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Poll

Factions Additions? (not graphics, just countries)

No, the old ways are best.
Yes, completely custom factions!
Yes, more historical factions along with the current!
Current factions vs. wacky new factions
Yes, anddo I'm willing to  graphics to make new units for custom factions.

Pages: 1 [2]

Author Topic: Medieval II Total War MOD  (Read 2371 times)

Xgamer4

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Re: Medieval II Total War MOD
« Reply #15 on: March 04, 2010, 09:32:00 pm »

I can help jack write fluff flavor text.
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Heron TSG

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Re: Medieval II Total War MOD
« Reply #16 on: March 04, 2010, 09:39:51 pm »

Okay. The custom factions will have to wait until we get a map, so that the factions can be adapted to the landscape.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Rilder

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Re: Medieval II Total War MOD
« Reply #17 on: March 04, 2010, 10:05:42 pm »

Be careful doing to much island based stuff, IIRC they've never been able to get the Naval Invasion AI Right.
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It felt a bit like a movie in which two stoners try to steal a military helicopter

Aqizzar

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Re: Medieval II Total War MOD
« Reply #18 on: March 04, 2010, 10:47:22 pm »


Your eyes do not deceive you, that is indeed North America with a few hundred feet more water.  And some artistic license.  I didn't have time to add rivers and forests, but anyone with a real map can guess where to put them.  A note about the (tan) mountains - the Total War engine doesn't really have elevation on the world map.  It just draws mountain ranges on a relatively flat map to divide spaces that are supposed to be at different levels.  You really see the effect around the Alps and Carpathians.  This would do the same, using linear mountains to outline useful valleys and passes.  My one problem is the giant wasted ocean space in the Gulf of Mexico, but the Bahamas and Hispaniola could be raised and moved a little for an Atlantis-esque island area.

I've got a smattering of ideas about where to put major cities and territories, and the general character of the empires.  In broad strokes, compared to the vanilla M2TW, it would be a sort of mirror image of Europe.  The Norman nations cover the East Coast and Appalachians, the Gothic nations in Ontario and the Great Lakes, the Romantic nations around the Mississippi valley, crazy Viking-style nations in Quebec and Manitoba, the Mexican coast would be a bit Balkan or something, barbarian semi-nomadic nations across the Great Plains and Alberta, desert-ish nations in the Rocky Mountain valleys, and Asiatic nations along the West Coast.  Invaders (probably not Mongolian) could come from the north and south.  Anything can be changed I guess, but that's my idea.
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Jackrabbit

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Re: Medieval II Total War MOD
« Reply #19 on: March 04, 2010, 10:55:16 pm »

I must admit, I love it. I never even thought about fighting through the Americas.
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Heron TSG

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Re: Medieval II Total War MOD
« Reply #20 on: March 04, 2010, 11:34:12 pm »

Okay, that one wins. The only thing I'd like to change is that there will be random isles in the Gulf. Otherwise, we just need factions.

10 sound good? 12? 15? 18?
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Est Sularus Oth Mithas
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Jackrabbit

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Re: Medieval II Total War MOD
« Reply #21 on: March 05, 2010, 01:39:06 am »

12's a good number.
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Cthulhu

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Re: Medieval II Total War MOD
« Reply #22 on: March 05, 2010, 01:59:17 am »

Alright, gonna throw one out.

Can the world map change as a result of campaign events?  If so, instead of Mongols, at some point in the timeline a series of islands in the Atlantic rise and Atlantean-sort-ofs with a large army and badass navy immediately move out toward the east coast, pushing inward.  I'm seeing the color scheme as this(But slightly richer in color) and white.  Possibly Greek-esque in nature, Hoplites and such?
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Heron TSG

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Re: Medieval II Total War MOD
« Reply #23 on: March 05, 2010, 09:03:40 am »

As great as that'd be, Cthulhu, this is our first mod and I have no idea how to make land appear half way through a game.
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Est Sularus Oth Mithas
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Heron TSG

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Re: Medieval II Total War MOD
« Reply #24 on: March 06, 2010, 08:46:15 pm »

Okay, where are them editing tools? How do we do this?
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Jackrabbit

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Re: Medieval II Total War MOD
« Reply #25 on: March 06, 2010, 08:58:45 pm »

Hey, this is America, not some other world that just looks like it, right?

Could a faction be a pagan group of Spaniards? Cut off from their pals, turned to the heathen ways of whateverthehell religion?
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AussieGuy

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Re: Medieval II Total War MOD
« Reply #26 on: March 06, 2010, 09:45:20 pm »

Im looking forward to see where this see going.

We should make this hero unit that's really powerful and does col animations. (if you don't want to be too realistic)
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Aqizzar

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Re: Medieval II Total War MOD
« Reply #27 on: March 06, 2010, 09:47:15 pm »

Okay, where are them editing tools? How do we do this?

Considering you made the thread, it'd be good if you showed a little initiative and did the Googling yourself.  Took me 10 seconds to find the official Modding Help forum and a wiki full of tutorials.  Start readin'.

Hey, this is America, not some other world that just looks like it, right?

When I had the idea, I figured it'd be a completely different civilization, just plunked onto a vaguely familiar map.  Taking the Waterworld inspiration, maybe the descriptions could pepper in references to the campaign taking place eons in the future, like Thundarr the Barbarian.  On the other hand, a tongue-in-cheek presentation of North American cultural regions as medieval kingdoms would be pretty hilarious.

We should make this hero unit that's really powerful and does col animations. (if you don't want to be too realistic)

For the record, I'm absolutely against this.  General Bodyguards are "heroic" enough, and the engine really doesn't handle small units versus large units anyway.  Although I did have an idea for a Mercenary unit not far removed from the concept - "Adventurers", heavy infantry in really small numbers, too few to actually effect the battle by themselves, but they boost morale (or whatever Inspiration does) to units around them.
« Last Edit: March 06, 2010, 09:49:02 pm by Aqizzar »
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Jakkarra

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Re: Medieval II Total War MOD
« Reply #28 on: March 06, 2010, 10:06:16 pm »

I can do fluff too, if you want.

That, and stats and whatnot.

What other things even need doing?

Heron TSG

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Re: Medieval II Total War MOD
« Reply #29 on: March 06, 2010, 10:11:00 pm »

Yeah, I must have rolled pretty low on that Initiative roll. I'm reading those now, and will get some tools onto my other computer ASAP.

EDIT: Found some great tutorials. Examples below.
*This guy's signature
*Geomod Tool
*This campaign making thread
« Last Edit: March 06, 2010, 11:08:13 pm by Barbarossa the Seal God »
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG
Pages: 1 [2]