jvoutsas
Sep 11, 2005, 01:40 PM
Hello, I've been working on a mod for my own personal enjoyment. I thought it was getting to the point where it wouldn't be too embarrasing to share with everyone here :)
I began by using the Middle Ages Conquest as a foundation, saving me from having to do a lot of tedious work. Some of the units are suitable for what we want, but I've added many more, and given each "culture" it's own line.
I've gotten it to the point where I would like a little help and feedback on balancing, accurate unit names, etc.
I haven't quite completed the "unit tree" yet, but I'll post what I have so far. Please note that many of the names are rather generic, and I'd love to use some real names for units of the period.
I'll also need extensive help with wonder adding and the tech tree.
I was thinking of doing something similiar to RFRE in regards to the tech tree i.e. creating timers, and having many unit producing wonders, to ensure the AI doesn't just build one unit. That still has to be worked out though.
Wheeled units cannot enter desert, and all non islamic units are wheeled.
Good idea or bad idea?
Well, here's the units I have so far...
Western Christendom (Burgundy, France, Germany, England, perhaps Castille, Magyars, and Poland as well, or should they be Eastern Christendom?):
(cheaper units, to represent the fact that most christian kingdoms of this period used many conscripts which were forced from their farms for a certian time each year to fight for their lord, thus they had almost no professional army)
Western Spearman 1.2.1 20 sh-->Western Pikeman 2.4.1 35 sh (req. Iron)-->
Western Mercenary 3.5.1 45 sh (req. Iron)
Western Swordsman 3.2.1 30 shields (req. Iron)-->Crusader 4.3.1 40 sh (req. Iron)-->Still thinking about this one. Any ideas?
Western Curragh 2.2.4 25 sh--> Western Warship (needs better unit anim, for now, uses galleon)4.3.6 45 sh (req. fine timber)--> Crusader Warship 6.4.5.3 80 sh (req. fine timber and Jerusalem)
Western Horseman 2.1.2 25 sh-->Knight 4.3.2 60 sh(req. Iron & Horses)-->Knight Templar 5.4.3 +3 HP 80 sh (req Iron, horses, and Jerusalem) (Christian UU with blitz)
Islamic
(most units use the bow and arrow, so all Islamic units have defensive bombard, and they are the only units that may enter desert tiles[this may be changed to camel units only, still deciding])
Islamic Archer 1.(2)2.1 25 sh-->Islamic Bowman 2.(4)4.1 45 sh (req. Iron)-->
Islamic Longbowman (name?) 3.(5)5.1 60 sh (req. Iron)
Mameluke (Cordovan Rider is the exact same unit as a Mameluke, but they require horses instead of Camels, as they're are no deserts in Spain) 2.(1)1.2 30 sh (req. Camels)--> Ansar Warrior 5.(2)2.3 60 sh (req. Horses and Iron)
Turkish Rider (same as Mameluke, but upgrades to Sipahi) 2.(1)1.2 30 sh (req. horses)-->Sipahi (6.(3)3.3 80 sh (req. Iron and Horses)
Islamic Swordsman 3.(2)2.1 30 sh (req. Iron)--> Islamic Fanatic (name?) 4.(3)3.1 40 sh (req. Iron) (available to non-Abbasid muslim powers) (Non-Abbasid UU)
Abbasid unique line:
Abbasid Swordsman 3.(2)2.1 30 sh (req. Iron) -->Defender of the Holy Lands 6.(6)6.1 +3 HP (stats?) (req. Iron) 90 sh (Abbasid UU) -->Islamic War Hero 4.(3)3.1 (req. Iron and Jerusalem) 40 sh
Some of you may be wondering why a better unit upgrades into a weaker unit. The idea there is that if the Abbasids control Jerusalem, they can only build War Heros. However, if they lose control of Jerusalem, they won't have the necessary Jerusalem resource to build the War Hero, and will build the Defender of the Holy Lands. It is essentially a very good unit that the Abbasids can use to help prevent unrealistic expansion by Christians and their Knight Templars in the Middle East. We really only want the western kingdoms to take and hold Jerusalem, not the entire Middle East. Anyways, back to the units...
Islamic Galley 2.(2)2.4 30 sh-->Arab Galleass 4.(3)3.6.3 50 sh-->Arab Heavy Galleass 6.(4)4.5.3 80 sh (req. Fine Timber)
I also have started constructing a line for the Byzantines(and Bulgars), the norse civs, and a seperate (and weaker line) for the Celts. I'm still in the middle of doing these.
Now, I'd like any suggestions. Should only the Christian civs be playable? Should all civs be playable? Are the units so far balanced? Are the cultural boni appropriate, or should they be changed? Any better names for any units would be appreciated, as mine are very generic. Is this just a big waste of time, or is there some interest in seeing a fairly accurate scenario of this time period?
