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  1. #1

    Icon6 Let's see how this will turn out.

    So, let's see how this will turn out

    The reason why I had many failed modding attempts, is because I wanted too much.
    So, to avoid that problem, I'll start with smaller edits.
    I'll try to dynamically build up my mod.

    This will be for Kingdoms, but it won't make huge changes from the vanilla. No. There will be no new buildings, no new factions, and probably barely even any new units.
    But then what?

    First, I'll start with smaller edits, such as this, and later those small edits would build on each other, to make the mod larger.

    So. I'll get started...

    Let's see what are the plans: (Red is Must, Blue is Lower Priority)
    - General knights
    - Adding recruitable mercenaries specific to certain regions
    - Restoring original MTW-esque way of giving some provinces advantages. Like, I'll use hidden resources to make Longbowmen recruited in Wales stronger, and maybe recruitable in higher numbers.
    - Probably importing a few units from Crusades, and maybe Britannia too, but I can't promise much. Maybe those Frankish units + some Mercenary units from Britannia.
    - Probably importing Vlach Spearmen from Magyar Mod, and maybe other units.
    - More provinces
    - Adding Judaism.
    - Adjusting town growth rates to something more realistic.
    - Making the Mongols pagan? (Okay, I know how to change faction religion, the problem is with the buildings...)

    I think that's it.
    So, I'll get started.
    So far, what I'm planning requires zero modelling, texturing or scripting, which is good for me, because I don't know how to do either.

  2. #2
    King William the Conqueror's Avatar Campidoctor
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    Default Re: Let's see how this will turn out.

    cool. I'm watching.
    Mod Leader of Kingdoms and Empires
    Former Medieval II Blitz Record Holder (106 regions in 11 turns)

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  3. #3

    Default Re: Let's see how this will turn out.

    So far, I added music from the original MTW, and added a two more provinces: Serbia (Belgrade) and Northern Hungary (Kassa, modern-day Slovakia).
    I'm going to test how it works, and then start adding other stuff in.

  4. #4

    Default Re: Let's see how this will turn out.

    New music works fine just fine on costum battles.
    But I can't start the campaign. It doesn't give any error message. It doesn't even give me CTD. It just drops me back to the main menu.

    Let's see what does the log say about this...

    http://www.mediafire.com/?s5mmeo386p3kvcf

    EDIT: I solved the problem on my own.
    Last edited by Reimu Hakurei; April 14, 2012 at 08:32 AM.

  5. #5

    Default Re: Let's see how this will turn out.

    So far so good... I have implemented a really awesome way of training mercenaries with Inns and Taverns.
    Now maybe I should make the game a bit more realistic by implementing special bonuses for churches (like Church tax - extra income).

  6. #6
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Let's see how this will turn out.

    Could you tell us more about the awesome training system? It sounds interesting...
    Under the patronage of Finlander. Once patron to someone, no longer.
    Content's well good, innit.


  7. #7

    Default Re: Let's see how this will turn out.

    Quote Originally Posted by Mhaedros View Post
    Could you tell us more about the awesome training system? It sounds interesting...
    This:

