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Thread: Submod for Falcom Total War 3 [WIP]

  1. #261
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Been a while, hasn't it? Here's a peek at the Ethiopians. Like the other African factions, they specialize in light troops and skirmishing. They are the only African faction with longbowmen, although their selection of missile cavalry is limited.
    Spoiler Alert, click show to read: 
    Tribal Warband (spearmen with javelins): They got new shields! The over-abundance of Nguni shields in North Africa was ahistorical, so I'm sure this is a welcome change.
    Spoiler Alert, click show to read: 
    *T'orenyochi ("Spearmen"; spearmen with javelins): They carry one javelin, just like their lower-tier counterparts.
    Spoiler Alert, click show to read: 
    *Goradewochi ("Swordsmen"; swordsmen with javelins): They have 4 javelins.
    Spoiler Alert, click show to read: 
    *Lijochi ("Children"; swordsmen with javelins): They have 4 javelins. The lijochi were the sons of the mekoninochi, or appointed nobility.
    Spoiler Alert, click show to read: 
    *Tewagiwochi ("Warriors"; two-handed macemen with javelins): They carry one javelin.
    Spoiler Alert, click show to read: 
    Tribal Hunters (archers): They got an updated look as well, although it's much more subtle.
    Spoiler Alert, click show to read: 
    Rumat (archers): This unit is meant to represent the Beja people as well as other nomads in the region. Unlike their Muslim variants, they have crosses on their shields.
    Spoiler Alert, click show to read: 
    *K'esitochi ("Archers"; longbowmen): Since there isn't a standalone Nubian faction, I figured that this would be the best way to represent their famous archers.
    Spoiler Alert, click show to read: 
    Tribal Skirmishers (javelinmen): These guys are keeping the Nguni shields for now, although they will be removed from Mali's roster.
    Spoiler Alert, click show to read: 
    Qadhifat (arquebusiers):
    Spoiler Alert, click show to read: 
    *Feresenyochi ("Cavalry"; light cavalry):
    Spoiler Alert, click show to read: 
    *Mekoninochi ("Officers/governors"; medium cavalry): The mekoninochi were the appointed nobility.
    Spoiler Alert, click show to read: 
    *Mesafinti ("Princes"; heavy cavalry): The mesafinti were the hereditary nobility.
    Spoiler Alert, click show to read: 
    General's Mushtarawat (heavy cavalry): This unit is a placeholder; if there's space at the end, the African factions will have their own bodyguards. If not, I'll update the shields to be more Christian rather than Muslim so it's at least slightly less jarring.
    Spoiler Alert, click show to read: 
    Frontiersmen (javelin cavalry): These guys are rocking the new shields too.
    Spoiler Alert, click show to read: 
    General:
    Spoiler Alert, click show to read: 
    EDIT: The Songhai were just finished. Kind of like how Portugal and Spain are more or less "clones" of one another, the Songhai are very similar to Mali. However, their roster revolves more around their cavalry, while Mali is more of an all-rounder faction. Just for the sake of showing them off, here's their roster:
    Spoiler Alert, click show to read: 
    Tribal Warband (spearmen):
    Spoiler Alert, click show to read: 
    *Sorko ("Rivermen"; spearmen): Slightly weaker than their Malian counterpart, the kele-bolo.
    Spoiler Alert, click show to read: 
    *Suuna ("Guards"; spearmen): They have one javelin.
    Spoiler Alert, click show to read: 
    Horon ("Freemen"; light infantry):
    Spoiler Alert, click show to read: 
    Tribal Hunters:
    Spoiler Alert, click show to read: 
    Rumat (archers):
    Spoiler Alert, click show to read: 
    Sofas (archers):
    Spoiler Alert, click show to read: 
    Midfa'iya (hand gunners):
    Spoiler Alert, click show to read: 
    Qadhifat (arquebusiers):
    Spoiler Alert, click show to read: 
    Mandekalu (medium cavalry):
    Spoiler Alert, click show to read: 
    *Mondzo ("Chiefs"; heavy cavalry):
    Spoiler Alert, click show to read: 
    Farari (heavy cavalry):
    Spoiler Alert, click show to read: 
    General's Mushtarawat: Like with Ethiopia (and Mali), this is a placeholder bodyguard that will be replaced if possible.
    Spoiler Alert, click show to read: 
    Frontiersmen (javelin cavalry):
    Spoiler Alert, click show to read: 
    *Baray ("Cavalry"; javelin cavalry):
    Spoiler Alert, click show to read: 
    For those who missed them, the Malian units that the Songhai don't have access to are the Kele-Bolo (professional spearmen), duukunasi (two-handed axemen), and Ton-Tigui (cavalry archers).
    And back into hibernation I go.
    Last edited by Metal.Pigeon; November 26, 2020 at 09:31 PM. Reason: Added Songhai preview

