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Thread: Medieval Kingdoms Total War: Seljuks of Rum

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  1. #1
    gary's Avatar Domesticus
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Wow amazing work!
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  2. #2
    kamikazee786's Avatar Senator
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Jaw dropping !

    The officer looks amazing and i absolutely love the veteran ghazi !

    You guys are just simply epic !
    If you work to earn a living, why then do you work yourself to death?

  3. #3
    +Marius+'s Avatar Domesticus
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Nice work but these are completely idiotic for obvious reasons;



  4. #4
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Quote Originally Posted by Marius Marich View Post
    Nice work but these are completely idiotic for obvious reasons;



    Well, would you care to elaborate why these are so completely idiotic, because for me it is not obvious at all ('obviously', since I created them) ?
    If you criticize, mention the reason as well.

  5. #5

    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Quote Originally Posted by Ltd. View Post
    Well, would you care to elaborate why these are so completely idiotic, because for me it is not obvious at all ('obviously', since I created them) ?
    If you criticize, mention the reason as well.
    No i think the Reason are the true turkish warfare on the middle age which you have reflected with your mod perfectly

  6. #6

    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Quote Originally Posted by Ltd. View Post
    Well, would you care to elaborate why these are so completely idiotic, because for me it is not obvious at all ('obviously', since I created them) ?
    If you criticize, mention the reason as well.
    That guy's phrasing is the height of rude but what I'm assuming he's talking about is the brightly saturated blue and red. They look out of place next to the faded beige. Certainly colors were much more vibrant than we like to think in our modern notion of the past being all grim and dark but even today it's rare to have garments that are quite that neon bright (unless it's miami vice!).

    If you desaturated the blue (maybe the red? That feels less of a problem than the blue) so it was less neon-y it would look less jarring. Looking at the Turkish archers for an example: http://i.imgur.com/Ch220Pm.jpg the blue worn by the unarmored fellow is a nice less saturated blue that looks realistic. The blue on the foreground guy is too saturated/bright (mainly saturated) - the green and to an extent the red are fine saturation/brightness wise it's just that blue that is a bit too bright.

  7. #7
    +Marius+'s Avatar Domesticus
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Quote Originally Posted by Ltd. View Post
    Well, would you care to elaborate why these are so completely idiotic, because for me it is not obvious at all ('obviously', since I created them) ?
    If you criticize, mention the reason as well.
    Well firstly, sorry for being rude.
    Secondly, lawl at people not realizing what seems to be the problem


    Thirdly, the problem is that you cannot sheath a damn cavalry lance on your back.
    What were you thinking lol?

  8. #8
    Nevada's Avatar Domesticus
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Good to see this one progressing!

    I'm really looking forward to the release, because then I'll finally have reasn to buy Attila...



  9. #9

    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    This is the only reason I bought Attila. Looks awesome.
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  10. #10
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Yeah, indeed, those mentioned colors are too saturated, at least on the screenshots. I did de-saturate them considerably, as has been addressed before, so they should be fine now.
    However, it is a basic requirement I believe, that if someone criticizes something, at least it is mentioned what is being criticized.

    Thanks for your input, Ahiga

  11. #11

    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Looks awesome, Ltd!

  12. #12
    nnnm's Avatar Senator
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    very cool and Amazing work.
    but I don't see Hasham cavalry and Hasham infanty. Also Rum Seljuks had armenians, gorgians and local roman as auxiliaries units from treaties or direct control of the land
    ----
    Also would suggest to change Askries to Jundars becuase Askar term only used in Arab dominate regions like Iraq, Syria, Arabian peninsula and north Africa and the Turkish terms dominate the easten part of Islamic area and in Anatolia as well. Also would suggest infantry Jundars.
    Last edited by nnnm; September 18, 2015 at 07:04 AM.



  13. #13
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Aren´t the Hasham some sort of guard unit?
    Also, the anatolian veteran spearmen are basically supposed to be a mix of armenians, turks, romans

  14. #14
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    the Hasham mentioned one or two times in a siege battle as champoins of Seljuks army in "History of the Roman Seljuks". the first 2 assults failed to breach the armenian castle so the Sultan called the Hasham and the breached the walls. the name "Hasham" indecate that they are directly answer to the Sultan and considered part of his family like the "Kasskiyyah" in the Ayupids and Mamluks or the "Nizamiyah and Khorasaniyah Ghelman" of the great seljuks.
    the Anatolian spear units are Jund troops fallow the same system in Seljuk era. and those can be locals or regulars under the Army diwan "Jaish Diwan". the locals however are not directly under the army control but ander a chief from them. u can add those as AOR units. and many of them come through treaties. Armenia provided 500 horsemen after a peace treaty.



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    dogukan's Avatar Praeses
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    The elite and core of the armyin the Turko-Persian states of the day were ghulams. And ghulams had various ranks, ranging from some random emir's ghulam to sultan's palace ghulam.

    I do think there needs to be more units, but I think they should be added in through more local AOR units rather than faction specific ones.