    EDB:
    Spoiler Alert, click show to read: 
    building taverns
    {
    levels brothel inn tavern coaching_house pleasure_palace
    {
    brothel requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    agent spy 0 requires factions { northern_european, }
    agent spy 0 requires factions { middle_eastern, }
    agent spy 0 requires factions { eastern_european, }
    agent spy 0 requires factions { greek, }
    agent spy 0 requires factions { southern_european, }
    recruit_pool "Sudanese Tribesmen Mercs" 1 0.33 6 0 requires factions { middle_eastern, northern_european, eastern_european, greek, southern_european, } and hidden_resource negroes
    recruit_pool "Catalans" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource catalans and event_counter gunpowder_discovered 1
    recruit_pool "Mercenary Crossbowmen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and not event_counter first_mechanical_clock 1
    recruit_pool "Mercenary Pavise Crossbowmen" 0 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_mechanical_clock 1 and not event_counter first_printing_press 1
    recruit_pool "Mercenary Arquebusiers" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_piano 1
    recruit_pool "Mercenary Spearmen" 2 0.25 4 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and not event_counter first_printing_press 1
    recruit_pool "Galloglaich Mercs" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource scots
    recruit_pool "Free Company Longbowmen" 1 0.07 1 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_public_clock 1 and not event_counter earthquake_in_naples 1
    recruit_pool "Free Company Men at Arms" 1 0.07 1 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_public_clock 1 and not event_counter earthquake_in_naples 1
    recruit_pool "Frankish Axemen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource franks and not event_counter first_wheelbarrow 1
    recruit_pool "Frankish Swordsmen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource franks and not event_counter first_wheelbarrow 1
    recruit_pool "Slav Mercenaries" 2 0.25 4 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource slavs and not event_counter first_mechanical_clock 1
    recruit_pool "Balkan Archers" 1 0.13 2 0 requires factions { middle_eastern, northern_european, eastern_european, greek, southern_european, } and hidden_resource balkans
    recruit_pool "Welsh Longbowmen Mercs" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource england and event_counter gunpowder_discovered 1
    recruit_pool "Welsh Spearmen Mercs" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource england and not event_counter first_printing_press 1
    recruit_pool "Landschneckt Pikemen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource germans and event_counter earthquake_in_naples 1
    recruit_pool "Armenian Archers" 1 0.25 4 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource armenians
    happiness_bonus bonus 1
    }
    material wooden
    construction 2
    cost 800
    settlement_min town
    upgrades
    {
    inn
    }
    }
    inn requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    agent spy 0 requires factions { northern_european, }
    agent assassin 0 requires factions { northern_european, }
    agent spy 0 requires factions { middle_eastern, }
    agent assassin 0 requires factions { middle_eastern, }
    agent spy 0 requires factions { eastern_european, }
    agent assassin 0 requires factions { eastern_european, }
    agent spy 0 requires factions { greek, }
    agent assassin 0 requires factions { greek, }
    agent spy 0 requires factions { southern_european, }
    agent assassin 0 requires factions { southern_european, }
    recruit_pool "Sudanese Tribesmen Mercs" 1 0.33 6 0 requires factions { middle_eastern, northern_european, eastern_european, greek, southern_european, } and hidden_resource negroes
    recruit_pool "Catalans" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource catalans and event_counter gunpowder_discovered 1
    recruit_pool "Mercenary Crossbowmen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and not event_counter first_mechanical_clock 1
    recruit_pool "Mercenary Pavise Crossbowmen" 0 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_mechanical_clock 1 and not event_counter first_printing_press 1
    recruit_pool "Mercenary Arquebusiers" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_piano 1
    recruit_pool "Mercenary Spearmen" 2 0.25 4 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and not event_counter first_printing_press 1
    recruit_pool "Galloglaich Mercs" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource scots
    recruit_pool "Free Company Longbowmen" 1 0.07 1 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_public_clock 1 and not event_counter earthquake_in_naples 1
    recruit_pool "Free Company Men at Arms" 1 0.07 1 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_public_clock 1 and not event_counter earthquake_in_naples 1
    recruit_pool "Frankish Axemen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource franks and not event_counter first_wheelbarrow 1
    recruit_pool "Frankish Swordsmen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource franks and not event_counter first_wheelbarrow 1
    recruit_pool "Slav Mercenaries" 2 0.25 4 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource slavs and not event_counter first_mechanical_clock 1
    recruit_pool "Balkan Archers" 1 0.13 2 0 requires factions { middle_eastern, northern_european, eastern_european, greek, southern_european, } and hidden_resource balkans
    recruit_pool "Welsh Longbowmen Mercs" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource england and event_counter gunpowder_discovered 1
    recruit_pool "Welsh Spearmen Mercs" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource england and not event_counter first_printing_press 1
    recruit_pool "Landschneckt Pikemen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource germans and event_counter earthquake_in_naples 1
    recruit_pool "Armenian Archers" 1 0.25 4 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource armenians
    recruit_pool "Armenian Cavalry" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource armenians
    recruit_pool "Turkomans Mercs" 1 0.18 3 0 requires factions { middle_eastern, } and hidden_resource turks
    recruit_pool "Turkopoles" 1 0.18 3 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource turks
