surdanis
Sergeant
- Joined
- Feb 1, 2006
- Messages
- 223
Looking around the forums, I couldn't find any satisfying mods that possessed a dynamic system for simulating the Crusades. Where were the Knights Templar? The Knights Hospitaller? The Teutonic Knights? There are many graphics, but who made them work well enough to play in a semi-regular game without having to play a specific scenario?
I decided to approach the matter by making my own answer to the search. I present to you "The Crusades." Currently in beta, I have many a limited number of units. Thus, I have created the following:
DOWNLOAD HERE! (NOTE: This is Kailric's "Holy Wars" Mod combined with mine with his permission)
View attachment Holy Wars 0.2 alpha.rar
Buildings:
Units:
UPDATE #1 (??? )
UPDATE #2 (April 20, 2008)
UPDATE #3 (April 22, 2008)
Update #4 (May 7, 2008)
Update #5 (May 9, 2008)
- Added units: Templar Sergeant, Teutonic Sergeant
- Modified unit attribute:
- Marshall of the Templars no longer receives defensive bonuses
- Modified unit skin
- Marshall of the Templars' "Tau Cross" changed to equilateral cross
*Now only units with the Crusader promotion can load into the Crusade unit
Here are some screenshots:





Coming Soon!
Units: Hasashin, Mameluk
Possible Additions:
Future changes:
Purpose:
The units are meant to work in tandem with the Crusade unit. Only Crusader units may load into the Crusade unit, a special land transport with exceptional movement rate. Incapable of attacking, and with unremarkable combat ability, it is meant merely to move your Crusaders to the war--simulating the zeal with which the Crusades were launched. The unit has the also has the ability to enter any player's land--meant to simulate the potential for a Crusade to go wrong either by looting and pillage fellow Christians or persecuting heathens and heretics along the way to the Holy Land. The current ability of the Apostolic Palace resident to declare a holy war could, therefore, work synergistically with the Crusade unit when you consider that you are often times at war with a Civ on the other side of the map--so far, in fact, that you may not be able to reach him in time before the war is over!
Each Crusader unit that has been made, thus far, are in members of the special religious military orders. These Knight-like units are unique in that they are meant to represent the generally "international" nature of the various orders. Any Civ, therefore, can produce these units. While historically, some of these units should fit with certain Civs, for interesting gameplay, they have all been enabled for all Civs. Thus, even Huayna Capac can potentially get Teutonic Knights to crusade for him!
Each of the included units require a building, which, besides offering the ability to build that specific unit associated with it, provide small benefits to the city that it is built in. Each order's unit, in turn, have their own unique abilities. The Knight Templar, for example, is quite mobile, and can keep up with faster units with ease to allow for easy escort duty. They can even defend as well as any infantry unit. Then there is the Knight Hospitaller, which is sort of an early medic-type unit, while there is the Teutonic Knight, which is a little stronger than his brothers-in-arms from the getgo. Naturally, these units cost quite a bit more than the most expensive units already available in the game because of so many abilities attachd to them.
How to use this modcomp:
Because this modcomp only uses XML changes, you can easily place this into any existing or run as is by itself. If you have any experience with modding, you will know how to integrate it. The structure of the files makes this modcomp very modular, as you will see when exploring it.
Feel free to post comments, suggestions.
Coders wanted!
SPECIAL THANKS:
Kailric - AP resolutions, Crusader promotion
Rabbit, White - Heavy Templar model
SeZereth - Helmet wings (I think), berserker horns and helmet
bernie14 - lance (not sure where that came from, but I'll give him credit)
I decided to approach the matter by making my own answer to the search. I present to you "The Crusades." Currently in beta, I have many a limited number of units. Thus, I have created the following:
DOWNLOAD HERE! (NOTE: This is Kailric's "Holy Wars" Mod combined with mine with his permission)
View attachment Holy Wars 0.2 alpha.rar
Buildings:
Spoiler :
Templar Chapter House - Required to build Knights Templar
Order of St. John Chapter House - Required to build Knights Hospitaller
Teutonic Chapter House - Required to build Teutonic Knights
Krak des Chevaliers - Required to build the Marshall of the Hospitallers
The Al-Aqsa Mosque - Required to build the Marshall of the Templars
Montfort - Required to build the Marshall of the Teutons
Order of St. John Chapter House - Required to build Knights Hospitaller
Teutonic Chapter House - Required to build Teutonic Knights
Krak des Chevaliers - Required to build the Marshall of the Hospitallers
The Al-Aqsa Mosque - Required to build the Marshall of the Templars
Montfort - Required to build the Marshall of the Teutons
Units:
Spoiler :
Crusade - Join the Crusade! Load your crusaders into this unit to quickly traverse the map.
Knight Templar - A crusader unit with speed in mind. Good for escorting Pilgrims to the Holy Land
Knight Hospitaller - A crusader unit with passive healing ability. Good for augmenting other units.
Teutonic Knight - A crusader unit with slightly more strength.
Marshall of the Hospitallers - A powerful crusader unit for the Order of St. John.
Knight Templar - A crusader unit with speed in mind. Good for escorting Pilgrims to the Holy Land
Knight Hospitaller - A crusader unit with passive healing ability. Good for augmenting other units.
Teutonic Knight - A crusader unit with slightly more strength.
Marshall of the Hospitallers - A powerful crusader unit for the Order of St. John.
