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  1. #1

    Icon1 Fall of an Empire




    Fall of an Empire is a project for Medieval 2 Total War and it aims to portray the fall of the Western Roman Empire, the fall and rise of the barbarian kingdoms and the reconquest of emperor Justinian the Great. The start date will be set in the year 475 one year before the fall of Rome and the year 700. The campaign will have either 4 turns per year or 12 turns per year. The mod will be a total overhaul of the base game from factions to units, buildings, resources, AI etc.

    Faction list :
    • Western Roman Empire
    • Eastern Roman Empire
    • Kingdom of Soissons
    • The Franks
    • The Saxons
    • The Lombards
    • The Ostrogoths
    • The Picts
    • Kingdom of the Vandals and Alans
    • Kingdom of the Burgundians
    • Kingdom of the Suebi
    • Kingdom of the Visigoths
    • Kingdom of the Alemanni
    • Kingdom of the Gepids
    • Hymiarite Kingdom
    • Sassanid empire
    • Two Slavic tribes (not choosen)
    • A berber tribe (not choosen)
    • Makkah (represents the rise of islam)


    Right now I and my team just started to work on the mod. Join the team or observe our work in real time on our discord server https://discord.gg/gFKGruR

    Early WIP 3d model :
    Spoiler Alert, click show to read: 


    Roman Draco

    Roman helmet


    More info and data will be added later. Thank you for reading and tell us your opinion.

    Contact us
    Through Steam : http://steamcommunity.com/groups/gemtech
    Join our discord ! : https://discord.gg/gFKGruR

    Finished units :
    Spoiler Alert, click show to read: 
    Roman specific units :
    -Limitanei Spearmen
    Spoiler Alert, click show to read: 



    Last edited by The Master of Albion; April 02, 2018 at 05:32 AM.

  2. #2

    Default Re: Fall of an Empire

    I thought you may want to join forces with the Invasio Barbarorum II team, maybe??

    The mod focuses on the invasions of Attila and fall of WRE, more or less very aligned with the purpose of this project..

    Would be great to join the efforts..


  3. #3

    Default Re: Fall of an Empire

    Yes of course we can help each other and work on common things, but because our 2 mods have different goals and time frames we can't really mix them, unite the work, but cooperation and help from each other is definitely a good idea.

  4. #4
    isa0005's Avatar Campidoctor
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    Default Re: Fall of an Empire

    Good luck and most imporantly, have fun!

  5. #5

    Default Re: Fall of an Empire

    Thank you !

  6. #6

    Default Re: Fall of an Empire

    Ok, I see of course... although genuine sharing of resources is a good thing for both mods, I suppose..

    I'll give a call to IBII team, from time to time I check their status..

    Looking forward to your project too, then!!


  7. #7
    Razor's Avatar Licenced to insult
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    Default Re: Fall of an Empire

    Maybe you should check out this: http://www.twcenter.net/forums/showt...ate-Roman-mod)
    Page 13 and 14 should be of interest to you as it would kickstart your project quite a lot.
    Last edited by Razor; March 22, 2018 at 05:40 AM.

  8. #8

    Default Re: Fall of an Empire

    Thx Razor, i will use some of your work for the base of my mod Thank you.

  9. #9
    Razor's Avatar Licenced to insult
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    Default Re: Fall of an Empire

    You're welcome. And good luck!

  10. #10
    Julio85's Avatar Biarchus
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    Default Re: Fall of an Empire

    woooow nice project I love it

  11. #11

    Default Re: Fall of an Empire

    W.I.P Roman ridge helmet. Textures are not made yet. Special thanks to Razor for his artwork which will be used as template in the mod.

    Spoiler Alert, click show to read: 

  12. #12

    Default Re: Fall of an Empire

    W.I.P Monk agent. He will have the basic duties of a priest, but will also grant some different bonuses and negative effects.

    Spoiler Alert, click show to read: 

    Available to The Western Roman Empire, The Eastern Roman Empire, Kingdom of Soissons (if they are Christian and every) Christian nation that owns a province with a monastery in it (not settlement).

  13. #13

    Default Re: Fall of an Empire

    Very excited about this. This period is too unrepresented in M2TW mods.

