlands then you'll need to build a castle.

    Forts have 21 free slots to garrison troops so that no cost for keeping those soldiers is paid, however you need to ensure that when you deploy those soldiers into the field, that once their campaigning stops that you return before you lose too much money. This feature will also be affected by scripts for winter and summer campaigning, as well as a basic supply and attrition script.

    Stirling Bridge

    The only custom battle that will trigger in game now will still be Stirling Bridge and will have the engage_armies command removed. All other historical battles will feature as custom battles such as Falkirk, Halidon Hill, Neville's Cross, Otterburn and Shrewsbury to name a few.

    Rebels and Rebel Settlements

    This pertains to Scotland currently and will spread to other factions and regions as the mod progresses. The reason for this is that the different cultures, peoples and clothing that defined the Scottish landownership at the time was quite diverse and can be easily adapted to the mod with some clever uses of hidden resources.

    In KOTS3 I was unable to achieve the use of generic one size fits all highland rebels and mercenaries as my modding and coding knowledge at the time was developing. After much trial and error I found a way (and others have probabaly known and used it for longer) of enabling different ownership of region and allowing each different regions to recruit different clans each with their own unique skins and names. Now as the Scottish faction when you move from region to region in the highlands, you'll be able to recruit Frazers, Grants, Rosses, MacKenzies, MacDonald's etc in their traditional territories, with their unique skins.

    Another aspect of this mod will be the reduction of rebel regions on the campaign map. In fact there will only be 8 rebel held regions (out of 199 on the map) in Scotland which are North and South Uist, Barra, Rum, Tiree, Jura, Orkney and the Debateable Lands. This is a blend of historical accuracy and gameplay enhancements to reflect the ownership of these regions at the time. For instance Orkney was under Norse Rule, but Norway has been removed as they have no impact on British or Irish History after 1263. Also, as both the English and Scottish crowns found it impossible to control the Debateable Lands in the Borders, this has been made rebel, and will be a very difficult region to hold. The other Scottish ruled islands mentioned have been left rebel to allow expansion of the clan power bases.


    Scripting

    Will be discussed in another Preview, but is a significant part of this mod and will include the following scripts created by TNZ, Germanicu5, DaVinci and Swagger, dearmad and Archaon:

    Clan Allegiance to Scottish Crown
    Re-emergent Factions
    Emergent Factions - Health of France script (Flanders and Burgundy)
    French Invasion of England script
    Garrison Script
    Assimilation Script
    Sack enemy camp
    Auld Alliance (France and Scotland)
    Diplomacy Mod
    Princess Script
    Yes/No events
    Winter/Summer campaigning
    Attrition/Supply script

    New models

    To be announced, but include units by Smoesville, Danova and Lord Condoriamus.

    Irish Pony - for Irish and Highland units by Smoesville.
    Dismounted Mailed Knights - by Lord Condoriamus.
    Alternative Dismounted Scottish Knight - by Lord Condoriamus.

    Chain mail vs Plate armour

    Another area I was keen to improve upon was the removal of plate armour as standard wear for infantry units. Plate armour as we all understand was exceedingly expensive and only available to those with a lot of money, therefore with the exception of knights & Men at Arms (dismounted or mounted) this has been removed from the mod. As has muskets or Arquebusiers which have no place in the time period for this mod. Cannons have been retained but will only be available from 1337 onwards in very small quantities.

    Therefore, most units in the mod such as archers or spearmen will only have a chainmail upgrade at best as knights will take the prominent role of being the best protected soldiers on the field. Conversely, peasants have been removed from the game, as the lowest form of armed peasantry should be a feudal levy or town militia.

    So, to date units such as all heavy pikemen and peasants have been removed from the game, and a review of all units is still underway. Other units have had name changes such as these listed below:

    Feudal Knights - Men at Arms
    Dismounted Feudal Knights - Dismounted Men at Arms


    Heraldry and Nobles vs Commoners

    The Heraldry Mod created by Rawghi and modified by me for KOTS3 is being overhauled and will ONLY include Earldoms and Lordships that existed at the time.