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  2. #262
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    The Romans got a makeover, as well as quite a few new units. Here's their new roster:
    Spoiler Alert, click show to read: 
    Levied Infantry: This model will probably be updated eventually.
    Spoiler Alert, click show to read: 
    Urban Militia: Shared with Novgorod.
    Spoiler Alert, click show to read: 
    Skoutatoi (unique unit): More purple and new shield variants!
    Spoiler Alert, click show to read: 
    Kontaratoi (unique unit): They now have heavier armour visually to better match their stats.
    Spoiler Alert, click show to read: 
    Kastrophylakes (unique unit): The skoutatoi and spathatoi have been buffed quite a bit and don't really fill the same tier as European serjeants anymore. These guys will fill in the void.
    Spoiler Alert, click show to read: 
    Spathatoi (unique unit): A bit of a misnomer, since aside from the spathion, they also have the paramerion, axes, and maces.
    Spoiler Alert, click show to read: 
    Paramonai (unique unit): They ditched the red capes for more purple and have a wider variety of shields and weapons.
    Spoiler Alert, click show to read: 
    Varangoi (unique unit): These guys probably deserve their own model way down the line, but for now this should do.
    Spoiler Alert, click show to read: 
    Javelinmen: This model will probably be updated eventually.
    Spoiler Alert, click show to read: 
    Levied Hunters: This model will probably be updated eventually.
    Spoiler Alert, click show to read: 
    Archer Militia: Shared with Novgorod.
    Spoiler Alert, click show to read: 
    Toxotai (unique unit): They have a slightly different appearance than their melee counterparts, wearing leather lamellar and bracers instead of steel and ditching the leather "pauldrons."
    Spoiler Alert, click show to read: 
    Mourtatoi (unique unit): The gold armour should better distinguish them from their non-elite counterparts.
    Spoiler Alert, click show to read: 
    Tzangratoroi (unique unit):
    Spoiler Alert, click show to read: 
    Pyrovolites (unique unit): A new addition to the Roman roster, finally letting them jump on the gunpowder train at the same time as everyone else (outside of East Asia).
    Spoiler Alert, click show to read: 
    Gasmouloi (unique unit):
    Spoiler Alert, click show to read: 
    Siphonarioi (unique unit):
    Spoiler Alert, click show to read: 
    Kavallarioi (unique unit): A new unit, filling the medium cavalry role that was missing earlier.
    Spoiler Alert, click show to read: 
    Pronoiarii (unique unit):
    Spoiler Alert, click show to read: 
    Skholarioi (unique unit):
    Spoiler Alert, click show to read: 
    General's Hetairea (unique unit): They now look slightly different from the skholarioi.
    Spoiler Alert, click show to read: 
    Akritai (unique unit):
    Spoiler Alert, click show to read: 
    Tzakones (unique unit):
    Spoiler Alert, click show to read: 
    Vardariotai (unique unit):
    Spoiler Alert, click show to read: 
    General:
    Spoiler Alert, click show to read: 
    There is currently a distinct lack of mercenary units (i.e. latinikon, alammanoi, skythikon, etc.) because of unit space concerns, but they are still being considered.
    There's also going to be an overhaul of the European rosters with the addition of Poland and the crusader units, so a new beta release might take a while.
    Last edited by Metal.Pigeon; December 20, 2020 at 05:05 AM.

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  3. #263

    Default Re: Submod for Falcom Total War 3 [WIP]

    Hey Pigeon !
    Long time no see, hope everything's good
    How's the project going ?

  4. #264
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    It's been going well! I'm going to be honest and say that I haven't posted much progress here on TWC (I have really bad timing with it going down when I update the ModDB page), but we're still moving along.

    Might as well put a photo dump here for those who don't follow it on ModDB:
    Spoiler Alert, click show to read: 




    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  5. #265
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    I uploaded a new build which you can find here (as well as on ModDB). Here's a brief changelog:
    Spoiler Alert, click show to read: 
    New factions:
    -The Songhai Empire
    -Kingdom of Ethiopia
    -Kingdom of Poland (WIP)
    -The Great Jin Empire (very much a WIP)

    Reworked Factions:
    -Kingdom of France
    -Kingdom of England
    -The Holy Roman Empire
    -Crown of Castile
    -Kingdom of Portugal
    -The Papal States
    -Kingdom of Hungary
    -The Roman Empire
    -The Maghrebi Caliphate
    -The Mali Empire
    -The Mongol Khanate

    Unit changes:
    -Tons of new units and updated unit models (too many for me to list; go check them out!)
    -Added detailed unit descriptions for many units (still unfinished)
    -Units with infinite morale now display the "Unbreakable" trait
    -Infantry are now classified as "Melee Infantry/Shock Infantry/Spearmen"
    -Renamed "Heavy Cavalry" category to "Shock Cavalry" to account for the weird medium cavalry units
    -Greatly buffed halberdiers and pikemen across the board (still looking for feedback)
    -Increased attack value of all gunpowder units
    -Fixed an issue where the Conquistadores tended to shoot above their targets' heads
    -Various other balance changes

    Other changes:
    -Moors have been renamed to Maghrebis
    -New splash screen, main menu screen, and loading screens
    -New custom credits roll, listing the developers, contributors, and asset donators of both the One Ruler on Earth and Falcom Total War teams
    -Some new music tracks and loading screen quotes
    -Replaced "florins" with "gold"
    -Renamed custom battle eras from "Early/High/Late/All" to "13th Century/15th Century/16th Century/DO NOT SELECT!"