Thanks for your time.
P.S. I'll be uploading what I have so far within a few days. I just want to finish a few more of my ideas.
I began by using the Middle Ages Conquest as a foundation, saving me from having to do a lot of tedious work. Some of the units are suitable for what we want, but I've added many more, and given each "culture" it's own line.
I've gotten it to the point where I would like a little help and feedback on balancing, accurate unit names, etc.
I haven't quite completed the "unit tree" yet, but I'll post what I have so far. Please note that many of the names are rather generic, and I'd love to use some real names for units of the period.
I'll also need extensive help with wonder adding and the tech tree.
I was thinking of doing something similiar to RFRE in regards to the tech tree i.e. creating timers, and having many unit producing wonders, to ensure the AI doesn't just build one unit. That still has to be worked out though.
Wheeled units cannot enter desert, and all non islamic units are wheeled.
Good idea or bad idea?
Well, here's the units I have so far...
Western Christendom (Burgundy, France, Germany, England, perhaps Castille, Magyars, and Poland as well, or should they be Eastern Christendom?):
(cheaper units, to represent the fact that most christian kingdoms of this period used many conscripts which were forced from their farms for a certian time each year to fight for their lord, thus they had almost no professional army)
Western Spearman 1.2.1 20 sh-->Western Pikeman 2.4.1 35 sh (req. Iron)-->
Western Mercenary 3.5.1 45 sh (req. Iron)
Western Swordsman 3.2.1 30 shields (req. Iron)-->Crusader 4.3.1 40 sh (req. Iron)-->Still thinking about this one. Any ideas?
Western Curragh 2.2.4 25 sh--> Western Warship (needs better unit anim, for now, uses galleon)4.3.6 45 sh (req. fine timber)--> Crusader Warship 6.4.5.3 80 sh (req. fine timber and Jerusalem)
Western Horseman 2.1.2 25 sh-->Knight 4.3.2 60 sh(req. Iron & Horses)-->Knight Templar 5.4.3 +3 HP 80 sh (req Iron, horses, and Jerusalem) (Christian UU with blitz)
Islamic
(most units use the bow and arrow, so all Islamic units have defensive bombard, and they are the only units that may enter desert tiles[this may be changed to camel units only, still deciding])
Islamic Archer 1.(2)2.1 25 sh-->Islamic Bowman 2.(4)4.1 45 sh (req. Iron)-->
Islamic Longbowman (name?) 3.(5)5.1 60 sh (req. Iron)
Mameluke (Cordovan Rider is the exact same unit as a Mameluke, but they require horses instead of Camels, as they're are no deserts in Spain) 2.(1)1.2 30 sh (req. Camels)--> Ansar Warrior 5.(2)2.3 60 sh (req. Horses and Iron)
Turkish Rider (same as Mameluke, but upgrades to Sipahi) 2.(1)1.2 30 sh (req. horses)-->Sipahi (6.(3)3.3 80 sh (req. Iron and Horses)
Islamic Swordsman 3.(2)2.1 30 sh (req. Iron)--> Islamic Fanatic (name?) 4.(3)3.1 40 sh (req. Iron) (available to non-Abbasid muslim powers) (Non-Abbasid UU)
Abbasid unique line:
Abbasid Swordsman 3.(2)2.1 30 sh (req. Iron) -->Defender of the Holy Lands 6.(6)6.1 +3 HP (stats?) (req. Iron) 90 sh (Abbasid UU) -->Islamic War Hero 4.(3)3.1 (req. Iron and Jerusalem) 40 sh
Some of you may be wondering why a better unit upgrades into a weaker unit. The idea there is that if the Abbasids control Jerusalem, they can only build War Heros. However, if they lose control of Jerusalem, they won't have the necessary Jerusalem resource to build the War Hero, and will build the Defender of the Holy Lands. It is essentially a very good unit that the Abbasids can use to help prevent unrealistic expansion by Christians and their Knight Templars in the Middle East. We really only want the western kingdoms to take and hold Jerusalem, not the entire Middle East. Anyways, back to the units...
Islamic Galley 2.(2)2.4 30 sh-->Arab Galleass 4.(3)3.6.3 50 sh-->Arab Heavy Galleass 6.(4)4.5.3 80 sh (req. Fine Timber)
I also have started constructing a line for the Byzantines(and Bulgars), the norse civs, and a seperate (and weaker line) for the Celts. I'm still in the middle of doing these.
Now, I'd like any suggestions. Should only the Christian civs be playable? Should all civs be playable? Are the units so far balanced? Are the cultural boni appropriate, or should they be changed? Any better names for any units would be appreciated, as mine are very generic. Is this just a big waste of time, or is there some interest in seeing a fairly accurate scenario of this time period?
Thanks for your time.
P.S. I'll be uploading what I have so far within a few days. I just want to finish a few more of my ideas.