    I have removed all common or peasant names from the game and as such only names of the nobility will be used as this is a mod about knights, kings and earls and not a game where bakers, coopers and smiths lead armies and sieges. This I will release to the community as a stand alone mod for public use. This has been pain stakingly researched and implemented and is one area of historical accuracy I did not want to be comlacent withcompromise on. Apart from the real historical characters mentioned earlier there will be others such as Robert de Ros or Ralph FitzWilliam, or Amaury de Saint Amand or Walter de Beauchamp. The characters that start the game will all be 100% historical knights of the realms of England and Scotland.

    Also every settlement at the beginning of the game will be lead by a named character, there will be no settlements led by faceless captains. In order to keep the cost for this down we have removed the cost from Generals, in favour of recruitment costs for other units. These named characters will also be 100% historical figures fighting for their respective kings.

    Scottish Recruiting Indepth

    At this stage in history Scotland as we know it did not exist as a unified kingdom. Instead, Scotland was still divided ethnographically and geographically as it had always been with clear distinctions between those that lived in the highlands, lowlands, borders and Galloway. Scottish recruitment has seen a massive overhaul of both the units and the region by region recruitment to represent this.

    All highland units in scotland will be different sizes, costs and battle stats owing to the prestige, size and landownership of the historical clan. So far in addition to the playable clans listed there will be other rebel only clans such as Gunn, MacNeil, MacGregor, Cameron, Grant, Fraser, Gordon that will appear as rebels and mercenaries.

    Another aspect of KOTI will be the conversion of existing units such as Theigns, Huscarls, Sergeants, Norman Knights, Longbowmen, Frankish Knights & Mercenary Spearmen to rebuild a very weak (in my opinion) feudal roster for Scotland. Whilst I have added units there have also been some removed such as the Scots Guard (formed in 1418), Noble Pikemen (now only as officers), Noble Swordsmen (now only as officers), Heavy Pike Militia (now only as officers).

    One last very important feature is that every unit available on the Scottish Faction Roster is also available for recruitment by the Clan Factions once they have converted 75% of the population to the Gaelic culture.

    So let's take a look at how Scottish recruiting has changed in KOTI.

    Highland Recruiting

    There will be two new units added to all highland clans, the Galloglaich and Lochaber Axemen which will complete the roster for highland units at 13. All of these units are unique in size, cost, experience and abilities, and some especially Galloglaich, cavalry and archer units will only be recruitable in specific areas. This is especally true of the Galloglaich units which will only be recruitable in the Western Isles and in Northern and Western Ireland, and also cavalry units which will not abound in the highlands, but will only be recruitable in the wealthier and larger towns.

    In general the highland units will be smaller in size when compared to the feudal units available in the lowlands, borders and England. This is done to show the population size differences between the highlands and everywhere else, and therefore the manpower available for fighting is apparent.

    Also for each clan the units have been copied so that when the clan such as Macdonald controls the regions in its own right it recruits as either highlanders, pikemen, spearmen or archers, but when the Scottish Faction controls the region (and converts the people to scottish culture approx 75%) it will recruit the units as Macdonald highlanders, Macdonald pikemen, Macdonald spearmen or Macdonald archers. And in the case of the Macdonalds there will be either three or four separately named factions such as Macdonald's of Islay, Macdonald's of Sleat, Macdonald's of Ardnamurchan and Macdonald's of Ranald, each with distinct unit sizes and abilities.

    In general the bulk of highland armies will still be made up of infantry, with very small contingents of horse and archers. Highland generals at this stage will all fight on foot, but if specific historical references are found stating a specific historical character or faction fought on horse, it will be changed accordingly.

    Scottish Borders Recruiting

    In the Scottish Borders there will be 5 specific units not recruitable anywhere else in Scotland that have been converted for the Scottish Faction.

