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Difference between revisions of "Megas Alexandros"

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{{mod|mod=Megas Alexandros|modscreenshot=Megas_Alexandros_sig.jpg |platform=[[Rome:_Total_War|Rome: Total War - 1.5]]|era=3rd century BC|leader=[[Roman_Man#3]] }}
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{{mod|mod=Megas Alexandros|modscreenshot=Megas_Alexandros_sig.jpg |platform=[[Rome:_Total_War|Rome: Total War - Alexander Expansion 1.9]]|era=4th century BC|leader=[[Roman_Man#3]] }}
 
==Overview==
 
==Overview==
Megas Alexandros will include two campaigns, released at separate times. One revolving around Alexander, starting in 336 BC and ending in 300 BC, a what-if campaign. The other one revolving around King Philip, starting in 359 BC, and ending in 336 BC, when he was assassinated.
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It is the year 336bc. King Philip has just been assassinated. Although not directly involved, many are sure that it was Persian gold that moved the hand of this Pausanias of Orestis. Alexander, age 20, as Philip's only heir, has become King. Although inheriting an experienced and professional army, Alexander has also received enemies in the form of Philip's former subject states who feel a 20 year old boy is not capable enough to rule his father's kingdom effectively and who want their full independence, thinking that the turmoil following Philip's death will cause Alexander to react foolishly....
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Alexander plans to carry out Philip's long planned conquest of Persia, and with Parmenios and a Makedonian expeditionary force already in Asia Minor, Alexander will have to move quickly if he is to quell the rebellions in Southern Greece and secure his border in the north, the area that the troublesome Thracians and Illyrians call home. This is a time of bloodshed, death, conquest, defeat and victory. This is Total War....
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==Features==
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The mod will cover the years 336 b.c. when Alexander became King of Macedon aged 20, to either 323 b.c. when he died or 320 b.c., which would allow for an alternative history edge. I will be using a 12tpy script in my mod, so Alexander should not die of old age, and which will increase the amount of turns, which will be necessary given how im hoping the map will look
  
Work was started on this mod in January 2007.  
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The aim for this mod is to improve the Alexander gaming experience. It will try and make the add-on a great gameplay experience, a real challenge getting across the feel of Alexanders campaign. It will be mostly historically accurate, but artistic license will be used in some places. It will feature:
  
The mod is intended to feature new units, a new map, new historical battles, and more...  The mod is intended to be as historically correct and realistic as possible.
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* A brand new map
==Features==
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* New models and skins
===Battle System===
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* Historical unit names
*'''Units to have higher morale and better defensive skill.'''
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* New traits and ancillaries
What this will do is make battles more prolonged. An early hypothesis for a base morale level would be 12. For lower class troops, it would go down to 8-10, for elite troops it would go up, maybe as far as 20. The defensive skill will further prolong the battle. A base could be 5-7. It would go up for places with strong/agile troops, and it would go down for lesser troops who might not be as agile.
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* A new recruitment system
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* New GUI
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* New custom battle maps
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* Longer, more balanced battles
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* New formations, possibly modifying existing Darth's Formations Mod formations.
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* New faction banners
  
*'''Mass dynamics'''
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=====Map=====
The push factor. Hoplites will naturally have the biggest mass, maybe 1.5 to 2. The standard could be 1.2, with it going down for more spread out formations, staying the same for regular formations, and maybe 1.5 for legionnaires.
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This is the area covered by the map, everything right of the black line.
Hence, the push factor, some thing along the lines of this:
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[URL="http://img249.imageshack.us/my.php?image=macedonempirehd9.jpg"][IMG]http://img249.imageshack.us/img249/8491/macedonempirehd9.th.jpg[/IMG][/URL]
:* Barbarians push peasant and like units
 
:* Legions push Barbarians
 
:* Hoplites push Legions.
 
