*Jerusalem Rising*
Jerusalem Rising is an ambitious project based around overhauling and improving the Kingdom of Jerusalem. I am currently mulling expanding it into a bigger Crusades mod after this is done. So far I have readied for you an Alpha release. The mod is far from done, but you can get a little taste of it with this Alpha.
Alpha Features
Superficial Changes
- Changes to unit voices. The faction's voice "accent" has been adjusted to the "Antioch" accent from the vanilla Crusades campaign. The main French accent that was assigned to KOJ in BC was inappropriate, it was kind of weird to see KOJ units making references to France every time they talked. So that is why the "Antioch" accent has been implemented. This only works during battles however, I'm trying to adjust it for the strat-map too.
- New campaign strat map music. I felt a lot of the current tracks that played on the strat map were rather stale and so I have already implemented some new tracks. These include some great Latin/Gregorian chants and instrumental tracks.
- New models and textures for all KOJ Templar units. A new model for Dismounted Knights of Jerusalem.
Gameplay Changes
- Templar Order stations are now available in every town/city. However, you can only build either a Templar Order station or a Hospitaller one.
- Templars no longer get liquidated in 1307. So yes you can use them throughout the campaign.
- Cleaned up Jerusalem recruitment lines in EDB. Before unit lines looked messy with duplicate entries, now they look clean.
- Got rid of AOR for this release. I plan on making a separate EDB file with AOR as a separate download for players interested in that.
- Turns per year on the strat map have been increased to four in order to make the campaign longer.
- Dismounted Knights of Jerusalem have been converted to mace-armed infantry. They also have a shield-wall ability. Templar Sergeants and Dismounted Templar Knights have swords as secondary weapons.
- Crusader Sergeants are now available at forts instead of cities, you do not need Mediterranean Trader anymore to get access to them.
- The campaign starts with a Templar Grand master complete with his own unique strat-map and battle model. This first Grand master will be Odo de St. Amand, historically he was the Grand master in existence at the time the BC campaign starts. If he is killed the next Grand master who historically came after him, will spawn and so on and so forth. You will receive an event notification when a spawn occurs and you can get up to 17 of these Grand masters. They are basically the last 17 Grand masters of the Order.
- 2 New units: "Templar Veterans" and Bodyguards of the "Templar Grand Master". These are very powerful OP units. You will only have access to these units with the spawning of a Grand master, so use them carefully.
Some Screenshots:
new and improved Dismounted Early Templars
Templar Grand master with Bodyguard
new and improved Templar-Brothers
the Templar Grand master on the strat map
Proposed Changes/Additions/WIPs
- Complete overhaul of all of the faction's 2D visuals.
- Bow-string animations will be implemented for KOJ archers. Taking inspiration and know-how from here: http://www.twcenter.net/forums/showt...nimations-Pack.
- Unique models for iconic KOJ generals such Baldwin IV or Guy de Luisignan.
- More Crusader/Outremer units.
- A revamping of the Hospitaller and Teutonic Orders - look forward to changes to units, changes to recruitment and Grand masters.
- New models for cities and towns?
- A new map and work on other factions; this might be far down the road.
Some Important Notes
- Jerusalem is hugely important and it is critical that you control it. If it is captured you will lose access to the next Templar Grand Master and his powerful veteran troops that will spawn. If used properly these troops can change the course of entire battles for you so ensure you have access to them by holding Jerusalem at all costs.
- Again each year now takes four turns, however character aging has not been calibrated for this yet. This will be fixed in a later release.
- The installer for this mod will overwrite your BC installation. If you want to restore BC, just backup your data folder.
Credits
-The Rusichi team for their beautiful horse models.
-The BC team for their awesome mod which is the foundation of this mod.
-MikeGolf and Withwnar, two cool dudes who helped me immensely with scripting and coding for this mod.
-Anyone else I forget .
Download Link:
http://www.mediafire.com/download/kt...sing_Alpha.zip
Feedback
Please share your ideas. What changes/additions would you like to see? And are there any among you who would like to contribute to this effort? Any kind of help will always be welcome because I have a lot of great things planned.