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Thread: [Information] Mod Links, Team, & Credits

  1. #1

    Default [Information] Mod Links, Team, & Credits



    The general idea of this overhaul mod will be to provide a more historically accurate, challenging experience for the player and to hopefully add some more complexity to the game systems. We will also be working on battles and unit textures/rosters most likely as well. This is a very early WIP version with some campaign changes that aim to make things a bit more difficult.

    Links

    Download Thread

    Steam



    Mod Team

    Campaign Systems: Dresden, Litharion, Magnar
    Battle System: 'Gunny
    Units: Ahiga, 'Gunny

    Mod Information

    Vassals & Titles System
    - Governors are now Vassals and gain titles from ruling a province.
    - Faction leaders and heirs also have their own titles.
    - These titles are different for each culture type and location.
    - When a governor loses his province, he becomes a Claimant for the title. If he regains it, he will regain the title.
    - Vassals have increased influence, claimaints have reduced loyalty.
    - Vassals can level up over time to become more influential.
    Spoiler Alert, click show to read: 










    Battle Changes
    - Current battle changes are in alpha stages. They are aimed at making things slower and more tactical/realistic. Feedback is appreciated.
    - Custom battle rosters have been reworked to make factions a bit more unique. We have not redone campaign rosters yet.
    - Large amount of variations and some new textures added to all rosters.

    Campaign Changes:
    - Season effects added for provinces
    - Small minor town garrisons added
    - All factions can now loot when taking a settlement.
    - Balanced war fervor system a bit better
    - Increased building cost, time and technology time
    - Increased AI bonuses to help them out a bit
    - The supply and food systems are a bit harder and have more of an impact, as does raiding.
    - Increased various negatives from bankruptcy, fame levels, and low food.
    - Increased diplomacy negatives from different culture types.
    - Increased AI aggression levels and army budget allocation.
    - Various other changes to increase the challenge and slow down campaign play a bit.

    Upcoming Changes & Ideas - some may make it, others may not
    - Battle system overhaul to slow things down a bit and improve the feel. I actually have no idea exactly but it will be something like Fall of the Eagles battles most likely.
    - Unit roster changes and new textures. This will probably take a long time and be added as we go. We will probably start as a vanilla reskin.
    - Supply system - hopefully some changes here to make it have more impact
    - Increase variety between culture types for buildings and other systems
    - A few other big ideas I don't want to spoil just yet, especially since I am not sure they are possible

    Mod Compatibility
    - Should currently be compatible with other startpos mods (TPY mods) and mods that don't change any of the specific campaign changes we have right now.

    Credits
    - RobbStark for help with the variations on the units.

    This is a long term project and this is a very early WIP version, so we appreciate any feedback. As a group of modders, we have worked on Divide et Impera for Rome 2 and on Fall of the Eagles & Europa Perdita for Attila. This overhaul will have a similar focus but will be smaller in scope and implementation than those larger works.
    Last edited by Dresden; June 18, 2018 at 05:33 PM.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  2. #2
    'Gunny's Avatar Überrock über alles
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    Default Re: Crucible of Kings


  3. #3

    Default Re: Crucible of Kings

    I'm really enjoying the game and would love to see what you can do with it with your people, Dresden. Not going to use this just yet, wanting to get some more vanilla gameplay first, but I'll definitely keep watch on your stuff. We appreciate it (:

  4. #4

    Default Re: Crucible of Kings

    Its probably not very well balanced right now to be honest. I threw together some of my other mods and added some changes to make things a bit slower paced, but any feedback is very much appreciated.

    Another thing I want to do is slow down AI expansion a bit to prolong the early/mid game. Whether we do that with editing the minor town system a bit or through conquest priorities I am not sure yet.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  5. #5

    Default Re: Crucible of Kings

    Keep it the good work Dresden! I hope you figured out how to better AI unit upgrade via military tech. they use again cheap first tier units, nothing merge, and even not replenish . THX !

  6. #6

    Default Re: Crucible of Kings

    Really happy to see you and the rest working on mods for ToB! Will definitely be downloading this in a few weeks after some more vanilla playtime.

