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  1. #1

    Icon5 Mod Timeframe Extension

    Quote Originally Posted by Visarion View Post
    No the game now ends in 1500
    Is this true? I have been following this mod since it's RII days and this is the first time I am hearing of this. I made a thread so I could be sure of getting an answer. Sorry if that sounds obnoxious. Thanks in advance!

  2. #2

    Default Re: Mod Timeframe Extension

    The technology and ideas of the mod doesn't pass 1500. Anything mostly featured during the Renaissance such as flamberges and musketeers are not included.

  3. #3

    Default Re: Mod Timeframe Extension

    Sorry if my question was too vague; What I wanted to clarify is, is the end date of the mod still 1453, or has it been pushed to 1500 as Visarion claims?

  4. #4

    Default Re: Mod Timeframe Extension

    Why does that matter?

  5. #5
    Visarion's Avatar Alexandros
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    Default Re: Mod Timeframe Extension

    1499 sry

  6. #6

    Default Re: Mod Timeframe Extension

    I thought it would matter because many new ideas were formed after 1453; The Tercios in Spain, Landsknechts in Western Europe, pike and shot warfare etc. These ideas and technologies were developed a good 25 years or more after 1453; hence the reason for my query.

  7. #7

    Default Re: Mod Timeframe Extension

    Then my earlier answer applies.

  8. #8
    Ltd.'s Avatar Senator
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    Default Re: Mod Timeframe Extension

    The technology will not go beyond the 15th century (full plate : italian / german styles) . "Pike and shot" would require a whole new set of assets and opens up a whole new world.
    Of course in game you can go as far as the counter allows you, but technology - wise the last tier / tier 3 will be the mid - late 15th century

  9. #9
    Påsan's Avatar Hva i helvete?
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    Default Re: Mod Timeframe Extension

    Pike and shot would be pretty hard to do considering the mechanics in attila will have to be funadamentally rewritten to allow for mixed unit animations.

    So no there wont be techios or similar pike and shot units and the modders cant do anything about it.

  10. #10

    Default Re: Mod Timeframe Extension

    I know pike and shot is not suitable for Attila, I just listed it down as an example. So what you guys are saying is, no matter what the end date of the mod is (listed in ModdB as 1453), units and ideas that were developed in mid to later part of the 14th century (such as the Tercio, Landsknechts, Hussars etc) will be featured in the mod in the forseeable future, as long as they are ideas that were conceived before 1499, correct?

  11. #11
    Ltd.'s Avatar Senator
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    Default Re: Mod Timeframe Extension

    No. "Pike and shot" is a different era alltogether. Even if it might have appeared in its earliest form somewhere in the very late 15th century, possibly, it is still characteristic from the 16th century onwards. Early form of hussars will probably make it into the mod, though.

  12. #12

    Default Re: Mod Timeframe Extension

    I already stated that I am aware that pike and shot mechanic is not possible in Attila, forget that I ever said it.

    I am talking about units that had a somewhat early form pre-1499. They don't need to use their distinctive fighting styles, Attila is not suitable for that, all I am asking is whether they have a chance to make an appearance.

    Landsknecht: The compound Lantknecht was used during the 15th century of bailiffs or court ushers. In its application to mercenaries, it is first recorded in the 1480s, perhaps coined by Peter von Hagenbach and intended to indicate soldiers of the lowlands of Swabia as opposed to the "highlander" Swiss mercenaries.

    Tercio: The use of massed pikes by Spanish armies began in the War of Granada. ( 1482-1492)

    These are the two that I can think of the was developed between mid-late 15th century. Since early form of hussars appeared almost at the same time, why not those too? (I am not demanding to see them now, in the future perhaps)

  13. #13

    Default Re: Mod Timeframe Extension

    Yeah I think Tercios and Landsknechts could make an appearance. Although I don't think the large zweihander swords should make an appearance.

  14. #14

    Default Re: Mod Timeframe Extension

    Be wary of the slippery slope, next time we know the end time ended up in 1600 and we need to build an entirely new tier of units.

    Not that I don't want a Renaissance Total War (I LOVE Guns, Artillery, and Ships bristling with guns), we can theoretically make a mod of it; but that means even more time, more postpones, even more Western European units, when half of the map's roster aren't ready yet.

    Just stick with the 1453-1500 end date, finish it, then and only then people can apply those sexy fabulous puffy hats, tight hose, and bulging codpieces on top of the finished MKTW.

  15. #15

    Default Re: Mod Timeframe Extension

    I think Ltd gave was pretty clear in stating the mod will not go beyond the 15th century, I gave those examples because there are sources that support that there were early versions of those examples before 1499.

    To be clear; I am not asking for a mod on Renaissance Total War, just that I would like to some early versions of those units that were iconic in the Renaissance period but was somewhat developed before 1499. I even stated that they not need be implemented now, but later in the stages maybe were they are refining the faction main rosters and some new stuff could be added in (to be absolutely clear, stuff that were developed or ideas that were conceived before 1499).

  16. #16

    Default Re: Mod Timeframe Extension

    How many turns per year is the mod set for?

  17. #17
    FrozenmenSS's Avatar Senator
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    Default Re: Mod Timeframe Extension

    The max of the Mod team can do as Time frame are the Italian Wars (1494–1559) on the the Last Roman DLC campaign. Most of the gunpowder(with some reskin) and artillery units are in the mod already. And for the Italian Wars The most interesting thing is the Mod Team can finally add the Ottoman Empire into the Mod,holding the Balkans and parts of North Africa - gameplay like the The Last Roman as the Roman expedition.BTW the Ottoman faction is the most requested faction so far for the mod and this is the only way to add it.

    Last edited by FrozenmenSS; October 22, 2016 at 12:21 PM.

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