    Mounted Sergeants - Men at Arms
    Dismounted Norman Knights (ug1 upgrade) - Dismounted Border Knights
    Norman Knights (ug1 upgrade) - Border Knights
    Border Horse - Border Horse
    Longbowmen - Selkirk & Ettirck Archers

    Further to this when a General Bodyguard unit is recruited at a castle in the Scottish Borders, this unit will be a Border Knight as opposed to a NE Bodyguard.

    Lowland Recruiting

    In the Scottish Lowlands there will be 4 specific units not available anywhere else in Scotland.

    Lowland Nobles - using the ug1 upgrade from Highland Nobles
    Lowland Noble Archers- using the ug1 upgrade from Highland Nobles Archers
    Lowland Swordsmen - Using the model from Norse Swordsmen
    Lowland Spearmen - using Mercenary Spearmen model

    Galloway Recruiting

    In Galloway there will be 2 specific units not available anywhere else in Scotland.

    Theigns - Galloway Spearmen
    English Huscarls - Galloway Feudal Levy


    General Feudal Roster Additions:


    Dismounted Mailed Knights (new model by Lord Condormanius)
    New Mailed Knights (new model by Lord Condormanius)
    Armored Sergeants - Scottish Men at Arms
    Sergeant Spearmen - Feudal Levy Spearmen
    Dismounted Frankish Knights - Scottish Knights

    Name changes to the existing units:

    Merchant Cavalry Militia - Feudal Levy Cavalry
    Dismounted Feudal Knights - Dismounted Men at Arms
    Feudal Knights - Men at Arms
    Mailed Knights - Mailed Knights
    Town Militia - Town Militia
    Spear Militia - Levy Spearmen
    Peasant Archers - Levy Archers

    Well I think that has about covered as much as I wanted to cover in this Preview. Obviously, things do change as the mod develops and certain things are changed. If you have any further ideas or particular research please add it to this thread.

    Thanks everyone and best regards,

    Kingdom of the Isles team.
    Last edited by The Border Reiver; February 03, 2012 at 08:16 AM. Reason: updated information

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    The Border Reiver's Avatar Artifex
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    Default Re: The Kingdoms of the Isles - The Second Preview (Coming shortly after or on...I'm typing as fast as I can 31 Jan 2012)

    I'll keep this space free.
    Last edited by The Border Reiver; February 03, 2012 at 08:12 AM.

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    Default Re: The Kingdoms of the Isles - The Second Preview

    I have finally uploaded the Second Preview.

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    Sounds awesome! And glad Ireland will be bigger, I posted that in the first preview thread

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    Yes, I just saw that Mr Kriegtooth. The mainland factions will be scripted to emerge when French rule and authority rune low. They are only meant to be there to keep the French in check, and to be allies with the English when they invade. There will be approximately 3 factions in Ireland, and that is one of the things Smoesville will be helping with.

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    Nice 2nd preview with interesting game changes and theories ; And glad to read your team has expanded with a new contributing modder !
    Sounds like extremely challenging gameplay choosing one of the clans to start with ! !

    Keep your spirits high & dry, but wet at your belly: Cheers

    ---------------------------------------------------------------------------------------------------------------------------------------

    Question: Will there also be a script of 'The Bruce' "invading" Ireland ? As I found this text at http://oracleireland.com/Ireland/history/history.htm

    After Bannochburn Edward, Earl of Galloway, had thousands of soldiers at his disposal, bolstered by his recent successes, and encouraged by Robert, who perhaps fearful of Edwards fierce ambition seen a campaign in Ireland led by Edward as a means of extending the families power, and averting a power struggle between the two in the future.
    On May 25th 1315 Edward landed a force of some six thousand men at Larne in county Antrim. These men were mail clad battle hardened veterans, they were soon joined by large numbers of Irish infantry.

    This Scottish-Irish alliance proved to be almost invincible, proceeding from victory to victory. They defeated Hugh de Lacys and Hugh de Montford at Kells and won many other battles further south. One prize that eluded them was Carrickfergus Castle which was still in the hands of the English. At the outset Edward left a portion of his army to lay siege to the castle. During Easter 1316 Sir Thomas de Mandeville attempting to relieve the castle by an approach from the sea was defeated and killed.