  14. #14

    Default Re: Fall of an Empire

    Very interested period for m2tw mod. Two suggestion: Two Slavic tribes (not chosen) I think u should stay as The Slavs as one factions because it is very hard to say historycal to represent. For example in Atilla total war u have three Slavic tribes named (from Latin this is not slavic names of those tribes) Veneti major tribe of west slavs, Sclaveni major of south slavs (wrongly put in russian region by CA in ATW) and Antes major tribe east slavs in modern day present Ukraine and Central west Russia. So u do need either three slavic factions or Slavs as one with large territory that they cover. To balanced their territory strength u could either give them less units in start or rebel faction intensifies presence ( in case of Slavs as one faction)
    If u want more historycal approach then there is actually three slavic faction (tribes) in that period. Basically same unit roster with 1 unique unit for each faction.

    Second suggestion maybe for more historical accuracy u should move period from 475/6-800 which is period that starts Viking age and ends dark age era of your mod.

    Did u considered to move more than period of 475-700 like other eras too?
    475/6-800 AD dark age, 800-1080 AD viking age (early medieval age both)
    1080-1291 AD crusaders age, 1291-1355 AD kingdoms and empires age (high medieval age both)
    1355-1450 AD late medieval age, 1450-1492 renaissance age (although renaissance will start in 1355)

  15. #15

    Default Re: Fall of an Empire

    The end date is only around 700 AD but i think i will put it on 793 when the raid on Lindisfarne happened or when Charlemagne was crowned in 800. Maybe i will include a nordic nation, and about the Slavs, the ancestors of the southern slavs, the Sclaveni were named like that 50 years after the game starts when they first invaded Dacia and Rome, tho they definetly existed before that, so i think i will include them and the Antes.

  16. #16

    Default Re: Fall of an Empire

    Anyway i am working on monasteries mechanics now. There will be a number of monasteries around the map. Regions that have monasteries in them will have acces to the monasteries building tree and can recruit monks. Monks can upgrade into Bishops and Bishops into patriarchs, normal priests can't. If your general will stay in the monastery (that is basically a resource) for 1 turn he will gain an ancillary called monk that gives bonus in piety command and loyalty. If you stay for more time around a monastery or come back after you gain the ancillary you gain different traits such as alcoholic, pious, religious, one of the 7 virtues, beloved man etc.
    Monks will have high piety and immunity to heretics (arians) and can have lots of different traits that affect the game. An archbishop will be elected or recruited from your towns if you have both a monastery and a cathedral.

  17. #17

    Default Re: Fall of an Empire

    Some new important updates will be shown here tomorrow (if i finish them)

    Join our discord ! : https://discord.gg/gFKGruR

  18. #18

    Default Re: Fall of an Empire

    Spoiler Alert, click show to read: 


    This is a monastery, in-game screenshot. I talked more about mechanics regarding it in another post(see above). I would like to know what are your opinions and if you like it
    Also do you think the terrain should be like this or darker ? Right now this terrain texture is a placeholder and is taken from the italian wars mod.

    Join our discord ! : https://discord.gg/gFKGruR

  19. #19

    Default Re: Fall of an Empire

    Spoiler Alert, click show to read: 


    Roman helmet - finished. Special thanks to Razor for his inspirational work.

    Now after 1 day of modeling and after 1 day of texturing, making other helmets out of this will be easy as all of them have the same basic structure. Also thanks to Razor the models for the bodies are more than 90% finished (atleast the simple limitanei with almost no armor, maybe the comitatenses will have a new model or still use Razor's work. So in my opinion in 1 week we will see the first roman basic units in-game including Limitanei, Comitatenses, Watch, Recruit Archers, Fustibalus Recruits and maybe some Scouts for cavalry. After i make those i will start working on the Barbarians which will be pure virgin ground as Razor has not given me any but this isn't a problem as the helmets themselves have a texture 90% made by me (the metal texture is taken from Razor) and the helmet model is 80% made by me.
    Last edited by The Master of Albion; March 29, 2018 at 01:47 PM.

    Join our discord ! : https://discord.gg/gFKGruR

  20. #20

    Default Re: Fall of an Empire

    We look for team members that can help us in various areas. Please join our discord to contact us https://discord.gg/YkMbP7v

    Join our discord ! : https://discord.gg/gFKGruR

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