    recruit_pool "Mercenary Knights" 0 0.07 2 0 requires factions { northern_european, eastern_european, southern_european, } and hidden_resource europe and event_counter gunpowder_discovered 1
    recruit_pool "Mercenary German Knights" 0 0.06 2 0 requires factions { northern_european, eastern_european, southern_european, } and hidden_resource germans and event_counter gunpowder_discovered 1 and not event_counter science_da_vinci_ornithopter 1
    recruit_pool "Mercenary Frankish Knights" 0 0.06 2 0 requires factions { northern_european, eastern_european, southern_european, } and hidden_resource franks and not event_counter gunpowder_discovered 1
    recruit_pool "Albanian Cavalry" 1 0.13 2 0 requires factions { middle_eastern, northern_european, eastern_european, greek, southern_european, } and hidden_resource balkans and event_counter earthquake_in_naples 1
    recruit_pool "Serbian Knights" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource serbs and event_counter first_blast_furnace 1
    recruit_pool "Serbian Hussars" 1 0.18 3 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource serbs and event_counter first_oil_painting 1
    recruit_pool "Condottieri" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource italy and event_counter first_piano 1
    happiness_bonus bonus 2
    }
    material wooden
    construction 3
    cost 1600
    settlement_min large_town
    upgrades
    {
    tavern
    }
    }
    tavern city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    agent spy 0 requires factions { northern_european, }
    agent assassin 0 requires factions { northern_european, }
    agent spy 0 requires factions { middle_eastern, }
    agent assassin 0 requires factions { middle_eastern, }
    agent spy 0 requires factions { eastern_european, }
    agent assassin 0 requires factions { eastern_european, }
    agent spy 0 requires factions { greek, }
    agent assassin 0 requires factions { greek, }
    agent spy 0 requires factions { southern_european, }
    agent assassin 0 requires factions { southern_european, }
    recruit_pool "Sudanese Tribesmen Mercs" 1 0.33 6 0 requires factions { middle_eastern, northern_european, eastern_european, greek, southern_european, } and hidden_resource negroes
    recruit_pool "Catalans" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource catalans and event_counter gunpowder_discovered 1
    recruit_pool "Mercenary Crossbowmen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and not event_counter first_mechanical_clock 1
    recruit_pool "Mercenary Pavise Crossbowmen" 0 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_mechanical_clock 1 and not event_counter first_printing_press 1
    recruit_pool "Mercenary Arquebusiers" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_piano 1
    recruit_pool "Mercenary Spearmen" 2 0.25 4 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and not event_counter first_printing_press 1
    recruit_pool "Galloglaich Mercs" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource scots
    recruit_pool "Free Company Longbowmen" 1 0.07 1 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_public_clock 1 and not event_counter earthquake_in_naples 1
    recruit_pool "Free Company Men at Arms" 1 0.07 1 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource europe and event_counter first_public_clock 1 and not event_counter earthquake_in_naples 1
    recruit_pool "Frankish Axemen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource franks and not event_counter first_wheelbarrow 1
    recruit_pool "Frankish Swordsmen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource franks and not event_counter first_wheelbarrow 1
    recruit_pool "Slav Mercenaries" 2 0.25 4 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource slavs and not event_counter first_mechanical_clock 1
    recruit_pool "Balkan Archers" 1 0.13 2 0 requires factions { middle_eastern, northern_european, eastern_european, greek, southern_european, } and hidden_resource balkans
    recruit_pool "Welsh Longbowmen Mercs" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource england and event_counter gunpowder_discovered 1
    recruit_pool "Welsh Spearmen Mercs" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource england and not event_counter first_printing_press 1
    recruit_pool "Landschneckt Pikemen" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource germans and event_counter earthquake_in_naples 1
    recruit_pool "Armenian Archers" 1 0.25 4 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource armenians
    recruit_pool "Armenian Cavalry" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource armenians
    recruit_pool "Turkomans Mercs" 1 0.18 3 0 requires factions { middle_eastern, } and hidden_resource turks
    recruit_pool "Turkopoles" 1 0.18 3 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource turks
    recruit_pool "Mercenary Knights" 0 0.07 2 0 requires factions { northern_european, eastern_european, southern_european, } and hidden_resource europe and event_counter gunpowder_discovered 1
    recruit_pool "Mercenary German Knights" 0 0.06 2 0 requires factions { northern_european, eastern_european, southern_european, } and hidden_resource germans and event_counter gunpowder_discovered 1 and not event_counter science_da_vinci_ornithopter 1
    recruit_pool "Mercenary Frankish Knights" 0 0.06 2 0 requires factions { northern_european, eastern_european, southern_european, } and hidden_resource franks and not event_counter gunpowder_discovered 1
    recruit_pool "Albanian Cavalry" 1 0.13 2 0 requires factions { middle_eastern, northern_european, eastern_european, greek, southern_european, } and hidden_resource balkans and event_counter earthquake_in_naples 1
    recruit_pool "Serbian Knights" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource serbs and event_counter first_blast_furnace 1
    recruit_pool "Serbian Hussars" 1 0.18 3 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource serbs and event_counter first_oil_painting 1
    recruit_pool "Condottieri" 1 0.13 2 0 requires factions { northern_european, eastern_european, greek, southern_european, } and hidden_resource italy and event_counter first_piano 1
    recruit_pool "Transilvanian Peasants" 1 0.4 3 0 requires factions { hungary, }
    happiness_bonus bonus 3
    }
    material wooden
    construction 4
    cost 3200
    settlement_min city
    upgrades
    {
    coaching_house
    }
    }