  7. #7
    Magnar's Avatar Artifex
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    Default Re: Crucible of Kings

    push the big create mod button and release the final version already.

  8. #8

    Default Re: Crucible of Kings

    My giddy aunt, I'm getting really excited about this one!

    Edit: Is KAM going to work with you and hopefully play around with battle mechanics again?
    Last edited by Zhokar; May 06, 2018 at 10:04 AM.
    "I'm playing the damn bongos and the world can go to hell."
    - James Dean

  9. #9
    Dead*Man*Wilson's Avatar Campidoctor
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    Default Re: Crucible of Kings



    Glad to know there's going to be a quality, long-term project for this game. Cool title, too.

  10. #10
    Kal-El's Avatar Foederatus
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    Default Re: Crucible of Kings

    Pumped!
    When you can't make them see the light, make them feel the heat.

  11. #11

    Default Re: Crucible of Kings

    Quote Originally Posted by Magnar View Post
    push the big create mod button and release the final version already.
    I keep pushing that button but it tells me DLC required!

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  12. #12

    Default Re: Crucible of Kings

    Very cool to see you guys working on something, look forward to seeing what you come up with.

  13. #13

    Default Re: Crucible of Kings

    Again amazing work from you as usual, always dresde it to make the game harder, is more captivating.
    Thanks to you are other modders.
    Encore une fois travail incroyable de votre part comme d'habitude,dresde toujours la pour rendre le jeux plus dur,est plus captivant.
    Merci a vous est autre moddeurs.

  14. #14

    Default Re: Crucible of Kings

    Small update, testing some things:
    - The supply and food systems are a bit harder and have more of an impact, as does raiding.
    - Increased various negatives from bankruptcy, fame levels (diplomacy negative), and low food.
    - Increased AI aggression levels and army budget allocation.
    - Increased AI priority to sack, liberate or subjugate rather than occupy in an attempt to prolong the early/mid game and lower the minor region trading.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  15. #15
    Laetus
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    Default Re: Crucible of Kings

    oh baby. where is the link to give money?

  16. #16
    'Gunny's Avatar Überrock über alles
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    Default Re: Crucible of Kings

    Spoiler Alert, click show to read: 


    Just a little preview of something. Stats on the formation aren't final ofc.

    att_gen_war_01stat_accuracy 1.15 mult
    att_gen_war_01stat_melee_attack -6 add
    att_gen_war_01stat_melee_defence -6 add


    I'm trying to figure out in what world being terrified of the enemy increases your ability to make accurate shots.
    Last edited by ♔Greek Strategos♔; July 26, 2019 at 09:30 AM. Reason: Merged posts.

  17. #17
    Nordling's Avatar Semisalis
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    Default Re: Crucible of Kings

    Oh Jesus! Thank you Lord for granting us the blessing of long term, experienced, talented and dedicated modders who make CA games much more worthwhile.

    Good luck on the project guys! This mod's page on TWC is definitely going to bookmarks. Im sure you guys will turn it around

    Quote Originally Posted by 'Gunny View Post
    att_gen_war_01stat_accuracy 1.15 mult
    att_gen_war_01stat_melee_attack -6 add
    att_gen_war_01stat_melee_defence -6 add


    I'm trying to figure out in what world being terrified of the enemy increases your ability to make accurate shots.
    Its because you want them dead before they are too close to kill ya
    Last edited by ♔Greek Strategos♔; July 26, 2019 at 09:31 AM. Reason: Merged posts.

  18. #18

    Default Re: Crucible of Kings

    By Odin's mighty beard Dresden, ye work fast, and without the official tools or the PFM being updated?!?!

    Arst thou a god?

  19. #19

    Default Re: Crucible of Kings

    no, just smart

  20. #20

    Default Re: Crucible of Kings

    Huge fan of your work on previous mods, and of your ambition here. Any chance you can create a 4TPY version of the mod, like the gameplay of 12 but I also enjoy seeing dynasties rise and fall and you only get that with the 4 TPY timing.

    No problem if it's too much effort, just thought I'd ask.

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