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  6. #266
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Still alive! Here's a pic of some Luceran archers, which will be available to the Holy Roman Empire:
    Spoiler Alert, click show to read: 

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  7. #267
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Last build of 2021 available for download here.

    Brief changelog:
    Spoiler Alert, click show to read: 
    New factions:-Sultanate of Rum

    Unit changes:
    -Lots of new units for many factions.
    -Replaced French Ribauds with the more generic Urban Militia
    -Renamed crossbow-armed militias to "Crossbow Militia"
    -Renamed "Conquistadores" to "Escopeteros"
    -Renamed "Karariyah" to "Ghilman"
    -Renamed "Ghilman" to "'Askari"
    -Renamed "Shurta" to "Harafisha"
    -Javanmardan are now melee infantry
    -Sa'aliks are now javelineers
    -Tofangchiyan are now hand gunners
    -Uyghur Camelry no longer have bows
    -Sarbaazan no longer have bows
    -Mohajeman no longer have lances
    -New models for Garde Ecossaise and Aventureiros
    -New models for 15th century European knights
    -New models for 16th century European professional units
    -New models for Middle Eastern militia units
    -New models for professional Middle Eastern and Persian units
    -New models for elite Middle Eastern and Egyptian units
    -New shields for the Maghrebis and Persians
    -New models for many Vietnamese units
    -Added 'Ayyarun to Mali, Songhai, and Ethiopia
    -Added Julban to Persia
    -Added Harafisha to Persia
    -Added Rumat to Persia
    -Added Qadhifat to Persia
    -Removed Banneret Knights from Castile
    -Removed Bachelor Knights from Portugal

    Other changes:
    -Renamed "Republic of Novgorod" to "The Rus' Knyazates"
    -Various bugfixes and balance changes
    -New credits music

    Known issues:
    -CAMPAIGN STILL DOES NOT WORK
    -General's Mushtarawat is messed up for the Seljuks, Mali, Songhai, and Ethiopia
    -Several Polish and Magyar units are missing 16th century models
    -Faction accents are all over the place
    -Jin general is a silver surfer

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  8. #268

    Default Re: Submod for Falcom Total War 3 [WIP]

    thank you Metal.Pingeon and the modteammembers for this great update!
    getting older

  9. #269

    Default Re: Submod for Falcom Total War 3 [WIP]

    Hi Metal Pigeon, I recently saw your forum post that you are making a world map mod based off of Falcom's world mod and set around 1204 ad and I saw that you were happy to see people's ideas/suggestions from the forum post. I also understand the max faction limit playable + unplayable (rebels) is 30 factions and read that 31 makes it crash. My world mod wishlist would probably have started at 1066 with the battle of 3 kings/norman invasions into byzantine sicily and saxon england and end around the renaissance era. And I probably would have included some factions from dif time periods so my mod would not be 'historically accurate', like the Tang dynasty (China), Saffarid Empire/Dynasty (Persia/Iranic-Afghan culture), Yamato (Japan) and then just have them unlock from basic tech to each tech period. I wouldnt really be looking for any accuracy if i was making a mod, just probably would choose whatever unique, cool looking factions/units that i could find and make a big mix of dif units from dif time periods .

    I would have maybe done something like this -

    Start Date - Start to End date. Roughly around 1000ad - 1600ad
    End date - Renaissance roughly..

    1. North American Tribes
    2. South American Kingdoms
    3. Anglo-Saxon England
    4. Normans
    5. Franks
    6. Germans
    7. Sweden
    8. Norway
    9. Danish
    10. Italian States
    11. Castile-León
    12. Portugal
    13. Almoravid Empire (Tuaregs, Berbers, Bedouins)
    14. Poland
    15. Lithuania
    16. Novgorod
    17. Hungary
    18. Byzantine Empire
    19. Seljuks
    20. Egypt
    21. African Kingdoms (Mali, Makuria, Cushite, Axum, Ghana, Bantu)
    22. Ghaznavid Empire (Persian/Iran-Afghan)
    23. Indian Kingdoms (Cholas)
    24. Liao Dynasty (Khitans)
    25. Song Dynasty
    25. Japan
    26. Khmer Empire
    27. Srivijayan Empire
    28. Papal States

    Emergent Non-Playable Factions
    -Mongolian Hordes
    -Timurids

    Emergent Playable Late Era

    29. Swiss Cantons
    30. Burgundians (Netherlands, Belgium, Luxembourg)

    Non-Playable
    -Rebels

    Although then I had second thoughts and would have changed my mind to add more other unique factions, like comanche rather than 'blob' the american factions into kingdoms with a mix of unit variety. But still not sure, maybe its ok as a solution to stick dif nations into one 'blob' faction if they have similar cultures. The problem was the spacing . I would want all the different factions much closer to each other then so they interact faster. Not have just north and south american factions just sitting there doing nothing waiting for some contact. Thats why i changed my mind and decided for x3 factions minimum per continent so its interesting and keeps a player occupied whichever faction they start as/whichever continent they start on.