    descr_regions:

    Spoiler Alert, click show to read: 
    Inverness_Province
    Inverness
    scotland
    Scots_Rebels
    20 25 225
    atlantic, explorers_guild, europe, scots
    5
    2
    religions { catholic 90 orthodox 0 islam 0 pagan 5 heretic 5 }
    Oslo_Province
    Oslo
    denmark
    Norse_Rebels
    255 180 190
    atlantic, explorers_guild, europe, norse1
    5
    3
    religions { catholic 80 orthodox 3 islam 0 pagan 15 heretic 2 }
    Stockholm_Province
    Stockholm
    denmark
    Norse_Rebels
    252 245 42
    europe, norse1
    5
    3
    religions { catholic 75 orthodox 8 islam 0 pagan 15 heretic 2 }
    Helsinki_Province
    Helsinki
    russia
    Norse_Rebels
    66 47 85
    europe
    5
    1
    religions { catholic 0 orthodox 25 islam 0 pagan 75 heretic 0 }
    Novgorod_Province
    Novgorod
    russia
    Rus_Rebels
    241 211 25
    europe, slavs
    5
    4
    religions { catholic 2 orthodox 74 islam 2 pagan 20 heretic 2 }
    Moscow_Province
    Moscow
    russia
    Rus_Rebels
    58 89 177
    europe, slavs, turks, steppes
    5
    2
    religions { catholic 0 orthodox 70 islam 6 pagan 24 heretic 0 }
    Volga-Bulgar_Province
    Bulgar
    russia
    Steppe_Rebels
    58 177 75
    turks, steppes
    5
    3
    religions { catholic 0 orthodox 10 islam 85 pagan 4 heretic 1 }
    Riga_Province
    Riga
    russia
    Livonian_Rebels
    58 177 95
    crusade, europe
    5
    3
    religions { catholic 0 orthodox 10 islam 0 pagan 85 heretic 5 }
    etc. etc.


    Basically, it allows you to train certain mercenary units in certain regions.

  8. #8

    Default Re: Let's see how this will turn out.