    After about a year on 1st May 1316 Edward crowned himself king of Ireland at Dundalk. By September that year when he was joined by his brother Robert, most of northern portion of Ireland was under his control, September of that year saw the surrender of Carrickfergus.The two brothers took most of the midlands, but Dublin eluded them, mainly because as was the case in Carrickfergus, they lacked siege engines. Their conquest and pillage of the country to sustain their army's, led inevitably to famine. In 1317 Robert went north to Ulster and from thence to Scotland to attend to his business, promising to send men and supplies.

    By 1318 most of the island was in the grip of famine, one notable battle took place near Ennis county Clare, in the battle of Disert O'Dea the O'Brien's regained their kingship. The tide of good fortune was about to turn against Edward, in the late summer of 1318 a superior force led by John de Birmingham was marching against him. The two armies met on 14th October 1318 at Faughart near Dundalk county Louth, Edward was killed and his army defeated, the remnants of Edward's army returned home as best they could. His Irish allies suffered greatly after the defeat.
    A chronicler wrote of Bruce at the time: "No better deed was performed since the beginning of the world, than the slaying of Edward Bruce. The destroyer of all Erin in general both English and Gael."
    Last edited by Celtoi; February 04, 2012 at 03:40 AM. Reason: No doubleposting.........

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    Quote Originally Posted by The Border Reiver View Post
    Yes, I just saw that Mr Kriegtooth. The mainland factions will be scripted to emerge when French rule and authority rune low. They are only meant to be there to keep the French in check, and to be allies with the English when they invade. There will be approximately 3 factions in Ireland, and that is one of the things Smoesville will be helping with.
    Ohhh, that sounds cool! What will they be like in terms of code, like the Baron's Alliance and Roman Rebels, where they are undefeatable?

    I dont know how historical it is, or how ahistorical(if its ahistorical) you want to go, but for the Irish factions, have the High King in game. I have no idea if its even possible with coding, but maybe have an "Irish King" college that has all the family members and they'll randomly get chosen as High King. Or just have the High King be a trait or ancillary that you get for ruling a certain city

    Stream of conciousness there XD

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    Celtoi, you're right new blood is good. Expanding our team was important to move the project along. About the Bruce's in Ireland and scripting, because 1315 is 84 turns into the game it is hard to put historical scripting that may still be relevant with the amount of variables that occur from turn to turn. Although saying that, we should be able to keep Edward Bruce off map until then and script an invasion, and the script could also include Robert the Bruce if he is alive still after 84 turns.

    Mr Kriegtooth, we haven't discussed Ireland in any depth yet, but the 3 factions will not emerge, but start the game most likely.

    With the High King, most likely ths will be a trait and ancillary like the earldoms ancillaries.

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    "In the following year 1296, Edward I launches a massive invasion of Scotland and within months has marched his army from Berwick in the Sottish Borders, to Edinburgh, Striling, Perth, Montrose, Aberdeen and across to Inverness and occupied many towns and castles. This will also occur in the game via scripting with an intense 5 turns where Scotland will become an occupied territory fighting for its existence against English armies in 18 Regions led by historical figures such as Humhrey de Bohun, Earl Warrene of Surrey, Hugh de Cressingham, John Cantilupe and Hugh and John le Despenser to name a few. There is a real possibility for the human or AI that Scotland the faction could be reduced to as few as 5 - 10 regions by 1298 and have a very strong challenge to be an independent land."

    Wow, this sounds great, all the historical accuracy, scripts, etc etc, and Scotland itself threatened by the English machine. That Cressingham better watch out though..hehe
    Been waiting for this a long time, and it all looks very well crafted as far as I can tell, should be worth the wait, it really does sound amazing!
    William Wallace as you all no doubt know was no saint like in the film Braveheart. Harsh times demanded harsh methods.
    Keep up the Stirling work lol, it really does look top quality!
    ...This is my Island...