    But I dont have time and energy to learn how to make my own mod so, no problem 1204 is cool as a start date I think there are different choices and problems one can have in choosing the direction of the game. Like what factions, what rebel faction/settlement buffers to predict faction expansion..etc etc One modder may choose to try and get the game to predict more modern times. Like china and russia expanding uncontested with lots of space and few challenges to guarantee they expand into large empires. Another modder may choose to choose interesting factions whatever the result. Another may choose what if scenarios that would be historically unrealistic and lead to interesting outcomes. So lots of different considerations to take into account. I have tried to make a balance and weigh up different considerations around this time period. I think this would be a fairly good, balanced, interesting 30x faction roster and I will try to explain some of the reasoning why. Btw excuse me if I forget or make mistakes, I am not a historical expert, but I am an enjoyer, interested in world history .

    My 30x faction list that I think would be good/interesting balance/interesting choices for your world map mod -

    Rebels

    Inuits(Thule)
    Apache
    Navajo

    Chichimec
    Toltecs
    Huari-Tiwanaku

    England
    Germanic Roman Empire
    Scandinavian Kingdoms

    France
    Hispania/Hispanic Kingdoms
    Italian States

    Hungarians
    Eastern Roman Empire

    Novgorod
    The Cuman–Kipchak Confederation

    Khwarezmian Sultanate of Khwarezm/Khwarezmian Empire

    Tibetan Kingdoms
    Ghurid
    Yadavas

    Almohad Empire
    Ayyubids

    x3 of the following options -

    Mali
    Kanem
    Bantu Tribes
    Zagwe Kingdom (preceeded by Aksum, suceeded by Ethiopia Empire)

    Song
    Mongol tribes

    Japan
    Either Khmer OR Srivijaya (on the decline) OR Kaḍiri Kingdom which was succeeded by Singhasari, then succeeded by Majapahit (1293–1527 Java/Indonesian culture large empire)

    My original idea was that North America [Meso-Central] South America, Africa, South Asia, South-East Asia would have 3x factions minimum to keep those regions/battles much more interesting than they normally would be with only 1 or 2 factions expanding in large space over a long game with no interesting battles/other factions to fight. 3x factions on each continent minimum seems to make a world map more balanced.

    However, it would mean some major factions might have had to been sacrificed from elsewhere. It was very problematic, and I decided I would keep 3x in North, Central+South America and Africa each and cut 1 of my 2 south east asian faction choices which was a shame, as I thought a south asian battle between the Khmer and Javan cultures would have been interesting. And I cut one of my South Asian faction choices too, so no Indian war unfortunately too.

    The reason I cut a south east asian kingdom was to make the existing one stronger to conquer rebel territory and expand and survive. The 2 regional powers (and future successful regional successors) would be Khmer (later Siam) region with this region well known for their resistance against invasions from more powerful nations, like the mongols or Javanese region which had reach/sphere of influence to Malay regions too. Also a strong southern power to the Song Dynasty (China) would also present a challenge and headache to them, being sandwiched between them and the Mongols (who I planned would conquer the Jin Dynasty rebels and then move on Song, leaving Chinese and Goryeo/Korean vassal regional recruitable units in the Mongol Empire, as was closer to historical development)

    I was tempted to cut the Eastern Roman Empire as they were on the decline, especially after the sack of Constantinople during the 4th Crusade in 1204ad . But in the end I thought it best to leave them in, at least as a temporary buffer between Hungary and the Khwarz Empire who I presume would expand towards each other with Hungary taking Constantinople first if I had decided the ERE should be rebels. So I had to cut elsewhere. I originally planned for an Indian war between 2 playable indian factions such as the larger ones Yadavas
    Kakatiya Dynasty (OR Hoysala Empire) or agressive emergent Pandya resurfacing. Reading about the regional conflicts was very interesting. In the end I chose to go for the largest Indian faction, who usually initiated aggression on its neighbors taking much land. Yadavas. And the large Ghurid dynasty a foreshadowing of future persian-iran-afghan/northern conquests into India. This seemed enough sufficient 'action' to be had in this region, with the indian faction growing and then having conflict with the Ghurids.