    Now I'm localizing the unit, province and faction names to their Native counterparts. I'm changing Vienna to Wien, Rome to Roma, Milan to Milano, Moscow to Moskva, etc.
    However, for Catholic factions and units, should I use Latin or Native names?
    Should the Kingdom of Hungary be "Magyar Királyság" (Hungarian) or "Regnum Hungariae" (Latin)?
    Should the Kingdom of France be "Royanume de France" (French) or "Regnum Francorum" (Latin)?
    Should the Holy Roman Empire be "Heiliges Römisches Reich" (German) or "Imperium Romanum Sacrum" (Latin)?
    Same question for their units.
    Universal units - like Peasants, Feudal Knights - will have Latin names (Rusticus, Eques Feudum,etc.), but should the unique units have Latin or Native Names?

  9. #9
    Col. Tartleton's Avatar Comes Limitis
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    Default Re: Let's see how this will turn out.

    I feel like English or for realism Latin is appropriate for everything because that's sort of a universal tongue. That way no matter who conquers what territories with what troops everything is consistent. If German things were in German and then they conquered areas of Poland they would be dealing with German, not Polish. Unless you can make it so that every city changes name depending on the faction holding it.

    But that seems unnecessary even if it can be done.
    The Earth is inhabited by billions of idiots.
    The search for intelligent life continues...

  10. #10

    Default Re: Let's see how this will turn out.

    Quote Originally Posted by Col. Tartleton View Post
    I feel like English or for realism Latin is appropriate for everything because that's sort of a universal tongue. That way no matter who conquers what territories with what troops everything is consistent. If German things were in German and then they conquered areas of Poland they would be dealing with German, not Polish. Unless you can make it so that every city changes name depending on the faction holding it.

    But that seems unnecessary even if it can be done.
    For now, I renamed every province and city to it's native name.
    Also, to make things more exotic, I preferred minority languages in the West where possible: Occitan, Breton and Provencal instead of French; Sardinian, Corsican, Lombard and Sicilian instead of Modern Standard Italian; Low Saxon (Nedderdüütsch) instead of Modern Standard German, etc.

    I might implement a script that changes settlement names, but not likely.

  11. #11
    Polycarpe's Avatar Back into action!
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    Default Re: Let's see how this will turn out.

    recruit_pool "Sudanese Tribesmen Mercs" 1 0.33 6 0 requires factions { middle_eastern, northern_european, eastern_european, greek, southern_european, } and hidden_resource negroes
    Really?! Please change this hidden_resource to a more proper name.

  12. #12

    Default Re: Let's see how this will turn out.

    Quote Originally Posted by Polycarpe View Post
    Really?! Please change this hidden_resource to a more proper name.
    Then you should definetely NOT play the original Medieval Total War
    (from the NAMES.txt
    Spoiler Alert, click show to read: 
    ["Hashishin_Plural"] {"Hashishin"}
    ["NegroSpearmen_Plural"] {"Nubian Spearmen"}
    ["AbyssinianGuard_Plural"] {"Abyssinian Guards"}


    Okay, enough of bad jokes.
    If I rename it to SSA (Sub-Saharan Africa), will it be okay?

  13. #13
    Polycarpe's Avatar Back into action!
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    Default Re: Let's see how this will turn out.

    Quote Originally Posted by LEGIONARIVS HVNGARIVS View Post
    Then you should definetely NOT play the original Medieval Total War
    (from the NAMES.txt
    Spoiler Alert, click show to read: 
    ["Hashishin_Plural"] {"Hashishin"}
    ["NegroSpearmen_Plural"] {"Nubian Spearmen"}
    ["AbyssinianGuard_Plural"] {"Abyssinian Guards"}


    Okay, enough of bad jokes.
    If I rename it to SSA (Sub-Saharan Africa), will it be okay?
    Ahh CA, you are something. You can call it into anything but on the first shot I was somewhat surprised by the term. However keep the good work, I had the same idea with general units with knights and such

  14. #14
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Let's see how this will turn out.

