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Thread: Medieval Kingdoms Total War: Campaign Map Master Thread

  1. #1241
    Leonardo's Avatar Reborn Old Timer
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    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Quote Originally Posted by miguelfadous View Post
    In all honesty i have utmost respect to this specific team exactly because of the years long dedication and commitment and full disclosure i attempted to delete the comment i posted as soon as i read it again, but i wasn't able to find the way to remove it.
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  2. #1242
    Wallachian's Avatar Citizen
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    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    To put into perspective there are some mods here on Total War Centre that have been in development for more than 10 years and work is still done on them and people still follow them. So this mod has only been in development for 3-4 years and we already have a working campaign being released to testers. That is huge, that means that the mod is actually playable (albeit with the usual bugs and problems). We are closer than ever to an actual release.

  3. #1243

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Quote Originally Posted by Wallachian View Post
    To put into perspective there are some mods here on Total War Centre that have been in development for more than 10 years and work is still done on them and people still follow them. So this mod has only been in development for 3-4 years and we already have a working campaign being released to testers. That is huge, that means that the mod is actually playable (albeit with the usual bugs and problems). We are closer than ever to an actual release.
    Any idea how one becomes a tester?

  4. #1244

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Quote Originally Posted by Ninjaheman View Post
    Any idea how one becomes a tester?
    They are forcing you too use Discord.

  5. #1245

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Quote Originally Posted by Nebaki View Post
    They are forcing you too use Discord.
    Oh, the humanity! Thanks for the info, though. Any idea where I can find the discord link or how to get an invite?

    edit: there are links on this page . The first couple links are broken, I think the good one is the 3rd one down.
    Last edited by Ninjaheman; May 31, 2019 at 09:10 AM.

  6. #1246

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Oh, the humanity! Thanks for the info, though. Any idea where I can find the discord link or how to get an invite?

    edit: there are links on this page . The first couple links are broken, I think the good one is the 3rd one down.
    ty alot i wanted to participate in this asap

  7. #1247

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Spoiler Alert, click show to read: 




    Here are the Tech Tree for each cultural groups. As can be seen, We still need more actual technological, societal, legal development for 14th and 15th century. More Tech Tree for more specific Subcultures can be made, but that too need more technology ideas.


    For the Tech Nodes, we try to take in actual developments and avoid vague game-y tech nodes as possible. We also avoid taking in technologies that were already discovered before the 13th century (so no reinventing the wheel, unless it is notable that specific regions adopts something later than the inventing region)


    If you have concrete ideas, let us know.
    Last edited by You_Guess_Who; July 28, 2019 at 06:51 PM.

  8. #1248

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    The blast furnace and the finery forge are the main ones which spring to mind.

    First blast furnace reported in Sweden in around 1100 but spread across Europe in the 13th century. Produces cast iron rather than pig iron, so a military tech facilitating improved swords, maybe necessary for tier 2 swordsmen?

    First finery forge around the 13th century, used in conjunction with a waterwheel to produce plate armour from the early 1400s. So could be another gateway military tech for tier 3 knights and armoured troops?

  9. #1249

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Reloaded the image.

    Mmm, good idea.

  10. #1250

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Another couple of options are Squires and Standing Army.

    Squires began to appear in the 13th century and improved the effectiveness of knights by maintaining their armour, horses etc. Could also have a later tech of Landed Squires, which allows better management of land (more food and tax) as from the 14th century squires often became landed.

    Standing army can be earlier for Turkish factions (i.e. Janissaries) and later for other factions, although that's maybe a bit too ahistorical for most factions within the period. Maybe as a purely 'transitional' technology for turning the Seljuks into the 'Ottomans' late game equivalent?

    Also some form of Retinue / Retainers tech could trigger the upgrading of general bodyguard units, as they can be seen to be akin to the retainers of the medieval nobles.

  11. #1251

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Spoiler Alert, click show to read: 




    Our first foray for Population Script. If you have good data for population numbers in 1212, let us know.

  12. #1252

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    whoa, it's great

  13. #1253

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    How does population work with hordes?

  14. #1254

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Hm, it seems applications are closed

  15. #1255

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Hello everybody,

    I would like to report that Paris, Toulouse and Rouen are missplaced in the campagne map.

    Here a map of the most important cities of France.


  16. #1256
    Wallachian's Avatar Citizen
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    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Yes that is known. Cities can not be moved in Total War games since medieval 2 days.

  17. #1257

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Quote Originally Posted by Wallachian View Post
    Yes that is known. Cities can not be moved in Total War games since medieval 2 days.
    Except Shogun 2
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  18. #1258

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    And we the mortals can begin to marvel at the creation: https://steamcommunity.com/sharedfil...?id=1429109380
    I know what I will use my vacation days for in December.

  19. #1259

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Quote Originally Posted by F@32 View Post
    And we the mortals can begin to marvel at the creation: https://steamcommunity.com/sharedfil...?id=1429109380
    I know what I will use my vacation days for in December.
    Hail to the King, baby!

  20. #1260

    Default Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    AI doesn't hire any unit?!
    In my France campaign AI forces limited their start armies.
    I see new AI generals, but new unit - never.
    What іs it?

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