    I also chose to add the Tibetans. Their tribes/kingdoms region is very large and lasts until the Mongols sweeping and vassalizing. But I think there faction units were very interesing and cool looking, and would be a fresh choice . Also to act as a buffer to put off ghurid and khwarezm rapid expansion in that direction. Try to focus them towards rebel held areas (and direct them more towards where we want them to go for inevitible faction vs faction clashes)

    I kind of did not want to add the Mongols, as we have already experienced them in the official games and many mods, and usually feel like one horde/horse cav huge faction is enough (cuman-kipchak confederacy). If i was making my own mod it probably would be 'all' bias and many weird and unpopular faction choices, but that would just have been for me to play and enjoy, I know many would have disliked and complained though with my choices.

    Africa is a very large region, personally i would like to see bantu tribes in the south, ethiopians on east and either mali or kanem as the 3rd choice . expanding, and then battling it out (also tuareg/berbers from the north would be getting involved). It would be very boring to me if it was just 2 factions in africa and americas , a waste of all that region/space.

    To make room for more factions, I had to 'blob' different nations into groups. So Scandinavian Kingdoms would be one blob faction, and my idea was you could recruit general units and then special elite units from certain regions (Norway, Denmark, Sweden, Saami, Finland units). And the same for Hispania/Hispanic Kingdoms, and the Italian States (can recruit elite normans from sicily). But I think this is a good compromise, still have 8 playable european factions . (poland was very small according to the maps ive seen around 1200ad so hungary should be enough for this region on a world map between byzantines, germany and russia)

    So for the Americas, around 1200 i think the inuit would be a fun faction to add. Even if its 'out there' and unorthodox. But the inuit did have battles with the cree tribes (who came later) and they did defeat some vikings apparently. They would be a very cool looking fun faction/units. And there regional placement in the north is good.

    Then you have the early plains tribes. Apache and Navajo who I read did both work together and also fight each other, before the powerful dangerous comanches arose and attacked and defeated many different tribes in this region. the comanche (and comanche-apache) conflicts were very interesting to read up on . so the placement would be between the inuits/thules and the chichimeca around mexico region. so 3x fighting in the north, then chichimecs, toltecs (aztec predecessors) and Huari-Tiwanaku (inca predecessors) fighting it out in the central/southern region .

    I also like the idea of 'blob' coalitions and vassal units in whichever faction grows largest to create an empire.

    like if the english conquer wales they can recruit elite longbowmen specifically from wales. or if the russians conquer tartar regions/crimea they can recruit elite tartar units. I prefer regional based recruitment over mercenary system mostly. That way you wont get too many weird compositions of mercenary armies. But instead you have a main factions force, and then they get whatever people are the majority in their region to fight in their army. And if u occupy or conquer that regiont they want to/have to fight for u if you call them up. Especially as diplomacy /a.i. is so broken and sucks in mtw2 where alliances/vassals dont work properly how you want it to and dont last . The game Imperial Glory had simple but far better effective diplomacy, a.i. at 'vassalizing' and 'alliances' that actually work how u want and choose them to. if u have ever played that game (napoleonic game, came out before empire total war i believe, kind of similar but basic in areas - like graphics, and unit control) but very nice gameplay experience overall, v balanced .

    But if you did want to get rid of some factions or add some in and perhaps be a little less accurate to the world map of 1200/1204 ad and wanted to time skip/time jump a little .

    Then I guess I would just make Eastern Roman Empire rebels and throw in Poland (or one of the other factions i left out) as a replacement playable faction .

    And maybe just have aztecs, incas, mayans existing at the same time , Comanches, apaches, sioux in the north . Stuff like that . for example.

    Another idea I had was that the more religious buildings you build, the more piety you get, and then can unlock the special religious warriors of those cultures/factions. So, for example, if the germanic empire builds many and makes the pope happy, he then grants that faction permission to create a holy order and u can get some of those expensive units .

    Any region you conquer, u can recruit units of that culture/region too. I think that would make for more unique rosters/vassals. (so for example, if the Song conquer Goryeo, they can recruit Korean elite units/ships from there)

    Also, if you can add as many features from Medieval total war 1 that would also be very good. That game had lots of cool stuff. Like if your faction has disloyal generals they can rebel and u choose to side with rebels or original faction, for example the barons alliance forms in england and u can choose between the baron rebels or royalty kingdom, and a new emergent (like the swiss, burgundians) or existing faction can appear from the rebels. And you can have very fun civil wars .
    Also the ability to assign titles, the artwork /portraits , sound files . many things like that .

    Also, I thought it might be fun to add some fictional joke/easter egg rebels/rebel settlement in antarctica , just to discover and conquer as a last discoverable settlement at the end of the game

    Such as North Pole Ice Kingdoms (Polar Bears, conspiracy units/monsters like - Yeti's, Mammoths, Ufo's, Aliens, and some Walrus, Emperor Penguins, War seals units)

    But if you want to go heavy realistic, less 'fantasy' fun type of mod. Can just ignore this last idea )

    Another thing i would like in MTW 3 (next mtw game) which is not possible in a mod is for all factions units to be able to pick up an enemy units weapons and be able to use them/swap their weapons
    or some kind of tech tree they can research and learn to use that technology

    This isnt possible in a mod, but even though it is unrealistic, i would like a 'what if' ALL cultures 'eventually' were able to unlock/develop late tier technologies. Even if that meant that you make it much more expensive for some factions over others, to delay their access to it. Or add more tier unlocks somehow.

    So yes, I would like for example, aztecs to eventually be able to have elite units, like heavy armor, cavalry, artillery, pike and shot/muskets, ships (or at least transport ships!) or be able to at least hire mercenaries with these technologies, or mercenary transport ships at the minimum. But would prefer they have their own 'what if' [they developed and learnt the tech] units instead of relying on mercenaries though..

    in Mtw3 i would also like the ability to be able to rename anything ingame, any ship, any unit, into regiments/special units. And can have emergent factions, and the ability to rename or form new factions from existing ones. Or ability to create your own custom faction, and upload your own banners/colors in Mtw3 . That would be a nice feature if u could customize lots of stuff with ease. Also i want naval battles. and everything from mtw1 implemented, and better diplomacy and a.i, and more features, options and complexity. And better faction balance, and better voice acting and better gameplayability.

    I do like realistic historical simulators, but I will also be okay with Mtw3 or Mod being semi-historical or historically inaccurate, I want a fun experience, as well as it being nice to learn a little summary about history/historical events from games, Rome total war 1 achieved a nice balance between fun and history, even if it was not historically accurate. I dont like mods that are boring slow/long grindfests which make it feel more like a simulator/job than a fun game.

    Another thing I liked in Mtw 1 was different start dates/time periods. (Early, Middle, Late/High eras) Thats another way to get around some problematic issues.

    Then you can just enjoy whoever the biggest/expansionist/aggressive/powerful factions there were just for that exact time, and dont have to worry about predicting future growth/evolution and direction of factions in over one single campaign time period.

    But 3 dif time period start dates will be a looooot of work. So 1 is fine I think.

    Sorry for the wall of text, i wanted to share my ideas. I look forward to the mod release when do u think it will roughly be released with playable campaign?

    These were the other concepts i had for 30x factions I was exploring and thinking of -

    x30

    Americas

    1. North American Tribes
    2. South American Kingdoms

    Europe

    3. Scotland/Celtic Kingdoms
    4. Normans (England + Sicily) (Saxon Rebels, Some Breton Rebels, Picts, Scots)
    5. Franks
    6. Scandinavian/Norse Kingdoms
    7. Germanics
    8. Hispania (Leon, Aragon, Castille, Navarre)
    9. Italian States (Genoa, Pisa, Milan, Venice)

    East Europe

    10. Poland + Lithuania
    11. Hungary [Eastern European Kingdoms/Slavic Kingdoms] (Bulgaria, Croats, Serbs, Hungarians)
    12. Rus (Novgorod + Kievan)

    West Asia

    13. Byzantium
    14. Turkish Empire (+ Khwarazmian)

    Central Asia

    15. Mongol Horde/Tribes (+ Vassals/Elite Units - Korean, Tibetan)

    Central /Southern Asia

    16. Iranian/Persian-Afghan Kingdoms/Faction (Buyids + Ghaznavids)
    17. Indian Kingdoms (Chola + Chalukyas)

    Eastern Asia

    18. China (Song, Liao)
    19. Japan

    Southeast Asia

    20. Southeast Asian Kingdoms (Srivijayan, Khmer, Malays)

    Africa

    21. North African Kingdoms (Almoravids, Maranids, Berbers, Tuaregs)
    22. Mamluks/Egyptians
    23. African Kingdoms (Mali, Aksum, Bantu, Kush, Makuria, Ghana Gao)

    Bonus

    24. Khazar Khaganate
    25. Portugal
    26. Kingdoms of Georgia + Armenia

    Emergent Factions

    27. Swiss
    28. Timurids

    Non-Playable

    29. Papal States
    30. Rebels

    Oceania

    x Oceanic Tribes/Islanders [Non-Playable Rebels]

    More like Mtw1 -

    Early, Middle, Late/High Period start date options

    Each faction dominant kingdom flag. Minor factions Unit flags

    Units can pick up and use enemy weapons. Or perhaps research ability to use them.

    They should also implement a 'create a faction mode'
    for fun/replayability purposes, custom mode in grand campaign


    And can choose your own units/tech trees. Starting area
    Replace an existing faction


    Can form nations/Can [re]-name your own nation after consolidating regions. Custom names!
    Can rename any unit/settlement ingame.
    Can upload your own banners/flags/Factions

    1. Byzantium
    2. Rus
    3. Norse/Viking Kingdoms
    4. Turkic Kingdoms (Turkiye + Khwarz)
    5. Egypt
    6. Timurids
    7. Mongols + Vassal (China + Korea?)
    8. German HRE + Teutonic
    9. Saxon England (starts with scripted invasion)? Offer choice
    10. Franks
    11. Norman Sicily
    12. Italian States
    13. Celtic Kingdoms?
    14. Japan
    15. Indian Kingdoms
    16. Almoravids/North Africans
    17. South American Kingdoms (Aztec, Inca, Mayans)
    18. African Kingdoms
    19. Spanish Kingdoms
    20. Poland + Lithuania
    21. Slavic Kingdoms (Bulgaria, Serbs, Croats, Hungarians)
    22. North American Tribes
    23. Khazar Khaganate
    24. Asian Kingdoms (Khmer..?)
    25. Iran + Afghan/Persian Kingdom
    26. Papal States?
    27. China?
    28. lithuania?

