When its released... Can't say much more.when can we expect a release date?
When its released... Can't say much more.when can we expect a release date?
lol, yeah maybe in ten years, when its possible and and CA have already release 2 other games in the TW series.This mod will be so awesome! After this is done, are you going to make one for ETW? It would be nice to see some viking naval battles! Finland is going to take over the world! > : )
Doubt it, ETW is so new, even the best modders out their will have abit of confusion. It should hopefully change in time though. Then we can see if its more moddable.Well what I have heard, its much easier to mod Empire than M2TW.. Not sure though. I can finally start playing it tomorrow..
Lusted?I should think Empire is more modder-friendly, especially since (this is a rumor I've heard, anyway), one of the lead designers used to be an RTW modder...
You know old Norse? Perhaps you'd like to help us out with the recordings, even do the voices yourself or helping out with pronouncing the words correctly. It would certainly help.I happen to know Old Norse and Anglo-Saxon, unfortunately I don't have much of a "warrior's voice," so I doubt I can help you much with the voices.
That's actually a bit hard to answer at the moment, we haven't done much with religions yet. We will probably have culture instead like in the Britannia campaign. We have temples in our building tree, apart from that, there's not much else to say.How is religion going to be handled? Is it simply going to be Catholic/Orthodox/Pagan as in vanilla? How will missionary activity be handled? The Norse religion, for instance, did not actively seek converts like Christianity.
Ok, great! I'll send you a PM.I'd love to help with any Norse/Anglo-Saxon translations or pronunciation. I wouldn't want all that money I spent on my Old Norse and Anglo-Saxon classes at university to go to waste. I also have some experience with modding, but that is primarily limited to tweaking my Stainless Steel installation to suit my whims (such as changing the campaign AI, character traits, unit stats, etc.)
I agree with that. We will have Priests, Temples etc. But since majority of the map in the first release will be Pagan, there wouldn't be much use for them. We will find something, and religion will play some sort of a role somewhere.As for religion in WOTN, I'd prefer it to play a minor (but still important) role. It always struck me as ridiculous in vanilla how you could send a couple of priests to a region and swiftly convert a huge chunk of the population. However, I would like to see some sort of representation of the church's attempt to convert the heathen Norse to Christianity.
I wouldn't consider TLK or WotN to be that similar. We do share a similar period, but we are very different. (the Last Kingdom is an amazing mod though, I'm a huge fan).Though it won't be in the first release, I'm curious to see what's planned for England, in particularly the Anglo-Saxon heptarchy. However, it seems like that would put WOTN in danger of becoming too much like The Last Kingdom mod, which focuses on that particular part of the world.
I'd love to help with any Norse/Anglo-Saxon translations or pronunciation. I wouldn't want all that money I spent on my Old Norse and Anglo-Saxon classes at university to go to waste. I also have some experience with modding, but that is primarily limited to tweaking my Stainless Steel installation to suit my whims (such as changing the campaign AI, character traits, unit stats, etc.)
We could make priests less effective in converting settlements and only recruitable in higher level religious buildings. We could even leave priests out altogether and let conversion be affected only by buildings and neighbouring settlements' religion. This would make the process slower but still a factor, and we would be spared the endless priest-spamming where they just walk back and forth on the campaign map or crowds around a randomly chosen town. That's where my assassins usually gains a couple of levelsAs for religion in WOTN, I'd prefer it to play a minor (but still important) role. It always struck me as ridiculous in vanilla how you could send a couple of priests to a region and swiftly convert a huge chunk of the population. However, I would like to see some sort of representation of the church's attempt to convert the heathen Norse to Christianity.
Yes they are (well at least character traits anyway), I've actually been working on adding the traits in the campaign yesterday, they show up, but don't seem to make any effect of dread or anything, I'll have to see why some time today, although perhaps you may know what the problem is AngrySaxon? We will also need to add many more traits over time (when they are written up).These are all skills we could use in our team. (Vikingr?)
Most likely. Not certain though.Will there be new epithets, like Ragnar Hairy-Breeches or Eric the bloody?
That's an interesting idea. I'll look into it.I can't wait for the mod!
Just one thing:
Have you considered adding the jarls of Lade as a(n unplayable) faction? They were quite central in Norways history and if you wanted to be the king of Norway you HAD to have close relationship with these conservative guys. Harald Fairhair managed to make a deal with these guys and he became king. His eldest son, Eirik, failed to have good relations and had to flee the country when Haakon Aethelstan came from England. He, on the otherhand became friend Sigurd Ladejarl and Haakon even gave his name to Sigurd Ladejarls son who was indeed king of Norway before Olaf Tryggvasson came. (even though never refered as king, he ruled Norway. Sometimes called Haakon the Great).
Later their power weakened as the kings became stronger, but in Magnus Lagabøtes laws in the 1200's he had a law about how many ship each region had to muster in the Leidang. The Trondheim(or nidaros.) had to muster 80 ships. Viken (Oslo) 60 and Bjørgvin 60. This shows some of its power at that time.
So you don't need to make any new units for the faction. Just copypaste the units over. Or maybe just let them be rebels, but make the garrison REALLY strong in that area.
We will be having a Finnish faction yes. We have chosen the Tavastians. As you said, they won't have anything to heavy in their roster. No chainmail, no helmets, limited swords... Even wooden bosses instead of metal ones in certain shields. They will be aimed at being quick moving skirmishers with tunics, leather armour and other such lighter armours. Axes, spears and javelins will be the most common weapons, but their are some bows and swords also (limited on the swords part). We have some variation in shields from basic wooden ones to some more detailed ones (similar to the Scandinavians), but like I said, there will be no metal to see on the shields. Cavalry in limited, but we do have a couple of cavalry units. They will certainly be a hard faction to play.Eagerly waiting for this mod! Love to see Finland completely in the map (im from Finland u see)!
Couple of questions and suggestions however. I presume that there is at least one finnish faction in the game and i see that this mod is clearly aiming to have accurate historical stuff and etc. Finland was not at that time a kingdom but a dozen of tribal communities often fighting with each other. However the swedes and russians sometimes inflicted so heavy damage to finnish people that they were hugely pissed off and had this "Anger campaigns" against an outlander nation that united the finlanders from time to time. The town of Sigtuna was burned by the Karelian tribe for example. As fast as the anger had vanished so did the finnish tribal armies too. I think this could be used like a "pissed off" crusade of the finnish people against other factions but that is just a suggestion
In weaponry i suggest to stay primitive with finlanders: spears, bows, wooden shield and axes, rarely swords or any heavy armour. Clothes white and cloth or leather cap or a fur hat in the head.
I honestly dont know that the finnish people had any cavalry that time, but you could add a pre-hakkapeliitta unit: light cavalry armed with clubs![]()
Not much. Its certainly a possibility at some point.what would it take to squeeze a Hålogaland faction in there?
The wiki has a portal for every game in the Total War Series.
Games from the original Shogun Total War, to Total War:Pharaoh are covered.
Information ranges from system requirements to load the games, to details on how to make a total conversion mod.
The Wiki's Modding Portal is the place to start looking for modding information.
The Wiki has Modding Index pages for most Total War games, listing tools, tutorials and resources.
View Total War Mods to find modifications that have already been undertaken.
As one of the most adaptable Total War games, naturally M2TW has a host of information on the Wiki:
You can view all the wiki content without an account.
However, do please apply for a wiki account, if you would like to edit pages, or save your viewing preferences.
Post in the TWC Wiki forum if you have any queries.
The Wiki has content for all three 'Rome' Total War games:
For more information about TWC past and present see: