Middle Ages Mod idea thread

Right Now im reading thru all the modding tutorials and so on to get a grip of what does what but so far im stuck at createing a new nation. Looked at the plantation mod to add new Yields but still dont realy get a good grip over how it works exactly.

Replacing yields isn't that hard, actually, since it requires only XML editing. It's adding yields that's more complicated.
 
Thanks for the post Viscos. I like your ideas. Your crusader mod sounds great and I encourage you to learn more of the basics of modding and finish it. I could use that as a basis for this Middle Ages mod actually, or vise versa. Work on this mod is very slow atm as I have put modding on the bottom of my priority list, at least for now.

Adding yields "is" the most difficult part as it will require SDK, XML, and Python changes but easly done actually if you know what you are doing of course. I could actually do some of that for you when you get to that point. If you can manage to change the existing yields and buildings and add in the Units then get back with me and we can look into adding new yields.

Well, off to work for now...
 
Hey again, only took me like 5 hours to learn how to get a unit in the game (it was NOT easy, now all i need to know is were to find all the tweeks for him (bonuses and attributes)

Made a quick skin for him aswell (This is the noble knight i migth add)

Noble_Knights.JPG


What do you think? im happy ! just need to remove the gloss from my chainmail becouse its a bit to shiny i think.

I made the sheild correct aswell but it always shows up in a diffrent color then its ment to. dont realy know how to fix this yet.

Im gonna focus on this during the day and add the following units by this time tomorrow.

Christian army:
Noble Knights (Above)
Jerusalem Spears
Jerusalem Longbows

Templar Knights x 2
Crusader Spears
Crusader Longbows

Muslim Army:
Mamuluk Horsemen
Muslim Spearmen
Muslim Archers

Idea for the Muslims are that there units are cheaper to create and upkeep. however they will be weaker in return (ie more units needed to kill the christian army)

Looking in to "events" i want a event that would be "Pope calls a crusade!" this would lead to imigration explosion (some noble knights and a bunch of soldiers)

Also i would like to implement so that more then half of the units spawning would be "pilgrims", not sure how this would work yet but they are not to be confused whit the munks becouse the pilgrims are just people looking for forgivness of there sins, not to convert the islamic people.

As goes for generals, im thinking the King of jerusalem? and high lords of all kinds (Balian of ibelin etc)

Founding fathers would be a chapter for itself :P that will be low on the list of stuff to be done.

Salute for now!
Viscos
 
That's a good looking knight. Where did you get the model from?
 
Civ 4, Just retextured it a bit.

Got the Knight going as a Profession now aswell!
Right now the cost is 100guns and 100 horses (fair price id say)
Idea is to make the knight profession avalible for the Firebrand preachers(Will be renamed to Munks) ONLY (via profession, "Chose profession -> Templar Knight or Hospitaler Knight" )
The Price of all Crusader soldiers will be higher then normal, but in return they will be slightly stronger

The "Crusader" Classes of Archers and Spears will be avalible for Jesuit missionarys (will be renamed to pilgrims)

Just killed 4 braves whit my knight so it works fine :P. gonna look in to professions closer tomorrow.
 
Civ 4, Just retextured it a bit.

Got the Knight going as a Profession now aswell!
Right now the cost is 100guns and 100 horses (fair price id say)
Idea is to make the knight profession avalible for the Firebrand preachers(Will be renamed to Munks) ONLY (via profession, "Chose profession -> Templar Knight or Hospitaler Knight" )
The Price of all Crusader soldiers will be higher then normal, but in return they will be slightly stronger

The "Crusader" Classes of Archers and Spears will be avalible for Jesuit missionarys (will be renamed to pilgrims)

Just killed 4 braves whit my knight so it works fine :P. gonna look in to professions closer tomorrow.

Have you checked out Deliverator's tutorial on adding units.. its found here : http://forums.civfanatics.com/showthread.php?p=7975112. I think he may explain your shield being a different color problem.

If I am not mistaken the only way to limit professions to only certain Colonist types would be to edit the SDK. I have this in my Pirates mode where the pirates have their own Professions. But by the normal rules any Colonist can be any profession if the tools are there of course. I pretty much know what is going on there so I will make the SDK changes you require for your units such as Firebread Preachers/Monks are the only ones who can be knights.

Also, "Pope calling for crusade" changes may can be done in Python. I am not very learned in Python coding but we can cross that bridge when you get there :)

Great looking knight btw.. keep it up!
 
oki good, im gonna leave professions out for now then and focus on the upcomming units ;)
 
Viscos Proudly Present!


The Knights Hospitaller!

Ingame_H_Knight.jpg


All Knights will be built of the same model, just diffrent textures.

Gonna start working on the templar knight now, need to add the sounds soon 2 and fix the stupid sheild
 
Update: 5-7-2010
I haven't forgot about this little gem here. I been slowly putting together "parts" that will add to this mod. Like the Inventor/Tech Tree and Journeyman mods. I think I will first just do a whole Graphic exchange mod where I exchange all the graphics to fit a medieval time period. Once that is done I can start working on game mechanics.

But its a slow work in progress as I have other projects and "real life" as they say :cry:
 
For this mod I am planning on doing a major overhaul to the combat system and sense I am at it if anyone else has any ideas for attributes that could be added then let me know. Combat in Colonization is pretty simple and not much strategy other than attack with the one that does the most damage so thats another reason for changes to add more strategy. I may make this part a seperate mod so that others can use it as well.

Most of the planned changes will be additional attributes to the CvUnitInfos and the CvProfession infos as well as added Promotions. Some of the added attributes will be...

-First Strikes: like in Civ4
-Flank Attacks: like in Civ4 BTS

Melee Attributes
-Crushing Blows
-Glancing Blows
-Stuns
-Disarms
-Parrys
-Blocks

In my mod there will be a new feature for Armor vs Weapons. As for example, most battle axes where designed with a hook shape so you can pull the defenders shield down thus would get a bonus vs shields. Also, Full Plate armor was designed to deflect attacks and arrow missles so Swords and Arrows have a chance vs Plate armor to only hit for a "Glancing Blow" thus doing half damage. But, weapons such as the Mace and Flail where designed for Blunt damage against Full Plate armor thus they have a chance to do a double damage "Crushing Blow" against Plate armor. I also plan to include attributes for weapons like the Poll-Ax which was a very special weapon that took lots of training to master but in effect it was like a human sized can opener to a fully Armored Knight.
 
Wow - that sounds really interesting! :crazyeye:

Beside all the other cool parts you already developped (like inventor/tech tree), do you also plan to include your "Fort-Feature" with this ideas? (of course not as "Fort", but as "Outpost"/"Castle")
:)
 
Wow - that sounds really interesting! :crazyeye:

Beside all the other cool parts you already developped (like inventor/tech tree), do you also plan to include your "Fort-Feature" with this ideas? (of course not as "Fort", but as "Outpost"/"Castle")
:)

Yeah, it should be pretty interesting. I'll be adding in the Forts mod as you say. If I get to do all that I want to do it will be a totally different play experience. The theme I am thinking is to play the role of a baron or such and that your goal is to become powerful enough to challenge the King for his crown. Which will be similar to declaring your independence in effect, but the over all play mechanics will be different. Any Ideas you may have on this pleace feel free to post.
 
Wow, that sounds like yet another awesome mod idea Kailric. If you complete it I think you might make me lose interest in Civ5.. ;)

I think one of the best aspects of this mod could be having more interactions with the Europe King factions, i.e your King could occasionally give you missions to attack a certain barbarian or rival faction, or gift him a certain # of resources or military units. The demands will gradually get more and more onerous, and if the King gets angry enough he could punish you by causing some royalist citizens with low Rebel Sentiment to defect or sending a force to take one of your cities.

It would be cool if each King could have more than one Vassal. You'd compete with the other vassal to be the King's favorite, but couldn't declare war on him without angering the King.

Maybe there could be a separate Papal faction which everone has contact with, that occasionally issues Crusades against a barbarian or demands cash for Tithes or construction of a Church or Cathedral. If they are pleased you could request a Clergyman unit, a blessing with bonus Cross production, or ask a Crusade to be called against an opponent, if they get Furious they could Excommunicate you.