    Minor/Emergent

    29. Swiss

    Non playable

    30. Rebels

    1.Rus/Novgorod
    2.Poland
    3.Lithuania
    4.Sweden
    5.Norway
    6.Denmark
    7.England
    8.France
    9.Spain
    10.Portugal
    11.Almoravids
    12.Germanics
    13.Italian States
    14.Turkiye
    15.Egypt
    16.Papal States
    17. African Kingdoms
    18. Iranian/Persian Empire
    19. Indian Kingdoms
    20. Mongolian Hordes
    21. Chinese Dynasties
    22. Japan
    23. South East Asian Kingdoms
    24. Byzantine Empire
    25. Hungary
    26. North American Tribes
    27. South American Kingdoms
    28. Swiss (Emergent Faction)
    29. Timurids (Emergent Faction)
    30. Rebels

    Civilizations/Cultures/Factions -

    1. Comanche
    2. Apache
    3. Sioux

    1. Apache > Rebels Comanche?
    2. Navajo > Comanche?/Sioux?
    3. Chichimec

    4.

    5. Toltecs > Aztec
    6. Mayan
    7. Huari-Tiwanaku > Inca

    10. Ghana
    11. Zagwe
    11. Bantu Tribes

    Saxon-England
    Germans
    Italian States

    Franks
    Normans
    Scandinavian Kingdoms

    Leon-Castille > Form Spain > Rebellion > Choose Spain/Choose Emergent Portugal

    Poland
    Magyars/Hungary
    Principality of Kievan Rus > Novgorod

    Eastern Roman Byzantine Empire
    Oghuz > Seljuks > Ottomans
    Saffarid Dynasty/Ghaznavid Empire

    Goryeo????????????

    Chalukyas
    Cholas

    Tibetan Kingdoms

    Khmer

    Jurchens > (Jin Dynasty) x

    China - Tang Dynasty > Song

    Khitans > Liao

    Mongol Hordes > Timurids

    Srivijayan Empire

    Japan/Yamato

    Rebels

    Either rebellions. Or can form new factions. Or when you hit time period
    rebellion civil war/late era faction..

    Rebels

    Inuits/Thule or The Mississippian culture (an East Coast Native American civilization)
    Apache
    Navajo

    Chichimec
    Toltecs
    Huari-Tiwanaku

    Scandinavians/Scandinavian Kingdoms (Norway, Denmark, Sweden, Finnish units)

    Novgorods

    England
    France

    Germans
    Italian States
    Hungary
    Eastern Roman Empire

    -Hispania/Spanish Kingdoms
    North Africans (Almohads, Tuaregs, Berbers)

    x3 of any of these -

    Mali
    Kanem
    Bantu Tribes
    Zagwe Kingdom (preceeded by Aksum, suceeded by Ethiopia Empire)

    Ayyubids

    Ghurids
    Khwarezm

    Mongols
    Kipchaks OR Kara Khitai OR (Emergent Horde Timurids Later Era)

    Song Dynasty
    Japan

    28

    Yadavas
    Kakatiya Dynasty (OR Hoysala Empire)x
    Pandya

    Jin Dynasty

    Goryeo Kingdom x
    Dai Viet x

    Tibetan

    Khmer Empire
    Kediri Kingdom (suceeded by Singhasari > Majaphait) OR 'Malay States/Kingdoms'

    1200 hard position for France. 1205 Better Start Date
    Last edited by ArcadeGames; October 21, 2022 at 06:58 PM. Reason: deleting spaces and fixing error

  10. #270
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Thanks for taking interest in my mod, and also sorry for not posting any updates here for like a year. It's just too hard to organize everything on a single thread, so I've been using ModDB instead. I'll just assure anyone possibly reading this that development is still going well underway.

    I hope I don't sound like a killjoy for saying this, but the faction list is now entirely set in stone. At this point, there has just been too much work put in to change any of them. As of now, 25 of the 30 factions are in a finished or very close to finished state. (the only factions left are Delhi, Java, Thailand, the Jin, and the Incas). The 1204 start date is also set in stone, since it coincides with so many significant events worldwide, even aside from the obvious fall of Constantinople.