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    Highland Kelt's Avatar Libertus
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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    Also, I love the idea of 2 different versions.
    One follows History closely, the Nations... and the other lets us play as any clan.
    Im very glad you've done this, because I tend to switch from wanting Historical accuracy, to choosing any faction and re-writing history.
    It will be a lot of fun to play as a Clan, and Nation too. I must admit that I want to play as a Clan first, because of all the Nations in M2TW already. Then I will prob want to see the History scripts and events, because no one else has focussed on this timeline so deeply before. Again, hats off, keep it up! Slainte Mhath.
    ...This is my Island...

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    Highland Kelt, thankyou. Believe it or not we've wanted this for a long while too Like you I alternate between the forms of gameplay, nation with Scotland recruiting the clans in defence of the realm, but also playing as a clan against other clans is high on my prioty list, and why I came up with this mod!

    For scotland her clan allies the fight for survival will be tough. I mean to deploy about 20-30 000 English soldiers in these regions in about 18 field armies I think to start with. I need to do a little more historical research here to get approximate numbers for the invasion. Also prior to these invasions Scotland will launch two sorties (invasions) into the English borders over two turns (1295).

    Stay tuned, as Smoesville is working on an Irish campaign which will also involve a scripted Scottish Invasion led by Edward Bruce.

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    Sounds fantastic. Are you planning a battle AI of your own or will the mod be compatible with mods like 'ReallyBadBattleAI'?

    In any case, eagerly anticipating release.

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    Oh, I didnt mean Ireland should be emerging, I was asking if the emerging factions on the mainland would be "undefeatable" like the special rebels from Barbarian Invasion(And the Baron's Alliance, I honestly cant remember if they popped up like that..)

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    Hey Barry....the battle AI we have is designed by Germanicu5, so yes it is based on ReallyBadBattleAI. Although I will need to contact him, and see whether he has updated his AI.

    Mr Kriegtooth...yes it is my belief that they will not be beatable and will continue to reemerge like the barons_alliance and the BI factions. I have a personal dislike to factions that are killed off entirely, at least early in the game before ever seeing them.
    Last edited by The Border Reiver; February 06, 2012 at 11:17 PM.

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    Same I wish we could have remerging old factions sorta like in Medieval 1

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    It can be scripted to happen but it's not as random as in MTW
    Were there but a tree in this godforsaken place i would have hanged myself.

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    Default Re: The Kingdoms of the Isles - The Second Preview (Released)

    This looks absolutely fantastic! As a historian it makes such a difference to hear that you guys are putting in the work with accuracy. The additions to the heraldry and personal names sounds fantastic! I honestly can't wait to see this released.

    I am about to start going through some of the tutorials on modding medieval 2. If there are any specific areas I can help with just let me know and I will focus on learning that skill. Go easy on me though as I am new to modding (since Medieval Total War I).

    Great job guys!

  18. #18
    The Border Reiver's Avatar Artifex
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    Default Re: The Kingdoms of the Isles - The Second Preview

    @Malcolm.....thanks for your post. Historical accuracy is a thing most mods want to try and do and ours is no different. However, with modding historically, a lot of historical work must be done, and frankly we need an historian and a fellow modder to push this project along. This mod must be completed this year, and to do so we need help.

    The most important attribute you could bring to our team would be if you do unit textures and model changes, and of course research. I will PM you to discuss.

  19. #19
    dmcraanen's Avatar Semisalis
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    Default Re: The Kingdoms of the Isles - The Second Preview

    Sounds good Border Reiver! Not posting much, but I am still faithfully checking your page every week to see if there are updates! I'm working on assembling a team for a mod about the Jacobite Era, same region, so I reckon it could be fun to exchange ideas once that gets off the ground if you'd like! For the time being, good luck!

  20. #20
    The Border Reiver's Avatar Artifex
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    Default Re: The Kingdoms of the Isles - The Second Preview

    Sounds good dmcraanen, I like the Jacobite era, and will gladly keep an eye on your progress with that!

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