    More proper name for hidden negroes? Hehe funny. Negro means same as black african so its just shorter to use negro I guess. And if you think it can be regarded as derogatory, then I guess anything can be just aswell, including calling someone subsaharan.

    Now back to this mod topic - good luck Legionarius. Personally I prefer names of all regions and settlements to be in english, or latin. It looks good to see native names but then when I go and conquer a neighbouring country and names of their towns remain in their language, the native naming feature becomes annoying. English or latin would be my bet, and out of the two I put english first as its more universal - latin could I think only be used for catholics, while english will be also good for orthodox christians and muslims.

    So for factions names and regions I'd go with english and for settlements perhaps use something like this: Wien (Vienna), where you give native name first and then english one in the brackets, or latin one, depends which language you decide. Though I know its possible to have the settlement change its name depending on which faction owns/conquers it. For the units I would also use english for simplicity, for unique units I guess if they have an english name I'd use the english version, and only use native names where no other possibility exists.

  15. #15
    Tia's Avatar Primicerius
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    Default Re: Let's see how this will turn out.

    Looking forward to the mod!
    By the way, I think you could borrow whichever hut the Apaches use for religion to use as a Mongol pagan building, just as a placeholder.

  16. #16
    VINC.XXIII's Avatar Retired
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    Default Re: Let's see how this will turn out.

    "Should the Kingdom of France be "Royanume de France" (French) or "Regnum Francorum" (Latin)?"

    Royaume de France
    Leader: Roy
    Heir: Prince
    1349-1792-5(?...): Dauphin

    As for vernacular names of units, take care, its not thats easy to find the perfect forms, according the diversity of ancient dialects"(provencal" linguage count about 4 forms for the word "sergeants").
    Well, its a waste of time if your mod is just starting.

    Good luck

  17. #17

    Default Re: Let's see how this will turn out.

    Quote Originally Posted by ♘Doctor Whooves♔ View Post
    Looking forward to the mod!
    By the way, I think you could borrow whichever hut the Apaches use for religion to use as a Mongol pagan building, just as a placeholder.
    Thanks.
    I might do that.

    Quote Originally Posted by Giacomo Colonna View Post
    Royaume de France
    Leader: Roy
    Heir: Prince
    1349-1792-5(?...): Dauphin

    As for vernacular names of units, take care, its not thats easy to find the perfect forms, according the diversity of ancient dialects"(provencal" linguage count about 4 forms for the word "sergeants").
    Well, its a waste of time if your mod is just starting.
    Thanks. Wasn't Latin the official language of every single European country up until the 14th or 15th century?
    I mean, Latin, as the language of official documents, etc.
    During the reign of Charlemagne, Latin was the official I know it, but not sure about the Capetian-era.

    As for titles, I always use native ones
    Btw, isn't it Roi instead of Roy? I looked everywhere, and it says Roy...

    Anyway, if you can speak French, could you translate "Frankish Axemen" for me? Google Translator says "Francs Armé d'une Hache", which is too long if you ask me. It translates Frankish Swordsmen to "Francs Épéiste" though. Strange.

    Quote Originally Posted by Giacomo Colonna View Post
    Good luck
    Thanks.

  18. #18

    Default Re: Let's see how this will turn out.

    Now adding Ireland, Wales, Norway and Lithuania.
    It won't be easy, and it would be extremely naive of me to except no errors.
    Thus, I'm still not finished yet.

  19. #19
    Grymloq's Avatar Domesticus
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    Default Re: Let's see how this will turn out.

    Seems good!
    What would the start date be?
    Maybe you could also lower the population of a settlement when a unit is recruited (like in RTW)

  20. #20

    Default Re: Let's see how this will turn out.

    Quote Originally Posted by Grymloq View Post
    Seems good!
    Thanks
    Quote Originally Posted by Grymloq View Post
    What would the start date be?
    1080, just like in the vanilla.
    Quote Originally Posted by Grymloq View Post
    Maybe you could also lower the population of a settlement when a unit is recruited (like in RTW)
    Easier said then done, but I'll see what I can do.

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