    Also, diversifying the Turkoman tribes would not hurt. Typical light horse archers but of different tribes for instace, but that would require different models. They had some in Broken Crescent mod... If you plan to do something like that, I could look into some references.
    "Therefore I am not in favour of raising any dogmatic banner. On the contrary, we must try to help the dogmatists to clarify their propositions for themselves. Thus, communism, in particular, is a dogmatic abstraction; in which connection, however, I am not thinking of some imaginary and possible communism, but actually existing communism as taught by Cabet, Dézamy, Weitling, etc. This communism is itself only a special expression of the humanistic principle, an expression which is still infected by its antithesis – the private system. Hence the abolition of private property and communism are by no means identical, and it is not accidental but inevitable that communism has seen other socialist doctrines – such as those of Fourier, Proudhon, etc. – arising to confront it because it is itself only a special, one-sided realisation of the socialist principle."
    Marx to A.Ruge

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    karaislam's Avatar Vicarius
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Good work.
    Here is my real türkish army mod for m2tw.all the roster is ready.i ll upload them to twc forum for the various mods such as broken crescent and dominion of the swords.u can freely use them.please notice my unit names.http://www.twcenter.net/forums/showt...e-Of-The-Turks

  17. #17
    dogukan's Avatar Praeses
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Quote Originally Posted by karaislam View Post
    Good work.
    Here is my real türkish army mod for m2tw.all the roster is ready.i ll upload them to twc forum for the various mods such as broken crescent and dominion of the swords.u can freely use them.please notice my unit names.http://www.twcenter.net/forums/showt...e-Of-The-Turks
    Hey, I really like some of those units. I was wondering what your reference and sources were...I think some of them are a bit more fantasy, such as the two-handed axeman.

    The basic Turkmen units look good for tribal fighters, and the horseman at the end seem identical to units in M&B 1257 mod which were pretty good btw.


    Quote Originally Posted by Ltd. View Post
    I intend to add at least a couple of more units to the Seljuks, like the Ahdats ( very basic spearmen, young and inexperienced ) , a crossbow unit, possibly naphtha throwers and perhaps foreign auxiliaries (AOR basically) like the daylami, but I am not sure if I want to add several turkoman tribes. They already have several cavalry units so perhaps I' ll just increase the variation in the turkoman unit
    We'll see
    I see.
    I am curious though, how long does it take to make one of these units on average? And is there a unit limit like in earlier engines?

    I mean I feel like there could be a large variety of tribesman and AOR units just for the eye candy of it. And probably most armies were made up of local people with there being a distinguishable charasteristic core force ...

    I don't complain with what we have now definetly
    Last edited by dogukan; September 18, 2015 at 04:05 PM.
    "Therefore I am not in favour of raising any dogmatic banner. On the contrary, we must try to help the dogmatists to clarify their propositions for themselves. Thus, communism, in particular, is a dogmatic abstraction; in which connection, however, I am not thinking of some imaginary and possible communism, but actually existing communism as taught by Cabet, Dézamy, Weitling, etc. This communism is itself only a special expression of the humanistic principle, an expression which is still infected by its antithesis – the private system. Hence the abolition of private property and communism are by no means identical, and it is not accidental but inevitable that communism has seen other socialist doctrines – such as those of Fourier, Proudhon, etc. – arising to confront it because it is itself only a special, one-sided realisation of the socialist principle."
    Marx to A.Ruge

  18. #18
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    I intend to add at least a couple of more units to the Seljuks, like the Ahdats ( very basic spearmen, young and inexperienced ) , a crossbow unit, possibly naphtha throwers and perhaps foreign auxiliaries (AOR basically) like the daylami, but I am not sure if I want to add several turkoman tribes. They already have several cavalry units so perhaps I' ll just increase the variation in the turkoman unit
    We'll see

  19. #19
    Ltd.'s Avatar Senator
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    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Creating a unit depends on so many factors (real life issues, fancyness of the armour and other assets, the availability of useful assets from OSP sources if required or having to re-texture CA stuff or do own models, etc) that it is hard to tell. The biggest hindrance however is real life most of the time I am motivated enough, it is time I lack.

    I would definitely like to expand on the turkomans, as well as other rosters as well, but I would also like to get on with at least a basic roster for other factions as well, and there are a lot more yet to do. So I definitely don´t rule it out, I would however first like to see and make a "standard" roster for the remaining factions as well.

  20. #20

    Default Re: Medieval Kingdoms Total War: Seljuks of Rum

    Quote Originally Posted by Ltd. View Post
    Creating a unit depends on so many factors (real life issues, fancyness of the armour and other assets, the availability of useful assets from OSP sources if required or having to re-texture CA stuff or do own models, etc) that it is hard to tell. The biggest hindrance however is real life most of the time I am motivated enough, it is time I lack.

    I would definitely like to expand on the turkomans, as well as other rosters as well, but I would also like to get on with at least a basic roster for other factions as well, and there are a lot more yet to do. So I definitely don´t rule it out, I would however first like to see and make a "standard" roster for the remaining factions as well.
    I agree with this.

    Better, imo, to first focus on getting a working mod which is playable and bug free, then focus on expanding the rosters and adding / tweaking units. I've seen a fair few mods die over time because modders spent all their time making, skinning and adjusting units and ran out of time and inclination to actually make a working game.

    Also useful to get the mod out to get feedback from the community on which units need attention, and which gaps in the rosters should be filled, so you don't spend valuable time on units which are fine to begin with.

    That's my view, but then tbh I just want to start playing the mod asap, new units or not!

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