:* Hoplites push Phalanx while Phalanx pushes Hoplites 8O
 
  
*'''The Charge Factor'''
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=====Battle System=====
Infantry won't have a big charge. Spears will have a bigger charge, because the spear would be more propelled due to the thrusting motion. Heavier weighing(presumably) will have a bigger charge, because they have more momentum. Cavalry will have a very accurate charge, being quite high, reflecting the speed and momentum they would have from the horse, although once the horses get into battle, and have no further momentum, they will fight worse. Barbarians will have a high charge bonus, especially the fanatical ones. The reason in this is because they would just charge headlong into a wall of pikes to prove themselves, especially those in a frenzy, who might even try to keep running :mrgreen:
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A brand new battle system is being developed to balance gameplay,  
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[http://www.twcenter.net/forums/showthread.php?t=100237/ read about it here].
  
*'''The Ranged System'''
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=====Side Note=====
Archers will be a bit more powerful and they will have a farther shot. Peltasts and others with javelins will have a very strong ranged attack, farther range, and will carry maybe 5-7 javelins. Slingers will have a stronger ranged attack, and will be AP, to show that all you had to do is hit someone to break a bone, unlike archers where you had to pierce the armour to kill someone. Horse archers should be given less ammo, and a bit more powerful attack.
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The mod will only have Macedon playable for 1 big important reason: the AI will never do an Alexander. I am aiming for this mod to try and get across the feel of Alexanders campaign, I am going to make it s you can only recruit Macedonian troops in certain provinces, and so you must assemble an army and go campaigning, sending reinforcements whenever you can, getting across the feel of Alexander marching across the Persian empire with only few reinforcements.
  
*'''Attack Factor'''
 
Spearmen will have a weaker attack than swordsmen, but with the bonus against cavalry will make up for it. Units with heavier weapons will have a stronger attack, due to the momentum from the weapon. Bear in mind though that someone from Rome might not wield a 2 Handed Axe as effectively as someone from Germania.
 
 
==Team==
 
==Team==
 
Leader [[Roman_Man#3]]
 
Leader [[Roman_Man#3]]

Revision as of 19:12, 1 July 2007

Template:Mod

Overview

It is the year 336bc. King Philip has just been assassinated. Although not directly involved, many are sure that it was Persian gold that moved the hand of this Pausanias of Orestis. Alexander, age 20, as Philip's only heir, has become King. Although inheriting an experienced and professional army, Alexander has also received enemies in the form of Philip's former subject states who feel a 20 year old boy is not capable enough to rule his father's kingdom effectively and who want their full independence, thinking that the turmoil following Philip's death will cause Alexander to react foolishly.... Alexander plans to carry out Philip's long planned conquest of Persia, and with Parmenios and a Makedonian expeditionary force already in Asia Minor, Alexander will have to move quickly if he is to quell the rebellions in Southern Greece and secure his border in the north, the area that the troublesome Thracians and Illyrians call home. This is a time of bloodshed, death, conquest, defeat and victory. This is Total War....

Features

The mod will cover the years 336 b.c. when Alexander became King of Macedon aged 20, to either 323 b.c. when he died or 320 b.c., which would allow for an alternative history edge. I will be using a 12tpy script in my mod, so Alexander should not die of old age, and which will increase the amount of turns, which will be necessary given how im hoping the map will look

The aim for this mod is to improve the Alexander gaming experience. It will try and make the add-on a great gameplay experience, a real challenge getting across the feel of Alexanders campaign. It will be mostly historically accurate, but artistic license will be used in some places. It will feature:

  • A brand new map
  • New models and skins
  • Historical unit names
  • New traits and ancillaries
  • A new recruitment system
  • New GUI
  • New custom battle maps
  • Longer, more balanced battles
  • New formations, possibly modifying existing Darth's Formations Mod formations.
  • New faction banners
Map

This is the area covered by the map, everything right of the black line. [URL="my.php?image=macedonempirehd9.jpg"][IMG]macedonempirehd9.th.jpg[/IMG][/URL]

Battle System

A brand new battle system is being developed to balance gameplay, read about it here.

Side Note

The mod will only have Macedon playable for 1 big important reason: the AI will never do an Alexander. I am aiming for this mod to try and get across the feel of Alexanders campaign, I am going to make it s you can only recruit Macedonian troops in certain provinces, and so you must assemble an army and go campaigning, sending reinforcements whenever you can, getting across the feel of Alexander marching across the Persian empire with only few reinforcements.

Team

Leader Roman_Man#3

External Links

Megas Alexandros home forums.