Your idea of having more detailed Promotions is good as well. You might also make some promotions with civilian benefits, ie faster yield production, less resource consumption, passively generating +1 cross or other yield type per turn, etc.

The Founding Fathers could be called Courtiers; getting FF points through building, trade, war, religion and exploration would attract notable people to your court such as Artists, Troubadours, Mercenaries, Scholars, Friars, etc. :king:
 
The Founding Fathers could be called Courtiers; getting FF points through building, trade, war, religion and exploration would attract notable people to your court such as Artists, Troubadours, Mercenaries, Scholars, Friars, etc. :king:

Thanks for the input orlanth your ideas are duly noted. Something will for sure need to be done with FF and your idea above would fit quite nicely. I actually started a idea thread awhile back about "Kings Commission" that is along the lines of what you was suggesting with the King giving you missions. I really want to add something like this to the mod. And thats a great idea about the other Coloniest being your Rivals and under the same King and the Crusades as well. I want all those things in the mod in some form or another. Keep the ideas coming :goodjob:
 
Join the Team
If anyone would like to help in this endeavor send me a PM or make a post here. Graphical help is needed most atm. Things such as Flags, Building, City, and Unique Unit art. Also, Tech tree Icons and Tech ideas as well. Once I have a first Alpha version I plan on seeing if we can get this its own Forum.
 
I hope you finish this because i will definitely play it. Sounds very good.
 
Join the Team
If anyone would like to help in this endeavor send me a PM or make a post here. Graphical help is needed most atm. Things such as Flags, Building, City, and Unique Unit art. Also, Tech tree Icons and Tech ideas as well. Once I have a first Alpha version I plan on seeing if we can get this its own Forum.
OK, I started from flags.

Here for Viking - Ragnar.

Historical background:

The raven banner (in Old Norse, Hrafnsmerki; in Old English, Hravenlandeye) was a flag, possibly totemic in nature, flown by various Viking chieftains and other Scandinavian rulers during the ninth, tenth and eleventh centuries CE. The flag, as depicted in Norse artwork, was roughly triangular, with a rounded outside edge on which there hung a series of tabs or tassels. It bore a resemblance to ornately carved "weather-vanes" used aboard Viking longships.
Source: here

Couple pictures:

Colors (probably real?)

Ravnefanen.jpg

in the game

Vikings.jpg

Unfortunately, I don't know how to make Vikings flag triangular. Colonization standard is different.
 
Though I might not have much time with other mods and work, it sounds like a great mod and I'd be glad to help out with it when I can. Maybe I could help out by making some Events, I've done lots of those in the past.

Here are some ideas for possible medieval goods, using the format
Resource (Profession) -> Processed Good (Profession in Building)

Hides (Gameskeeper) -> Leather (Tanner, in Tannery)
Wool (Shepherd) -> Cloth (Weaver, in Weaver's Hut)
Barley (Thresher) -> Ale (Brewer, in Brewery)
Peat (Peat Cutter) -> Glass (Glazier, in Glass Furnace)
Dyes (Fuller) -> Manuscripts (Scrivener, in Monastery)

Wood (Lumberjack)
Stone (Quarryman)

Dyes+Cloth -> Fine Clothes (Tailor, in Tailor Shop)

other possible buildings:
Manor (replaces Town Hall), produces Fealty (changed from Liberty)
Mill (gives percentage bonus to food production from a Miller working there, by adapting the Coal Furnace code)
Tavern (converts Ale to cash at a favorable rate, occasionally triggers interesting Events or attracts Mercenaries)
University (generates Education, consumes Manuscripts)

Specialist units could have an aptitude for more than one possible profession, e.g.:
a Monk unit could work as a Clergyman in a Church generating crosses, or as a Scrivener making illuminated Manuscripts in a Monastery.
a Yeoman unit could work as a Gameskeeper, or go to war as a Veteran Longbowman.
a Nobleman unit could work as a Lord generating Fealty in a Manor, or go to war as a Valiant Knight unit.

some other units:
Serf (replaces Criminal)
Villein (replaces Indentured Servant)
 
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