UPDATE #1 (??? )
Spoiler :
- Added units: Knight Hospitaller, Teutonic Knight
- Added wonders: St. John Major Chapter House, Teuton Major Chapter House
- Added wonders: St. John Major Chapter House, Teuton Major Chapter House
UPDATE #2 (April 20, 2008)
Spoiler :
- Added unit: Marshall of the Hospitallers
- Added building: Krak des Chevaliers
- Added building: Krak des Chevaliers
UPDATE #3 (April 22, 2008)
Spoiler :
- Included Kailric's "Holy Wars" ModComp:
- Added AP resolutions: Force Theocracy Civic and Defensive Pact, Promote World Peace, Sanction Holy War
- Added promotion: Crusader (available when war is declared under "Sanction Holy War" if a unit stays one turn a city with the AP religion's Cathedral), which adds numerous combat benefits, including ability to load into Crusade unit*
- Added units: Hospitaller Sergeant, Marshall of the Templars
- Added building: The Al-Aqsa Mosque
- Removed unit attributes:
- Crusade unit and alll crusader units no longer have "Hidden Nationality"
- Crusader units can no longer load into the Crusade unit by default, but require Crusader promotion (see above)
- Renamed buildings:
- "St. John's Major Chapter House" changed to "St. John's Chapter House"
- "Templar Major Chapter House" changed to "Templar Chapter House"
- "Teuton Major Chapter House" changed to "Teuton Chapter House"
- Added AP resolutions: Force Theocracy Civic and Defensive Pact, Promote World Peace, Sanction Holy War
- Added promotion: Crusader (available when war is declared under "Sanction Holy War" if a unit stays one turn a city with the AP religion's Cathedral), which adds numerous combat benefits, including ability to load into Crusade unit*
- Added units: Hospitaller Sergeant, Marshall of the Templars
- Added building: The Al-Aqsa Mosque
- Removed unit attributes:
- Crusade unit and alll crusader units no longer have "Hidden Nationality"
- Crusader units can no longer load into the Crusade unit by default, but require Crusader promotion (see above)
- Renamed buildings:
- "St. John's Major Chapter House" changed to "St. John's Chapter House"
- "Templar Major Chapter House" changed to "Templar Chapter House"
- "Teuton Major Chapter House" changed to "Teuton Chapter House"
Update #4 (May 7, 2008)
Spoiler :
- Included Kailric's Holy Wars 0.2 Alpha
- Added unit: Marshall of the Teutons
- Added building: Montfort
- Modified unit attribute:
- Knight Templar no longer receives defensive bonuses
- Marshall of the Templars combat bonus vs. ranged units changed to land units
- Added unit: Marshall of the Teutons
- Added building: Montfort
- Modified unit attribute:
- Knight Templar no longer receives defensive bonuses
- Marshall of the Templars combat bonus vs. ranged units changed to land units
Update #5 (May 9, 2008)
- Added units: Templar Sergeant, Teutonic Sergeant
- Modified unit attribute:
- Marshall of the Templars no longer receives defensive bonuses
- Modified unit skin
- Marshall of the Templars' "Tau Cross" changed to equilateral cross
*Now only units with the Crusader promotion can load into the Crusade unit
Here are some screenshots:





Coming Soon!
Units: Hasashin, Mameluk
Possible Additions:
Spoiler :
Crusader Ship - to assume a naval role just like the land role of the current Crusade unit; requires a cathedral
Pilgrim - possible unit that may act like a special mini-Great Merchant
Inquisitor - bmarnz's Inquisitor
Pilgrim - possible unit that may act like a special mini-Great Merchant
Inquisitor - bmarnz's Inquisitor
Future changes:
Purpose:
The units are meant to work in tandem with the Crusade unit. Only Crusader units may load into the Crusade unit, a special land transport with exceptional movement rate. Incapable of attacking, and with unremarkable combat ability, it is meant merely to move your Crusaders to the war--simulating the zeal with which the Crusades were launched. The unit has the also has the ability to enter any player's land--meant to simulate the potential for a Crusade to go wrong either by looting and pillage fellow Christians or persecuting heathens and heretics along the way to the Holy Land. The current ability of the Apostolic Palace resident to declare a holy war could, therefore, work synergistically with the Crusade unit when you consider that you are often times at war with a Civ on the other side of the map--so far, in fact, that you may not be able to reach him in time before the war is over!
Each Crusader unit that has been made, thus far, are in members of the special religious military orders. These Knight-like units are unique in that they are meant to represent the generally "international" nature of the various orders. Any Civ, therefore, can produce these units. While historically, some of these units should fit with certain Civs, for interesting gameplay, they have all been enabled for all Civs. Thus, even Huayna Capac can potentially get Teutonic Knights to crusade for him!
Each of the included units require a building, which, besides offering the ability to build that specific unit associated with it, provide small benefits to the city that it is built in. Each order's unit, in turn, have their own unique abilities. The Knight Templar, for example, is quite mobile, and can keep up with faster units with ease to allow for easy escort duty. They can even defend as well as any infantry unit. Then there is the Knight Hospitaller, which is sort of an early medic-type unit, while there is the Teutonic Knight, which is a little stronger than his brothers-in-arms from the getgo. Naturally, these units cost quite a bit more than the most expensive units already available in the game because of so many abilities attachd to them.
How to use this modcomp:
Because this modcomp only uses XML changes, you can easily place this into any existing or run as is by itself. If you have any experience with modding, you will know how to integrate it. The structure of the files makes this modcomp very modular, as you will see when exploring it.
Feel free to post comments, suggestions.
Coders wanted!
SPECIAL THANKS:
Kailric - AP resolutions, Crusader promotion
Rabbit, White - Heavy Templar model
SeZereth - Helmet wings (I think), berserker horns and helmet
bernie14 - lance (not sure where that came from, but I'll give him credit)