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Thread: Ad Mari a Mare general overview and discussion

  1. #61
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    We will use native names for most of the factions, but as Aphain said, we are currently using "Kingdom of Hungary" name. If you think that "Regnum Ungariae" fits beter, there is no problem with changing this As for names for characters in latin the problem is, that game do not recognize if childrens names fits linguistically to their parents names. If we will add latin names for hungarian faction, the newborn heir and every other children of ruling hungarian dynasty can receive a name that is not hungarian at all As for the non-magyar units for Hungary, why don't you make some research and propose us list of them? We will see what can be done





  2. #62
    Majkl's Avatar Miles
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    Default Re: Ad Mari a Mare general overview and discussion

    I had some discussion with Lifthrasir on their forums about reworking Hungarian roster. It is really difficult because few information is available. I tried my best but still could be improved I think. Link to discussion: http://www.twcenter.net/forums/showt...eciated)/page6
    @factionname: I would recommend use of Regnum Hungariae but it is after all your decision
    Last edited by Majkl; October 25, 2016 at 02:04 PM.

  3. #63
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    We will use that name then Nice discussion you had with Lifthrasir, but I see that it's mostly about times to the beginning of XIIIth century? Our mod starts in 1232, so there should be some differences I think?





  4. #64
    Majkl's Avatar Miles
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    Default Re: Ad Mari a Mare general overview and discussion

    Yes, you are right. I wanted to go on to 14th and eventually 15th century but no time. Also I got really discouraged once I found out all my pictures I have taken in National museum of Hungary in Budapest are gone cuz something is wrong with my camera SD :S

  5. #65

    Default Re: Ad Mari a Mare general overview and discussion

    The project is promising indeed. A side issue: please check the title of the mod for, if it intends to be Latin, it's wrong. If you refer to the Vulgata (salm 72) the expression is "A mari [usque] ad mare". Definitely not in Latin: "ad mari", as "mari" is dative or ablative case and "ad" calls for an accusative case. Well, "Roma surrectum" was bad latin for a wonderful mod for Rome, so perhaps is the mistake intentional?

  6. #66
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    It's not reffering to Vulgata and it's not an intentional mistake This title was proposed by one of my friends on polish TW site. His treachery will not go unpunished





  7. #67
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    We decided to use free faction slot left from removing Habsburgs for third russian faction, Principality of Chernigov And we have a little problem with Papal States. It can be usefull, as excommunication mechanism can stop agressive factions from expanding too quickly, but in the other hand, there are crusades mechanics, which are totally unhistorical, electing popes from non-italian cardinals is also not very realistic We can remove this faction and give Rome to the Guelphs, which were supporters of Pope's rule. But is this a good idea? What do you think? I must mention that there is no way of removing crusades while keeping p_s faction, it's hard-coded mechanic and it cannot be modified.





  8. #68
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Ad Mari a Mare general overview and discussion

    Quote Originally Posted by Hellvard View Post
    And we have a little problem with Papal States. It can be usefull, as excommunication mechanism can stop agressive factions from expanding too quickly, but in the other hand, there are crusades mechanics, which are totally unhistorical, electing popes from non-italian cardinals is also not very realistic We can remove this faction and give Rome to the Guelphs, which were supporters of Pope's rule. But is this a good idea? What do you think? I must mention that there is no way of removing crusades while keeping p_s faction, it's hard-coded mechanic and it cannot be modified.
    I'm just observer here, but IMO it should be removed. There'se been so many ways to abuse the crusade mechanism that it's worth sacrificing Pope to get rid of the crusades. The effects of the Pope can be handled by the trait system, I believe.
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  9. #69
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    Mercenary man at arms:

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  10. #70
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    Brabanzones - mercenaries from Duchy of Brabant

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  11. #71
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    Campaign menu (work in progress)

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  12. #72
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: Ad Mari a Mare general overview and discussion

    Hellvard, regarding the cursadesproblem, i´ve just found this :

    link
    i´m not on my computer this week, but can you test this? maybe "papal" count´s as excommunication marker.
    regards
    Last edited by _Tartaros_; December 08, 2016 at 10:47 AM.

  13. #73
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    I think I will just remove papal states entirely and just simulate Pope in the other way





  14. #74
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    Almogavars

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  15. #75
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    Examples of feudal titles:

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  16. #76
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    Serbian banner bearers

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  17. #77
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    Croat swordsmen and banner bearers

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  18. #78
    M.A.E's Avatar Miles
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    Default Re: Ad Mari a Mare general overview and discussion

    Where is middle east ? No crusades no jihad?? You have destroyed the game I think

  19. #79
    Hellvard's Avatar Senator
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    Default Re: Ad Mari a Mare general overview and discussion

    There will be no Middle East, because map is already at maximum size allowed by M2 engine, plus my mod is set in different timeframe. And why the heck do you think I destroyed the game? You want another clone of original M2 with whole Europe, North Africa an Middle East? Play Stainless Steel, Bellum Crucis or whatever.





  20. #80
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    Default Re: Ad Mari a Mare general overview and discussion

    A little sneak peak about Holy Roman Empire before it's main preview Every german faction (and all others, if they will gain control under certain provinces) will be able to recruit not only knights in the colours of their house, but also units of german regional knights. Below you can see Bavarian ones


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