    As for historical accuracy, it is something that we are taking seriously. Amalgam factions are being avoided for the most part, with the exception being that some factions have units from closely related cultures (i.e. Ethiopia has Nubian longbowmen, Castile has units from Aragon and Navarre, and Hoysala has units representing other Hindu kingdoms). But you won't find Hoysala controlling all of Hindu India at the start, they will have to compete with Delhi to conquer those lands themselves.

    Multiple era campaigns are also not on the table right now. The goal is to finish the 1204 campaign, then polish and optimize it as much as possible before we consider any other projects. But if anyone else wanted to have a go at it using this mod as a base, they'd have permission to do so.

    No ETA on the campaign at this point, but I can say both the map and building trees are actively being worked on by other people!
    Last edited by Metal.Pigeon; October 21, 2022 at 08:01 PM.

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  11. #271

    Default Re: Submod for Falcom Total War 3 [WIP]

    Quote Originally Posted by Metal.Pigeon View Post
    Thanks for taking interest in my mod, and also sorry for not posting any updates here for like a year. It's just too hard to organize everything on a single thread, so I've been using ModDB instead. I'll just assure anyone possibly reading this that development is still going well underway.

    I hope I don't sound like a killjoy for saying this, but the faction list is now entirely set in stone. At this point, there has just been too much work put in to change any of them. As of now, 25 of the 30 factions are in a finished or very close to finished state. (the only factions left are Delhi, Java, Thailand, the Jin, and the Incas). The 1204 start date is also set in stone, since it coincides with so many significant events worldwide, even aside from the obvious fall of Constantinople.

    As for historical accuracy, it is something that we are taking seriously. Amalgam factions are being avoided for the most part, with the exception being that some factions have units from closely related cultures (i.e. Ethiopia has Nubian longbowmen, Castile has units from Aragon and Navarre, and Hoysala has units representing other Hindu kingdoms). But you won't find Hoysala controlling all of Hindu India at the start, they will have to compete with Delhi to conquer those lands themselves.

    Multiple era campaigns are also not on the table right now. The goal is to finish the 1204 campaign, then polish and optimize it as much as possible before we consider any other projects. But if anyone else wanted to have a go at it using this mod as a base, they'd have permission to do so.

    No ETA on the campaign at this point, but I can say both the map and building trees are actively being worked on by other people!

    Hi thank you for responding so quick.
    Is it also possible to see/upload a basic picture of your world map on here or moddb to see factional/political spheres of influence/starting position?

    Just for the visualization its nice .
    Thanks
    Last edited by ArcadeGames; October 22, 2022 at 04:59 AM.

  12. #272
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Here's a rough mock-up of the campaign map, though it is slightly outdated; Denmark was since replaced by Hoysala (thanks to TheHolyPilgrim):
    Spoiler Alert, click show to read: 


    Europe:

    -Kingdom of France (Blue)
    -Kingdom of England (Red)
    -The Holy Roman Empire (Black)
    -Crown of Castile (Yellow; Iberia)
    -Kingdom of Portugal (White; Iberia)
    -The Papal States (White; Italy)
    -Kingdom of Hungary (Pink)
    -Kingdom of Poland (White; Eastern Europe)
    -The Rus' Knyazates (Yellow; Eastern Europe)

    Middle East & India:
    -The Roman Empire (Purple)
    -Sultanate of Rum (Green; Anatolia)
    -Sultanate of Egypt (Yellow)
    -Shahdom of Khwarezm (Bluegreen)
    -Sultanate of Hindustan (Green; Northern India)
    -Kingdom of Hoysala (Not shown; Southern India)

    Africa:
    -The Maghrebi Caliphate (Orange)
    -The Mali Empire (Red)
    -The Songhai Empire (Yellow)
    -Kingdom of Ethiopia (Green)

    East & Southeast Asia:
    -Kingdom of Dai Viet (Yellow; Southeast Asia)
    -Kingdom of Krung Tai (Purple)
    -Rajahnate of Java (Teal)
    -The Chinese Empire (Red)
    -The Great Jin Empire (Yellow; Manchuria)
    -The Mongol Khanate (Tan)
    -Kingdom of Korea (Dark Blue)
    -Shogunate of Japan (Blue)

    Americas:
    -The Mexica Altepemeh (Blue)
    -League of Mayapan (Green)
    -Kingdom of Qusqu (Yellow)
    Last edited by Metal.Pigeon; November 06, 2022 at 03:50 AM.

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  13. #273
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    I uploaded a new version of the mod at ModDB.

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  14. #274

    Default Re: Submod for Falcom Total War 3 [WIP]

    thanks for the update, the new faction is looking good, and the updated native americans looking good too.
    getting older

  15. #275
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Just some proof that I'm still alive:
    Spoiler Alert, click show to read: 



    Last edited by Metal.Pigeon; February 24, 2023 at 01:54 PM.

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  16. #276
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Work is still underway. Here's a few pics of new unit models for Hoysala:
    Spoiler Alert, click show to read: 


    As well as the new campaign map:
    Spoiler Alert, click show to read: 

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

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